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- stories: |
    Story aid
    Setup
    Take permanent combat tokens. Full oathsworn health.
    Use locations
    Send runner - cost LVL coins, send to Banksmith or Apothecary.
    Banksmith: buy LVL common cards, sell for half price (round up).
    Price is card level.
    Apothecary: Buy curatives (max 5) for LVL cost.
    Trade coins or equip-items at any time between players and
    company bag (bag limit 12 items)
    Perform check/survival check: One Oathsworn. 1-10 white dice.
    Tokens: Redraw (all checks), Empowered x3 (Might checks).
    2 blanks is fail (do not regain tokens).
    Dice value / difficulty = successes. FAIL: See story.
    Round of Combat: Everyone. Might dice and 0-10 white dice.
    Tokens: Redraw and Empowered 3x, no Ability Cards, Items Abilities,
    or Special Abilities. 2 blanks is fail (do not regain tokens). Dice value /
    defense = damage (round down). FAIL: -1 health.
- encounters: |
    Encounter aid
    Setup
    If special rules box is checked, place it faceup. Otherwise revealed at
    end of setup.
    Pick 2 hands of weapons, 1 armor, 1 gear.
    Set weapon might cubes, and armor/shield defense number token.
    7 ability cards, choose from * to the current LVL, one with cooldown
    (0), two (1), two (2), two (3).
    Take max animus and place on left side, place regen tracker token if
    necessary.
    Pick first player.
    1. Turn start
    Regen aminus, pick up cards on cooldown 0. Next stage card is face
    up.
    2. Oathsworn take turns
    Move: 1 animus per hex. All characters and terrain block movement.
    Use ability card: pick card action, pay animus, resolve, place on
    cooldown, battleflow.
    Pass (does not end your round).
    Oathsworn attack
    Target closest location on large monsters.
    Might value plus any number of white dice. May use combat tokens.
    2+ blank is fail (don’t include critical).
    SUCCESS: Damage = dice roll / defense (round down).
    FAIL: Regain all used combat tokens + 1 of choice.
    Monster attack
    Hero may play one card to increase defense, no animus cost (then
    battleflow).
    Roll might, no critical or miss.
    Damage = dice roll / defense (round down)
    Oathsworn may spend defense tokens.
    3. Encounter phase
    (start here if ambushed)
    3a. Activate large monster(s) following stage card.
    Large movement destroys terrain, will bounce on edges, moves
    through characters, ending on characters pushes them (no damage).
    Change facing after move.
    Attacks that display icons of broken locations draw 1 less of the best
    Might cards.
    Face towards attack target.
    3b. Minion activation order: closest target in range and LOS (ignore
    terrain effects) > Target with adjacent enemy with Mob keyword (if
    attacker has Mob keyword only) > NW rule. Activate minion and
    move,
    3c. Minions attack, mob sum up might dice to one attack.
    Targeting priority
    Character who broke location (reaction only) > specific target on
    Stage card if in range and LOS > closest Oathsworn in range and
    LOS (ignore terrain effects) > Oathsworn with adjacent enemy with
    Mob keyword (if Mob keyword) > NW rule. (Never targets ally/friendly
    character, except reaction)
    Keywords
    Area Of Effect: may affect each character only once, gain +1
    damage for each extra hex of a large figure, for melee AOEs LOS
    to all targets needed, for ranged AOEs only the center hex needs
    to be in LOS. One dice roll for all targets. Reactions do not cancel
    hits on additional targets.
    Battleflow: move all cards on one cooldown position to next. No
    cascade.
    Caged: can't do anything. See special rules. Each adjacent friendly
    character gives +2 on survival check.
    Chained attack: choose target in range and LOS, add additional
    targets in chain range and LOS of the previous target. See AOE.
    Remove lowest (not blank) dice result, once for each additional
    target.
    Charge Through X: Move X in straight line, attack all enemies moved
    through, see AOE.
    Consumed: Stuck in body part until broken or 6 damage delt. May
    attack once per round for 3 animus. See special rules on start/end
    round effects.
    Crippled: No move or abilities with movement, until the end of the
    next Oathsworn phase.
    Empowered: Upgrade dice white>yellow>red>black.
    Push: move straight away, or closest NW free hex.
    Knockback: push that damages 1 on collision with terrain or
    character (both take damage), no damage on board edge. Large is
    pushed ½ distance (round up) and destroys terrain.
    Line Of Sight: between closest corners. Or if straight tile row; center
    to center. Line cannot touch any terrain. Ignore characters.
    Thrown: place tracker in any adjacent hex to target, cannot pick up
    this round.
    Thrown weapon: unarmed, might is zero. Can still attack.
    Thrown armor: no defense from items, no use of thrown item.
    Wave attacks: 3 hex wide line of attack, nothing blocks it.
