
- BGG rank
- BGG #65
- BGG rating
- 8.7
Oathsworn: Into the Deepwood
- 1–4 players
- 30–90 min
- Complexity 3.7/5
- 2022

Rules assistance for Anima Tactics: Alis Testarossa
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Anima Tactics: Alis Testarossa is an expansion for Anima Tactics released in 2009 60 minutes per game and ages 12 and up. Its main mechanics are Dice Rolling and Action Points.
Publisher Blurb: Member of the prestigious Testarossa dynasty, one the most influential noble houses of Argos, the rebellious and stubborn Alis was always the source of problems for all her family because of her impetuous behaviour. When she was thirteen Alis began to manifest supernatural talents. Her parents, fearful of Alis bringing shame to the family, used their influence to send her to the church. There, Alis developed her skills under the supervision of the Knights of the Saint Order. When she was only 21 obtained the title of High Captain in recognition of her extraordinary abilities. Thanks to her control over energy and her capability to manifest wings of light and soar upon the skies, she has become a legend of the Knights of the Saint Order, and some see her as a angel sent by heaven. Warrior - Church - Level 40 Wings of Light: If Alis sacrifices 3 LP during the Maintenance Phase, she obtains the Flying skill during the rest of the turn. Valkyrie (Ki, Charte) - +2 Attack / +2 Damage Alis must be Flying. Aegis' Wind (Ki, Movement, Escape) - Alis automatically escapes Hand-to-Hand combat and may move up to 12 inches. This does not count as movement for the current turn. She may not engage in hand-to-hand combat using this movement action. Alis must be Flying. Aegis (Ki, Attack) - +2 Attack / +2 Damage. If the attack causes damage, retire all Positive States from the enemy unit. Beyond the Winds (KI, Charge) - Retire Alis from the board. During her activation in the following turn, place her in contact with any enemy unit in game and complete the Charge. Alis returns to the board with 0 action points. Alis must be Flying in the moment she uses this skill. This pewter figure is unpainted and unassembled. Requires additional Anima Tactics figures to play.
The listed playing time for Anima Tactics: Alis Testarossa is 60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Anima Tactics: Alis Testarossa for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Anima Tactics: Alis Testarossa has a complexity rating of 2.0 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Anima Tactics: Alis Testarossa belongs to these categories: Fantasy, Fighting, and Miniatures. Its main mechanics are Dice Rolling and Action Points. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The catalogue lists Anima Tactics: Alis Testarossa as an expansion for Anima Tactics. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Anima Tactics to use it. Check that your edition of Anima Tactics is compatible, as some expansions were revised between editions.