Dungeon
In a dungeon battle, the map is set up beforehand but is composed of multiple tiles, which can include delve tiles or the clash tile. However, the dungeon ignores the icons printed on the tiles. Instead, enemies and other components are populated following the dungeon's specific setup diagram and rules, which appear in a province'sProvincesEach province is represented by an overland map and gazetteer. gazetteer.
Enemy Pool
Dungeons use an overall enemy pool to populate enemies at setup, as clashes do. The maximum number of enemies that can be drawn and deployed depends on both the EP and the numbered enemy hexes in the dungeon setup diagram.
Setup
- Set Up the Battle Map: Assemble the dungeon map by placing each tile in the play area as shown in the dungeon's setup diagram.
- Place Cache Chips: Place cacheCacheCaches are locked containers found on the battle map that adventurers may open to gain item cards. chips in the hexes shown on the dungeon setup diagram. Ensure each chip has the proper side up depending on if it is a
or
cache.
- Deploy Enemies: First, deploy each objective unit (or other component) specified by the encounter text to the hexes shown in the dungeon setup diagram. Then, deploy enemies to numbered hexes and special hexes as described below.
- Numbered Hexes: Calculate an enemy pool (EP). Draw and deploy the highest level enemy possible within the EP to the next numbered hex as shown in the diagram, starting with Hex 1. Subtract each enemy's level value from the EP after it is drawn and deploy its chip with the corresponding level faceup. Continue deploying enemies until the calculated EP is entirely used up, or the diagram shows no numbered hexes that are unoccupied. Any points remaining in the EP after all enemy hexes are occupied are not used.
- Special Hexes: Deploy each enemy (or other component) specified by the encounter text to the star or lettered hexes shown in the dungeon setup diagram. If there are multiple star or lettered hexes to which an enemy could deploy, the party chooses which hex. If you are instructed to calculate another enemy pool to deploy these enemies, follow the same restrictions as for numbered hexes above.
- Deploy Adventurers: Deploy each adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. 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. 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. 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. 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. 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 ends.
- 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.