Warriors of Krynn

Player Aid

Event Phase

  1. Draw an event card and resolve its "Right Now" text.
  2. If it is a key moment card: advance the key moment tracker and read the key moment from the scenario.
  3. Repeat until you draw a card with "Battle Phase."

Action Phase

Play free action cards at any time. Perform up to 4 full actions (actions may also be saved for the Respite Phase).

Activate Class Power

Discard the required ability card.

Initiate Conflict (vile champion or tile)

  1. If the required ability matches your mastered ability: reduce difficulty by 1.
  2. Determine dice pool: default is 1 die. Discard ability cards to add 1 die per card discarded.
  3. Roll battle dice.
    • Hits >= difficulty: Success! If a vile champion is defeated, draw an equipment card.
    • Woe rolled: take 1 stress.

Initiate an Encounter

Move Hero

Other Actions

Respite Phase

If your hero is on a tile with no Dragon Army units or vile champions, you may:

If actions remain from the Action Phase, you may respite again.

Battle Phase

  1. If the event card showed Skirmish: roll the skirmish die.
  2. Activate class powers for heroes on the active flank.
  3. Play cards with timing matching the event card: "at start of battle," "at start of skirmish," or "all-out battle."
  4. Activate Commander powers if "ready" and on the active flank.
    • If both commanders are ready: Dragon Commander goes first.
    • All-out battle: activate commanders as instructed by the event card.
    • Skirmish: activate if the skirmish die showed a Commander symbol.
  5. Resolve fights between lines:
    1. Determine combat strength: units + tactic tokens for attacking side and line.
    2. Reveal a unit card for the attacking line (if deck is empty, reshuffle discard pile).
    3. Heroes on active flank may play cards or activate powers "when a unit card is revealed."
    4. Resolve hero responses, then resolve the unit card, then discard it.
  6. Roll Battle Dice and apply hits according to the unit card:
    • Hits on the defending line first; Woe on the attacking line second.
    • Apply hits to barricades first (1 HP each).
    • Ready units become shaken; shaken units are removed.
    • Heroes may absorb hits as stress instead of applying them to barricades.
  7. Update controlled battle tiles (controlled = no ready enemy units):
    • Remove Commander and shaken enemy units.
    • Move flank token and one unit of each type to the neighboring battle tile.
    • No more units or effects on the controlled tile.
    • When Dragon Army controls a tile: place a Stop token and check the scenario book.