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Rulebookp. 21

Component Limits

Although the game's physical components cover a wide range of situations, it is possible to exceed their supply. Component limitations fall into 2 categories: limited and unlimited.

Limited Components​

The following types of components are intentionally limited for balance and gameplay. When these components run out, resolve the situation as described below.

ComponentWhen none remain in the supply
Stat and skill line tokensThat type cannot be added to an adventurer mat.
Skill diceThose dice cannot be added to an adventurer mat.
Enemy Combat diceNo additional enemy Combat dice can be added to an engage.
FatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue).Rulebook p. 23 diceIf no silver fatigue dice remain, black overfatigue dice are placed instead. If no black overfatigue dice remain either, no fatigue dice are placed.
StatusStatus EffectsAn overview of the different status effects.Rulebook pp. 23, 67 diceNo status die is applied to the unit in question.
UnitsUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units.Rulebook pp. 90–91If no unit of a specific type or name remains and the ability or encounter referencing it does not specify how to reuse that unit, it cannot be drawn or deployed by an ability.
CacheCacheCaches are locked containers found on the battle map that adventurers may open to gain item cards.Rulebook p. 68 chipsThat chip is not placed.
Race and class sheets, and adventurer chipsThat sheet (and its adventurer chip, if any) cannot be added to an adventurer mat.

Unlimited Components​

HP chips are treated as unlimited. In the rare case none remain in the supply, use other components to track them as you see fit.