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Guild Assist

Once per campaign, the party may trigger its guild assist, either during a battle at the end of a 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 or during the End of Day Phase's Adventurers Rest stepEnd of Day PhaseActivation of any province effect on the overland map is resolved. Then, the party rests and may trade items.. A guild assist can be triggered only during Sessions 1 or 2 and cannot be triggered during the Session 3 endgame quest.

When this ability is triggered, each adventurer (including defeatedDefeatedA unit is defeated when it loses its last HP chip or an effect states that it is defeated adventurersAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member.) immediately:

  • HealsHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. to their full HP.
  • Removes all light fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue)., overfatigue, and status dice 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..
  • May recover any number of exhausted and drainedDrainedThe ability is resolved instantly as described in its entry. Then, that die is placed on the adventurer's race sheet. It is unavailable for the remainder of the battle and is considered drained. skill dice.
  • Draws 1 Legendary Item Icon and 1 Common Item Icon, gaining both (following normal inventoryInventoryYour inventory cannot exceed 8 total cards. If it is full and you gain additional cards, you must choose which cards to keep and discard any excess cards. restrictions).

Additionally, the partyPartyThe party can include both adventurer and companion units. gains the benefits below depending on when they triggered their guild assist.

During Battle

The partyPartyThe party can include both adventurer and companion units. may set the Round Counter to any number it wishes, and defeatedDefeatedA unit is defeated when it loses its last HP chip or an effect states that it is defeated adventurersAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. who are revived are deployed to any unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not. hex.

During End of Day Phase

The partyPartyThe party can include both adventurer and companion units. may immediately move its party token up to 6 hexes on the overland map.

After the ability is resolved, the party must add the keyword "Guild Assist" in its campaign journal's Major Keywords field for this session. After doing so, it cannot gain the keyword from its guild quest for this session.