Start of Round
Conspirators module: Roll 1 die. If the result matches any revealed conspirator, that conspirator is active this round.
Sun and Moon module: Rotate the dial so Maia faces the enemy of your choice. Cannot face the same enemy two rounds in a row.
Step 1 - Roll Dice
Reroll sets (not singles) as desired. Must reroll the whole set.
- Dragonling module: May reroll the dragonling die with any set.
- For each reroll, reduce the Rolls tracker.
- Stop when satisfied or out of rerolls.
- Chariots module: Place any required dice on the chariot to satisfy its defeat condition.
Step 2 - Resolve Attacks
Separate dice by number and assign them next to the matching numbered slots on the encounter board.
Chariots module: If the chariot requirement is not met, activate its effect. If met, discard the chariot and put the dice in reserve.
A) Move Battle Markers
- Attacking with a single:
- Shields module: If the enemy is shielded, remove the shield.
- Else: move marker down (enemy hit you).
- Attacking with correct set:
- If enemy is unshielded: move marker up (you hit the enemy).
- If enemy is shielded: move marker down one (enemy reflected damage to you).
- Attacking with incorrect set, enemy unshielded: Give the enemy a shield.
- Otherwise: Marker does not move.
Sun and Moon module:
- If you scored a hit on the enemy in the sun position: borrow one colored die to your dice pool for next round.
- If you did not score a hit on the enemy in the moon position: move its battle marker down.
B) Check for Defeat or Wounds
- Marker in top space: Enemy defeated - discard the enemy card.
- Conspirators module: Draw a new conspirator card if any remain.
- Marker in bottom space: Suffer a wound.
- Add one of your dice to the top space of the exhaustion track.
- Move health marker down one space.
- Reset the enemy's battle marker.
- Health marker enters colored ring: Replace one of your white dice with a colored die of your choice. Move the other colored dice down one space on the health track.
Step 3 - Recover
- Retrieve all dice assigned to enemies.
- Move exhaustion track dice down. Any dice that move off the bottom return to your dice pool.
- Chariots module: Any dice in reserve return to the dice pool.
- Sun and Moon module: Return any colored dice borrowed in the previous round back to the dial.
- Replace defeated enemies with new ones from the deck.
Attack Resolution Summary
| Situation | Result |
| Single, enemy shielded (Shields module) | Remove shield |
| Single, enemy unshielded | Marker down (enemy hits you) |
| Correct set, unshielded | Marker up (you hit enemy) |
| Correct set, shielded | Marker down one (reflected) |
| Incorrect set, unshielded | Give enemy a shield |
| Incorrect set, shielded | No movement |
Battle Marker Results
| Marker position | Result |
| Top space | Enemy defeated |
| Bottom space | You suffer a wound |
Exhaustion Track
When you suffer a wound, add one of your dice to the top space of the exhaustion track. Each round during recovery, all dice on the track shift down one space. Dice that move off the bottom return to your pool.
Colored Dice
When your health marker enters a colored ring, replace one white die in your pool with a colored die of your choice. The remaining colored dice shift down one space on the health track.
Sun and Moon module: The three colored dice live on the dial instead and can be borrowed temporarily by scoring hits on the sun enemy.