Skip to main content

Defeated

A unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. is defeated when it loses its last HP chip or an effect states that it is defeated. The defeated unit is removed from the map. A defeated unit cannot take turnsTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn..

Defeated Enemies

When a defeated enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. is removed from the battle map, place it on top of the defeated enemy stack near the map. If it is the first enemy defeated during the battle, use it to create the defeated enemy stack. If the enemy is a quest unitQuest UnitQuest units (white chips, brown border) are not mixed into draw bags at setup or after battles. Quest units cannot gain status effects from abilities or rules unless explicitly stated. or an objective unit, do not place it in the defeated enemy stack and instead set it aside.

Defeated Adventurers

When a defeated adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. is removed from the battle map, place their chip on their race sheet. Any dice in the adventurer's active slotsActive SlotDice placed in active slots are referred to as active dice. An active die remains in its slot until you remove it as described in its skill line's reference sheet or at the end of battle. must be removed and exhausted. Dice in the defeated adventurer's cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn. remain there. While defeated, an adventurer cannot take turnsTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn. or gain fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). or overfatigue (including during fatigue roundsFatigue DamageAt the start of each fatigue round, each adventurer gains 1 overfatigue die. Then, each adventurer is dealt true damage equal to the total number of overfatigue in their cooldown track.).

Item cards remain in the adventurer's ready slots and pack but cannot be used while the adventurer is defeated.

In battle, a defeated adventurer can be affected only by friendly abilities that specifically apply to a defeated adventurer. When that adventurer's HP is raised above 0, they are revived and no longer defeated. If this happens in battle, the revived adventurer is deployed to an unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not. hex as described by the ability that revived them.

Full Party Defeat

If your entire partyPartyThe party can include both adventurer and companion units. is defeated, the encounter ends after the current roundBattle 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, unless the party triggers its guild assistGuild AssistOnce per campaign, the party may trigger its guild assist, either during a battle at the end of a round or during the End of Day Phase's Adventurers Rest step. A guild assist can be triggered only during Sessions 1 or 2 and cannot be triggered during the Session 3 endgame quest.. Treat a full party defeat as a failed encounter and follow the steps below:

  1. Place the party token in the closestClosestWhen a rule or effect refers to the closest hex, feature, or token, it means the route to that feature or token that consists of the fewest hexes between that feature and the component being measured to (or from). townTownThese encounters are described in the gazetteer and are triggered when the party ends its overland movement in a town or rolls a Town Icon result on the unstable die while at an unstable landmark (see Traveling Caravans). (Town Icon) to the party's current location on the overland map.
  2. Resolve the Reward PhaseReward PhaseThe party gains any rewards from the encounter it resolved during the previous phase..
  3. Resolve the End of Day Phase'sEnd of Day PhaseActivation of any province effect on the overland map is resolved. Then, the party rests and may trade items. Adventurers Rest step as normal. If playing on ExpertExpertThis is the hardest difficulty. Adventurers gain 2 fatigue for each additional engage action taken in battle. To resolve their individual Adventurers Rest step, an adventurer must discard an item. Adventurers remove 1 die from their cooldown track and heal for 1 HP during the Adventurers Rest step at the end of each day. and the full party is defeated, adventurersAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. for 1 HP even if they do not 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. an item (but still must discard an item to recoverRecoverAn adventurer may only recover a die from their cooldown track. A drained die can only be recovered by an ability that specifically affects drained dice. a die from their cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.).

Defeating Units

Some abilities refer to units defeating other units, either as part of an effect or for triggering another effect.

These abilities follow the definitions below:

  • An adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. (or companionCompanionA companion is a unit that is under the ongoing control of either the entire party or a specific adventurer.) defeats an enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. when either of the following occurs:
    • That enemy loses its last HP chip because of an engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both. or ability resolved by the adventurer.
    • The adventurer resolves an ability that indicates that enemy is defeated.
  • An enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. defeats a unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. when that unit loses its last HP chip, either because of an engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both. or ability resolved by that enemy.
  • If a unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. is defeated by a status effectStatus EffectsAn overview of the different status effects. die, such as Bane (Bane Icon)BaneThis unit is dealt 1 true damage at the start of each of its turns., it is considered defeated but does not trigger any effect that requires the unit to have been defeated by a specific other unit.

Defeated Units on Tiles

Some encounter rules or other abilities refer to defeated unitsUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. remaining on the tiles in battle.

These units follow the rules below:

  • The unit's chip remains in its hex until it is removed as described by the effect. Until the chip is removed, its hex is considered occupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not..
  • While it is on the battle map, that defeated unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. cannot take turns and its chip is not a targetableTargetableA unit is targetable by another unit if it is in range and sight of the unit that would target it and does not have an effect that prevents it from being targeted. unit for engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both. actions or other abilities (unless specifically instructed). The unit's chip is treated as a defeated unit of its type for resolving abilities.