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Start of Round

Guards’ Turn
1 Check equipped accessory for bonuses. Trigger effect of accessory if available. To Retreat:
2 Discard any active blue cubes on both Guards. 1. Choose to retreat at start of round.
3 Choose a Guard to activate. 2. Guards forfeit all actions.
4 If Guard’s bag is empty, refill bag with chips from discard area. 3. Enemies still take their turn.
If bag is not empty, you may choose to lose 1 HP to refill bag from 4. After cleanup phase, battle is over.
chips in the Guard’s discard area. 5. No rewards are obtained.
5 Draw chips one at a time from Guard’s bag equal to active action points (AP). 6. Begin exploration phase.
Only black chips count against draw, and players must draw until the count is reached
or the bag is empty. Resolve any positive or negative chips as each is drawn.
6 The next actions may be taken in any order, or not at all.
Activate Guard Ability Cards by paying the necessary cost this turn.
On Defeat:
Activate Stonebound Ability Cards using ready Speaking Stone Gems.
If both Guards fall in battle (0 HP ):
Perform a Standard Attack on a single enemy target by paying the chip cost.
1. Guards drop all cards in satchel slots.*
Activate an accessory by paying the necessary cost this turn.
2. All Sil in Dual Dial is lost.
Use an equipped item.
3. All Lux in Dual Dial is kept.
Exhaust 2 AP to move or swap item from satchel slot to item slot.
4. Remove all green, red, and negative
7 Activate the other Guard. Repeat steps 4-6.
purple chips from the Guards’ bags.
8 Refresh exhausted AP for both Guards.
5. Respawn Guards at last save location,
9 Place Aggro Chip on Guard that last attacked an enemy.
or at Fort Istra Courtyard.
6. Revive both Guards with 20 HP .
Enemies’ Turn 7. Add 5 red Weaken Chips to both of
1 Discard any green Evasion Chips and blue cubes on enemies. the Guards’ bags.
2 Activate enemy in slot I. 8. Exhaust all AP from both Guards.
3 Draw an AI card from enemy’s face down AI deck, and place face up in AI discard slot. *See page 35 in the Rulebook.
4 Resolve enemy actions on AI card. If only one Guard falls, but battle
5 Activate remaining enemies in order (slot II, slot III, slot IV). is victorious with remaining Guard:
Repeat steps 3-4 for each enemy. 1. Revive fallen Guard with 1 HP .
6 Refresh exhausted AP for all enemies. 2. No cards are dropped, and Sil is not lost.
3. Keep the Guard’s bag unchanged.
Cleanup Phase
1 Discard all chips from enemies and return them to the supply
End of Battle:
except green Evasion Chips.
1. Return all chips on Enemy Dashboards back to the supply.
2 Discard all chips from Guard Ability Cards and weapons, as well
2. Collect the rewards from defeated enemies.
as any chips that have not been used. Black and purple chips
3. Return enemy and enemy AI cards back to card index box.
are moved to the discard area on the respective Guard’s Ability
4. Return all black and purple chips on both Guard Dashboards
Dashboard. Green chips return to the supply. Flip over cards that
and Ability Dashboards back to their Guard’s bag.
indicate they flip after being activated.
5. Return green and red chips on both Guard Dashboards and
3 Discard all chips from positive and negative chip areas on Guard
Ability Dashboards back to the supply. Do not remove any chips
Ability Dashboards. Purple chips are moved to Guards’ discard
from the Guards’ bags.g
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6. Return green AP cubes on Guard Dashboards back to the supply.
4 Move
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7. Flip all Guard Ability Cards back to their Primary (P) sides.
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8. Move all Speaking Stone Gems back to their ready slots.
End
E nd of
of Round
Round

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