End of Day Phase
This phase is divided into 2 parts. First, the activation of any province effect on the overland map is resolved. Then, the party rests and may trade items.
1. Activate Province Effect
ProvincesProvincesEach province is represented by an overland map and gazetteer. have province effects that are resolved during the End of Day Phase. You can learn more about each individual province's effect by checking for this information in the related gazetteer. If the effect is tracked using tokens on the map's hexes or a gauge along its edge, check whether those tokens activate.
To do so, follow the substeps below in order:
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Refer to the overland icon on the current peaceful overland card. If the party drew a peaceful encounter card during the Overland PhaseOverland PhaseThe party plans its movement across the overland map and checks for any encounters or events., refer to that card's icon. If the party did not draw a peaceful overland card, draw 1 now. Then, compare the overland icon to the key in the front of the gazetteer to determine if the province effect activates. If it does, follow the province's rules to resolve the activation. Some cards have no icon, and the effect of this is also explained in the province's rules. If the card has multiple icons, resolve each icon in the order they appear from left to right.
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DiscardDiscardCards are discarded to a separate discard stack. Dice return to the supply. Defeated enemy chips go to a defeated enemy stack. Other chips go to the appropriate draw bag or supply. or cycle the current overland card(s). If the party resolved a card's encounter during the Encounter PhaseEncounter PhaseThe party resolves the encounter it triggered during the previous phase., discard it. If the party drew a separate peaceful overland card for this phase (to resolve its overland icon), cycle it to the bottom of the deck.
2. Adventurers Rest
During this step, the adventurers healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat., remove dice from their cooldown tracks, and exchange items with each other.
On Expert difficulty, an adventurer must discard an item to resolve this step. If the discarded item is a ConsumableConsumable items represent a variety of foods and beverages. Each Consumable can be used once and must then be discarded., the adventurer may resolve that item's effects before discarding it (if applicable).
Trading items and Expert difficulty
All adventurers participating in an item trade must have an Adventurers Rest step, the giver and the receiver. Therefore to participate in a trade, you must have discarded an item.
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Each adventurer heals for a number of HP based on the game's difficulty—including defeated adventurers, who are revived when their HP is raised above 0.
- Apprentice: Heal for 2 HP
- Adept and Expert: Heal for 1 HP
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Each adventurer chooses and removes a number of dice from their cooldown track based on the game's difficulty. The dice can be of any type and in any position in their cooldown track, so this is not a Recovery step and is not impacted by their CooldownCooldownThe number of dice removed from your cooldown track during the Recovery step of each of your turns in battle. stat.
- Apprentice: Remove 2 dice.
- Adept and Expert: Remove 1 die.
Can I remove overfatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). dice?
Yes, you may remove any die from your cooldown track, including overfatigue.
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Each adventurer may trade any number of item cards with other adventurers, move items freely between their ready slots and pack, and discard items.
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Trigger any effects with "end of day" timing, such as the party's guild assist ability.
This completes the day, start over at the New Day PhaseNew Day PhaseIncrease the Day Dial by 1 day. If the dial is at 12, the quest will be failed at the end of this day if it is not completed..