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design.d/assets.d/class_sheets.d/0.pdf
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design.d/assets.d/classes_with_icons.pdf
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design.d/assets.d/dice_distribution.yaml
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design.d/assets.d/dice_distribution.yaml
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- color: white
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sides: [0, 0, 1, 1, 2, 2C]
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- color: yellow
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sides: [0, 0, 1, 2, 3, 3C]
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- color: red
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sides: [0, 0, 2, 3, 3, 4C]
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- color: black
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sides: [0, 0, 3, 3, 4, 5C]
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design.d/assets.d/play_tldr.yaml
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design.d/assets.d/play_tldr.yaml
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- src: https://s3.amazonaws.com/geekdo-files.com/bgg338940?response-content-disposition=inline%3B%20filename%3D%22Oathsworn_player_aid_v2.pdf%22&response-content-type=application%2Fpdf&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIAJYFNCT7FKCE4O6TA%2F20230917%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20230917T005449Z&X-Amz-SignedHeaders=host&X-Amz-Expires=120&X-Amz-Signature=c2daa6d7c83c99289b2d6698ea0ee102c84800942ebd439bd7ce948ade3595db
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- stories: |
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Story aid
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Setup
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Take permanent combat tokens. Full oathsworn health.
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Use locations
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Send runner - cost LVL coins, send to Banksmith or Apothecary.
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Banksmith: buy LVL common cards, sell for half price (round up).
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Price is card level.
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Apothecary: Buy curatives (max 5) for LVL cost.
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Trade coins or equip-items at any time between players and
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company bag (bag limit 12 items)
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Perform check/survival check: One Oathsworn. 1-10 white dice.
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Tokens: Redraw (all checks), Empowered x3 (Might checks).
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2 blanks is fail (do not regain tokens).
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Dice value / difficulty = successes. FAIL: See story.
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Round of Combat: Everyone. Might dice and 0-10 white dice.
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Tokens: Redraw and Empowered 3x, no Ability Cards, Items Abilities,
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or Special Abilities. 2 blanks is fail (do not regain tokens). Dice value /
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defense = damage (round down). FAIL: -1 health.
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- encounters: |
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Encounter aid
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Setup
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If special rules box is checked, place it faceup. Otherwise revealed at
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end of setup.
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Pick 2 hands of weapons, 1 armor, 1 gear.
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Set weapon might cubes, and armor/shield defense number token.
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7 ability cards, choose from * to the current LVL, one with cooldown
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(0), two (1), two (2), two (3).
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Take max animus and place on left side, place regen tracker token if
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necessary.
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Pick first player.
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1. Turn start
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Regen aminus, pick up cards on cooldown 0. Next stage card is face
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up.
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2. Oathsworn take turns
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Move: 1 animus per hex. All characters and terrain block movement.
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Use ability card: pick card action, pay animus, resolve, place on
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cooldown, battleflow.
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Pass (does not end your round).
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Oathsworn attack
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Target closest location on large monsters.
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Might value plus any number of white dice. May use combat tokens.
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2+ blank is fail (don’t include critical).
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SUCCESS: Damage = dice roll / defense (round down).
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FAIL: Regain all used combat tokens + 1 of choice.
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Monster attack
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Hero may play one card to increase defense, no animus cost (then
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battleflow).
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Roll might, no critical or miss.
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Damage = dice roll / defense (round down)
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Oathsworn may spend defense tokens.
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3. Encounter phase
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(start here if ambushed)
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3a. Activate large monster(s) following stage card.
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Large movement destroys terrain, will bounce on edges, moves
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through characters, ending on characters pushes them (no damage).
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Change facing after move.
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Attacks that display icons of broken locations draw 1 less of the best
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Might cards.
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Face towards attack target.
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3b. Minion activation order: closest target in range and LOS (ignore
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terrain effects) > Target with adjacent enemy with Mob keyword (if
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attacker has Mob keyword only) > NW rule. Activate minion and
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move,
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3c. Minions attack, mob sum up might dice to one attack.
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Targeting priority
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Character who broke location (reaction only) > specific target on
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Stage card if in range and LOS > closest Oathsworn in range and
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LOS (ignore terrain effects) > Oathsworn with adjacent enemy with
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Mob keyword (if Mob keyword) > NW rule. (Never targets ally/friendly
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character, except reaction)
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Keywords
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Area Of Effect: may affect each character only once, gain +1
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damage for each extra hex of a large figure, for melee AOEs LOS
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to all targets needed, for ranged AOEs only the center hex needs
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to be in LOS. One dice roll for all targets. Reactions do not cancel
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hits on additional targets.
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Battleflow: move all cards on one cooldown position to next. No
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cascade.
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Caged: can't do anything. See special rules. Each adjacent friendly
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character gives +2 on survival check.
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Chained attack: choose target in range and LOS, add additional
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targets in chain range and LOS of the previous target. See AOE.
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Remove lowest (not blank) dice result, once for each additional
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target.
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Charge Through X: Move X in straight line, attack all enemies moved
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through, see AOE.
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Consumed: Stuck in body part until broken or 6 damage delt. May
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attack once per round for 3 animus. See special rules on start/end
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round effects.
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Crippled: No move or abilities with movement, until the end of the
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next Oathsworn phase.
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Empowered: Upgrade dice white>yellow>red>black.
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Push: move straight away, or closest NW free hex.
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Knockback: push that damages 1 on collision with terrain or
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character (both take damage), no damage on board edge. Large is
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pushed ½ distance (round up) and destroys terrain.
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Line Of Sight: between closest corners. Or if straight tile row; center
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to center. Line cannot touch any terrain. Ignore characters.
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Thrown: place tracker in any adjacent hex to target, cannot pick up
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this round.
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Thrown weapon: unarmed, might is zero. Can still attack.
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Thrown armor: no defense from items, no use of thrown item.
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Wave attacks: 3 hex wide line of attack, nothing blocks it.
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design.d/assets.d/v1_character_sheet.pdf
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design.d/assets.d/v1_character_sheet.pdf
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design.d/assets.d/v1_company_allies_etc.pdf
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design.d/assets.d/v1_company_allies_etc.pdf
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design.d/assets.d/v1_free_company_sheet.pdf
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design.d/assets.d/v1_free_company_sheet.pdf
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