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