Adventurer Turn
During your turn, you can take a number of actions, including moving, engaging, resolving class abilities, or exploring at a distance. When it is your adventurer's turn to act, follow the steps below:
Turn Sequence
1. Start of Turn
Trigger any abilities with this timing.
2. Recovery
Remove a number of dice from your The fallback content to display on prerendering equal to your The fallback content to display on prerendering stat, starting with the die furthest to the left in the track. As you remove dice, slide remaining dice in the track toward the left side to close any empty slots. Each type of die is handled as described below:
- Skills: The fallback content to display on prerendering and place skill dice in the correct slots in your attribute rows.
- Fatigue: The fallback content to display on prerendering light The fallback content to display on prerendering. Remove overfatigue and replace them at the leftmost open position in the track.
- Status Effects: The fallback content to display on prerendering The fallback content to display on prerendering dice.
3. Adventurer Actions
Perform 1 or more of the below actions in any order you choose. You must resolve each action before you perform another action. Some actions prevent an adventurer from performing others, but there is no hard limit to the number of actions an adventurer can perform on their turn.
- The fallback content to display on prerendering: Move a number of The fallback content to display on prerendering hexes up to the value of your The fallback content to display on prerendering stat.
- The fallback content to display on prerendering: Any number of times per turn, roll a number of available skill dice up to your The fallback content to display on prerendering or The fallback content to display on prerendering stat, as appropriate for each skill.
- After your first engage action each turn, you must gain 1 light The fallback content to display on prerendering each time you perform an additional engage action (if playing on The fallback content to display on prerendering difficulty, gain 2 light fatigue instead). Otherwise, there is no limit to the number of engage actions you can perform.
- The fallback content to display on prerendering: Any number of times per turn, spend the required amount of The fallback content to display on prerendering to trigger a class ability.
- Each non-The fallback content to display on prerendering class ability must be triggered at its correct timing and can be triggered only once per turn.
- The fallback content to display on prerendering (delve only): Once per turn, explore a hex from a distance up to your The fallback content to display on prerendering.
4. End of Turn
Trigger any abilities with this timing. Then, proceed to the next adventurer or enemy in turn order.
How are dice and damage resolved on your turn?
During an engagement, resolve dice one at a time. But damage and damage prevention are pooled and applied to the affected enemy after you resolve the last die of the engage that deals damage to that enemy.
For dice that require a target, or for a unit to be targetable/adjacent/within range/within sight etc., the unit must be in the proper position at the time the die is resolved - not necessarily when the damage is applied.
For the sake of some skills and abilities (most notably, the enemy skill Dodge), you may need to determine which dice you are resolving, and how you are resolving them, before you begin to resolve any dice. This is explained in the rulebook on pg. 60 by breaking down the "Resolve the Roll" step into the following sub-steps: first, a) Determine the results to resolve, then b) Resolve abilities.
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