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Engage

This action represents your adventurer using their skills in battle. Adventurers may engage multiple times per turn but are limited by the dice they can roll and fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). they can gain. You may perform a moveMoveMove a number of hexes up to the value of their Stamina. An ability that gives additional hexes of free movement to an adventurer outside of their move action is not treated as a move action. action before or after you perform an engage action, but not both.

To perform an engage action, follow the steps below. An ability that instructs an adventurer to engage outside of an engage action is also resolved using these steps.

Engage Steps

  1. Gain Fatigue: If this is your first engage action this turn, skip this step. For each additional engage action, gain 1 light fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue).. If playing on ExpertExpertThis is the hardest difficulty. Adventurers gain 2 fatigue for each additional engage action taken in battle. To resolve their individual Adventurers Rest step, an adventurer must discard an item. Adventurers remove 1 die from their cooldown track and heal for 1 HP during the Adventurers Rest step at the end of each day. difficulty, you must gain 2 light fatigue instead of 1.
  2. Choose Battle Form: Declare the battle formBattle FormsBattle form icons appear on skill lines, abilities, and weapon items. During an engage action, the adventurer's battle form limits the dice that can be rolled together and sets the adventurer's range. you will use. You may change to another form by marking the new form on your adventurer mat. Your battle form determines your rangeRangeRange (or distance) from one hex to another is measured by counting the number of hexes between those hexes, including the destination hex, regardless of whether those hexes are occupied. and dice that can be rolled.
  3. Declare Target: Skill dice that deal damage to the target of an engage require you to choose a target. You can choose only 1 target unit per engage (unless an ability specifies), and the target must be in sightSightA unit has sight to another unit (or hex) if both units are in hexes on the same tile or an adjacent tile. and rangeRangeRange (or distance) from one hex to another is measured by counting the number of hexes between those hexes, including the destination hex, regardless of whether those hexes are occupied. for your current battle form. Abilities and effects that refer to a target can only be resolved on that unit in step 5. Choosing a target during your engage is optional. If an adventurer declares a target during the engage, the target unit is being engaged by that adventurer.
  4. Gather and Roll Dice: Gather a number of dice to roll. This number is limited by your StaminaStaminaRepresents an adventurer's capacity to move and roll dice for physical skills. and MagickaMagickaRepresents the adventurer's capacity to roll dice for spellcasting skills, as well as those skills' range. stats (the stat that a skill lineSkill LinesAn overview of the different Skill Lines available. is tied to is shown on that skill line's reference sheet). Each time you engage, you may roll up to a number of dice that use Stamina equal to your Stamina stat, and likewise for your Magicka stat. If you have 1 or more ready Weapon IconWeaponWeapon items provide advantages in battle, often interacting with skills. Each has a standard ability that is resolved as part of an adventurer's engage. However, each Weapon also has a secondary, overtax keyword ability that can be triggered in addition to the item's standard ability when using the Weapon to engage. items with an ability that matches your current battle form, you may now choose 1 Weapon IconWeaponWeapon items provide advantages in battle, often interacting with skills. Each has a standard ability that is resolved as part of an adventurer's engage. However, each Weapon also has a secondary, overtax keyword ability that can be triggered in addition to the item's standard ability when using the Weapon to engage. item's abilities to resolve. Then, roll all of the dice together.
    • You can gather skill dice only if they are availableAvailableAvailable dice are the dice in your attribute rows that you can currently roll. in your attribute rows and if they have no battle form icon or have an icon that matches your current form.
    • Combat dice can be gathered and rolled with any battle form except Magic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form..
    • You may gather dice based on different stats. If you do so, each die is counted toward its own stat's limit. For example, it is possible to roll Destruction Staff dice (which are based on the Magicka stat and use Magic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form. battle form) together with Acrobatics dice (which are based on the Stamina stat and have no battle form icon).
    • If an ability adds free Combat dice, enemy Combat dice are used instead of Combat skill dice. These dice do not count against your Stamina or Magicka stat but are treated as Combat dice for other effects—such as Weapon IconWeaponWeapon items provide advantages in battle, often interacting with skills. Each has a standard ability that is resolved as part of an adventurer's engage. However, each Weapon also has a secondary, overtax keyword ability that can be triggered in addition to the item's standard ability when using the Weapon to engage. items.
    • If you gather no dice during this step, the remaining engage action steps are still completed for the purpose of triggering other abilities.
  5. Resolve the Roll: Check the rolled results. Then, follow the steps below in order.
    • a. Determine results to resolve: You are not required to resolve a die's result. Some abilities allow results to be modified by rerolling or changing them to another result; this must be done before resolving other abilities.
    • b. Resolve abilities: Abilities are resolved one at a time in the order the player chooses.
      • If an ability deals damage, total all damage dealt to each unit by that ability and deal it to one affected unit at a time, in the order the player chooses. Important: Keep track of the total amount of damage dealt to a unit during this engage as it reduces that unit's defense, which does not reset until after this action ends.
      • To resolve a skill die with a Tenacity IconTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. result, exhaust that die and increase your tenacity by 1.
      • Enemy Combat dice added to the roll as free dice must be discarded after their results are resolved. These dice cannot be placed in an active slotActive SlotDice placed in active slots are referred to as active dice. An active die remains in its slot until you remove it as described in its skill line's reference sheet or at the end of battle. while in defensive battle form (Defensive IconDefensiveRange: N/a. This form represents using the Combat skill to prevent damage instead of dealing it, or setting up other defensive skills such as Heavy Armor.). Note also that these dice do not have Tenacity IconTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. icons, so they cannot be resolved to add to tenacity.
      • Any die with a result you chose not to resolve must be exhausted.
  6. Units React: Enemies, adventurers, or companions may resolve abilities that are triggered after this engage. Enemies must resolve these abilities, if able.

Resolving Skill Abilities

Each skill die ability has at least 1 of the following codes that determines how it is resolved and where the die must be placed afterwards. Some skills have wording that can affect non-target units. If an ability requires that a die be exhausted, that die must be placed in the leftmost open position in the cooldown track.

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Resolving Partial Skills and Abilities

When you resolve a skill or ability, you must do as much of the skill or ability as is possible, ignoring any portion that you are unable to resolve. If the skill or ability has a cost associated with it, you must be able to fully resolve the cost in order to resolve the skill or ability. If a skill or ability is worded such that you must do one thing to do another, or do one thing then do another, the first portion of that skill or ability is considered to be the cost.

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Target range

The target has to be in range when selected as a target (step 3) and when the die is resolved (step 5).

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Declaring a Target

You only declare a target if the game structure tells you to. i.e. as part of an engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both., or if something else in the game tells you to select a target. You can't just randomly select yourself a target in order to use something that triggers based off of selecting a target.

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IconName
Active Slot IconActive SlotActive SlotDice placed in active slots are referred to as active dice. An active die remains in its slot until you remove it as described in its skill line's reference sheet or at the end of battle.
Cooldown Track IconCooldown TrackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.
Drained IconDrainedDrainedThe ability is resolved instantly as described in its entry. Then, that die is placed on the adventurer's race sheet. It is unavailable for the remainder of the battle and is considered drained.
Instant IconInstantInstantThis skill die's ability is resolved instantly as described in its entry. Then, that die is exhausted.
Status Effect IconStatus EffectStatus EffectThis skill die is placed in a unique manner (for example, on an enemy or in a hex), and its ability is resolved as described in its entry. When a status effect skill die is removed from its current position, that die is exhausted unless its ability specifies otherwise.

Rolling Skill Dice Outside of Battle

Some skill die abilities allow skill dice to be rolled during non-battle encounters or even outside of the Encounter PhaseEncounter PhaseThe party resolves the encounter it triggered during the previous phase.. If 1 or more skill dice can be rolled this way, follow the engage action sequence above to resolve that roll, with the following exceptions:

  • Ignore the Gain Fatigue, Declare Target and Choose Battle Form steps unless otherwise specified.
  • Resolve any effects that occur in response to your roll during the Units React step.

FAQ

Do enemy skills trigger after engage if they are defeated?

If an enemy has a skill that triggers after it is engaged, that skill does not trigger if the enemy is defeated during that engage.

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Which units are considered to be "engaged"?

Only a unit's target is considered to be engaged. If a unit deals damage to a non-target (for example, the Bow line has Volley which deals damage to an adjacent unit, and the enemy skill Necrotic deals 1 true damage to all adjacent units), the enemy taking the damage is not considered to be engaged. Other skills that trigger based off of being engaged, such as the enemy skill Shatter, would not be triggered if damage is dealt by a non-targeting skill such as Volley.

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How are dice and damage resolved on your turn?

Dice are resolved one at a time in the order the player chooses. For dice that deal damage, pool all damage that would be dealt to each non-adventurer, and apply that damage after the last die dealing damage to that unit is resolved. If any rolled dice allow non-adventurers to prevent damage, also pool these dice when calculating damage taken. Any restrictions regarding which units a die can be resolved against (for example, if a result requires adjacency) are assessed at the time the die is resolved.

This replaces the b. point under Resolve the Roll on pg. 60 of the rulebook.

Damage dealt by adventurers is pooled when dealt to enemies or companions. Damage is not pooled when dealt to adventurers.

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Can you roll skill dice, even if you can't resolve them?

Unless another game effect says you cannot (and following battle form and stamina/magicka restrictions), you can roll any skill dice on your turn, even if a possible result wouldn't be able to be resolved. An example of this is rolling a skill that requires a target, while not having a target. Generally this is done in order to try for tenacity results.

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