Clash
In a clash battle, the map is composed of 2 or more tiles placed during setup (some clashes also use additional tiles as obstaclesObstacleObstacles prevent movement through hexes. They are placed facedown on top of other tiles, typically during setup.Rulebook p. 70). Unlike other map tiles, the clash tile is not marked with icons. Instead, these icons are provided in the clash encounter's setup diagram, which appears in quest steps or on overland cards. The clash mat is double-sided, and either side can be used according to whichever feels more thematic to your current location.
Enemy Pool
Clashes use an overall 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 (EP) to populate enemies at setup. The maximum number of enemies that can be drawn and deployed depends on both the EP and the numbered enemy hexes in the battle's setup diagram.
Setup
Clashes follow the general Battle SetupBattle SetupEvery battle is set up in the same order: set up the battle map, place cache chips, deploy enemies, deploy adventurers, deploy companions, then set the Round Counter to 1.Rulebook pp. 54, 57 steps, using the clash's setup diagram:
- Set Up the Battle Map: Place the clash tile or any other tiles in the play area as shown by the encounter.
- Place Cache Chips: Place cacheCacheCaches are locked containers found on the battle map that adventurers may open to gain item cards.Rulebook p. 68 chips in the hexes shown on the clash setup diagram. Ensure each chip has the proper side up depending on if it is a
or
cache.
- Deploy Enemies: Calculate an enemy pool (EP). Then, draw and deploy each enemy chip to the next numbered hex as shown in the diagram, starting with Hex 1, until all enemies are deployed for that encounter. Draw the highest level enemy possible without exceeding the EP, subtracting its level value from the EP, and then deploy its chip with the corresponding level faceup. If the diagram shows no numbered hexes that are unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not.Rulebook p. 58, do not deploy more enemies. Any points remaining in the EP after all enemy hexes are occupied are not used.
- 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, proceed to 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.
- 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 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.
- 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 rounds. Trigger skills and other abilities with "start of battle" timing now.
Objective and Challenge Modifier
The clash's objective is grouped together in a box with its challenge modifierChallenge ModifierA special effect some battles add in games of 3 or 4 players, such as extra enemy HP, higher enemy stats or flipping enemy chips to a higher level. It lasts until the end of the encounter unless it says otherwise.Rulebook pp. 37, 47, 72, if it has one. If an encounter has 1 objective box and multiple choices, each choice uses the same objective and modifier.
Some clashes add a 3/4P challenge modifier, a special effect that scales the difficulty for larger parties in games of 3 or 4 players. The modifier remains active until the end of the encounter unless it specifies otherwise. It can involve adding HP to enemies, increasing their stats, or even flipping their chips to higher levels.
Example
Worked example from the rulebook:
- Clash Setup Example (pg. 73 of the rulebook)
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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