When an enemy is encountered in the game, do the following:
Skill tests will be required to pass many things in the game, including enemy encounters. Follow these steps to resolve the tests:
After turning to a location book page, and doing the starting setup, players will begin taking turns and the app will tell you whose turn it is. Each turn consists of 2 phases.
You may have your familiar(s) perform any number of actions during action phase.
If your familiar is on a forage space, make an insight skill test using the difficulty number in the top right of the current page. If the familiar passes, cover one of the resource symbols with a token and collect the matching resource. If there are no more of that resource in the supply, it can't be foraged.
To perform an equip action, retrieve any number of items from the familiar's stash and equip them.
If an enemy is hit, reduce it's counter on the appropriate track. If they don't have a track, they have 1 life.
If the enemy is defeated, remove its life marker from its track, remove the figure, and give any loot
See Melee Attack for info on assigning damage.
Gain 1 danger , then the familiar can trade items and resource tokens with any familiar on its space. The items may be immediately equipped or stashed.
Acquire a card from the crafting row by paying its resource cost and equipping it or adding it to your familiar's stash. Draw a new card from the deck to replace it. If the deck is empty, shuffle the discard to create a new deck.
Bond and Story Craft cards: These cards can only be acquired by a specific familiar. The cards will tell you what to do when acquired.
These actions are sometimes available.
Skill Card Actions: Some skill cards have effects preceded by the word "ACTION". These actions are performed by playing that card, resolving the action, and discarding the card. The icon effect is not triggered when playing a card for its action.
If a skill card's action effect a specific familiar, they always affect that familiar regardless of who played the card.
Draw back up to a hand of 5 cards. If your draw pile is ever empty, shuffle your discard to create a new draw pile.
NOTE: Even if a player is controlling multiple familiars, they will still only draw 5 cards.
When a familiar's turn is complete, push the End Turn button on the app. The app will show whose turn it is next or have players resolve negative effects.
The higher your danger level, the more likely it is to have negative effects.
The app will instruct players to resolve an enemy turn and give the players steps to follow.
Move the enemy a number of spaces equal to its move points. If there is a tie in where the enemy should move, the players decide.
When a familiar you control has been targeted, they may defend if the player has skill cards in their hand. If so:
If a familiar does not defend, they take the full value of the enemy's attack.
If a familiar's life reaches zero, the familiar is defeated. Do the following in order:
Returning to play: At the start of the defeated familiar's next turn, return it to play on any space containing another familiar. If there are no other familiars, place it on a or space.
When you are instructed to draw Fatigue cards, take them from the pile. When you play a Fatigue card, return it to the supply instead of your discard pile. If a player is instructed to take a Fatigue card, but there are none in the supply, nothing happens.
When a character gets an affliction, place to corresponding token on their character card. If there are no tokens of that type available, ignore the effect.
On Fire: When this happens, banish any items equipped to it that have the Flammable keyword. At the start of that familiar's turn, reduce its life by 1, then roll the chance die. If a positive number is rolled, remove the affliction. If a danger is rolled, +1 danger. If an On Fire familiar enters a water space, remove this affliction. As an action, an On Fire familiar can make a resilience test with a difficulty of 4; remove it on success.
Poisoned: At the start of the familiar's turn, reduce its life by 1, then roll the chance die and remove the affliction on a positive number. If danger is rolled, danger +1. When this familiar is healed, remove the affliction.
Trapped: A trapped familiar cannot move from its current space. When a trapped familiar loses life, it loses 1 additional life. As an action, the familiar can make a might test with a difficulty of 4. On success, remove this affliction.
Badly Injured: When a familiar loses life, it loses 1 additional life. When the familiar is healed, remove this affliction.
Knocked Down: When a familiar is knocked down, lay it on its side. The next time that familiar moves, 2 move points must be used to stand up. Enemies represented by tokens can't be knocked down.
When a familiar gains a mark of devotion, they choose a mark of devotion token and place it on the familiar's character card. For each token it will add +1 to the matching type of skill test. If a player would get a mark, but there are none of that type left, the player receives nothing.
There are 2 types of icon effects. ! icon effects are triggered immediately without any other cards needed. ▯ icon effects are only triggered when you have an item card with a matching symbol.
Danger (!): Increase the danger level in the app by 1.
Heal (!): Increase your familiar's life by 1.
Draw (!): You may acquire 1 Fatigue (to your discard) to draw 1 card.
Reroll (!): After rolling the chance die, you may reroll it.
Link (!): If playing solo, draw 1 card. If playing with others, you can play this out of turn to assist another player with a skill test.
Item Powers (▯): For each of these played, you may choose 1 effect with a matching symbol on 1 item card that your familiar has equipped.
Credit: | Jay Deiman |
---|---|
Version: | 1.0 |