Battle Round
Battles are divided into rounds. During a round, each The fallback content to display on prerendering takes a The fallback content to display on prerendering. After your The fallback content to display on prerendering has finished its turns, each The fallback content to display on prerendering takes its own turn. After all The fallback content to display on prerendering have completed a single turn, the round ends. Rounds continue until your party has achieved its objective, The fallback content to display on prerendering, or been The fallback content to display on prerendering.
Round Sequence
- Start of Round:
- Increase the Round Counter die by 1 (Important: skip this during the first round of a battle).
- Trigger any abilities with this timing.
- After Round 5, set the Round Counter to the fatigue round icon (
). This is a fatigue round; unless the Round Counter is reduced to 5 or lower, each subsequent round is a fatigue round until the end of the battle. For any effect that depends on the round number, all fatigue rounds are considered to be Round 6. At the start of fatigue round each The fallback content to display on prerendering will suffer The fallback content to display on prerendering.
- Adventurer Turns: Each The fallback content to display on prerendering takes their The fallback content to display on prerendering, starting with the first player and continuing clockwise around the table until each adventurer has taken 1 turn.
- Companion Turns: If the party has The fallback content to display on prerendering units, each companion takes a The fallback content to display on prerendering in the order of the party's choosing. See: The fallback content to display on prerendering
- Undeployed Companions: If a The fallback content to display on prerendering was not deployed at the start of battle and there is an The fallback content to display on prerendering hex on the entrance tile, deploy that companion when it would take its turn.
- Enemy Turns: Each The fallback content to display on prerendering on the battle map takes a The fallback content to display on prerendering, starting with the highest-level enemy and working downwards in level until all enemies have taken a turn. If multiple enemies have the same level, the party decides in which order those enemies take their turns..
- End of Round: Trigger any effects that occur with this timing.
- Determine whether the encounter is complete; if it is, the battle ends.
- The party may The fallback content to display on prerendering and end the encounter at this time.