Order Expenditure Sequence
Open and Private Information | Unit Profile | Army List | Orders and the Order Pool | Trooper Activation | ARO: Automatic Reaction Order | Order Expenditure Sequence | Initiative and Deployment | Game Sequence | Loss of Lieutenant | Silhouettes | Line of Fire | Zone of Control | Zones, Bases and Silhouettes | Coherency | Distances and Measurements | Replacing Game Elements | Rolls | Face to Face Rolls
Each time the Active Player decides to spend an Order (of whatever type) to activate a Trooper, follow these steps:
1. Activation: The Active Player declares which Trooper will activate.
- 1.1. Order expenditure: The Active Player removes from the table, or otherwise marks as spent, the Order he uses to activate the Trooper.
- 1.2 Declaration of the First Skill: The Active Player declares the first Basic Short Skill, or the Long Skill, they want to use. If movements are declared, the player measures where the Trooper can move, chooses the route, and places the Trooper at the final point of its movement.
2. Reactive Player's AROs
- 2.1. ARO Check. The Reactive Player checks if they are allowed to declare AROs with their Troopers. Players may check from the Active Trooper if any Trooper or Game Element is inside the Zone of Control (ZoC) of the Active Trooper.
- 2.2 ARO Declaration. The Reactive Player declares the AROs of those Troopers that are allowed to declare one. Troopers are not forced to declare AROs, but if a Trooper can declare an ARO and fails to do so, they forfeit their right to declare an ARO against this Order.
3. Declaration of the Second Skill: The Active Player declares the second Short Skill of the Order, if applicable. If movements are declared, the player measures where the Trooper can move, chooses the route, and places the Trooper at the final point of its movement. 4. Reactive Player's AROs
- 4.1. ARO Check. The Reactive Player checks if they are allowed to declare AROs with those Troopers that couldn't declare an ARO in the previous ARO Check step. Players may check from the Active Trooper if any Trooper or Game Element falls inside the Zone of Control (ZoC) of the Active Trooper.
- 4.2 ARO Declaration. The Reactive Player declares the AROs of those Troopers that are allowed to declare one. Troopers are not forced to declare AROs, but if a Trooper can declare an ARO and fails to do so, they forfeit their right to declare an ARO against this Order.
5. Resolution: Check that the Skills and pieces of Equipment whose use has been declared meet their respective Requirements, make all necessary range measurements, determine which MODs apply, and then both players make their Rolls. If any Skill or piece of Equipment doesn't meet its Requirements, the Trooper instead performs an Idle.
- 5.1. Effects: Players apply all effects of successful Skills and Equipment including Saving Rolls and Dodge movement.
- 5.2. Conclusion: Guts Rolls are made if necessary, and their effects are applied, as well as those of Alert!. End of the Order.
All details and choices related to the execution of a Basic Short Skill, Short Skill, or Long Skill must be specified when it is declared.
For instance, if you declare a movement, you must specify the entire route.
If you declare an Attack, you must specify which Weapon, piece of Equipment, Special Skill, Ammunition, or other option will be used, who the targets are, the specific point where the shots are taken from, how the Burst is divided between targets, etc.
When declaring Alert!, any Basic Short Skill, or the Long Skills Jump or Climb, their Requirements must be checked when the Skill is declared. For all other Skills that are declared as part of an Order or ARO, their Requirements must be checked during step 5 of the Order Expenditure Sequence: Resolution.
If the use of a Skill, weapon, or a piece of Equipment is declared and when the Requirements are checked they are not met, the action is cancelled and the Trooper instead performs an Idle. Additionally, any declared uses of Disposable items are expended and lost.
The type, status, and expenditure of any Order ( Regular, Irregular, Tactical, the Lieutenant Order, which Combat Group it belongs to, whether it has been spent or not...) is Open Information. Players must place the Tokens for each and every one of their Orders in a visible place on the gaming table, and they must inform their opponent every time they spend an Order to activate a Trooper, even if it is the Lieutenant Order.

Infinity. Fair Play
To streamline the game, the opponent may assist the Active Player with measurements, checking LoF, etc. This will make the game more exciting and dynamic. Fair play is a win-win for both players and is essential for a good game atmosphere. If mistakes are made, ideally both players should come to an agreement to fix the problem.
The tagline “in Infinity it's always your turn” isn't just about using AROs to react during your opponent's turns, but that it is also a tool to interact continuously with your opponent, creating a constant dialogue that makes the games more engaging and enjoyable. This makes it easier to keep learning and improving your game skills, and has helped create a tight community of players, whose friendship reaches across borders and oceans.
Open and Private Information | Unit Profile | Army List | Orders and the Order Pool | Trooper Activation | ARO: Automatic Reaction Order | Order Expenditure Sequence | Initiative and Deployment | Game Sequence | Loss of Lieutenant | Silhouettes | Line of Fire | Zone of Control | Zones, Bases and Silhouettes | Coherency | Distances and Measurements | Replacing Game Elements | Rolls | Face to Face Rolls