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Rulebookp. 54

Enemy Pool

All battles use a numeric enemy pool (EP) to set the levels of the enemy chipsEnemyAll opposing units to the party are considered enemies, regardless of their level.Rulebook pp. 54–55, 90 that are drawn and deployed to the battle map, unless otherwise specified.

Calculating the Enemy Pool​

To calculate the EP, multiply the party's total XPXP (Experience Points)The party's total gained XP is tracked by the XP dial. An adventurer's unspent saved XP is tracked on the Saved XP track on the adventurer mat.Rulebook pp. 12, 43 as shown on the XP Dial by the number of adventurersAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member.Rulebook p. 90.

If the battle is part of the session's final quest step, the quest step specifies that you use the End of Session EPEnd of Session EPThe enemy pool is calculated using an XP goal value set by the chosen difficulty level instead of your party's XP Dial.Rulebook p. 56 instead of calculating EP normally.

Spending the Enemy Pool​

The EP is calculated first, then the level value of each enemy drawn (1, 5, 10, or 20) is subtracted from it. When no EP remains, no more enemies are drawn.

  • The EP must be spent as efficiently as possible—regardless of battle mode—so that each enemy drawn has the highest possible level.
  • It is not necessary to fill all possible enemy hexes.
  • Any points remaining in the EP after all enemy hexes are occupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not.Rulebook p. 58 are not used.
  • Enemies must be drawn one at a time from the bag that matches their level, then deployed with their correct level side faceup.

Enemies are deployed differently in each mode of battle. Follow the rules for that mode: Clash, DelveDelveDelve battles represent adventurers navigating an uncharted, labyrinthine space.Rulebook pp. 74–75, 86 (where EP is spent tile by tile during exploration) or Dungeon.

Example

The party has 2 adventurers and its XP Dial is set to 4, so the party's current EP is 8. In a clash battle, the party would draw and deploy a level 5 enemy, followed by 3 level 1 enemies.

Required Enemies​

Some battles specify that a certain type of enemy or a specific, named enemy must be drawn.

  • If a drawn chip does not meet the requirement, set it aside and redraw until the required chips are drawn. After all enemies are deployed, return the set-aside enemies to the bag.
  • If not enough units of the specified type are available to draw, return the set-aside chips to their bag and continue drawing random enemies as normal until all required enemies are deployed.

Named Enemies​

Some encounters name specific enemies that are added to the enemy pool and deployed.

  • These enemies' levels are not subtracted from the EP, and they must be deployed even if their level exceeds the remaining EP.
  • If the specified enemy is not available, draw a random enemy of the matching level instead. If it is a quest unitQuest UnitQuest units (white chips, brown border) are not mixed into draw bags at setup or after battles. Quest units cannot gain status effects from abilities or rules unless explicitly stated.Rulebook p. 54, draw a level 20 enemy in its place.