Event Phase
- Draw an event card and resolve its "Right Now" text.
- If it is a key moment card: advance the key moment tracker and read the key moment from the scenario.
- 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)
- If the required ability matches your mastered ability: reduce difficulty by 1.
- Determine dice pool: default is 1 die. Discard ability cards to add 1 die per card discarded.
- Roll battle dice.
- Hits >= difficulty: Success! If a vile champion is defeated, draw an equipment card.
- Woe rolled: take 1 stress.
Initiate an Encounter
- Activate a tile's power - resolved exactly like a conflict.
- Refresh a shaken commander - resolved exactly like a conflict.
- Examine an objective - refer to the scenario book.
Move Hero
- Costs 1 action to move to an adjacent tile or any distance along a road.
- Stop tokens and tiles end movement for this turn unless moved by an effect.
- If leaving a tile with a vile champion: take 1 stress.
- Cannot leave the battlefield from the enemy territory side.
Other Actions
- Put out a fire: 1 action removes one fire token.
- Transfer equipment: Between heroes on the same tile.
Respite Phase
If your hero is on a tile with no Dragon Army units or vile champions, you may:
- Reduce stress by 2, OR
- Return two discarded ability cards to your hand.
If actions remain from the Action Phase, you may respite again.