Tales from the Red Dragon Inn

Player Aid

Sequence of Play

Phase 1 - Ready

  1. Invigorate all abilities: remove 1 countdown token from each.
  2. Roll scheme dice for each type of schemer (and Pooky).
  3. Fill the initiative bag.

Phase 2 - Combat

For each hero and type of schemer, draw an initiative token and activate:

When activating, follow these steps:

  1. Declare targets.
  2. Determine damage.
    • If inspire symbols rolled exceed Epic Pool dice: add 1 Epic die to the pool (can be used to empower attacks or reduce damage).
    • Critical hit: add 1 to damage and roll again.
    • If attacker has weaken tokens: subtract 1 damage per token, then discard used tokens.
  3. Deal damage to targets.
    • Damage boost tokens: add 1 damage per token spent.
    • Shield tokens: subtract 1 damage per token, then discard used tokens.
    • Evade token: reposition after taking damage (Avert Harm, Leap 2 per token spent), then discard used tokens.
    • Toughness token: ignore all damage and Harm effects, then discard token.
  4. Optional: If damage was dealt, use Harm effects.
  5. Remove defeated targets.

Phase 3 - Objective

Check for win conditions, loss conditions, and story event conditions.

Token Reference

TokenEffectDiscarded?
WeakenSubtract 1 from damage dealt per tokenYes
Damage BoostAdd 1 damage per token spentYes
ShieldSubtract 1 from damage received per tokenYes
EvadeReposition after damage (Avert Harm, Leap 2 per token)Yes
ToughnessIgnore all damage and Harm effectsYes

Epic Pool

When the number of inspire symbols rolled exceeds the number of Epic Pool dice, add 1 Epic die to the pool.

Epic Pool dice can be spent to empower attacks or reduce incoming damage.

Initiative Tokens

BorderActions
Gold2 actions + 1 shenanigan
Red1 action
SchemerActivate all schemers of that type in order