Phases of a turn
Broodmind Thinking Phase: gets reinforcements, sets up traps
Deathwatch Movement Phase: make movements
Broodmind Movement Phase: make movements
Deathwatch Attack Phase: make attacks
Broodmind Attack Phase: make attacks
Deathwatch Secondary Attack Phase: make another attack… cuz you’re tough.

Broodmind Thinking Phase
At the start of the game shuffle ‘Broodmind Cards’. Each mission will tell you how many cards to draw to make a hand of cards. Next turn, when it is the Broodmind Thinking Phase again, you can replenish this hand back to its starting number of cards. If there are no ‘Broodmind Cards’ remaining, shuffle the discard pile and draw from it.

Ambushes
After drawing cards, Broodmind player sets up ambushes with its models. Each mission will dictate how many cards need to be used during the turn to set up ambushes. Cards that remain in the Broodmind Players hand can use their ‘Gambit’ ability or be saved for later. Setting an Ambush means placing a ‘Broodmind Card’ facedown at Ambush Points, this is typically where a space connects with the outside edge of the board. Each mission will have a map illustrating the Ambush Points for that mission. You can bluff by placing ‘Broodmind Cards’ which list units that are not available for that mission at Ambush Points.

Gambits
‘Broodmind Cards’ can be used as a Gambit; a trick or bonus. Each Gambit will dictate when the card must be revealed. Any number of Gambits can be used in a turn.

Movement
Speed stat tell you the amount of moves a model can make during the movement phase. A single move consists of entering an adjacent space.

Space Occupancy
A model that moves into a space can position itself anywhere within the space, but most fit entirely within the border of that space. You can move into a space occupied by an enemy model, but cannot leave that space until enemy models are removed as casualties.

Jumping
Instead of moving to an adjacent space, a model can Jump. Using the Range ruler, a model can jump to a space within the Assault Range (measured from model to another space). Move the model to that space then roll a dice; if a [one] is rolled, the model has ‘Jeffed’ his ankle (suffers a wound with no save. After performing a Jump move, a model is not permitted to make any more moves.

Launching Ambush
Broodmind can Launch an Ambush before finishing the movement phase after all models have moved. Broodmind can reveal any cards placed at Ambush Points, and deploy the models listed on the card adjacent to the Ambush Point. If a card allows different types of models, they can be deployed in any combination. If there is not enough room in the space, or enough models, the Broodmind player tries to place as many as possible. Ambushing models can be placed in a space occupied by an enemy model, if there is enough space. Once revealed, discard Broodmind Card. After arriving via Ambush, a model is not permitted to make any more moves.

Lurking
Broodmind can Lurk one ‘Broodmind Card’ waiting to Ambush each turn. It remains unrevealed and on the Ambush point until the next turn.

Attack Phase
After alternating Movement phases, there are three Phases of Attack. Deathwatch gets to attack first, followed by the Broodmind’s attack phase, followed by the last phase of the turn, in which the Deathwatch can make a second attack. To make an attack, first figure out the range of the target (assault, combat, Max.), then determine which weapon profile the attacking model is going to use. Black squares represent the number of dice that the weapon gets to roll. The white number (on the back square) represents the number you want to reach or surpass on your rolls to score a hit.

Armour Saves
Roll a dice equal or higher than armour value of a model (on data card) to negate the wound. When Deathwatch, or Genestealer Primarch, Magus or Primus suffer a wound, they become Wounded. Flip their data card over. If it suffers a second wound, the model is removed as a casualty.

Attack Abilities
Blast: instead of targeting model, pick a space that is in range. Roll a dice one at a time for each model (including friendly) that are in the targeted space.
Rending: if a target model is slain by a rending attack, and remaining hits can be allocated to a new model in the same space. Continue until no more remaining hit or models in the space.
Cleave: no armour saves against hits inflicted by a cleaving weapon.

Running
Any model can “run” during the Attack Phase instead of attacking by moving into an adjacent space or Jumping.

Combat Recovery
Deathwatch Characters that have been wounded can forgo making an attack and flip their ‘Wounded’ card back over to ‘Unwounded’.