Combat

The combat phase of the turn is an important step and has many moving parts, so the sequence of events must be processed correctly so that all game objects and elements are considered fairly. In the Campaign format, the same fundamental rules as the Arena format are considered, but there are Campaign format-specific rules as well. For example, the Turn Order mentioned previously has a large impact on how Combat is resolved. Players using the “True Order” turn order method and Combat are two items that, when combined, can get a bit overwhelming for some new players or Lore Masters running the game, depending on the number of turns being ordered or actions and events in sequence. Please note the interactions with Combat and each of the Turn Order methods:
 

  • Combat Option 1: True Order
    • When using the "True Order" method, it is recommended that a list be made to use each Combat phase of a player’s turn so the Lore Master and players can track the combat accurately and apply effects in the correct order.
      • This means the turn order follows the same order through the remainder of the game round. The order only needs to be updated when new characters are added to the entire order, at which point you could then re-evaluate and reallocate the order as these values shift.
        • For those seeking "True Order," in every sense of those words, you would compare Vigor checks to determine Turn Order applied to all characters each time the last player in the order completes their turn. Then, play through the updated order. Repeat as needed.
        • Vigor stats don't fluctuate enough to change the entire order in most game sessions. This is why the same order is used in a repeating cycle until new characters are added to the order.
      • For example, if an ability were “Deal 3 damage to a character at the beginning of the next player’s turn,” and one of your comrades were next in the turn order, then your effect would deal 3 damage to one of their characters!
         
  • Combat Option 2: Party Order
    • The “Party Order” turn order method is in favor of players and groups, so this is the turn order method we recommend for first-time Campaign format players, or those who prefer a more team-based experience. Using the Party Order method, each player in the party takes their turns sequentially, which allows for powerful combo plays and synergies between teammates.
      • For example, Player A takes their turn, which means all their characters attack at once, and that also means the synergies with their attacking abilities are up to them to control for maximum benefit.

 

The following section covers the specifics of Campaign-format interaction on the Combat phase of the turn. Generally, the rules are the same as the Arena format. Campaign format has many moving pieces, as does the Combat phase, and Campaign format enhances the Combat experience with new abilities, effects, and strategies mentioned in each section.

When entering the combat Phase of your turn, any effects such as “When entering combat…” or “When you declare an attack this turn…” still follow the same logic as the Arena format of the game.

  • Scenarios where one or more players are allowed to attack within the same Combat Phase of a turn, the Active Player in the turn order’s abilities take priority over the other players in their Party, but they can choose to re-order these effects as they wish (since they are the active player).

 

It is possible for Skills, cards, or effects that you control and are related to Combat to be triggered when it is not your turn. These types of effects, such as “Characters you control get +2 AC when entering combat until the end of turn,” are triggered when characters you control are included in the Combat Phase, whether as attackers during your turn or blocking incoming attacks from another player.

  • An example of an ability that would not be triggered would be “This character gets +2 ATK when attacking until end of turn” when the active player is your opponent. Your character cannot receive +2 ATK because they are not attacking.

 

The Combat phase of the turn always occurs, unless a specific card or ability prevents a player from doing so. This means that there are instances during your turn when you will enter the Combat phase of the turn but not declare any attacking characters; when this occurs, you still activate any “When entering combat” type of effects that apply to the scenario.

 

Campaign format games that use 3d figures, map, or environments to track Characters and object placement must be aware of their characters' size and effective range; otherwise, you could enter the Combat phase of your turn and then be unable to resolve any attacks or effects because none of your characters were within range to place an attack. Though the Combat phase of the turn always happens as part of each player’s turn, whether a player can declare any attackers is affected by their range, and this means that before declaring any attacking characters, you must first determine if they can do so.

Declaring Attackers

 

When the Active Player enters the Combat phase of their turn and moves to declare their attacking characters and who those characters are attacking, first, the Active Player must determine if there are any characters within their range to place an attack.

 

Declaring Signature Skills

If your Hero character has a signature Skill, and you choose to replace your attack(s) with the Signature Skill for the turn, you declare this during your Declare attackers step of Combat.

  • Your Hero's Signature Skill replaces their attacks (all of your Hero's attacks for that turn), but does not replace or affect their turn in the Turn Order.
  • Please see Skills or Arena for more information about Signature Skills.

The example below includes two characters in a Player party, represented in Blue. The Enemy party is represented in Red.

  • Player A from the Player Party wants to place an attack against an opposing character.
  • Player A is a medium-sized Mortal character, and Player B is also a medium-sized Mortal character.
  • Per this example, Player A’s character can attack Enemy 1, because they are within each size-range’s acceptable range to interact with one another.

 

This next example focuses on Player B in the Player Party. This character is large and physically occupies more space than Player A’s character, which is only a medium-sized character.

 

In this scenario, and focusing on Player B, Player B can see and interact with more characters based on their size and position. This means that if Player B wanted to place an attack against Enemy 1, 2, or 4, they could do so.

 

The Last example is in relation to Line of Sight and how it affects declaring attacking characters or placing attacks. In this example, Player A wants to place an attack against Enemy 2, however, Enemy 1 is adjacent to them.

 

Because Player A and Enemy 1 are the same size, Enemy 1 would effectively block Player A’s line of sight to Enemy 2.

 

If a card, effect, or ability prevented Player A from attacking Enemy 1, they would be unable to interact with Enemy 2 based on their location, and this means they wouldn’t be able to declare an attack during that Combat phase.

 

Per the example above, this means that you wouldn’t be able to declare an attack against Enemy 2 at the beginning of combat even if you can move closer to them at a later point in the turn. However, if an ability, such as "place an attack against an opponent", allows movement and then an attack, follow the instructions per the ability or effect to determine how these are resolved.
 

  • Also using the example above, Player B, as a large character, has more range and capability in terms of line of sight and affectable range.
  • From their current location, Player B could place an attack against and of Enemy 1, 2, 3, or 4.

 

When assigning characters to attack, if the defending Player has any Ally characters in play besides their Hero character, in the Arena and Quest format you must attack a Hero’s Ally characters before you are allowed to attack the enemy Hero directly.

 

In Campaign format, and if you are using maps and objects to track game elements, then there are times where a Hero character is exposed or otherwise has a clear line of sight to them.

 

This is one significant distinction of the Campaign format, where for the purpose of fantasy realism can leave you or enemy Heroes more vulnerable than intended.

  • If your group is not using these game elements and uses game cards only, then follow the standard rules associated with declaring attacks against opposing characters per the Arena format rules.

Campaign format is a multiplayer format, which means that some actions will have opportunities for multiple players to react to them, and when resolving actions during the Combat phase of the turn adds some complexity.

 

All actions performed during the Combat phase of the turn must have the Swift Action ability to be played, and this means that all actions are being resolved on a last-to-first basis.

 

  • An example of this would be one player playing a card, and another character responding with a “Counter Magic” card, which cancels a card from being played.
    • The “Counter Magic” card was played last, in response to the first card being played, and so this card is resolved first.
      • However, in situations where two players attempt to respond to the same event or action simultaneously, the order of operations can affect the outcome, so if there is ever a dispute over which player’s card, effect, or ability would be resolved first, either the Lore Master or a Fate check can determine the order to resolve these effects.

 

Special Actions

  • If a card, effect, or ability instructs you to act during the Combat phase of a turn that you would otherwise be unable to (such as play a Character card or equip an Item), follow the instructions on the card or as stated in the ability.
    • For all other types of actions and events that occur during the Combat phase of the turn, unless specified otherwise, treat these actions as having the Swift Action ability and resolve them in the same manner as other actions during combat.

Using the Cards

Included in this section are the rules and descriptions associated with card-related elements and using the game cards themselves. Characters, Events, Items, Skills, Spellcraft are covered in more detail, and the rules corresponding to them.

 

Expanding your Realm

Included in this section are the resources related to non-card game elements, such as the Player leveling system, Alignments & Factions, Movement, and other related items.

 

Lore Master Rules

Included in this section are the resources available to Lore Masters, expectations for their rule, and recommendations on running Campaign Format adventures.