Adventurer Turn
During your turn, you can take a number of actions, including moving, engaging, resolving class abilities, or exploring at a distance. When it is your adventurer's turn to act, follow the steps below:
Turn Sequence
1. Start of Turn
Trigger any abilities with this timing.
2. Recovery
Remove a number of dice from your cooldown 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. equal to your CooldownCooldownThe number of dice removed from your cooldown track during the Recovery step of each of your turns in battle. stat, starting with the die furthest to the left in the track. As you remove dice, slide remaining dice in the track toward the left side to close any empty slots. Each type of die is handled as described below:
- Skills: RecoverRecoverAn adventurer may only recover a die from their cooldown track. A drained die can only be recovered by an ability that specifically affects drained dice. and place skill dice in the correct slots in your attribute rows.
- Fatigue: DiscardDiscardCards are discarded to a separate discard stack. Dice return to the supply. Defeated enemy chips go to a defeated enemy stack. Other chips go to the appropriate draw bag or supply. 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).. Remove overfatigue and replace them at the leftmost open position in the track.
- Status Effects: DiscardDiscardCards are discarded to a separate discard stack. Dice return to the supply. Defeated enemy chips go to a defeated enemy stack. Other chips go to the appropriate draw bag or supply. statusStatus 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. dice.
3. Adventurer Actions
Perform 1 or more of the below actions in any order you choose. You must resolve each action before you perform another action. Some actions prevent an adventurer from performing others, but there is no hard limit to the number of actions an adventurer can perform on their turn.
- 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.: Move a number of adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. hexes up to the value of your StaminaStaminaRepresents an adventurer's capacity to move and roll dice for physical skills. stat.
- 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.: Any number of times per turn, roll a number of availableAvailableAvailable dice are the dice in your attribute rows that you can currently roll. skill dice up to your StaminaStaminaRepresents an adventurer's capacity to move and roll dice for physical skills. or MagickaMagickaRepresents the adventurer's capacity to roll dice for spellcasting skills, as well as those skills' range. stat, as appropriate for each skill.
- After your first engage action each turn, you must 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). each time you perform an additional engage action (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, gain 2 light fatigue instead). Otherwise, there is no limit to the number of engage actions you can perform.
- Class AbilityClass AbilitySpend the required amount of tenacity to trigger a class ability. You may gain 1 light fatigue to change battle form before resolving the ability.: Any number of times per turn, spend the required amount of tenacityTenacityA 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. to trigger a class ability.
- Each non-enduringEnduringDoes not require tenacity to be spent. Instead, it is active while your tenacity is equal to or greater than the required value. The ability is no longer in effect if your tenacity drops below this number. class ability must be triggered at its correct timing and can be triggered only once per turn.
- ExploreExploreThis action is only available during delves. When you perform this action, you count the distance to an explorable hex in sight. If it is equal to or less than your Stamina, you trigger an exploration on that hex. (delve only): Once per turn, explore a hex from a distance up to your StaminaStaminaRepresents an adventurer's capacity to move and roll dice for physical skills..
4. End of Turn
Trigger any abilities with this timing. Then, proceed to the next adventurer or enemy in turn order.
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.
SourceHow 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.
Source