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CHART 1 SUNSET

SUNSET-MIDNIGHT OVERVIEW Day spells expire. Those affected by


Flowers of Rest wake up refreshed.
Note: In all charts the term 8.1.1
Hireling refers to hired and
controlled denizens and
DETERMINE COMBATS
Denizen refers to unhired
Take chit from each clearing that
and uncontrolled denizens.
contains a character or hired leader.
8.1.2

EVENING
Preparation: Denizens light side up. T monsters red side
down. Set hidden hirelings aside to denote hidden status.
8.1.3

Go to First Clearing

Roll for Battling Natives


8.2

A ROUND OF COMBAT
C Encounter Step
H
A Preparation
R
T Luring
2 Random Assignment
Deployment & Charging
3
Encounter Actions
Melee Step
Native Horses
Target Selection
4
Spell Activation
Positioning Attacks & Maneuvers
Repositioning & Changing Tactics
Hit Resolution
Inflicting Harm
5 Fatigue & Wounds
Disengagement
Spoils of Combat

Did two rounds


occur with no red T
NO monsters, kills, fatigue,
wounds, armor
damaged/destroyed,
or spell cast? 8.8

YES

Maintain hidden status


Go to next clearing

Trading & Rearranging


8.8.5

YES Any more


clearings with
combat?

NO

MIDNIGHT
8.9
CHART 2 ENCOUNTER STEP
EVENING START THROUGH
RANDOM ASSIGNMENT

Note: In all charts the term PREPARATION


Hireling refers to hired and
controlled denizens and
Denizen refers to unhired Denizen horses to walking side. Determine "first
and uncontrolled denizens. character" for clearing. Denizens and red T monsters
remain assigned to their targets (if assigned).
8.3.1-8.3.3

LURING
8.3.4

First character's turn

Character can lure any number of denizens to own sheet (distribute in


red boxes). Each of the character's hirelings can lure one denizen to
own sheet (hireling in Charge/Thrust; denizen in Thrust). Denizens
already lured by other character may be lured away from them (by both
other characters and their hirelings), but denizens already lured by any
other hirelings may not. Luring characters and hirelings are unhidden.

YES Any more


Next character's turn characters to
lure?

NO

RANDOM ASSIGNMENT
8.3.5

Are
there
unassigned NO DEPLOYMENT & CHARGING
denizens and
unhidden Go to Chart 3
targets?

YES

Pick unassigned denizen

All represented characters roll (hidden or absent characters roll


only if unhidden hirelings are present). High roll takes denizen.

Character Denizen moves to unhidden hireling's


Denizen moves to character's YES NO
present and sheet (denizen on top of pile in
sheet (distribute in red boxes) unhidden? Thrust; hireling in Charge/Thrust).
CHART 3
DEPLOYMENT & CHARGING DEPLOYMENT & CHARGING
THROUGH ENCOUNTER ACTIONS 8.3.6

Note: In all charts the term First character's turn


Hireling refers to hired and
controlled denizens and
Denizen refers to unhired
and uncontrolled denizens.
Does
character wish YES
to charge?

Next character's turn Charge opposing


NO character (both
YES become
unhidden)
8.3.6b

NO Are there more Does character


NO
ENCOUNTER ACTIONS characters to wish to deploy a
8.3.7
Charge & hireling?
Deploy?
First character's turn Note that the flow
allows deployment YES
and charging to
Character may play (activate) any occur in any order.
Next character's turn
number of enchanted (color) magic chits.
8.3.9a
YES

Did the Do any


Deploy
character YES more NO hireling on
charge another characters need to CHARACTER character or DENIZEN
character? perform denizen? "Denizen"
actions? includes other
hirelings
here. 8.3.6a

NO

Distribute hireling Denizen moves to own


Character may do one: in red boxes of sheet (denizen in
Alert Weapon character's Charge/Thrust; hireling on
Run or Fly Away sheet. top of attackers in Thrust).
Cast Spell
8.3.7a
If denizen was last attacker
on another denizen's sheet,
Did the other denizen is put on
character alert hireling's sheet on top of
YES
a weapon, run or fly pile in Thrust (and becomes
away, or cast newest attacker). An
a spell? attacker's controller places
attacker either side up
NO when it is moved to be an
attacker on a new sheet.

Character may do one:


Activate and/or inactivate any one belonging
Deployed hireling and
Abandon any number of belongings
its target are unhidden
8.3.7c

MELEE STEP
Go to Chart 4
CHART 4
MELEE STEP
MELEE STEP UP TO ATTACK RESOLUTION

Note: In all charts the term NATIVE HORSES


Hireling refers to hired and Denizen horses turn galloping side up.
controlled denizens and
Denizen refers to unhired
Hireling horses turn over.
and uncontrolled denizens. 8.4.1

DENIZENS TARGET
A denizens defending on its own sheet targets
the top attacker in its Thrust circle. Denizen is
placed in Charge/Thrust, Head/Club in
Dodge/Swing. Targeted attacker moves to
Maneuver boxes (all attackers will be
repositioned by their controllers later).
8.4.2a

Mix attention chits of all involved


characters. Pick first chit.

HIRELING DEFENDERS TARGET


Character chooses targets for its hirelings
defending on their own sheets. Target moves
to Maneuver boxes. No counters turn over.
8.4.2e

HIRELING ATTACKERS POSITION


Character positions hirelings attacking on
denizen sheets (hireling attackers on other
hireling sheets are positioned by the defenders'
controllers later). No counters turn over.
8.4.2f

CHARACTER TARGETS
Character may place attention chit on its target
to attack. If target is a character, place chit and
weapon by Attack circles. If target is a denizen
(including a hireling), put chit on the denizen's
counter. Character and target become
POSITION CHARACTER AND DEFENDING
unhidden (exception: Ambush optional rules).
HIRELING ATTACKS AND MANEUVERS
8.4.2b

Characters position attacking denizens on


their sheets and on their hirelings' sheets. Do any
more YES Pick next
8.4.3m characters need to
attention chit
target or
Characters secretly position their attack, position?
maneuver and armor.
8.4.3e NO

Characters secretly position their hirelings


defending on their own sheets. Hirelings SPELL ACTIVATION
8.4.3
can be placed either side up and do not roll
for repositioning and change of tactics.
8.4.3n

REVEAL ATTACKS AND MANEUVERS

ROLL FOR REPOSITIONING


AND CHANGE OF TACTICS
8.4.6

RESOLVE ATTACKS
Go to Chart 5
CHART 5
COMBAT RESOLVE ALL ATTACKS DETERMINE HARM LEVEL
RESOLUTION 8.4.8 8.4.9

Start with: Level = Weapon/Denizen Harm Letter


Weapon Length = 17 8.4.9e
Attack Speed = 0

Stars on YES Attack


intercepts NO
counter?
armor?

Attackers with Attackers with


current weapon First NO YES
current attack speed
YES round of NO
length resolve resolve attacks. Stars = Stars -1
attacks. Faster attack combat?
Longer weapon
8.4.9e.2
speeds break ties. lengths break ties.
8.4.9a 8.4.9b Level = Level + Stars
8.4.9e.1

YES Missile
weapon?
Choose attacker

Level = Level + Roll NO


on Missile Table
8.4.9f.1
Fight
Does the attack YES strength YES
undercut? Attack Hits higher?

8.4.8a
Level = Level + 1
NO 8.4.9f.2
Exceptions to Note:
NO
Red Tremendous Monsters INFLICT HARM
Simultaneous Attacks
Serious Wounds Optional Rule

Harm hits Target on


Does the attack YES horse horse?
intercept 8.4.9i
8.4.9j.1
maneuver?
8.4.8b NO

NO Target killed. If denizen,


non-simultaneous Hit
Harm
attacks on denizen are YES match or beat DENIZEN character
cancelled (those or denizen?
Attack Misses Vul?
weapons are alerted).
Attacker remains engaged.
If attacker is a character NO CHARACTER
using a weapon, weapon Target unharmed
becomes alerted.
YES
NO 8.4.8c

Harm NO Harm NO Attack hit


Weapon Length - 1 negligible? match or beat armor?
Attack Speed +1 Vul?
More 8.4.9k
attacks to
YES resolve at this Weapon NO YES YES
weapon length or unalerted
attack speed? Target receives Target killed. Check if armor
YES one wound Non-simultaneous damaged
attacks on target 8.4.9l
are cancelled
NO
(those weapons
are alerted).
More attacks to
resolve in the Character YES Harm M
clearing? receives 1 wound or greater?

NO NO
Target unharmed
DISENGAGEMENT
CHARACTERS Red T monsters remain assigned
PAY FOR to targets. Denizens assigned to
FATIGUE AND characters remain assigned. All
WOUNDS other denizens are unassigned. SPOILS OF COMBAT COMBAT ROUND ENDS
8.5 8.6 8.7 8.8

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