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.
| Component | When none remain in the supply |
|---|---|
| Stat and skill line tokens | That type cannot be added to an adventurer mat. |
| Skill dice | Those dice cannot be added to an adventurer mat. |
| Enemy Combat dice | No 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 dice | If 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 dice | No 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. 90–91 | If 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 chips | That chip is not placed. |
| Race and class sheets, and adventurer chips | That 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.