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Glossary

Other frequently referenced terminology.

A

Active Slot
Dice 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.
Adjacent
Hexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile.
Related terms: Unit
Adventurer
Each character created by a player is an Adventurer. Each adventurer is a party member.
Related terms: Party, Party Size
Available
Available dice are the dice in your attribute rows that you can currently roll.

B

Bonus HP
Bonus HP chips are not added to the stack beneath the adventurer's chip, but instead are placed near their battle form tracker on the adventurer mat.
Bonus XP
Bonus XP is not added to the party's XP Dial, but must instead be tracked by individual adventurers. It is otherwise spent and treated like standard XP.
Related terms: Adventurer

C

Cache
Caches are locked containers found on the battle map that adventurers may open to gain item cards.
Cannot
If a component's effect uses the word cannot, that effect cannot be overruled by another game effect.
Closest
When 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).
Companion
A companion is a unit that is under the ongoing control of either the entire party or a specific adventurer.
Cooldown Track
Dice 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.

D

Defeated
A unit is defeated when it loses its last HP chip or an effect states that it is defeated
Discard
Cards 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.
Drained
The 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.
Related terms: Adventurer

E

Effect Timing
Effects must be resolved one at a time. Each effect must be completely resolved before resolving the next effect.
Enduring
Does not require tenacity to be spent. Instead, it is active while your tenacity is equal to or greater than the required value. The ability is no longer in effect if your tenacity drops below this number.
Related terms: Tenacity
Enemy
All opposing units to the party are considered enemies, regardless of their level.
Related terms: Party, Unit

F

Farthest
The route to that feature or token that consists of the most hexes between that feature and the component being measured to (or from).
Fatigue
These dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue).
Related terms: Adventurer, Cooldown Track
Fatigue Damage
At 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.
Free
Some abilities allow units to perform an additional engage, roll additional dice during an engage, or move additional hexes. When clarification is needed, these abilities sometimes use the term 'free'.

G

Gaining/Losing Health
Some effects can affect a unit's Health stat or its HP chips.
Related terms: Unit
Guild Assist
Once 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.

H

Healing
Healing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat.
Related terms: Adventurer, Bonus HP, Party, Unit

I

Impassable
A battle map hex is impassable when a rule specifies that it is or contains an obstacle that is impassable, such as another tile used as an obstacle. Red hexes shown in clash or dungeon setup diagrams are impassable hexes. Place a facedown tile of the same shape as the red area over these hexes during setup to indicate this. Impassable hexes cannot contain chips. If a hex that contains a chip becomes impassable, remove that chip and place it in the closest unoccupied hex.
Increase/Reduce
Rotate the die's face to increase or decrease its value by the amount indicated. Dice values cannot be increased or reduced beyond the values printed on them.
Instant
This skill die's ability is resolved instantly as described in its entry. Then, that die is exhausted.
Instead
If an ability says 'When you would do X, do Y instead,' you have to be able to do Y in order to avoid doing X.
Interrupt
Triggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.
Related terms: Party, Turn, Unit

L

Lockpicking
Adventurers frequently need to pick locks in order to open caches or disarm traps. To do so, the adventurer makes a lockpick check against the mechanism's difficulty code.

M

May
The word may always indicates a choice.
Move/Place
Placing a unit is resolved by removing that unit from the map and placing it in a hex as described.

O

Obstacle
Obstacles prevent movement through hexes. They are placed facedown on top of other tiles, typically during setup.
Related terms: Impassable
Occupied/Unoccupied
A hex is occupied when it contains a unit (or overland token) and unoccupied when it does not.

P

Party
The party can include both adventurer and companion units.
Party Size
Party size is a variable that represents a number equal to the number of adventurers in the party (whether defeated or not)
Persistent
Some abilities or effects are persistent. They remain in play until instructed by the effect or until the end of the current session.

Q

Quest Unit
Quest 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.

R

Range
Range (or distance) from one hex to another is measured by counting the number of hexes between those hexes, including the destination hex, regardless of whether those hexes are occupied.
Recover
An 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.
Related terms: Cooldown Track, Drained
Remove
Removed enemies are placed in the enemy bag. They do not trigger any effect that requires the enemy to be defeated.
Roll a D6
Use the same six-sided dice used for lockpick checks. When rolling one of these dice as a D6 outside of a lockpick check, players cannot use skills or other effects that can manipulate those dice during lockpick checks.
Rounding
If a game effect requires players to round a number, but does not specify how, it is rounded down.

S

Sight
A unit has sight to another unit (or hex) if both units are in hexes on the same tile or an adjacent tile.
Related terms: Adjacent
Status Effect
This skill die is placed in a unique manner (for example, on an enemy or in a hex), and its ability is resolved as described in its entry. When a status effect skill die is removed from its current position, that die is exhausted unless its ability specifies otherwise.
Strongest
The opposing unit with the highest HP (not including bonus HP).
Related terms: Bonus HP

T

Targetable
A 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.
Related terms: Range, Sight
Temporary Stats
Treat the stat's value as the value it has been temporarily changed to. If the unit is an adventurer, do not add or adjust tokens on their adventurer mat.
Tenacity
A 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.
Related terms: Cooldown Track
Then
If an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y.
Toward
Move as close as possible to that component along the shortest route possible between hexes.
Trained
All skill dice that have been added to your character mat are considered to be trained.
Trap
During their turn, an adventurer must trigger a trap when they enter a hex on a tile with a trap effect, either by moving into that hex or being placed there.
Related terms: Adventurer, Discard, Lockpicking
True Damage
True damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead.
Turn
During 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.
Related terms: Unit

U

Unit
Units fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units.
Related terms: Enemy, Party

W

Weakest
The opposing unit with the lowest HP (not including bonus HP).
Related terms: Bonus HP

X

XP (Experience Points)
The party's total gained XP is tracked by the XP dial. An adventurer's unspent saved XP is tracked on the Saved XP track on the adventurer mat.

Y

You
Overland cards, side quest cards, and quest steps use you to refer to the party collectively. Class cards, item cards, skill abilities, and similar effects use you to refer to the individual adventurer.
Related terms: Adventurer, Party

Total terms: 59