Proving Grounds

Player Aid

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.

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

Sun and Moon module:

B) Check for Defeat or Wounds

Step 3 - Recover

Attack Resolution Summary

SituationResult
Single, enemy shielded (Shields module)Remove shield
Single, enemy unshieldedMarker down (enemy hits you)
Correct set, unshieldedMarker up (you hit enemy)
Correct set, shieldedMarker down one (reflected)
Incorrect set, unshieldedGive enemy a shield
Incorrect set, shieldedNo movement

Battle Marker Results

Marker positionResult
Top spaceEnemy defeated
Bottom spaceYou 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.