Player Starts turn
roll for movement using d4
undiscover tiles as player moves across the board
When movement is finished. Player rolls event die
Monster Card
pass or fail check
players are able to use trinket cards if available
Lose stat/hp
Player can choose to end or if player is on the same tile as opponent they may initiate PvP battle
win trinket/bonus stat
Player ends turn and next player can start
Each player must perform an attack roll
player who has the higher roll wins the battle
Player Pulls from Monster Deck
Players can also use their trinket cards
Player Runs into Trinket Shop Owner
Player buys trinkets based on amt of aura accumulated
Players automatically gain 2 aura on aura counter
Player can trade cards w/teammates regardless of position on board
Event Card
player reads event card and follows instructions
end turn
loser loses HP based on D8 roll
Player Ends Turn
loser attempts to flee and avoid taking damage
both players perform a speed roll
no damage is taken from that encounter
may retreat up to that number of pre-discovered & creature-less tiles away from their current location
Fleeing player's roll is higher
Fleeing player's roll is low or a tie
attempt to flee fails
take 1d8 HP and 1 notch damage to stat of the attacker's choice
Turn ends
whenever a player uses a charm and the aura is spent. They gain arcane mastery
Gaining 4 arcane mastery activates arcane sigils.
player flips 1 arcane mastery circle to charged position
arcane sigils gives player +1 die to all stat rolls while charged
Team Attack
player loses arcane mastery (+1 die bonus) until recharged again
you and your teammate both roll 1d8 to determine HP damange dealt
opponent dies
opponent lives
dead player must drop all of their charms
Dead body token is placed on the tile the player died on
their teammates can pick up as many as they like as soon as they can
Each opponent can only pick up one of the dropped charms blindly their next turn