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Battle Round

Battles are divided into rounds. During a round, each adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. takes a turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn.. After your partyPartyThe party can include both adventurer and companion units. has finished its turns, each enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. takes its own turn. After all unitsUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. have completed a single turn, the round ends. Rounds continue until your party has achieved its objective, retreatedRetreatIf the party retreats, the encounter immediately ends. This means the encounter is failed, and the party does not gain the rewards for completing it. Exception: Uncover objective delves., or been defeatedDefeatedA unit is defeated when it loses its last HP chip or an effect states that it is defeated.

Round Sequence

  1. Start of Round:
    • Increase the Round Counter die by 1 (Important: skip this during the first round of a battle).
    • Trigger any abilities with this timing.
    • After Round 5, set the Round Counter to the fatigue round icon (Fatigue Icon). This is a fatigue round; unless the Round Counter is reduced to 5 or lower, each subsequent round is a fatigue round until the end of the battle. For any effect that depends on the round number, all fatigue rounds are considered to be Round 6. At the start of a fatigue round each adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. will suffer fatigue damageFatigue DamageAt the start of each fatigue round, each adventurer gains 1 overfatigue die. Then, each adventurer is dealt true damage equal to the total number of overfatigue in their cooldown track..
  2. Adventurer Turns: Each adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. takes their turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn., starting with the first player and continuing clockwise around the table until each adventurer has taken 1 turn.
  3. Companion Turns: If the party has companionCompanionA companion is a unit that is under the ongoing control of either the entire party or a specific adventurer. units, each companion takes a turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn. in the order of the party's choosing. See: Companion Turns
    • Undeployed Companions: If a companionCompanionA companion is a unit that is under the ongoing control of either the entire party or a specific adventurer. was not deployed at the start of battle and there is an unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not. hex on the entrance tile, deploy that companion when it would take its turn.
  4. Enemy Turns: Each enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. on the battle map takes a turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn., starting with the highest-level enemy and working downwards in level until all enemies have taken a turn. If multiple enemies have the same level, the party decides in which order those enemies take their turns.
  5. End of Round: Trigger any effects that occur with this timing.
    • Determine whether the encounter is complete; if it is, the battle ends.
    • The party may retreatRetreatIf the party retreats, the encounter immediately ends. This means the encounter is failed, and the party does not gain the rewards for completing it. Exception: Uncover objective delves. and end the encounter at this time.