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Game Setup and Campaign Phases Guide

The document outlines the initial game setup and campaign stages for a tabletop role-playing game, detailing the steps for setting up components, creating adventurers, and selecting guild quests. It includes phases for daily gameplay, combat rounds, and the mechanics for encounters, rewards, and session progression. Additionally, it describes the Guild Assist feature and the rules for managing items and abilities during gameplay.

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0% found this document useful (0 votes)
129 views4 pages

Game Setup and Campaign Phases Guide

The document outlines the initial game setup and campaign stages for a tabletop role-playing game, detailing the steps for setting up components, creating adventurers, and selecting guild quests. It includes phases for daily gameplay, combat rounds, and the mechanics for encounters, rewards, and session progression. Additionally, it describes the Guild Assist feature and the rules for managing items and abilities during gameplay.

Uploaded by

peha
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as RTF, PDF, TXT or read online on Scribd

Initial Game Setup V4.

Setup components (p12)


• Select one province. Place appropriate overland map & Gazetteer
• Add all general and all province specific enemies to bags
• Add Skill lines to Skill bag. If playing true solo, remove duplicates
• Create overland decks:
◦ Add all 8 province specific Peaceful encounter cards to 4 randomly selected General
Peaceful encounter cards and shuffle to form the Peaceful encounter deck
◦ Add all 8 province specific Conflict encounter cards to 4 randomly selected General
Conflict encounter cards and shuffle to form the Conflict encounter deck
• Delve deck
◦ Set aside any special province specific delve cards labelled “SP-” (the Gazetteer “Delve
Feature” section will explain how and when these cards are used)
◦ Shuffle all general delve cards + other province specific delve cards to form Delve deck
• Shuffle all Common Item cards and shuffle all Legendary Item cards to form separate Item
decks
• Set party XP dial to 2 (or 1 if playing Jailbreak scenario to start), and leave Day dial unset
for now
Create Adventurers (p13 & p19)
• Select Party Difficulty level: Apprentice, Adept, Expert
• Each player selects the following:
◦ Race sheet of their choosing and the corresponding race chip
◦ Combat Skill line card and combat skill token
◦ One starting Skill line card (and corresponding circular skill token) of their choosing and
2 first level skill dice of that skill
◦ Player mat, adding the following:
▪ Circular Health, Stamina, Magicka and Combat tokens, Add square tokens next to
Stamina and Magicka based on stats on race sheet. Set Health token to correct value
based on race health stat
▪ Add Health chips under adventure chip equal to race health stat
▪ Add number of Combat skill dice based on race combat stat
▪ Peg in Cooldown based on race cooldown stat
▪ Pegs in 0 on both Experience and Tenacity tracks
▪ Peg in Battle Form (choose any, but probably matching starting skill battle form)
◦ Select a Class sheet - possibly play through the Jailbreak scenario to limit class selection
if desired
Select a Guild quest (p13)
• Randomly select 3 guild cards. Review the short description on each card and, if desired,
the quest session snapshot of each quest in the initial province Gazetteer (quest
complexity & general description). Select a single guild.
Campaign Stages V4.0
Start of Session
• Adventurers start all sessions with full HP and no bonus HP, zero tenacity, no drained dice and
nothing in Cooldown (retain items and stored XP from previous session)
• Select difficulty – this does not need to be the same difficulty as the previous sessions
• Re-create all card decks (common items, legendary items, side quests, delves, encounters) as per
initial setup. The only things not reset are the Adventurer skill lines and dice, obtained items, the
stored XP and the Cooldown stat
• Read initial Guild Quest in Gazetteer (Axx). Set Party Token on starting town location
• Day 1 – Must perform a Town Encounter at initial town. No Overland Move phase on Day 1
• Endgame (session 3) may have its own rules as defined in the Gazetteer:
Progress Through Session
• Focus on Guild Quest primarily. Progress Guild Quest as per details in Gazetteer
• Travel to Peaceful, Conflict and Unstable locations to complete Side / Guild Quests, to gain XP + Items
• Pick up Side Quests at towns and complete for XP
• Side Quests do not have to be completed, and can be discarded at any time (max 4 held at any time)
• Gain Items – each Adventurer can have up to 4 Ready items and up to 8 Pack items at any time, but
only 8 items max. Can swap between Ready and Pack at End of Day phase or at Start of Battle only
• During battle can only use Ready Items. At other times, can use Ready or Pack Items freely
• When new Item gained, even during battle, can put in Ready slot and move a different Item to Pack
• Can have multiple Weapon Items Ready, but must choose which to use per Engage step
• Can only have one Armour Item with particular Trait (body area) Ready at any time
• Weapons and Armour can be Overtaxed to give more benefit (both normal and Overtax ability are
triggered in this case). After Overtaxing, Item is discarded

End of Session
• Succeeding the full Guild Quest for the region by the end of day 12 ends the session
• Complete the day’s Reward Phase, but skip the End of Day Phase.
• Session 1: Read the Guild Quest’s Epilogue. From the options presented, select the Session 2 Quest
to determine the Session 2 province and Guild
• Session 2: Read the Guild Quest’s Epilogue to introduce the Endgame. This will be in the same
province as where Session 2 took place
• Discard all uncompleted Side Quests
• Discard all set-aside cards with persistent effects and cross out any logged persistent effects.
Persistent effects last only for the session, unless stated
• Discard any pet cards that have HP chips on them
• Discard any active enchantment cards and expended items (e.g. empty potions). Any other Item
cards are retained

Guild Assist (once per campaign, not during Endgame) (p51)


Can be triggered either during a battle (at the end of a round), or during the End of Day Phase
Each Adventurer:
• Heal to full HP
• Remove all fatigue and status dice from the Cooldown
• Recover any number of exhausted or drained skill dice
• Draw one common and one legendary Item and keep both
The party as a whole:
• If in battle, set round counter to any number
• If in battle, place any revived Adventurers on any unoccupied hex
• If out of battle, move party token up to 6 hexes on the overland map
• Add “Guild Assist” keyword to campaign journal
• CANNOT gain the keyword from the guild quest during this session
Phases - Day V4.0
1. New Day Phase (p34)
◦ Increase day counter by 1. (If first day, set dial to 1 and do not increase). In Sessions 1 and 2, the
Campaign is failed if the Guild Quest is not completed by the end of day 12
2. Overland Phase (p34) (not in Endgame, Session 3)
◦ Start of Phase. Complete any effects that trigger at this point
◦ Move party. If it is day 1, you must stay in your starting town and resolve a town encounter
▪ Base movement of 3 hexes unless your province / other effect modifies this
▪ You can move additional hexes at a cost of 1 fatigue for each party member per hex, up to your
base overland movement
▪ Encounters/landmarks will not stop your movement
▪ Ending your movement on specific hexes will trigger an encounter. If you land on a spot that
has multiple triggers, guild quest encounters take precedence, then side quest followed by
towns or Overland encounters (p34)
3. Encounter Phase (not in Endgame. If on an empty hex at the end of movement, skip this phase)
◦ Guild quest encounters are dictated by your entry in your Gazetteer
◦ Side quest encounters setup are dictated by your side quest card
◦ Town icons, if present (not greyed out), trigger Town Encounters (p38). Each Adventurer takes up
to 2 town actions. Note specific town feature if present under description of town in Gazetteer:
▪ SHOP – Take 1 of drawn item cards (draw as per town definition in Gazetteer)
▪ TRAIN – Take 1 of drawn skill lines (draw as per town definition in Gazetteer)
▪ INN – Heal to max HP. Clear whole cooldown, and recover all drained dice
▪ QUEST BOARD – Draw 2 side quests, choose up to 1. Discard unchosen (p48)
▪ GUILD KIOSK – Take unique guild town action (described on guild card)
▪ TOWN SQUARE – Specific to each town. Each Adventurer can trigger this action once per visit
▪ ALCHEMY STATION – Can refresh 1 expended potion item card (p29)
◦ Overland encounters (discard encounter card when complete)
▪ Peaceful landmarks: draw a Peaceful encounter card
▪ Conflict landmarks: draw a Conflict encounter card
▪ Unstable landmarks: roll the unstable dice to determine the type of encounter
• Travelling Caravan result - generic town encounter (p38), caravan details in Gazetteer
• Peaceful or Conflict result - draw corresponding card as normal but, if there are options, and
one of the option’s icon is inside a red circle, this indicates it is the unstable encounter result
and must be taken. Encounter description may also detail compulsory Unstable options
4. Reward Phase (p43)
◦ Gain rewards from successful encounters (e.g. XP, items, keywords…). Increase XP dial if gained
◦ If encounter at unstable landmark each player gains 2 Tenacity, success or fail
◦ Untrain skills and skill lines (optional)
◦ Gain advancements (usually by spending XP). Buy new dice for skill lines, Cooldown or Tenacity
◦ Track quest progress, making any notes in the Party’s Journal
5. End of day Phase (p45)
◦ Activate province effect (not in Endgame, Session 3). If the party had a peaceful encounter,
reference the icon on the back of that encounter card. If not, draw the top peaceful encounter
card and reference the icon on the bottom of the back of that card and place at the back of the
peaceful deck. Refer to the Gazetteer to determine what that icon (or no icon) does in your
current province
◦ Adventure rest
▪ Heal and remove any dice from cooldown based on the difficulty (Apprentice: +2hp, -2 dice;
Adept: +1hp, -1 die; Expert: as for Adept, but each Adventurer must discard an item to resolve
this step. If a consumable item is discarded you can resolve the item’s effect before discarding)
▪ Exchange items between Adventurers (optional)
▪ Can choose to exercise Guild Assist
Combat Rounds V4.0
Start of Battle
• Select First Player (cannot change during battle)
• Each Adventurer chooses initial Battle Form and which items to Ready (up to 4)
• Calculate EP (total XP * No of players). NOTE: EP in end-Session battle is fixed (p56)
• Set up battle mat (p57). Note Battle Objective (p86)
◦ Conquer: remove all enemies
◦ Eliminate X: remove the X enemy
◦ Survey: Gather number of Skyshards (default 3) and successfully reach end of round to succeed
◦ Uncover: As per Survey, but can choose to retreat at end of round or continue, and party gains 1XP
per recovered Skyshard regardless of success or not (assuming at least one Adventurer survives)

6. Start of Round
◦ Increase Round Counter by 1, or set to 1 if first round
◦ If reached Fatigue Round:
▪ Each Adventurer adds 1 Overfatigue die to their Cooldown
▪ Each Adventurer then receives 1 True Damage per Overfatigue die they have
7. Adventurer Turns (first player, then clockwise)
◦ Start of Turn
◦ Recovery – recover up to your Cooldown stat of dice from your Cooldown (overfatigue – cycle to
end of Cooldown; other dice - discard / place back on mat)
◦ Actions (in any order)
▪ Move (up to Stamina stat). Can take a second Move only if no Engage actions taken
▪ Engage:
• Receive 1 light fatigue (skip if first engage of the turn; receive 2 if playing Expert level)
• Choose Battle Form and weapon to use (if weapon items available) – also choose if to overtax
• Declare Target
• Gather & Roll Dice (Stamina stat limit +/ Magicka stat limit)
• Resolve Dice: For each die, choose whether to use (p60) or simply exhaust if unused
• Check for units’ reactions
▪ Class Abilities (once per ability). To change Battle Form costs 1 light fatigue
▪ Explore (Delve only. Cannot Explore and Move on same turn. Only 1 Explore per turn. Can’t
explore further if all Skyshards found)
◦ End of Turn
8. Companion Turns (players choose order)
◦ Move up to two hexes (players choose where to move)
◦ Perform attacks & abilities
9. Enemy Turns (in order of Enemy level, highest first, players decide on ties)
◦ Start of Turn
◦ Move up to 2 hexes towards nearest target End of Battle
◦ Engage Target(s): - Remove bonus HP and any HP exceeding
▪ Determine Target(s) Adventurer’s maximum
▪ Roll enemy combat dice - Remove and exhaust any dice in active slots
▪ Resolve roll & skills against all targets. This - Recover all drained skill dice
may trigger Armour Item of target (choose - Keep any dice in Cooldown (only removed
to use / Overtax before applying damage) during Adventure Rest step or at an INN)
(Defeated Adventurer? See p67) - Disassemble battle map, return enemies to
▪ Units react correct bags
◦ End of Turn - If encounter was a delve, reshuffle non-
10. End of Round special delve cards into deck
◦ If battle objectives complete, end battle - If Full Party Defeat, move to nearest town -
◦ Can choose to Retreat (end battle) or resolve Reward + End of Day phases (p67)
exercise Guild Assist

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