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 with "Action" timing

Discard the required ability card.

Initiate Conflict (vile champion or scenario-specific task)

  1. If the required ability matches your mastered ability: reduce difficulty by 1.
  2. Determine dice pool:
    • # dice = # actions invested (min 1) + # ability cards discarded (optional).
  3. Roll battle dice.
    • Hits >= difficulty: Success!
    • If a vile champion is overkilled (hits > difficulty): gain equipment card
    • Woe rolled: take 1 stress

Initiate an Encounter

Move Hero

Put Out a Fire

1 action removes one fire token from your tile.

Transfer Equipment

1 action to give or take equipment from a hero on the same tile.


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:
    • All-out battle: Resolve attacks from inside out (foot, missile, mounted)
    • Skirmish: Resolve attack for the line indicated by the skirmish die.
    Process for each attacking line:
    1. Determine combat strength: units + tactic tokens for attacking side and line.
      • Side with greater combat strength attacks.
    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 on active flank may absorb hits as stress.
    • Heroes may play ability cards in response to conditions.
  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.

Scenario End Conditions

The scenario ends when any of the following occur:

Aftermath

If not an automatic win or loss, check the Scenario Book's Aftermath section: