Combat mechanics

Time to cause some trouble!

Alright, so your character is now fully immersed in the world, and the Narrator has set the stage, giving you plenty of chances to flex those RP skill muscles. Now, it's time to get into the action and dish out some real damage! Since we’ve already used Ithren as our go-to in the basics, let’s stick with her story here. We’re going to jump ahead a bit—after she recruits Drennen Lusca (that hopeless pickpocket with a heart of gold), finds the Ash Prince Inn, and gets into some booze-fueled shenanigans before crashing for the night.

The next day, she meets up with her father, and the reason she was called to the capital finally comes to light. Veeno, the former Captain of the Veletian Fencers, has been tasked with taking down a rising criminal gang lurking in the Dire Alleys. He’s done this kind of thing before back in his captain days, and he’s more than eager to squash this new threat—but this time, he wants his daughter by his side. Ithren’s no stranger to the art of fencing, but she’s yet to earn her place among the elite ranks. Her father sees this as the perfect chance for her to prove what she’s got.

The player now gets an exciting addition to their party—none other than their own father, Veeno. As we talked about in the Learning the basics section, the Narrator decides what gear each new character starts with. For Drennen Lusca, it was a simple pair of Ragged Daggers, fitting for a scrappy pickpocket. But with Veeno, we’re cranking things up a notch. This is a chance to show off what a Master Fencer is truly capable of. Veeno comes equipped with his own signature weapon—a Foil Whip known as The Captain’s Coils. He also carries a Jewelled Dagger as a backup, just in case things get dicey. And let’s not forget his official Fencer Garb, marking him as a seasoned veteran.

Now, the player gets to strategize their party formation. They wisely decide to place Ithren and Veeno on the Front Line, with Drennen tucked safely in the Back Line. It’s a solid tactic—Drennen has less Base Health and is better off avoiding direct hits. He can still pull off Melee attacks from the Back Line, but any enemies trying to reach him will have to go through the formidable duo of Ithren and her father first. Smart move by the player!

Skills and Consumables

When a character joins your adventure, they bring more than just their gear—they come with their own unique skills and consumables, too. These come in the form of cards, just like everything else in Dark Days. Skill cards can be used in battle to unleash powerful abilities, often dishing out extra damage or even providing healing for the team. Consumable cards are super versatile; they can be used both in and out of combat, and include items like Bandages to stop Bleeding or potions and liqueurs that temporarily boost a character’s attributes. We’ll dive into how these cards can be used in battle a bit later.

Every time a character levels up, they get the chance to earn a new Skill card. When this happens, it’s up to the Narrator to present the player with five random skill cards (face down) to choose from. Whatever card the player picks becomes part of their Arsenal, ready to be used in future battles. While getting just one Skill card per level might seem like a small gain, remember—this applies to each character individually. So if all four characters in your party level up at the same time, the player(s) get to choose a Skill card for each character. That’s four new abilities to add to your strategy!

As the Narrator, I’ve decided to give Veeno a bit of a head start, given his background as an experienced Fencer. Even though all the characters are currently at level 1 (since they haven’t yet tasted the heat of battle), Veeno will enter the party with two Skill cards under his belt. The first one I’ve chosen is A Cracking Combo—a devastating skill card that’s tailor-made for Fencers, as noted right beneath the card’s title.

Now, Fencer Skill cards are unique in that they mirror the Fencer Passives found on a character card. What does that mean? Well, the effects of these skills stack depending on the character’s Fencer rank—whether they’re a Fencer Novice, Fencer Adept, or Fencer Master. If you look at the bottom half of the A Cracking Combo card, you’ll see the core effect (the targeted character is Blinded for the remainder of the battle) and then three additional effects, each corresponding to these levels of expertise.

For example, if a Fencer Novice uses this skill, they can only activate the core effect and the first additional effect. Ithren, being a Fencer Adept, can tap into the core effect, and the first and second additional effects, giving her a bit more punch. But Veeno? He’s a Fencer Master, which means he can unleash the full power of this card, activating all of the effects. The kicker is that these effects must be triggered in order, starting from the top and working your way down. So, Veeno can really make A Cracking Combo live up to its name, delivering a sequence of powerful strikes that can turn the tide of battle in an instant.

The second card I’ve chosen for Veeno is Feigning Disinterest—one of my personal favorites. This is a Melee Skill, which means any character equipped with a Melee weapon can use it. If you’re ever unsure whether a character can use a particular card, just check the Usable Cards keywords on their character card. If they don’t have “Melee” listed, they won’t be able to play this one.

Feigning Disinterest is a fantastic card for demonstrating the Face Up and Face Down mechanic, which we’ll dive into during an example battle shortly. Some skill cards, like this one, don’t have immediate effects and can be played in two different ways.

First, you can play it Face Up, allowing the enemy to read the card and understand the consequences of attacking that specific character. This is a great tactic if your character is low on health and you want to discourage enemies from targeting them—kind of like saying, “Are you sure you want to mess with me?”

The second option is to play the card Face Down, keeping the enemy in the dark about what you’ve just played. This adds a layer of strategy, as it lets you set a trap for when the enemy decides to attack that character, catching them off guard.

It’s entirely up to you how you want to play these types of cards. However, keep in mind that if you choose to play a skill card with a delayed or triggered effect, the character who played it won’t be able to use another skill until this card’s effect is resolved. So, choose your timing wisely and use this mechanic to your advantage!

Veeno, being the seasoned and thoughtful fencer that he is, has also come prepared for the mission ahead. He provides Ithren with a set of Bandages, a perfect example of a Consumable card. These Bandages are quite handy—they heal a character for half of their maximum health and stop any Bleeding, which we’ll delve into more when we cover status effects during the upcoming combat scenario.

You might have noticed the (5) next to the card’s value of 50 Gold Coins. This indicates how many uses the card has before it’s used up and discarded (returned to the Narrator). So, once the Bandages have been used five times, the card is removed from play.

This (5) is also a neat way to figure out the actual value of the card if, for example, the player decides to sell it after using it a couple of times. Since the default value is 50 Gold Coins for 5 uses, if the player has already used the bandages twice, the Narrator might decide that a merchant would only offer around 30 Gold Coins for the remaining 3 uses. It’s a small detail, but it adds an extra layer of strategy when managing resources—players will have to decide whether to use, save, or sell their consumables based on their needs and what they can get for them.

Let battle commence!

My player has set up her party’s formation, equipped Ithren and her crew, and now has some cool skills and consumables ready to go—she’s all set to dive into the Dire Alleys. These areas are found in all the big cities within Viet, and they’re a mix of slums and crime dens. As you might expect, they’re dangerous and will test your wits and patience to get through.

Before heading in, I ask my player to shuffle her skills and consumable cards into one small hand—it's pretty tiny at this point, with just 3 cards: A Cracking Combo, Feigning Disinterest, and Bandages. Then, I have her place these cards (face down) on the Arsenal space, which is on the top left corner of the play mat I’ve put together.

It’s a smart move to remind your players to shuffle their cards after every battle. Since they’ll be drawing from this deck each Round and using the cards with their characters, shuffling keeps things unpredictable and forces them to think on their feet. When they Draw a card, they’ll need to decide—do they use it right away, or hold onto it and rely on basic weapon attacks until the perfect moment? It’s all about planning their strategy, and as their Arsenal Deck expands with more skills and items, they’ll gain even more flexibility in the battles ahead.

After some storytelling from yours truly, Ithren and her party step into the Dire Alleys, making their way toward a bandit den that’s recently sprung up. The player wisely asks for several Investigation checks as they navigate the maze of narrow alleys and tight spaces—a smart move on her part. One of these checks results in a Heroic Success, and I let the player know that she and her party are being followed by someone lurking in the shadows. Thanks to Ithren’s sharp instincts, these would-be attackers don’t get the jump on them. Instead, Ithren, Veeno, and Drennen quickly turn to face the enemy head-on, ready for whatever comes next.

Starting the battle

For the next section, large downloadable pictures are available for reference, such as the one above.

There’s only one Cutthroat standing in their way—no big deal! His 2 Ragged Daggers are no match for our fencer duo and Drennen! Before kicking off Round 1, each character needs to roll to determine their Turn Order for each Round. I hand the player a D20 to roll for each of her characters: Ithren, Veeno, and Drennen. Meanwhile, I roll once for my Cutthroat. Here’s how the rolls shake out:

  • My Cutthroat rolls a 13

  • Ithren rolls a 15

  • Veeno rolls a 13

  • Drennen rolls an 8

Since two characters rolled the same number (both my Cutthroat and Veeno rolled a 13), they’ll need to roll again until they each land on a unique number. After rolling again, here’s the final outcome:

  • My Cutthroat rolls a 4

  • Ithren’s 15 stands as is

  • Veeno rolls a 9

  • Drennen keeps his 8

This now locks in the Turn Order for each character during the round:

  1. Ithren

  2. Veeno

  3. Drennen

  4. My Cutthroat

Looks like I’m going last! Not to worry though, I have a trick up my sleeve that will hopefully balance the odds…

Now that the Turn Order is set, we’re ready to dive into the first Round. Each Turn is made up of 4 Phases, and here’s how they break down:

  1. The Beginning Phase: This is where any status effects kick in, like Bleeding, Burning, or being Floored. Some skills and character abilities also trigger during this phase, so it’s important to check if anything needs to be resolved right at the start.

  2. The Preparation Phase: This is your chance to play skills and items. You can only play 1 skill card and 1 item card per turn—unless you have a card or ability that says otherwise. During this phase, you can choose to play either a skill or an item.

  3. The Combat Phase: Here’s where the action happens. In this phase, you can attack with your weapons or cast magic spells (we’ll cover more about magic shortly).

  4. The Closing Phase: If you played a skill in the Preparation Phase, you can use this phase to play an item, and vice versa. This gives you a chance to make full use of your abilities and resources within a single turn.

If you remember, we talked about the Cutthroat card’s Passive ability that triggers right at the start of battle. Mob Mentality is a bit of a wild Passive—it lets me roll another D20. If I roll an even number, I get 2 additional Cutthroats to back me up. If I roll an odd number, I get 3 Cutthroats. But if I roll a Heroic Success (20), I’ll get 2 Cutthroats and a Brute! This is the ace up my sleeve that I hinted at earlier—a real game-changer. But here’s the twist—Drennen is also a Cutthroat! This means the player can use this ability as well.

I hand the player a D20, and we both roll to see how many allies we each get. Since the player has the first turn, I get to roll my passive ability first for balance. And guess what? I roll a Heroic Success! That means I get the full squad—my original Cutthroat, 2 additional Cutthroats, and a Brute!

Since these new allies join after the Turn Order has been set, their turns will follow those of the characters already on the board. However, I get to decide the order in which these new characters act. I choose to have my Brute go first, followed by the 2 new Cutthroats. I position them strategically on the board and equip them with standard weapons to make the most of this sudden advantage. Looks like this fight just got a lot more interesting!

With my new allies joining the fray, the Turn Order has been updated as follows:

  1. Ithren

  2. Veeno

  3. Drennen

  4. Original Cutthroat

  5. Brute (Front Line)

  6. New Cutthroat (Back Line - right)

  7. New Cutthroat (Back Line - left)

Now that I’ve triggered my Mob Mentality, it’s the player’s turn to use Drennen’s Passive, which works exactly the same way. The player rolls a 14—nice! That means they get 2 extra allies, both of which will be Cutthroats. However, there’s only one space left on the board (Back Line - left), so this is the perfect moment to introduce the concept of the Side Line.

The Side Line, positioned in the bottom right corner of the play mat, serves as an 'overflow' area during battle. In situations like the one we’re dealing with, where the player’s Passive ability summons 2 extra allies but there’s only space for 1 on the Battlefield, the Side Line comes into play. The player has to decide which of the two new Cutthroats enters the battle immediately, while the other goes to the Side Line.

Characters on the Side Line don’t engage in combat and aren’t equipped with weapons or armor. However, they’re standing by, ready to jump in if one of the active characters in the battle Dies or is Incapacitated. If that happens, the player can choose a character from the Side Line to take over.

The catch? The new character doesn’t have time to don the fallen character’s armor, but they can grab any weapons left behind and continue the fight. So, when an active character is removed from the Battlefield, they take their armor and any equipped key items (like rings or miscellaneous artifacts) with them, but their weapon(s) remain on the field. This allows the Side Line character to step in and keep the momentum going.

This mechanic adds a strategic element to the battle, forcing players to think about how and when to utilize their Side Line characters, knowing that they’ll be less protected but still capable of keeping the fight going with the right weapons.

A few more important things to keep in mind: If you're traveling with more than four characters, any extras must start the battle in the Side Line—they can’t opt out or avoid the fight. It’s also crucial to remember that not all characters can wield every type of weapon. For instance, if an archer falls in battle and only had a bow equipped, you'll need to replace them with a Side Line character who can actually use Ranged weapons. You can check this by looking at the Usable Cards Keywords on their character card.

Additionally, some characters aren’t fighters at all—they won’t have any weapon or magic-related keywords in their Usable Card section. These characters can’t take over a fallen ally’s spot on the battlefield. However, you’ll eventually come across Side Line Skill cards that let you use these non-combat characters while they remain in the Side Line.

And don’t forget, some characters might actually prefer to stay on the Side Line. These characters may have unique Passive abilities that provide buffs or other benefits to the party members actively engaged in the battle. So, there’s plenty of strategy involved in deciding who to bring onto the Battlefield and who to keep on the Side Lines, making sure you’re using each character’s strengths to your advantage

Now that the player has a new Cutthroat on the battlefield, this will go to the back of the Turn Order, meaning the final break down of turns are:

  1. Ithren

  2. Veeno

  3. Drennen

  4. My original Cutthroat

  5. My Brute

  6. My Cutthroat (Back Line - right)

  7. My Cutthroat (Back Line - left)

  8. The player’s new Cutthroat (Back Line - left)

Taking your Turn

Now that we’ve triggered all the characters’ Passive abilities, it’s time for Ithren to take her first turn! In the first round, neither the players nor the Narrator draw a card from their Arsenal; instead, they have to rely solely on their weapons. Since the battle has just started, there aren’t any Status effects in play yet, and we’ve already taken care of the Passives for the beginning of the match—so the Beginning Phase is done.

The player also doesn’t have any skills or items available at the moment, which means the Preparation Phase is automatically skipped. This brings Ithren straight into the Combat Phase. The player has two options: they can either attack with Ithren’s equipped Foil Whip or choose to skip the attack.

Skipping an attack is always an option and can be a smart move in certain situations—like when the enemy has defensive skills prepped and ready to trigger or when they have a skill card played Face Down. A Face Down skill card can be a real wildcard, and sometimes it’s better to play it safe and avoid attacking that character to prevent triggering a potentially dangerous skill.

So, Ithren is now at a crossroads—will she strike with her Foil Whip, or will she hold back and wait for a better opportunity? The choice is in the player’s hands!

Ithren chooses to go on the offensive, and now it’s time to decide which character will be on the receiving end of her attack! Since the Foil Whip is a Melee weapon, she can’t target the Back Line until the Front Line characters are out of the way. This narrows her options down to two: the Cutthroat on the Front Line or the Brute standing beside him. The player needs to assess which of these two is the bigger threat.

The Cutthroat, with a Base Health of 6 at level 1, isn’t the toughest enemy, but their dual Ragged Daggers make them a bit tricky. They have two attack options:

  1. Dagger (Stab) Ability: This allows them to stab with both daggers, dealing 1 damage per dagger for a total of 2 damage. This is a straightforward Melee attack, targeting the Front Line.

  2. Dagger (Throw) Ability: This attack lets the Cutthroat throw one of their daggers, dealing 2 damage. This would be classed as a Ranged attack, meaning they can target either the Front Line or the Back Line. However, throwing the dagger means they’ll lose that weapon for the rest of the battle, which weakens their future attacks. Also, the dagger remains stuck in the target, meaning the target could pull it out and use it themselves, but they’d take an additional 2 damage in the process of removing it.

The Brute definitely sounds like a formidable opponent. With a Base Health of 7 per level, he’s sitting at 7 total health, making him a bit tougher than the Cutthroat. But what really makes the Brute dangerous is his Passive ability. If he lands the killing blow on a character, he roars and cheers, bolstering all Cutthroats in the battle by providing them with 4 health per his level. This isn’t a simple heal—it actually increases their health pool, meaning level 1 Cutthroats could jump from 6 health to 10, even if they were already at full health.

The Brute also wields a Two Hander weapon, a Battleaxe, which limits him to just one weapon but gives him a powerful attack option. The Battleaxe (Cleave) ability deals 2 damage but has the advantage of hitting two characters at once, provided they’re on the same Row.

Given this information, the player now has a crucial decision to make:

  • Cutthroat: Lower health and weaker, but versatile with the ability to either stab for 2 damage or throw a dagger for a ranged attack that could disrupt the Back Line. Easier to take down quickly.

  • Brute: Higher health and a Passive that could turn the tide of battle by boosting the health of all Cutthroats if he lands a killing blow. His Cleave attack could hit two characters at once, making him a serious threat, especially if the player’s characters are lined up.

Taking out the Brute early could prevent his devastating Passive from coming into play and reduce the risk of him landing a powerful Cleave attack. However, focusing on the Cutthroat might reduce the immediate threat to the Back Line and avoid the possibility of a thrown dagger. It’s a tough call, but whichever target the player chooses, it will have a significant impact on how the battle unfolds.

Given that Ithren has recruited Drennen, a Cutthroat, the Brute’s ability to boost the health of all Cutthroats would also apply to Drennen and the additional Cutthroat he brought into the battle! This is a perfect example of how careful reading of abilities can lead to unexpected advantages for the player.

This situation highlights the importance for both players and Narrators to pay close attention to the wording of abilities and not make assumptions. Mechanics like these can create interesting dynamics, especially when a player has managed to turn enemy characters to their side. What initially seems like a purely negative ability can actually be flipped to work in the player’s favor, adding an extra layer of strategy and depth to the game.

In this case, if the Brute does manage to land a killing blow, the health boost would not only strengthen the enemy Cutthroats but also bolster Drennen and his ally, potentially turning the tide of battle. It’s a clever reminder that the world of Dark Days is full of surprises, and sometimes the mechanics can work out in unexpected, and even humorous, ways.

The player has wisely decided to focus all their characters' attacks on the Brute, starting with Ithren. Now, it's time to see if her attack will land. In combat, Attack rolls work similarly to the RP Skill rolls we covered in the Learning the Basics section, but the thresholds are a bit more forgiving, and there’s no risk of a Tragic Failure.

Here’s how the Attack roll works using a D20:

  • Roll a 1 to 10 (Failure): The attack misses, but there are no other negative consequences.

  • Roll an 11 to 19 (Success): The attack hits, and you deal the damage shown on the weapon card(s).

  • Roll a 20 (Heroic Success): The attack not only lands, but it deals double the damage shown on the weapon card(s).

It’s important to note that you only need to roll for attacks made with weapons. Magic and Skill cards don’t require a roll—they automatically hit unless otherwise specified.

So, Ithren’s next step is to roll the D20 to see if her attack with the Foil Whip will connect with the Brute and, potentially, how much damage she’ll deal!

The player rolls a 15—Success! Now it’s time to see how much damage Ithren’s Foil Whip can dish out. According to the card, the Whip Foil (Pierce) attack deals 1 damage per Ithren’s level, which at level 1 means just 1 damage. But here’s where things get interesting: since Ithren is a Fencer, she can follow up with a second attack—Foil Whip (Tear). As it states on the card that this attack can be used at no extra cost, the player doesn’t have to roll again - as the first attack was a Success, the next attack is automatically also a Success. This would work the same way if the player’s first attack was a Heroic Success - the follow up attack would also be a Heroic Success! If the Pierce attack was a Failure, the Tear attack can be rolled again, giving the character a second chance to deal damage.

The Foil Whip (Tear) attack deals 2 damage per Ithren’s level, which adds up to 2 more damage, bringing the total damage to 3. That’s already a solid hit, but there’s more to this attack!

It looks like the Foil Whip (Tear) attack has a chance to inflict the Bleed status on the Brute, which could be a game-changer in this fight. According to the card, I’ll need to roll a D12 for the Brute. If I roll a 6 or lower, the Brute will gain the Bleed status.

Here’s a quick rundown of the Status effects currently in the game, which can have various impacts:

  • Bleed/Bleeding: The character loses a specified amount of health at the beginning of their turn (Beginning Phase). This can whittle down their health over time, adding pressure.

  • Burn/Burning: Similar to Bleed, the character loses health at the beginning of their turn, representing ongoing damage like being on fire.

  • Blind/Blinded: For a set number of turns, the character's attack rolls require an additional 3 points to be considered a Success. So instead of needing to roll 11 to 19 for a Success, they’d need to roll 14 to 19, making it harder to land hits.

  • Chanting: Specific to Mages, this status prevents the character from using Skills, Consumables, or Weapons while they’re chanting, due to preparing powerful Magic.

  • Dead: The character is permanently removed from the game after the battle—they’re gone for good.

  • Floored: The character misses a certain number of turns, effectively taking them out of action temporarily.

  • Impaled: The character must roll a D12 at the beginning of their turn. If they roll 10 or above, they break free and can take their turn as normal. If they roll 9 or below, they lose 2 health and their turn ends immediately.

  • Incapacitated: The character falls unconscious and can no longer participate in the battle. They can be revived after the battle, but they’ll be too weak to fight or flee.

My Brute takes the 3 damage from Ithren’s attack, bringing his health down from 7 to 4. Unfortunately for the Brute, his D12 roll comes up as a 4, which means he’s now Bleeding. This Bleed status will cause him to lose 1 health at the Beginning Phase of his turn. So, as it stands, the Brute essentially has only 3 health left to play with before the Bleed damage kicks in and drops him to 3 health at the start of his turn.

This means that if Veeno, Drennen, or their temporary Cuttroat ally manage to deal just 3 more damage to the Brute before he gets his turn, the Bleed damage will finish him off as soon as his turn begins, leaving him with no chance to retaliate.

With Ithren’s turn wrapped up and nothing left for her to do, we skip the Closing Phase. Now, it’s Veeno Verde’s turn to act.

Once again, there are no Passive or Status effects to trigger on Veeno’s turn, so we skip the Beginning Phase. Since we’re still in Round 1, there are no skills or items available from the Arsenal, so we skip the Preparation Phase as well—straight into the Combat Phase!

Veeno’s Foil Whip is a Heroic item, easily recognized by its darker background and white text. This indicates it’s more powerful than Ithren’s standard Foil Whip. At first glance, it seems to have the same Pierce and Whip attacks, but when you look closer, you’ll see it actually deals more damage—2 per level for the Pierce attack and 3 per level for the Whip attack. The player decides to strike the Brute again with the Pierce attack, aiming to finish him off before he even gets a chance to act.

The player rolls to attack but only gets a 9—A Failure! Fortunately, since Veeno is a Fencer, he can follow up with the Whip attack at no extra cost. When the first attack is a Failure, the second attack can be rolled for, giving the player another chance at dealing damage. Veeno rolls again, this time scoring a 12—A Success. The Whip attack deals 3 damage, dropping the Brute’s health from 4 to 1. The Brute is now effectively out of the fight, as he’s guaranteed to die from Bleed damage when his turn comes around.

A few things to keep in mind: Just like the player, enemies also have Skill and Consumable cards. Hypothetically, I might have Bandage cards in my Arsenal that could save my Brute by healing him. But since we’re still in Round 1, and we don’t draw skills or items until Round 2, there’s no way to save the Brute in this scenario. As a player, it’s important to think about these possibilities because they can really impact your strategy when deciding who to attack and who to let die from Status effects.

There’s another reason you might want to finish off characters like the Brute quickly: You can’t deal Melee damage to the Back Line until the Front Line characters are down. Rushing through the Front Line’s health as quickly as possible opens up the Back Line for attacks. Waiting around for Status effects to finish off enemies might mean you’re not making the most of your damage potential.

It's Drennen's turn, and it’s time to see if he can prove his worth. Just like before, the Beginning and Preparation Phases are skipped, so we jump straight into the Combat Phase. The player decides to let the Brute Bleed out and instead focuses on the Front Line Cutthroat, going in with both of Drennen’s Ragged Daggers.

The player opts for the Stab attack and rolls the D20. To their surprise, they roll a 20—Heroic Success! This means the attack deals double damage, so Drennen is definitely pulling his weight in this fight.

Normally, the first attack with the Ragged Dagger would deal 1 damage per level, and since Drennen is level 1, that would be 1 damage. But with the Heroic Success, that damage doubles to 2. And since Drennen is attacking with his second Ragged Dagger as well, which also benefits from the Heroic Success, both daggers together deal a total of 4 damage to the Cutthroat, slashing his health down from 6 to 2.

At this rate, it’s starting to look like you might not even get a chance to attack! Drennen has definitely shown that he’s more than just a backup, delivering a significant blow to the Cutthroat and setting the stage for what could be a very short fight for the player’s enemies. Drennen has nothing else he is able to do this turn, so the Closing Phase is skipped.

Looks like my Cutthroat finally gets his turn on the Front Line, and he’s determined to make it count. Targeting Veeno, Ithren’s father, I go in with both Ragged Daggers using the Stab ability. I roll a 15—Success! Each dagger deals 1 damage per level, which should add up to 2 damage total.

But hold on—there’s a snag. Veeno is equipped with the Fencer Garb, a light leather armor that’s given to accomplished Fencers when they join a city’s guard. The Fencer Garb’s Passive ability reduces all damage dealt to the equipped character by 2 per their level. Since Veeno is level 1, this means his armor negates 2 damage.

So, despite my best efforts, the attack is completely nullified by Veeno’s armor. My Cutthroat’s attempt to deal some damage before going down ends up being in vain, as Veeno’s Fencer Garb absorbs all the damage. It looks like my Cutthroat’s days are numbered, and he didn’t even get to leave a scratch on Veeno!

It’s the Brute’s turn, but things aren’t looking good for him. The Beginning Phase kicks in, and because the Brute is Bleeding—a Status effect that triggers at the start of his turn—we have to handle that first before anything else.

According to Ithren’s Foil Whip, the Bleed status deals 1 damage per the afflicted character’s level. Since the Brute is level 1, this means he takes 1 damage. With only 1 health remaining, the Bleed damage is enough to finish him off.

So, the Brute Dies before he even gets a chance to act. I collect his character card, along with any armor, weapons, or other items he was carrying, and remove them from the Battlefield. You can place these cards wherever makes the most sense based on your playing area. The Brute’s exit marks the end of his presence in the battle, leaving my other characters to carry on without him.

My second Cutthroat is up next, positioned on the Back Line, right-hand side. Armed with a Veletian Bow, my attacks are Ranged, so I can target anyone on the Battlefield, including characters on the Side Line. Having a weapon or skill that can hit Side Lined characters is super handy, especially if there’s a character on the Side Line dishing out buffs or support to their allies on the Battlefield. But in this case, going after the Side Lined Cutthroat isn’t going to do much for me, so I decide to take a shot at Ithren instead. I roll a 20—Heroic Success! According to my Veletian Bow card, I deal 2 damage per level, but thanks to that Heroic Success, the damage is doubled. Ithren’s health drops from 10 to 6 in one shot.

Now it’s my third Cutthroat’s turn, positioned on the Back Line, left-hand side. This one’s wielding a Two-Hander, just like my Brute had. The weapon’s attack lets me hit two characters on the same row at once. I roll and get a 17—Success! The Two-Hander card states that I deal 2 damage per level, which gives me a total of 2 damage. This brings Ithren down to 4 health, but when it comes to Veeno, his Fencer Garb once again negates the 2 damage, leaving him unscathed!

Ithren’s health is getting low, but the second Round is just around the corner. Once this Round ends and the new one begins, both sides of the Battlefield will get to draw a card from their Arsenal. Hopefully, the player will draw the Bandages card, giving them a chance to heal Ithren.

For now, the last character takes their turn—the Cutthroat that Drennen summoned, positioned on the left-hand side of the Back Line. She’s also armed with a Veletian Bow and decides to target the Front Line Cutthroat. The player rolls a 14—Success! The attack deals 2 damage, which is enough to kill the Cutthroat.

With the Front Line now cleared, the player can attack the Back Line freely in the next round.

The second Round

So, the first Round is done and dusted—everyone’s had their Turn, and two characters have fallen. My Brute was the first to go, followed by the original Cutthroat who started the fight. I’ve removed their character and equipment cards from the Battlefield. If I had any Side Lined characters, I would’ve left the weapons on the Battlefield, letting a Side Liner step in and pick up where their comrade left off. But since I don’t have any Side Lined characters, I’ve simply removed them.

As we head into the second Round, both sides of the Battlefield get to draw a card from their Arsenals. When drawing a card, it’s smart to keep it hidden from your opponent—these cards can give you the element of surprise. Whether you have 1, 2, 3, or 4 players, the cards you pull each round go into a shared Hand. Any character on the board can use the Skills, Consumables, or Spells from this hand, as long as they meet the requirements listed on the cards. This setup lets you strategize and make the most of the resources you draw, keeping your opponents on their toes.

The player draws their Arsenal card and keeps it hidden—how sneaky! I’ll definitely have to keep my guard up and watch how they play that card in the upcoming round. Meanwhile, I draw my own card from the Arsenal—Defensive Poise. This is a handy Melee skill that halves any damage dealt to the character using it and also inflicts that amount of damage back to the attacker. This could come in really useful!

Now that we both have our Arsenal cards, let’s take a quick look at the Turn order and the current health of each character:

  • Ithren: 4 health

  • Veeno: 10 health

  • Drennen: 6 health

  • My Cutthroat (Back Line - right): 6 health

  • My Cutthroat (Back Line - left): 6 health

  • The player’s Cutthroat (Back Line - left): 6 health

Things aren’t looking too great for me right now!

Ithren’s turn kicks off, and since there are no Status effects in play, we skip the Beginning Phase. However, during the Preparation Phase, the player decides to play the card from her Hand. She places it face down on the Skills and Items section of the Battlefield, the area marked with the hand and scroll icon, as shown in the screenshot.

Seeing the card played Face Down suggests to me that it’s likely a Skill card that will trigger based on a specific action. As the Narrator, I know I’ve provided the player with two Skill cards and one Consumable card. The Face Down card can’t be the Bandages since they heal immediately upon use and can’t be played face down. It also can’t be A Cracking Combo, as that’s an immediate offensive attack, which also can’t be played Face Down. So, my best guess? It’s the Feigning Disinterest Skill card. Smart move—given that Ithren is low on health, the player probably wants to ensure she can negate at least one Melee attack from my characters.

With her skill card played, the Preparation Phase is complete, and Ithren moves into the Combat Phase. She chooses to attack my Cutthroat who is equipped with the Veletian Bow. She rolls for her Foil Whip (Pierce) attack but gets a 6—Failure! Fortunately for her, she can roll again for the follow-up Whip attack. This time, she rolls a 14—Success! The attack deals 2 damage as indicated on the Foil Whip card. My archer-Cutthroat is now at 4 health.

Now, I need to roll to see if my Cutthroat suffers Bleed damage. I roll a 12—close one, but luckily, my Cutthroat avoids the Bleed effect this time. It’s a good break for me, but with Ithren’s defensive skill potentially in play, I’ll have to be cautious with my next move.

Veeno steps up next, and with no cards left in the player’s Hand, they have no choice but to attack. Targeting my Cutthroat archer, Veeno lands both hits with his Foil Whip, dealing a total of 5 damage and taking out the Cutthroat. Then, Drennen turns his attention to the last Cutthroat on the Back Line, left-hand side. He strikes with his Ragged Daggers, rolls a Success, and deals 2 damage, dropping my final character’s health from 6 to 4.

It’s not looking good for me—the player has done a great job, barely taking any damage while wiping out my squad. But my last Cutthroat still gets a chance to fight. In the Preparation Phase, I play my Defensive Poise Skill card Face Up, showing the player its effect. Normally, this would be a solid move to discourage an attack, but with only 2 health left, it’s pretty much a last-ditch effort.

My Cutthroat wields a Two-Hander that can hit both Veeno and Ithren simultaneously, so I go for it, knowing this will likely be my final move. I roll a 20—Heroic Success! This doubles my weapon’s damage from 2 per level to a total of 4. Even though Veeno’s armor reduces incoming damage by 2, I still manage to knock his health down from 10 to 8.

As for Ithren, she flips over her Feigning Disinterest card, which she had set face down earlier. This skill guarantees that the next Melee attack against her is a Failure, so she avoids damage altogether. Plus, it lets her retaliate, dealing double the intended damage back to me—8 damage in total!

Here’s where my Defensive Poise card kicks in. Since Ithren’s counterattack counts as a Melee strike, I get to halve the damage, bringing it back down to 4. It’s still enough to kill my Cutthroat, but Defensive Poise allows me to reflect that 4 damage back onto Ithren also. And with her already low health, that’s enough to take her down too!

It’s a wild twist—despite being on the losing side, I manage to drag Ithren down with me. Fortunately, this wasn’t a boss battle. In regular skirmishes, enemy characters die when defeated (unless specified otherwise by their cards or gear), but player characters simply become Incapacitated. They might fall during the fight, but they’ll regain consciousness afterward.

However, in battles with a boss, falling can mean permanent death, which could dramatically shift the storyline. As the Narrator, you have control over this—maybe you’ve planned a character’s death ahead of time, or perhaps you have something else entirely in store when a character is on the brink of death.

Mages and Magic

In our previous example, we dove deep into the mechanics of Melee and Ranged attacks, but now it’s time to explore the fascinating world of Magic. Here, we’ll cover the mechanics of Chanting and Casting, and introduce Mages as a unique character concept. In the screenshot provided, you’ll meet Vestis Forne, a Mage that Narrators can incorporate into their stories as either an ally or an enemy!

Mages, like Vestis, are almost always from the country of Meleth, the only region in Lathen that widely teaches all aspects of Magic. Magic in this game is diverse, with different schools of Magic being cast through the use of various ancient languages. While the current game includes only the destructive arts of the Ancient Meletian language, future expansions will introduce more options, such as:

  • Sha’ard: Named after the now-extinct Sha’ard people, this ancient language is used for curative and empowering magic. Chanting in Sha’ard can heal wounds and strengthen allies.

  • Dokker: A guttural tongue that evolved from the common language following the creation of Dok Morren. Chanting in Dokker can alter the mentality and behavior of aggressive creatures, potentially turning the tide of battle in your favor.

  • Keepish: A long-forgotten language that baffles even the scholars in the Teaching Towers of Meleth. Its origins are mysterious, and so far, chanting in Keepish has yielded no known effects, making it a tantalizing puzzle for those who dare to study it.

Mages usually have lower health compared to other classes, but they compensate with their powerful magic. Magic cards are shuffled into your Arsenal deck along with Skills and Consumables, so you’ll need to draw them at the beginning of a round before your Mage can use them. Unlike skills and items, though, Magic cards are placed in one of your weapon slots when used. This means Mages should always keep a slot open, avoiding dual wielding or carrying Two-Handed weapons, to ensure they’re ready to cast spells when the opportunity arises.

Once you have a Magic card in hand and play it during a Mage’s turn, the character begins Chanting. To successfully cast the spell, the Mage must chant the correct words multiple times. From a lore perspective, these words are found in the Flavor text of the Magic card, but as a player, you only need to focus on the Syllables and Repeats listed beneath the Language on the card. For example, Borsha’s Scream has 4 Syllables that need to be repeated 3 times.

To complete the chant, the player must roll a D20 and achieve a value equal to or greater than the product of the Syllables multiplied by the Repeats. So, for Borsha’s Scream, you need to roll a 12 or higher (4 Syllables x 3 Repeats = 12). If the player rolls a 6, they won’t be able to cast the spell yet and will have to continue Chanting, meaning they’ll need to wait until their next turn to try again. However, there’s a silver lining—the Mage keeps the value they rolled this turn. So, in the next round, they only need to roll another 6 or higher to reach the total of 12 and successfully cast the spell.

This mechanic adds a strategic element to playing as a Mage. While they may be vulnerable due to lower health, their ability to cast powerful spells—if they can manage to complete the Chant—can turn the tide of battle. The challenge of Chanting also creates tension, as you work to get the necessary rolls while keeping your Mage protected until the spell is ready to be unleashed.