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Free

Some abilities allow unitsUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. to perform an additional 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., roll additional dice during an engage, or move additional hexes. When clarification is needed, these abilities sometimes use the term "free". These abilities follow the rules below.

Actions

An additional 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 other action granted by an ability does not count against an adventurer'sAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. action limits if resolved during their turnTurnDuring 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 against the limits of the active adventurer if resolved during another's turn. An additional engage action does not require an adventurer to gain a fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). unless that ability specifies otherwise, even if that additional engage is not the first performed by that adventurer during their turn.

Dice

Additional dice do not count against an adventurer'sAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. StaminaStaminaRepresents an adventurer's capacity to move and roll dice for physical skills. or MagickaMagickaRepresents the adventurer's capacity to roll dice for spellcasting skills, as well as those skills' range. stat, or against a non-adventurer unit's CombatCombatCombat has 1 type of skill die which can be rolled in any battle form except Magic. stat. Additional dice can be added to an adventurer's roll even if they are not trainedTrainedAll skill dice that have been added to your character mat are considered to be trained. in that skill line or skill die. After additional dice are resolved, they are discardedDiscardCards 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. back to the supply instead of being exhausted to that 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.. Enemy Combat dice added as additional dice cannot be added to an 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. or resolved to gain tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect..

Movement

Additional hexes of movement do not count against an adventurer'sAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. StaminaStaminaRepresents an adventurer's capacity to move and roll dice for physical skills. or against a non-adventurer unit's movement stat.