a new turn begins with the deployment phase being repeated. Factions and decks Cards in Dark Millennium have one of the following five faction affiliations: Chaos - The demonic forces of Khorne, Slaanesh, Nurgle, and Tzeentch, as well as Chaos Space Marines from the Word Bearers, World Eaters and Death Guard. Ork - Destructive Ork clanz including the Evil Sunz, Bad Moons, and Goffs. Eldar - Ancient Eldar hailing from the Craftworlds of Ulthwe, Biel-Tan, and Saim-Hann. Imperial - Loyal forces of the Emperor of Mankind, including the Imperial Guard, heroic Space Marines, and Daemonhunters of the Inquisition. Unaligned - Resources which can be made use of any be any faction, or which represent a generic entity which any faction could possess. A play deck (made up of units, assets, and ships) must contain at least 60 cards, and may not contain more than four of any one card (except where a specific card notes otherwise). Each player must choose a side or faction when creating a deck, and this restricts the deck to only unaligned cards and cards from that specific faction. A given game may involve two competing decks from any of the factions; there are no additional restrictions on the participants. Additional factions may be made available in future expansion sets. Card roles Each non-sector card in the Dark Millennium game system can serve in three separate and distinct roles. These uses are as follows: Normal - Functioning as the actual unit, asset or ship printed on the face of the card. Cards deployed to sectors operate in this standard fashion. Die - Used as a pseudo-random number generator, to check the success or failure of some action. When a result needs to be determined, the top card of that player's deck is flipped over (into the discard pile), revealing the die printed on the card. Command - Kept in the player's hand during a battle and played as needed for strategic purposes. In this role, the card is turned upside down and only the inverted text at the bottom is used; the remaining portion of the card serves no purpose. Because of this unique multi-purpose system, every card placed into a deck must be considered for each of its uses. A powerful unit may have a very poor die role, while a mediocre asset with an excellent command line ability may be worth keeping in a