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   1. RESOURCE PHASE General:

“In play”: Faceup cards in the staging area, a player’s play

Action 
area, the top card of the quest deck and the active location.
Phase
Phase

Gain resources Draw cards


Begin End “Out of play”: cards in a player’s hand, deck, and discard
pile, the encounter deck and discard pile, cards in the victory
display, set aside, and removed from the game.

    2. PLANNING PHASE

Next player (in


Special 

1. Events can be played by all players.


Action 

Phase
player order) Phase
2. Allies & Attachments can be played only in this phase (in player order).
Begin becomes active End 3. Unique cards (max 1), Restricted cards (max 2) per character.
player 4. 'Entering in play' <> 'Play'.

“Battle”: compare against your combined attack.

“Siege”: compared against your combined defense.

Else: compare against your combined will.

    3. STAGING PHASE

Action 
Commit

Action 
Quest resolution
Action
Action

Phase
characters (in Staging (=resolve Phase

Begin End
player order) questing)

1. If Surge, reveal another Encounter card (i.e. go back to beginning of Staging) 

2. “Guarded” effects (draw1 extra card and attachi it to the “Guarded” card).


The attached card must either be defeated [for an enemy] explored [for a
location] or resolved [for a treachery], before the guarded card can be claimed.

    4. TRAVEL PHASE 3. Resolve any “Ambush” effects (make an immediate engagement check. If the
enemy doesn’t engage with you, then it goes into the staging area)
4. “Forced Responses” should be resolved immediately after their trigger applies
(and prior to any “Responses” that could also apply)

Action

Phase
Travel
Phase
5. 'When revealed' effects apply now (if enemy attacks it enters staging area after
Begin opportunity End the attack is over).
6. If two or more card effects would occur simultaneously, then apply passive
abilities first (ongoing effects that don’t use a bold trigger word like “Action” or
“Response”), then keywords (like “Doomed”, “Surge” or “Guarded”), then
“Forced” effects, and finally “When Revealed” effects

    5. ENCOUNTER PHASE


1. Each player (in turn order) can engage one
enemy in the staging area.
2. The Enemy with highest engagement cost =
Action

Action

Phase
Optional Engagement Phase
or < player’s threat level engages the player.
Begin engagement checks End 3. Either by an engagement check, a card
effect, or by a player’s choice = the enemy
and the player have engaged one another.

    6. COMBAT PHASE


Action

Phase
Deal shadow 'Enemy attacks'  'Player attacks' Phase

Begin cards process begins process begins End

“Archery”: apply damage 1. One shadow card (face-down) per engagaed


(cannot be blocked by enemy, in descending engagement cost.

defense points) to your 2. If encounter deck runs out, stop.  


character cards (divide at
discretion).

    7. REFRESH PHASE


Action

Phase
Ready all cards Raise threat
Pass first player Phase

Begin token End


A. 'ENEMY attacks' process B.  'PLAYER attacks' process

'Enemy 'Player
Attacks'
Attacks'

Begin Begin

Active player Active player


resolves next declares next
enemy attack attack

Enemy attack Players can attack any


Another player may exhaust Player attack
initiates (active eligible enemy target
a Sentinel to defend an that have not been
player chooses initiates
undefended attack
attacked this round.
enemy)

Action Ranged: may attack


enemies engaged Ranged option
with another player

Declare defender
Action

Action Determine attack


strength

Reveal and
YES
resolve shadow
effect Action

Indestructible: place
Action Determine
wounds on enemy, but it
1. Undefended attack if cannot be destroyed (even combat damage
defending character dies when wounds=hit points).
or leaves play/combat
before damage is
Determine
assigned
combat damage
Action
2. Damage is assigned to
a single defending
character or hero
(undefended attacks) Action Player attack

3. If enemy makes an ends


extra attack: discard
current shadow card YES
and deal a new one. Enemy attack
ends
4. If an enemy ever
attacks you outside of the
combat phase: deal a
shadow card and can More

declare a defender. Enemies?


Discard shadow card after
attack.
More

Enemies?
NO

NO Next player 'Player


More

becomes active YES NO Attacks'

Players?
player End
Next player 'Enemy
More

becomes active YES NO Attacks'

Players?
player End

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