Battle Setup
When an encounter results in a battle, it is played out on the battle map. Each battle is set up by placing tiles to create its battle map, placing cache chips, deploying enemies, and then deploying adventurers. Each mode of battle places tiles and deploys enemies in its own way, but all battles follow the general setup steps below.
Modes of Battle
There are 3 modes of battle, each representing a different style of battle. The mode is specified in the encounter's text.
- Clash (
): A sudden battle set on a single clash tile for a short, straightforward encounter.
- DelveDelveDelve battles represent adventurers navigating an uncharted, labyrinthine space.Rulebook pp. 74–75, 86 (
): A battle of exploration, where the party reveals and connects additional map tiles by drawing delve cards.
- Dungeon: A battle within one of Tamriel's strongholds, using a diagram from the province's gazetteer to set up a multi-tile map with special rules.
Each mode has its own setup rules, but all use the same rules for enemiesEnemyAll opposing units to the party are considered enemies, regardless of their level.Rulebook pp. 54–55, 90, the enemy poolEnemy PoolThe enemy pool (EP) sets the levels of the enemies drawn for a battle: the party's XP Dial value multiplied by the number of adventurers, spent on the highest-level enemies possible.Rulebook p. 54 and battle roundsBattle RoundDuring a round, each adventurer takes a turn. After your party has finished its turns, each enemy takes its own turn. After all units have completed a single turn, the round endsRulebook p. 57.
Setup Steps
- Set Up the Battle Map: Refer to the mode of battle's rules for setting up the initial battle map. After setting up the map, trigger skills and other abilities with "before battle" timing.
- Clash: Place the clash tile in the play area and connect the entrance tile as shown by the encounter. Either side of the clash mat can be used.
- Delve: Place the entrance tile in the play area (leaving plenty of room to expand the map). A delve's starting map includes only the entrance tile.
- Dungeon: Assemble the dungeon map as shown in the dungeon's setup diagram until all tiles are placed in the play area. Connect the entrance tile to the map as shown.
- Place Cache Chips: In a clash or dungeon, place each
or
cacheCacheCaches are locked containers found on the battle map that adventurers may open to gain item cards.Rulebook p. 68 chip in the hexes shown on the setup diagram until all cache chips are placed for that encounter. In a delve, cache chips are not placed at setup.
- Deploy Enemies: In a clash or dungeon, follow that mode's steps for calculating an enemy poolEnemy PoolThe enemy pool (EP) sets the levels of the enemies drawn for a battle: the party's XP Dial value multiplied by the number of adventurers, spent on the highest-level enemies possible.Rulebook p. 54 and deploying enemies. In a delve, enemies are not deployed at setup.
- Deploy Adventurers: Deploy each adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member.Rulebook p. 90 to the entrance tile. Start by choosing an adventurer to take the first player token and deploy their chip so that they occupy any single hex. Then, deploy each other adventurer in clockwise order around the table. This becomes the permanent turn order for the rest of the battle. Each adventurer may set their 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.Rulebook pp. 22, 61 when deployed and choose which itemItemsAdventurers can gain useful items along their way. Each item card takes up 1 space in an adventurer's inventory, whether it is in a ready slot or the pack area. There are 2 types of item cards, common and legendary.Rulebook pp. 28–29 cards to place in their ready slots.
- In a clash or dungeon, ignore the
icon on the entrance tile's hexes. In a delve, an adventurer in either of these hexes may explore and connect the next tile at the start of their first 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.Rulebook p. 89 (see Delve Exploration).
- In a clash or dungeon, ignore the
- Deploy Companions: If adventurers have companionCompanionA companion is a unit that is under the ongoing control of either the entire party or a specific adventurer.Rulebook pp. 90–91 units that are deployed during battle setup, deploy those companions to the entrance tile, if able. If multiple players have companions to deploy, deploy those companions in player turn order.
- If there are no unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not.Rulebook p. 58 hexes remaining on the entrance tile, set undeployed companions next to the entrance tile. They can enter the battle map during later rounds (see Battle RoundBattle RoundDuring a round, each adventurer takes a turn. After your party has finished its turns, each enemy takes its own turn. After all units have completed a single turn, the round endsRulebook p. 57).
- Set Round Counter: Set the party's Round Counter die to 1 and place it in the square slot on the dial chip holder. Then, begin battle roundsBattle RoundDuring a round, each adventurer takes a turn. After your party has finished its turns, each enemy takes its own turn. After all units have completed a single turn, the round endsRulebook p. 57. Trigger skills and other abilities with "start of battle" timing now.
Over the course of a session, battle map tiles are set up and taken down for many different battles, so it is strongly recommended to leave the center of the play area open.
If there is no entrance tile, as is the case in a few encounters, can companions just not deploy, as they're normally only deployed to entrance tile hexes?
As a general rule, if the encounter doesn’t tell you where to deploy companions (or ‘party members’) and there’s no entrance tile, companions don’t deploy in that encounter.
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