Unit Turn

Each turn of Monsterpocalypse starts with the player choosing whether to use their monster or their units. If a player does not have any a-Dice in his/her unit pool, he/she cannot take an unit turn. If a player does not have any a-Dice in his/her monster pool, then he/she must take an unit turn.

"During a unit activation, you can move one of your units, use its abilities, or attack with it. Choosing a unit activation makes the unit pool the active pool.  If you do not have any action dice in your unit pool, you cannot perform a unit activation."

= Phases of a Unit Turn =

Spawn Phase
Things you can do during the spawn phase:
 * Transfer a unit from your reserves to a Spawn Point that has not spawned a unit this turn. Cost: a-Dice equal to the unit's Cost +1 if the unit's agenda is different from your monster's.
 * 'Push' or 'bump' a unit or morpher occupying one of your Spawn Points to an adjacent square. Cost: 1 a-Dice

Advancement Phase
Things you can do during the advancement phase:
 * Move a unit that hasn't moved this turn, X squares on the map where X is the unit's Speed. Cost: 1 a-Dice - unless an ability (ex Quick) says otherwise.
 * Use 1 Action. Cost: 1 a-Dice.

Attack Phase
Things you can do during the attack phase:
 * Have a unit that hasn't attacked anything this turn, brawl or blast one target.
 * Have several units that haven't attacked anything this turn participate in a combined brawl or blast at one target.
 * If you did not use 1 Action during the Advancement Phase, you may use 1 now. Cost: 1 a-Dice.

Push Phase
Things you can do during the push phase:
 * Transfer any number of a-Dice from your unit pool to your monster pool.