After the loss of your last non-captial city your side has put out aan all-purpose bulliton through your thinkamancer for units to return to the capital. Your stack was doing some reconnacince south of the capital and the only way that you will be able to reach the capital in time. So with that you enter the ruins and prepare to be cwoaked quickly.
This will be a pictures game. But I don't have them yet.
Once all slots have been filled I will roll 1d8 after assigning you all a number and whoever is chosen will have 2 additional hits and the ability to once every other round heal one hit each round.
Combat: For each opposing unit one warrior or knight one spearman and as many crossbow/archers as you want to attack the opposing unit will be able to attack it. Whenever an attack takes place the defending unit will lose hits equal to Attackers combat +1d6 - defenders defence.
There are only twelve phases left this turn and you have already moved four hexes. When you move a room in the dungeon you lose onemove just like if you had crossed a hex boundary.
OK I think that's it. I'll do my best to answer questions.