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ER LIvret 37-48

The document provides a detailed guide on combat encounters in a game set in the Lands Between, outlining the setup, rules, and mechanics for resolving combat. It describes the battlefield grid, the roles of Tarnished and enemies, and the various actions players can take during their turns. Additionally, it explains the types of combat cards used for attacks, defense, and buffs, along with the rules for resolving these actions during encounters.
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0% found this document useful (0 votes)
11 views12 pages

ER LIvret 37-48

The document provides a detailed guide on combat encounters in a game set in the Lands Between, outlining the setup, rules, and mechanics for resolving combat. It describes the battlefield grid, the roles of Tarnished and enemies, and the various actions players can take during their turns. Additionally, it explains the types of combat cards used for attacks, defense, and buffs, along with the rules for resolving these actions during encounters.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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a ) Sy ed COMBAT a MO ad Generated for ASFUB5348, Avrolen Vac (aurelien_vadi@yahoo.) COMBAT ENCOUNTERS Combat is a necessary realty of the Lands Between, where a multitude of foes roam in search of worthy adversaries to cross swords with, endlessly patrol in service to ther liege, ‘or simply guard their territory wich feral violence Combarencounters can take place as part of several different scenarios, which ate detailed at theend of tis section. Regardless of how the players begin combat encounter, the rales for resolving them are the same, and are listed over the following pages. Each combat encounter has a bref in ether the scenario book or the encounter books, which details which cards to retrieve, which enemiesto set up, any additional special rules that affece the encounter, and any reward for completing it Setting Up Follow the steps below, in order, when setting up a combat Place Miniatures Place the enemies shown onthe bin the comesponng squares ofthe bale grid (Fac player chen placer Tased Tedptarrofther chee inthe Tarnished rea QQ More dens on the batlefield grid canbe found in the next ection, Draw Cards Each player draws up to their hand size from their Tamished’s attack deck. After doing so, they can shuffle their entire hand back into their combat deck and redraw, but mast keep their second hand. Deal the Marching Order Collect the Tacnished initiative cards. there is moze than one ‘Tamished in a combat encounter, each Tamished uses a single initiative card. If chere is only one Tarnished, chat Tarnished instead uses both of thei initiative cards during each round of the encounter, “Then, collec che enemy cards for each enemy on the battlefield arid, taking note of the enemy identifier lecters to ensure that the correct cards are being used for each enemy. Ifthe encounter features multiple enemies of the same type, place an idencifier token corresponding to the letters on the enemy cards next to cach enemy that has the same miniature as another enemy, so they can easily be identified during their curn and when tacking damage and conditions Fall shufle che Tamnishedgiative and enemy cards together, a ee ee RR en ves uc 38 Generated for ASFUB5348, Aurion Vac (aurelien_vadi@yahoo.) Combat Rules The Battlefield Grid ‘Combat encounters take place on a battlefield grid. This grid noe only represents the space around the combatants but also thei A grid consists of a Tarnished area and an enemy area @ separated by the batleline| Each side ofthe grids ivded into horizonal cows and veri eter eel eee ere tani oe er ee nero ere tothem, which provide sor effect vo minacarc tx hat (On the battlefield grid, horizontal movement is spatial, representing the physical area to either side ofthe model. Vertical movement represents the miniature changing its atl stan rather than representing the area ahead or behind the miniatu All movement is measured in squares. A square can only contain ‘single miniature. Ifa miniatute would move or be pushed into | square containing another miniature, ie will remain where i¢ isinstead. Miniatures can move orthogonally in any direction, but must remain in their respective areas at all times. Miniatures can't cross the batdleline. Soo eee Se eee tae 3. The card's block value. the Tarnished’s lane. if 4, The attack’s attack area. Mi Theacacks opel rule fthas hem g ea hd eds the chin @ pperal cule, the coneponding Q symbol will appear here. “This areactchits cach ence 7. Thecards asc rote) Cabrera ‘Arrack cards are used during Tarnished turns by performing the play ation, EP Cost ee a the Tamished's lane, and both Ia card hasan FP cost, the player mus reduce the value of theit Peas ‘Tarnished's FP tidal by thar amount when the card is played If the dial’ valuc is lower than the required FP, the card can't beplayed. eee eee t) the Tarnished’s lane, and both pe eer eed ‘There are three different symbols for FP, indicating whether the card isa sorcery, incantation, or ability. The differences between these symbols is largely cosmetic, and is only relevant when a specific rule refers o'a sorcery or incantation specifically ‘iy z ae The player chooses one of the three lanes shown, and the attad Ere oe eee ss PSC SNEAK SEE, SENOS > PARE es Generated for ASFUB5348, Aurion Vac (aurelien_vadi@yahoo.) “Attack Profiles, When an attack card is resolved, the player draws a card from th Tarnished’s ateibute deck and allocate the attribute symbols to fone oF more ofthe arack profiles on che card ro gain ies effects This is detailed on pg 45. Ifa profile’ effects ate separated by a vertical divider after allocating symbol che player chooses which ofthe effece(s) co resolv. ‘Common attack effects areas follows. Ya eres: Tie ceeny fen she amour of damage FR shown: Move - The Tarnished ean move a number of squares ‘up o the value shown, Push - The enemy can be moved into an orthogonally adjacent vacant square. An enemy can only be pushed ‘once per attack, egardless of the number of push effects Poison ~ The enemy suffers the poison status effece and gains a number of tokens equal tothe value shown, Blood Loss - The enemy suffers the blood loss scacus cffece and gains a number of tokens equal to the value shown. ‘Stagger The enemy suffers the stagger sau effect and. gains a stagger token, Special - Resolve the attack’ special effect as detailed on the card The Chain Special Rule Some attack cards feature the chain symbol. Afr resolving combat card cha features the chain symbol, the player can immediately play another combat card shat features a chain symbol as pare ofthe same action, Some ofthe more powerful anack profiles might ete eee) Renee as Mere asta een ren top profile of uae Catch lame +1 stack requices Ce eee nemenn enon tnt profile, thas no effec Sa St SN ee ¢ PS CAI PStoea r= if 3 Ea Sy SS Generated for ASFUB5348, Avrolen Vac (aurelien_vadi@yahoo.) Defence Cards Defence cards are used to avoid receiving damage from attacks by enemies, Action Cards Action cards confer a variety of special effecs ‘The name ofthe card. . The card’ FP cost, fit has one 5. The card’ block value. . The card's special rules, if has them, 5. The card's defence profiles) Defence cards ae used duringenemy isatacked, s-when the Tarnished When adefence is resolve, the player drawsa card from their Tarnished’ acribute deck and allocates che atribute symbols ro tone or more of the defence profiles on the card to gain its effects “Thisis detiled on pg, 49. If a profiles effeces are separated by a vertical divid: allocating a symbol the player chooses which of the effect(s) ro resolve Common defence effecs area follows value shown, p Defend - Reduce the damage valu ofthe attack bythe Marve ‘The Timished can move amimber of squares BP proche ae shown shia The chy can be mort nea an occhogorally adjacent vacant square. An enenvy can only be pushed ® once per attack, regardles of the numberof push effects. Special - Resolve the defence’ special effects detailed @ ve ‘The name ofthe card. The card’ FP cost, iFithas one The card’ block value The cares special rule bepe iffchas them. [Action cards are used during Tarnished turns by performing the play action, “The special rues on the card will etal how to resolve it Generated for ASFUB5348, Aurion Vac (aurelien_vadi@yahoo.) Buff Action Cards Buff actions confer persistent effects on the Tarnished they are played on, iL Impact 1. Thename of the card. The cards FP cos, iFithas one. 3. ‘The card’ block value. 4, The cards special rules, ifichas them, Bulfaction cards are used during Tarnished turns by performing. the play action ‘When a bulf action eard is played, the player selects a Tarnished and places the cardi the buff slot ofthe Tarnished’ dashboaed. Unless stared otherwise, that Tarnished then gains the effects detailed on the card until the end ofthe round, at which point the card is discarded and placed inthe diseard slr ofthe Tarnished that played the card, ATamished can card is placed in their buffslos, the current card is discarded, If there is only a single Tarnished taking part in an encounter, buff action cards are also discarded at che end of ther fist carn of each round, REALM OF THE GRAFTED KING Resolving Tarnished Attacks When a Tarnished performs an attack, thir player resolves the following steps in the order shown: 1. “The player selects and plays an attack card from their hand. necessary, the player reduces theit Tarnished’ EP tri-dial by the cose shown on the card. Ifthe dials values lower an the required FP, the player can't play the card 2. ‘The player decermines which enemies age hit by the attack, 3. The player draws a card from their atribute deck a. Ifa rule allows the player to draw additional cards, they do so now, choosing which card(s) to use and discarding the others, 4, Allocate che attribute symbols onthe strut card to the aeeack profile on the atack card, Each aeribute symbol can only be allocated once, and muse match the profile to ‘which tis allocated, withthe exception that any symbol can be allocated 38a common profile symbol 5. Determine the effects ofthe stack profile thac had an azeribute symbol allocated to chem. a. Each profile can be used multiple times, if muleiple symbols are allocated to it bfthe effects ofa profile are separated by a vertical divider, choose either the effects on he left othe right to apply. «Effects are cumulative (ie, when ealeulaing damage, add all damage together to form a tora) 6. Reduce the total amount of damage by the enemy's armour val, and then apply the remaining damage tothe enemy, placing tokens equal tothe amount of damage nexe tothe 7. Resolve any other effects (such as pushes or sas effects) co the enemy, in an order ofthe player's choice 8. 1F multiple enemies have been hit by che attack, repeasteps 6 and 7 for each enemy individually 9. Ifthe aeeack applies an effect co Tarnished minarures, resolve them now in an order of che players choice. “Afier resolving the attack, discard all attack and ateibute cards used in the attack, Discarding Cards to Perform Light Atcacks When a player performs the di ‘perform a light arcack wich th card action, they can choose to Tarnished. When a Tarnished performs. light attack, cher player drawsan attribute card and inflies 1 damage per symbol on the card to the first enemy in their lane, reducing the total damage by the enemy's armour value as normal, as # they had performed an attack as deseribed above, 4 BI 2 2 Sy SURES SNS PARE Nee Generated for ASFUB5348, Avrolen Vac (aurelien_vadi@yahoo.) Status Effects ent unique ailment that havea differen effet ronotmal damage. When a miniature suffersa starus effect, place token for that effect next ro it. Fthe status effect symbol shows ‘number, place a number of tokens equal to this, [fa miniacure sufferings starus effect would suffer the same status effec again, place another status effect token next to it, stacking, ion the existing token, ‘The rules for each scatus effect are as follows. Unless stared otherwise status effects affect ‘Tarnished and enemies in the same way. Blood Loss - At che end of the miniscure’s usm, i¢ sulfers 1 damage for each blood loss token it has, and then discaeds the tokens. Poison -At the end of che miniature's turn, i suffers2 damage, and then diseards one poison token, Stagger-Seagger affects Tarnished, enemiesand bosses in differently, as described below: Ifa Tarnished is suffering stagger atthe start of their turn, their player mast discard one card from their hand for each stagger token theicTamished has, and then diseard the tokens. Une the end of thar turn, they treat their maximum hand size as being one lower for each token discarded. If an enemy is suffering stagger atthe start of theie tun, discard the tokens, then the enemy’ eurn immediately ends. Unlike normal enemies, bosses have their own unique rules for resolving tagger, which will be detailed on the corresponding boss scenario brief Consumables Consumables isa broad term for various single-use igems dl can be crafted by che Tarnished during exploration and narrative quests, and by some cards, Consumables ae always represented by cards, 1. Consumable Name 2. Consumable Rules Text [A Tamished can spend an action during theie carn to resolve the text on a consumable card in their inventory Discarded inventory cards are returned to the box atthe end of the scenario, Generated for ASFUB5348, Aurion Vac (aurelien_vadi@yahoo.) Enemy Turns Enemy Identifier Letters Wich exception of some unique enemies, all enemy cards havean ‘identifier leter, used to help distinguish them duringencounters, and to provide enemy sealing throughout the game. ‘When setting up combat encounters, players should be carefl 0 use the enemy cards corresponding to the identifier lexters shown in the brief Enemy HP and Defeating Enemies fan enemy has suffered damage equal or greater chan its HP at any time, it isimmediately defeaced. When an enemy is defeated, remove its miniature from the batlefield grid and discard its card from the marching ovdee. Each eee eype ats eee Enemy Armour listing the folowing information, Some enemies ave an armour value ha reduces the damage they tis Sadng Ticats eM ~ be Tse only anal whet eesalving ‘oetiaaee ee Tamished snacks and not at any other cme. Enemy Behaviour The enemy behaviour section is broken down into behaviourlines, which represene the actions the enemy performs during is turn, Each behaviour line will show one or more action symbols, or 3 special rule detailed in text. Action symbols on a behaviour line are resolved from left co right. Ifan enemy cant perform an action symbol for any resson, do not resolve any of ts effects, Some action symbols on behaviour line are separated by vertical divider, which indicates wo sets of symbols. The enemy will aways perform these of action symbols on the left ofthe divide unless they can’ eesolve any ofthe symbols, in which instance they will perform these ofacrion symbols on the right ofthe divide instead. ‘Behaviour lines aze resolved from top to bottom. Once an enemy. thas resolved a behaviout line, i resolves the next line down, and son, until ichas resolved each behaviour line. Then its rum ends. g = Ian enemy performs an accion symbol wth the stop symbol 2G ser the scion hasbeen fully resolved, she enemys cura Smnmeditely ends without resolving any further scion symbols aeons “The spe of enemy 2. The etd idenifier leer, if there are multiple enemy miniatures ofthe same type. Theenemy’s HP value The enemy's armour valu. The enemy’ behaviour line(). 47 4 we Generated for ASFUB5348, Avrolen Vac (aurelien_vadi@yahoo.) REALM OF THE GRAFTED KING Behaviour Types “There are three types of enemy behaviours, cach with their own action symbols. They are special, movement, and attack. Special Unlike other behaviour types, special behaviour i always shown asrules text rather than symbols. When resolving the tex, resolve ‘smuch asis possible. Ifthe entirety of che texxcan'tbe resolved, the enemy doesnt perform the behaviout ‘Movement ‘The following are enemy movement symbols. 4 The enemy moves one square towards the batleline ‘Theenemy moves one square away from the batdeine. “The enemy moves eft one square. “The enemy moves right one square, “The enemy moves horizoncally towards the closest “Tamished, up tothe numberof square shown in the symbol. Determine the closest Tarnished by counting the number of lanes between the enemy and the Tamished. t on = > If mutiple azow symbols are shown as pat of the symbol, the enemy moves an equal numberof square tothe number of rows an enemy's movement is obseracted by miniature or because ‘would leave the batleeld grid, ¢ doesnt move. Dealing the marching order above the batlefield grid Cee eerie eet es the enemy will move and make the cards mud pean Attack Enemy attacks aze always shown as two symbols adjacent to each other, ‘he first symbol () indicates the attack area, relative to che enemy’ position Fan anack area showalil de siack isthe fis Tamished inch ak If no Tamished are in the atack area, the enemy doesnt attack. ‘Te second symbol (@) indicates the damage the attack init Some atacks also show a stars effece symbol 0 che damage symbol, and/or a movement symbol beneat are additional effects that are resolved when the enemy attacks, even ifthe damage of the attack was reduced 00. ‘his attack bit the frst Tarnished in the eer co ee ee ET Ts ae “his attack bits the frst Tarnished im the enemy's lane, and both adjacent lanes, ee eee mee ET lane, and both adjacent lanes

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