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Eldfall Chronicles: Northern Wind

Eldfall Chronicles: Northern Wind Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Overview
    • Campaign Structure
    • Campaign Map
    • Moon Dial
    • Rest
    • Journey
    • Events
      • Event Types
    • Secret Locations
    • Fate
      • Fate Tokens
      • Fate Check
    • Campaign End
  • Quest Log
    • Quests
    • Field Map
      • Tiles
      • Entrance & Exit
    • Weather Check
    • Lore
    • Setup
    • Quest Rules
      • Hostile Modification
    • Results
    • Encounters
    • Twist
  • Heroes & Hostiles
    • Heroes
      • Character Models
      • Leveling
      • Non-Character Models
    • Allies
    • Hostiles
    • The Game Master
    • Upgrades
    • Synergy Cards
    • Synergy Points
  • Gameplay Sequence
    • Turn Phases
    • Active Role & Active Models
      • I) Strategic Phase
      • II) Upkeep Phase
      • ! ) Chaos Phase
      • III) Tactical Phase
      • IV) End Phase
    • Reactive Role & Reactive Models
    • Activation Sequence
      • 1) Activation Step
      • 2) Movement Step
      • 3) Action Step
  • Hostiles
    • Hostile Behavior
    • Spawning Hostiles
    • Spawn Pool
    • Hostile Activations and Reactions
    • Hostile Behavior Examples and Explanations
  • Combat Elements
    • Models
    • Model Profiles
      • 1. Name
      • 2. Class
      • 3. Attributes
      • 4. Size
      • 5. Traits
      • 6. Skills
      • 7. Level/Tier
      • 8. Combat Arts
      • 9. Spellcraft
      • 10. Special
      • 11. Inventory (X)
  • Dice Rolls
    • Reroll
    • Attribute Roll
    • Attack Roll
    • Damage Roll
  • Distances & Measurement
    • Same Space
    • Adjacent Space (1 space)
  • Movement
    • General Rules of Movement
  • Line of Sight (LoS)
    • Line of Sight Modes
    • Tile Borders
  • Awareness
  • Activation Points (AP)
  • Active and Reactive Roles
  • Actions
  • Reach (RCH)
    • RCH and Fully Occupied Spaces
    • Ranged Attack Reach
    • Casting Aura
  • Area of Effect (AoE)
  • Strikes & Hits
    • Strike (STK)
    • Strikes & AoE
    • Hits
    • Critical Hit
  • Confrontation
    • Confrontation Roll
  • Damage & Wounds
  • Weak Points (WP)
    • Exploiting Weak Points
  • Spells & Magic
    • The 5 Types of Spells
    • Mana Counters
    • Enchantment Rules
  • Rules in General
    • Priority Over the Core Rules
    • Modifiers
    • Quest Failure
    • Multiple Resolutions
    • Friendly Fire
    • Exiting the Field
    • Newer Editions of the Rules
  • List of Movement
    • Normal Movement
    • Special Movement
  • List of Actions
    • Normal Actions
    • Melee Attack
    • Engaged in Melee
    • Ranged Attack
    • Shooting Into Melee
    • Deathblow
    • Dodge
      • Disengage
      • Dodge Against Multiple Enemy Attacks
    • Interact
    • Nothing
    • Trade
  • Special Actions
    • Perceive
    • Ritual
  • States
  • Skills
  • Combat Arts
  • Classes
  • Traits
  • Environments
    • Profane Miasma
    • Elevation
    • Toxic
    • Hazy
  • Advanced Rules
    • Custom Heroes
    • Alternative Profiles & Behaviors
    • Alternative Hostile Models
    • Campaign with Fewer Than 4 Heroes
    • Difficulty Adjustments
    • Changing Paths
    • Skirmish Upgrades in Dungeon-Crawl
    • Skirmish on Tiles
    • PvP
    • True Solo Mode
    • Future Updates
  • Glossary

Components

The Northern Wind box and its components (as listed in the rulebook's Components pages) include:

  • Environment Tokens, Fate Tokens, Encounter/Intrigue Tokens, and State/Other Tokens
  • Chaos Cards and Event Cards
  • Model Profile Cards and Upgrade Cards
  • Synergy Cards and Behavior (AI) Cards
  • Moon Dial
  • Spell Book, Quest Log, and Quick Reference
  • Campaign Map
  • Tiles: Straight Tile, Crossroads, Large Tile, Bridge Tile, and Corner Tile
  • Secret Location Cards
  • D20 Dice
  • Miniatures
  • Save Game Envelope

Game Overview

The Northern Wind campaign unfolds across the treacherous landscape of the Mt. Byodo mountain region, as represented by the Campaign Map. The heroes of the party, known as Northern Wind, must traverse this terrain, completing consecutive Quests.

Campaign Structure

The Northern Wind campaign spans a series of consecutive Quests and Journey stages. During Quests, players in the role of heroes face intense combat and various challenges. In the Journey stage, they encounter Events, manage resources, and may rest.

Time is a critical factor, creating a race against the clock as heroes work to complete their objectives. Time progression is tracked on the Moon Dial, advancing with each stage. Campaign gameplay occurs in the following sequence, starting as directed in the Quest Log.

Campaign Sequence: Quest (combat) > Journey (Events/Rest) > Quest (combat)

Campaign Map

The Campaign Map visually represents the heroes' travel to the summit of Mt. Byodo, striving to prevent catastrophe. Quest locations are named and marked with icons, while the dots on the map indicate Event locations and the distance along the path.

Midnight. Time begins progressing when specified in the Quest Log.

Whenever instructed to advance time, move the Time Period cursor clockwise (as shown on p. 9). When it completes a full circle and returns to Midnight, advance the Day counter by 1.

Advance time by 1 Time Period with the completion of each Event and each Quest.

Moon Dial

Throughout the campaign, heroes race against time to prevent the calamity. The Moon Dial tracks time, divided into Days and Time Periods: Midnight, Dawn, Daylight, and Dusk.

Figure 1 (p. 9) illustrates how the Moon Dial is used to progress time. Move the small handle to indicate the correct day. Move the large handle clockwise to reflect the current Time Period.

Players start with the Day counter on Day 1 and the time counter at Midnight.

Rest

During the Journey stage, the party may Rest (after or before each Quest and Event). Advance time by 1 Time Period for each Rest taken. Each hero may select one of the following options:

  • Fully restore HP and remove all States.
  • Remove 1 Weak Point.

The party may Rest as many times as desired. However, time is a critical resource, so use it wisely.

Certain game features may alter the passage of time, either advancing or reversing it.

The heroes have 13 days to reach the final Quest. If the Northern Wind party fails to do so, the calamity occurs, and further instructions will be provided to the heroes by the Quest Log.

Journey

The Journey (stage) begins as specified in the Quest Log and represents travel between locations on the Campaign Map.

Players move along the route of the Campaign Map. They move from one location to the next or backtrack to the previous location on the Campaign Map.

Upon reaching an Event (dot), draw and resolve an Event card. For multiple consecutive Events, resolve an Event card for each. Upon reaching a Quest (marked with a picture), play the corresponding Quest detailed in the Quest Log.

(Do not forget to advance time by 1 Time Period for each Event and each Quest.)

Events

Event cards present a variety of situations, riddles, and challenges for heroes to overcome during their travel.

Events occur in between Quests and are represented by Event cards. Resolve a random Event when the party moves to an Event location (marked by dots) on the Campaign Map by drawing a card from the Event Deck. Each card is assigned a unique Event number.

The Quest Log will specify when to begin drawing Event cards and how the Event Deck is constructed. Not all Event cards are used consistently. In some instances, players can bypass an Event by paying the designated cancellation condition specified on the card. The cancellation is indicated by the symbol on the left.

Once resolved, the Event card is discarded into the Event discard pile and removed from play unless stated otherwise.

Event Card Features:

  1. Name of the Event Card
  2. Lore/Description
  3. Choices/Effects/Instructions
  4. Cancellation Condition
  5. Event Number

Events often present players with multiple choices. After reading the description, players must select one resolution from the choices/effects section of the card, if available. If none are provided, apply the instructions or effects stated on the Event card. Some Event cards may specify additional conditions for the next Quest or start a new Quest entirely.

The (Quest Log) icon indicates that players must refer to the relevant Event resolution in the Secret Log, using the Event number and the chosen resolution as references (e.g., E10-1). If the resolution on the card includes this icon, players must make their choice first and then read the corresponding Secret Log entry.

Event Types

Event cards may include Story Events or Location Events. Story Event cards are blue, while Location Event cards are purple or green.

  • Story Events are typically shorter and do not include combat on the field.
  • Location Events, on the other hand, may introduce additional objectives or conditions for the next Quest or thrust the party into sudden combat scenarios. Purple Location cards specifically represent ritual locations encountered along the path to Mt. Byodo. Resolving these Events will influence the campaign's ending and can make the final battles easier.

Secret Locations

Secret Locations are special areas (tiles) introduced during gameplay through Events or the Secret Logs of Quests. These areas are represented by Secret Location cards and are typically not directly connected to the main path on the Quest field layout, but are added to a Quest. Access to Secret Locations is granted through various methods, as specified in Events or the Secret Log. Each Secret Location card has its own name. Locate the correct card and place it as specified in the text.

Fate

Throughout the campaign, players may encounter situations where their decisions influence a series of outcomes. Depending on the choices made during Quests, Events, and other scenarios, players will gain or receive Fates as outlined in the Quest Log. These Fates can alter Quests, affect the heroes, impact Events, and ultimately shape the campaign's ending.

Fate Tokens

Fate is represented by Fate tokens, each marked alphabetically and by color. Unless specified otherwise, players retain these tokens until the end of the campaign. Whenever a hero comes into contact with a Fate token during the campaign, the hero gains that token. For example, if a Fate token is attached to a Hostile, the hero who defeats that Hostile receives the token. To streamline gameplay, it is recommended that all collected Fate tokens be placed into the Fate bag.

Fate Check

Certain Quests, Encounters, or Events may prompt players to check which Fate tokens they possess. This is known as a Fate Check.

Campaign End

The ending of the Northern Wind campaign will vary based on players' decisions, path, Moon Dial progression, and other factors. There are multiple possible endings, and the ones you reach will be specified in the final Arc of the campaign.

Quest Log

Throughout the Northern Wind campaign, players will embark on a series of Quests. The Quest Log is a comprehensive book that provides narrative, campaign details, instructions, resolutions, secrets, and more.

Quests

Each Quest presents battles and scenarios for players to tackle with their party of chosen heroes. Every Quest features unique gameplay, including objectives, playing fields, twists, conditions, lore, and other factors. Quests directly impact the progression of the campaign and the development of the narrative. Many will present decisions that influence the campaign's outcome, as well as the growth of the heroes and other characters.

Field Map

Each Quest has a unique map for the playing field, the field layout. The map details which tiles to use to construct the field and how to arrange them. It typically specifies the positions of the Entrance and the first Encounter, as well as Environment tokens and numbered markers/tokens that may apply specific conditions later in the Quest. The map may also indicate the position and orientation of any known Hostiles, Loot, Intrigues, and other elements. Additionally, the Map provides narrative descriptions (names) of certain areas of the field.

The Map also includes a compass, displaying the cardinal directions North, South, East, West. These directions are often used as a reference for positioning new elements on the field in relation to the Map orientation displayed in the Quest Log.

Tiles

In the dungeon-crawl, the field is constructed with tiles, each representing a part of the Quest's environment. Tiles are divided into spaces separated by thin white lines. For more details on tiles and their mechanics, refer to the Distances & Measurement section (see p. 38).

Entrance & Exit

Each Quest includes an Entrance and at least one Exit. At the start of a Quest, heroes are typically positioned on the space marked as the Entrance. If multiple spaces are marked as Entrances, heroes may begin on any of them. Similarly, Exits can be hidden or marked on the Quest map, allowing heroes to leave the field through these spaces.

Weather Check

At the start of the Quest, reveal the top 4 cards of the Chaos Deck. If a Weather card is revealed, apply its effects immediately (if multiple Weather cards are revealed, select one to apply). Shuffle the remaining cards back into the Chaos Deck.

See more on Chaos Deck on p. 17.

Lore

Lore appears at the beginnings of storylines, Quests, Encounters, Intrigues, Secret Logs, Endings and more. It is typically written in the color of the storyline and, in some cases, in italics when serving as a contextual supplement to a Quest Rule.

In certain situations, heroes provide their input. This is displayed in colored brackets [ ] alongside the hero's name. For the best immersion, we recommend reading these only when the mentioned hero is in your party.

Setup

Setup specifies which elements are placed onto the field and their positions, either at the start of the Quest or during Encounters, Intrigues, or Secret Logs. Unless stated otherwise, Hostiles are placed onto the field facing a hero, prioritizing the one who triggered the Encounter or Intrigue.

Quest Rules

Quest Rules are special conditions specific to a particular Quest. These rules take precedence over standard rules and apply throughout the Quest, including all its parts. They may be introduced at the beginning of the Quest or during Encounters, Intrigues, Secret Logs, or Event cards.

Hostile Modification

Some Quest Rules modify the profiles of specific Hostiles, often enhancing their abilities or designating them as Boss enemies for the Quest. Carefully follow the instructions outlined in the Quest Rules section. The modification is stated in parentheses () next to the profile name of the Hostile. The Boss Hostile modification is indicated by the symbol below.

Results

Results refer to the outcomes or consequences of completing specific objectives in a Quest, Encounter, Intrigue, or Secret Log. These outcomes can influence the situation on the field, grant rewards, alter Hostiles and terrain, or trigger additional Encounters and Secret Logs. Players may read Results in advance but must resolve them immediately upon completing the corresponding objectives.

Encounters

When heroes progress through a Quest, they will face unknown situations, enemies, and objectives. Encounters are the primary narrative and challenge of a Quest. For an immersive experience, refrain from reading them in advance; only read them when triggered.

After triggering an Encounter, place that Encounter token on the hero's profile who triggered it.

An Encounter is triggered as soon as a hero enters or moves across a space containing the corresponding Encounter token. Read the narrative text, follow the Setup instructions, and resolve the Encounter.

If an Encounter token is placed on a line between spaces, it is triggered when a hero enters any of the affected spaces. If the token is placed next to a tile, the Encounter triggers when a hero enters that tile.

Most Quests feature multiple Encounters, marked with Roman numerals. While not all Encounters need to be resolved in order, the progression will often make this unavoidable. If multiple Encounter markers are present on the field, heroes are not required to trigger them all unless specified or unavoidable.

Note: If a hero triggers an Encounter during their Movement Step, they may still perform their Action Step, and Hostiles may react accordingly.

Twist

Twists are indicated with the symbol on the left or an exclamation mark (!). Unless stated otherwise, resolve them immediately after the Setup, upon triggering an Encounter, Intrigue, or Secret Log. These represent sudden situations or opportunities that arise when players enter a new area and are typically integral to an Encounter or Intrigue.

Intrigues

Intrigues are optional challenges or side objectives within a Quest that heroes can choose to engage with or investigate. Unlike Encounters, they are not triggered automatically upon entering or crossing a space with an Intrigue token.

An Intrigue is triggered when a hero performs an Interact Action in the same space (even if targeting something else) or uses a Perceive Action directed at the space with the Intrigue token.

After triggering an Intrigue, place that Intrigue token on the hero's profile who triggered it.

While you may read Intrigue descriptions in advance, avoid reading ahead to any referenced Secret Logs for a more immersive experience.

Quest End

The Quest End section specifies the conditions under which the Quest will end, typically when the heroes leave the field through an Exit. This section is usually presented early in the Quest.

After fulfilling the Quest End conditions, proceed to read the Ending.

Ending

In the Ending section, you will find the narrative conclusion of the Quest you just completed. Depending on the events of the Quest, the Ending may grant rewards or impose penalties, and may also include instructions for the next Journey stage or future Quests.

Once finished, conclude the Quest and begin the Journey to your next available Quest.

Save Game

Players can "save" their campaign progress by recording the Moon Dial (Day and Time counters) and their last location.

Place each Hero's Profile, along with all accumulated Upgrades, Wounds, Weak Points, and other relevant details, into their respective envelope. Store accumulated Fates in a separate envelope.

Loot

In their Quests and Events, heroes gather various Items (Upgrades), collectively referred to as Loot.

Loot is typically obtained as a reward from Endings and Secret Logs, but it can also be acquired by Interacting (performing the Interact Action) with Common or Superior Loot Tokens. In some cases, Loot stacks may be placed onto the field or next to it. In such cases, the Quest Log will provide instructions on how to obtain them.

Some Hostiles may carry Loot. When such a Hostile is Incapacitated, place the Loot token in the space where the Hostile was.

Unless the parentheses next to the Loot specify exactly what Item the model obtains from the token (e.g., Common Loot (Medicine)), the model rolls on the corresponding Loot Chart to determine the Item based on the roll result.

The Common Loot and Superior Loot Charts can be found in the Quest Log, p. 152, and the Quick Reference.

If there are no remaining Upgrade cards in your deck corresponding to the Loot you should have received from a roll on the Loot Chart, you may choose the option above or below your roll.

If there are no remaining Upgrade cards corresponding to a specific Upgrade listed as a reward in a Quest, you may perform a roll on the Loot Chart that corresponds to the Upgrade's rarity.

Environment

Tiles or spaces, or occasionally the entire field, may have a designated Environment, represented by an Environment token. The token's position is indicated on the field map (field layout).

  • On a Space: The token applies only to that space.
  • On a Line Between Spaces: The token affects all connected spaces.
  • Next to a Tile: The token applies to the entire tile.
  • Field-Wide: These are specified under Quest Rules.

A model (hero or Hostile) is affected by an Environment when it occupies a space, tile, or field influenced by the Environment. Some Environments can also influence models outside their immediate space or tile (e.g., Hazy Environment prevents drawing Line of Sight (LoS) through it). Refer to p. 74 for the full list of Environments.

Chaos Deck

Chaos cards represent unpredictable circumstances that occur during combat in a Quest.

At the start of each Hostile Turn, during the Chaos Phase, draw and resolve a Chaos card unless stated otherwise. Once resolved, discard it into the Chaos discard pile.

The Quest Log will specify how the Chaos Deck is constructed. Not all Chaos cards are used consistently.

Chaos Card Features:

  1. Name
  2. Weather/Day/Night
  3. Effect
  4. Card Number

Chaos cards may have no special effects, or they may feature Weather effects or Day/Night effects. If a Weather card is drawn during the Hostile Turn, apply its effects as described on the card.

When a Day/Night card is drawn, the effect depends on the current position of the Moon Dial. If the Moon Dial is set to Dawn or Daylight, the Day effect applies. If it is set to Midnight or Dusk, the Night effect applies.

Note: Weather cards are also drawn during Weather Check (see p. 13).

Secret Log

The Secret Log, located at the end of the Quest Log, contains the outcomes of decisions, Events, Encounters, Fates, and campaign endings. Each entry has its own code. To preserve immersion and the weight of critical choices, consult it ONLY when instructed by the Quest Log or Event cards.

Some Secret Logs may direct you to additional entries or trigger new Encounters or similar. Always follow the instructions in the Quest Log in such cases.

Heroes & Hostiles

Heroes

A hero is a named individual represented by a model (miniature and profile). At the start of the campaign, each player (if there are more) selects one of the four available heroes to form the Northern Wind party.

Character Models

Named heroes in the Northern Wind campaign (Na'ra, Tharos, Seigen, Anari, Chanra, and Tomoe) have unique leveling profiles and specific Items assigned to them. Follow the Quest Log for instructions on starting your first Quest and selecting heroes.

Named heroes come with backstories that can influence Quests and Events based on their presence in the party. Some also offer Light/Dark leveling options. The Quest Log specifies when and how characters can be switched if necessary.

For your first play-through of Northern Wind, we recommend selecting Na'ra, Tharos, Anari, and Seigen.

Leveling

As heroes gain experience they level up. In Northern Wind, heroes advance in level after completing an Arc of the campaign, replacing their existing profile with the next-level profile.

The Quest Log specifies leveling.

Non-Character Models

Non-character models can be used as custom heroes. Players may choose an existing model (miniature and profile) from the Eldfall Chronicles line to create a custom hero. Customization details are provided on p. 76.

Hero profiles do not reset between Quests. Assign them the Weak Points, Wounds, and equipment (Upgrades) they had at the end of the last Quest, unless modified during the Journey stage.

Allies

Allies are models that assist your heroes. Rules-wise, allies are considered heroes and can either be controlled by players or operate using Behavior mechanics.

  • An ally may be summoned at the start of a Quest by advancing Time by 1 Time Period.
  • Players can summon one ally per Quest, and that ally cannot be summoned again during the campaign unless specified otherwise.

Hostiles

Hostiles are models controlled by the game. Each Hostile has a profile card outlining its stats, abilities, weapons, and overall capabilities.

Additionally, each Hostile has a Hostile Behavior card or AI card, which defines its Actions, Movements, and Reactions using a hierarchy of patterns. These cards guide how Hostiles engage with heroes during battles. Heroes will face Hostiles in combat, with Hostiles acting and moving according to their Behavior.

Hostiles activate during the Hostile Turn and react during the Hero Turn.

The Game Master

A player can take on the role of the Game Master, overseeing the Hostiles instead of actively participating as a hero. The Game Master can choose to follow the Hostile Behavior cards or manage the Hostiles manually, relying solely on their profiles to control them.

Additionally, the Game Master can act as a narrator, enhancing the storytelling by providing additional narration to complement the Quest Log.

Upgrades

Throughout the campaign, heroes acquire various Upgrades that allow them to customize and enhance their abilities. Each Upgrade is represented by an Upgrade card, which outlines the following details:

  1. Name: The Upgrade's title.
  2. Type: The category of the Upgrade.
  3. Quantity and Weight: Limits on Quantity and Weight for inventory management.
  4. Item Table: Reference for usage, stats, effects, etc.
  5. Lore: Background or flavor text related to the Upgrade.
  6. Limits: Restrictions, such as specific heroes or levels required for use.

Upgrades encompass a wide range of Items and abilities, most of which are available to all heroes, though some are exclusive to specific heroes or their levels.

Synergy Cards

Synergies are a unique type of Upgrade that heroes unlock by collecting Synergy Points. They emphasize teamwork and synchronization.

Each Synergy card has a locked and unlocked side. At the start of a Quest, players may select a Synergy card to unlock and place it next to the field. Each time the condition on the Locked side is met, place 1 Synergy Point on the card or as specified.

Once the required number of points is collected, the card is unlocked and assigned to a hero, granting access to its effect. Unless stated otherwise, Synergies cannot be traded between heroes.

Synergy Card Features:

  1. Name
  2. Unlock Cost
  3. Unlock Condition
  4. Upgrade type (Synergy)
  5. Unlocked Effect

Synergy Points

Synergy Points are a shared resource that heroes earn during a Quest to unlock Synergy cards. Any unused points are discarded at the end of the Quest.

Gameplay Sequence

Once players start a Quest, the gameplay transitions to tactical, turn-based combat and dynamic interactions between models and the field.

A cooperative dungeon-crawl game unfolds over a series of rounds, each divided into two turns: the Hero Turn and the Hostile Turn. The heroes always make the first turn of the Quest unless stated otherwise.

During the Hero Turn, the heroes assume the Active Role, while Hostiles take the Reactive Role. In the Hostile Turn, the Roles reverse: Hostiles become Active, and players' models take on the Reactive Role. Once both turns are resolved, the round ends, and a new one begins.

Turn Phases

In the Active Role, players spend Activation Points (AP) to activate their heroes in any order. A hero's AP does not need to be fully spent before another hero can activate, allowing flexibility in how Activations are managed. Heroes can also activate multiple times, provided they have sufficient AP remaining. (See Activation Sequence, p. 23.)

Let's look at Turn Phases and how a single turn plays out.

Turn Structure: Strategic Phase > Upkeep Phase > Chaos Phase > Tactical Phase > End Phase

The Turn Structure diagram also carries these labels: Draw a Chaos Card (Only in the Hostile Turn), Activation Sequences, Specific Abilities, Regain AP, and End the Turn.

Active Role & Active Models

In the Active Role, the active models carry out 4 Phases in their turn. While all of them are important, pay special attention to the Tactical Phase, which is further explained below.

I) Strategic Phase

During the Strategic Phase, Active models may declare the use of certain applicable abilities or Items in an order of their choosing. (The ability or Item will clearly state this.)

II) Upkeep Phase

During the Upkeep Phase, allocate Activation Points (AP) to all models that can receive them (including Reactive models). Allocate a number that is equal to the relevant model's Stamina (STA) value.

! ) Chaos Phase

Only during the Hostile Turn after the Upkeep Phase.

In the Chaos Phase, draw a Chaos Card from the Chaos Deck and resolve it. In most cases, its effect is applied immediately.

III) Tactical Phase

During the Tactical Phase, all models (heroes and Hostiles) participate. This Phase comprises multiple Activation Sequences, detailed further on p. 23.

During this Phase, the Active models may activate by spending their available AP and perform Activation Sequences. Likewise, Reactive models may React by spending their AP during the Reaction Step of each Activation Sequence. A model with no AP cannot activate or react.

The Tactical Phase ends when there are no Active models left to activate (or in the case of a Hero Turn when the players decide they do not wish to activate any more models).

IV) End Phase

During the End Phase, certain applicable effects are resolved and all models on the field discard any unspent AP.

After this, a new turn begins. The Roles switch: the Active models become Reactive, and Reactive models become Active.

Reactive Role & Reactive Models

Following the rules of Reaction and the Activation Sequence, Reactive models (in their Reactive Role) may react against each Activation of enemy models during the Reaction Step of each Activation Sequence (see p. 23).

Activation Sequence

An Activation Sequence occurs with every Activation in the Tactical Phase.

Each reactive model must declare its Action and, if applicable, the type of Attack (e.g., Ranged, Melee, Skills, Items, Combat Arts) (see p. 55 for Attack). Multiple reactive models can respond to a single activated model, but each Reaction must be specified.

1) Activation Step

An Active model activates by spending an Activation Point.

Note: The model suffers any relevant effects it is affected by upon Activation.

2) Movement Step

The activated model may declare a Normal or Special Movement (see p. 54). All relevant Skills (e.g., Dash, Climbing, Leap, Flight, Flicker) must be declared before Movement.

During this Step, the model may enter or cancel the Crouched State (see p. 60) at the start or end of Movement. After Movement is declared, the model is moved.

The same rules apply to Hostiles in their Reactive Role, except their Reaction Step occurs after the players' Action Step. Hostile Behavior during this Step is dictated by their Hostile Behavior cards (see Hostiles, p. 26).

3) Action Step

The activated model may declare either a Normal Action or a Special Action.

If the declared Action is an Attack, the model must specify its targets and the means of the Attack (e.g., Skills, Items, Combat Arts, etc.).

4) Reaction Step

A Reactive model may declare a Reaction and react against the activated model by spending an Activation Point. Reactions are limited to Normal Actions.

Declaring a Reaction requires Line of Sight (LoS) to the activated model (see p. 40 for LoS).

If the activated model moves within the Reactive model's Awareness, the Reactive model may declare a Reaction and perform a Dodge, even without LoS (see p. 42 for Awareness and p. 58 for Dodge).

Reaction

A Reaction is performed by a reactive model (or rather, by a model in its Reactive Role) in the Reaction Step.

Attack of Opportunity (Advanced)

An Attack of Opportunity allows you to react before an activated enemy model completes its Movement, potentially preventing the enemy from leaving your Weapon or Spell Reach (RCH).

If an activated enemy model's Movement enters RCH of a reactive model's Weapon or Spell, the reactive model may immediately declare a Reaction and perform an Attack of Opportunity at that exact point in the activated model's Movement. (See examples for Melee and Ranged Attacks.)

When a reactive model performs an Attack of Opportunity, it cannot declare any other Reaction during this Sequence, even if the Attack fails.

Figure 2 shows Seigen performing a Melee Attack of Opportunity against a moving Vengeful Spirit that enters his Weapon's RCH. Figure 1 shows Tharos performing a Ranged Attack of Opportunity through a white edge.

Note 1: A reactive model may perform a Ranged Attack of Opportunity if an activated enemy model moves toward it. If the activated model subsequently declares a Melee Attack, this will trigger a Confrontation.

Reaction Against Shrouded or Flying Models (Advanced)

If a reacting model has declared Dodge or Perceive and has LoS towards an activated enemy model that has declared an Attack while in the Shrouded or Flying State, the reacting model may change its Dodge or Perceive declaration into an Attack declaration immediately after the activated enemy model's Action Step (explained on p. 23).

Note 2: All applicable modifiers are still applied to the reacting model's Attack.

5) Resolution Step

Modifiers are applied, and all required rolls are performed. If applicable, Confrontation rolls are resolved (see p. 47). Models that score Hits must perform Damage rolls, while affected models may sometimes perform certain corresponding rolls (T, AG, etc.) to mitigate damage or effects (see Rolls on p. 37; Strikes and Hits on p. 46).

Damage, effects, and abilities triggered during this Activation Sequence are resolved simultaneously. Models that receive damage from successful Damage rolls suffer the corresponding number of Wounds. All relevant States are applied.

Hero Activation Sequence: Activation > Movement > Action > Reaction > Resolution (Hero activates; Hero moves; Hero acts; Hostiles react; Activation resolves)

Hostile Activation Sequence: Activation > Movement > Reaction > Action > Resolution (Hostile activates; Hostile moves; Heroes react; Hostiles act; Activation resolves)

Example of an Activation Sequence with an Active Player

  1. The active player selects a hero, spends an Activation Point and activates it.
  2. In its Movement Step, the activated hero declares and performs Walk Normal Movement; however, in the path of its Movement, a Hostile was able to draw Line of Sight toward it.
  3. To avoid any potential incoming Attacks (of the upcoming Hostile Reaction Step), the activated hero declares Dodge in its Action Step.
  4. As the Hostiles' Reaction Step begins, a Hostile declares Reaction: Ranged Attack with its Bow, against the activated hero. After this Step, the Activation Sequence concludes.
  5. The distance is measured, modifiers applied and the rolls are performed. The activated hero fails the Dodge, while the reacting Hostile hits! The Hostile now performs one Damage roll. The Damage roll fails; the activated hero suffers no Wound and remains unharmed, ending its Activation.

Hostiles

When performing Movement, if a Hostile must move over Elevation or another surface that requires Climb or Jump (Special Movement) to cross, it uses that instead of Walk or Run.

Hostiles are models controlled by the game, functioning like any other model. Each Hostile has a Profile card detailing its in-game capabilities, stats, and abilities.

Each Hostile has a Hostile Behavior card that dictates its Movement, Actions, and Reactions during gameplay. Hostiles activate during the Hostile Turn and react during the Hero Turn.

Hostiles ignore Incapacitated, Dead, or Shrouded enemy models unless otherwise specified. For example, Hostiles will not target or consider a Shrouded token as a valid target.

If a Hostile becomes Crouched, it will attempt to cancel the State during the Movement Step of its next Activation. Declaring Dodge also cancels the Crouched State. If a Hostile becomes Immobilized, it will attempt to cancel the State by declaring Dodge in its Action Step, provided no other Behavior listed on its card is applicable.

Each Hostile has its own Tier. A model's Tier is consistent across its Profile and Behavior cards. On Behavior cards, the Tier is located at the bottom of the card and is represented in Roman numerals.

Hostile Behavior

Hostile Behavior adheres to the standard game Phases.

Unlike players' models (heroes), reactive Hostiles perform their Reaction Step after the player's Action Step and before the Resolution Step of the Activation Sequence. (Steps 3 and 4 are reversed.)

Spawning Hostiles

Spawning Hostiles refers to placing Hostiles onto the field. These Hostiles immediately receive their AP.

Most Setups, Quest Rules, or Twists reference a specific Hostile to be placed. However, if a certain Tier is listed and multiple Hostiles of that Tier are available in the Spawn Pool, the players determine which to place.

When placing a Hostile, try to position it at the center of a space or wherever there is room. If the space is full (all Space Slots occupied), place the Hostile in any adjacent space. Align Hostiles to face either the hero that triggered the Encounter or the closest hero.

When a Hostile declares an Action targeting a model, it must rotate to face the target directly. If a Hostile suffers a Hit, it must turn directly toward the attacker. Exception: Hostiles with the Construct or Undead I Traits only turn their facing upon suffering a Wound, not a Hit.

Unless specified otherwise, Hostiles will always move via the shortest route.

If a Hostile's HP reaches 0 and becomes Incapacitated or Dead, its miniature is removed from the field at the end of the turn, unless stated otherwise.

If a Hostile is required to spawn but no more copies of that Hostile are available in the Spawn Pool, spawn another Hostile of the same Tier. If no Hostiles of that Tier are available, spawn a non-character Hostile of one Tier higher, up to a maximum of Tier III. If all Tier I, II, and III Hostiles are already on the field, all Hostiles regain 1 HP.

If a Quest Rule would apply to a Hostile you cannot place on the field, that Quest Rule extends to the replacement Hostile.

Spawn Pool

The Spawn Pool represents the maximum number of Hostiles that can be on the field at one time. By default, the Spawn Pool includes the number and variety of miniatures found in the Northern Wind Core Box and one copy of each Northern Wind expansion.

Additional Hostile miniatures can be added to the Spawn Pool, including Eldfall Chronicles miniatures from outside the Northern Wind campaign. This increases the variety and difficulty of combat, enhancing both theme and challenge.

Hostile Activations and Reactions

Within the numbered Hierarchy of Behaviors under the Movement Step, Action Step, and Reaction Step, the highlighted text (before the colon (:)) states a specific condition related to possible enemy targets. The non-highlighted text (after the colon (:)) explains what the Hostile will do if that condition is met: its Behavior.

How to Activate and React with Hostiles:

  1. Establish Order of Activations. Hostiles activate in order of their Tiers, starting with the lowest (Tier I). If multiple Hostiles share the same Tier, the one with the highest Morale (M) activates first. If tied in both Tier and Morale, the players determine the Activation order. Hostiles of the same Tier must exhaust all their Activation Points, if possible, before Hostiles of a higher Tier can activate.
  2. Follow The Hierarchy of Behaviors. The Hostile conducts its turn based on these behavior conditions hierarchically. This means that when a Hostile activates or reacts, players must first check condition 1. listed in its hierarchy of Hostile Behaviors. If the condition is met, the Hostile carries out that Behavior. If condition 1. is not met, proceed to check condition 2., and continue until a condition is met.
  3. Activate Hostiles. Some Hostiles possess Special Behaviors, or unique abilities that must be applied when possible or as dictated by the rules. When a Hostile is in its Active Role, refer to the "ACTIVE" section of its Behavior card for guidance.
  4. React With Hostiles. When a Hostile is in its Reactive Role, refer to the "REACTIVE" section of its Behavior card for instructions.

If none of the consecutive behavior conditions are met, the Hostile does not Activate or React.

In the Hostile's Active Role, if a behavior condition is met but there are multiple possible targets matching the condition, the Hostile targets the model that best matches its Target Priority. If this is hard to determine, the Hostile moves toward the closest enemy. In the Reactive Role, however, the target can only be the Activated model, as per the general rules of Reaction (see p. 23).

Note 1: Hostile Behaviors are written from the Hostile's perspective, with the heroes considered as enemies. Some conditions may reference the Hostile's allied models; such conditions will clearly specify this.

Note 2: If the Hostile is already activated but cannot move or perform an Action, it declares Idle for its Movement Step and Nothing for its Action Step.

Hostile Behavior Examples and Explanations

The example Hostile Behavior card (Active side, front) states: Target Priority: If multiple enemy targets fit this Hostile Behavior, the Hostile will target the closest enemy (hero). When this Hostile is in its Active Role, its behavior follows a hierarchy: starting with behavior "1." If "1." is true, it carries out "1." If not, move to "2." If "2." is also not true, proceed to "3." and so on.

Movement Step:

  1. If this Hostile is within 2 spaces of an enemy, it will Walk into the same space with the closest enemy.
  2. If there is an enemy model in its LoS, it will Run toward that enemy.
  3. In any other case, it will Walk toward the closest enemy.

Action Step:

  1. If an enemy is within the same space, this Hostile will perform a Melee Attack (unless it performed a Special Movement - Run). If no enemy is within the same space, it will do Nothing.

The example Hostile Behavior card (Reactive side, back) states: Target Priority: According to the general rules of Reaction, the Hostile can react only against the activated model.

Reaction Step:

  1. If the Hostile has LoS to the activated enemy and that enemy is within the same space, it will react with a Melee Attack.
  2. If the Hostile becomes the target of an Attack, but the attacking enemy is outside the same space, or the Hostile does not have LoS to it (but it is within Awareness), it will attempt to perform Dodge and move toward the attacking enemy.

Combat Elements

In this section, you will find everything related to models, combat, and other field interactions.

Models

A model is an individual entity with its own model profile, represented by a miniature, token, or standee on the field. Models act as representations of fictional individuals or creatures, each with roles and stories in the world of Eldfall Chronicles.

Model Profiles

A model profile indicates the in-game capabilities of the model it represents, including its stats, attributes, and abilities. These details are shown on the profiles of both heroes and Hostiles. However, there are some differences between the model profiles of heroes and Hostiles.

Below is an example of a Profile card with the basic attributes explained in the next sections. The front of the card is numbered 1 to 12 for these attributes, and the back of the card carries the Skill and Trait details.

1. Name

The name of the model.

2. Class

Each model is assigned at least one Class, which, to an extent, defines its role on the field.

3. Attributes

The set parameters that display the degree of a certain model's default capabilities are referred to as stats (statistics). The likelihood of a dice roll success, which simulates various actions performed by the model, is primarily based on the model's attribute value.

Vitality Attributes

  • STA (Stamina): Indicates the default number of Activation Points (AP) a model receives at the beginning of its every turn and how swiftly it can wield certain Items.
  • SPD (Speed): Indicates the default distance that a model can cross on the field when moving, specifying how many spaces on the field the model can move.
  • ARM (Armor): Indicates the default amount of natural or artificial protection the model has to cope with the power of a Hit received.
  • HP (Health Points): Indicates the default health of a model, or in other words, how many Wounds it can withstand before becoming Incapacitated (State).

Combat Attributes

  • OFF (Offense): Indicates a model's default active melee capability used during its Active Role to conduct a Melee Attack.
  • DEF (Defense): Indicates a model's default reactive melee capability used during its Reactive Role to conduct a Melee Attack.
  • ACC (Accuracy): Indicates a model's default capability with ranged projectile weapons used when performing Ranged Attacks.
  • INT (Intellect): Indicates a model's default mental dexterity and often its capability of casting Spells and perceiving its surroundings.
  • AG (Agility): Indicates the default physical nimbleness and kinesthetic capability of a model, mainly used when avoiding incoming Attacks with Dodge and escaping certain dangers.
  • T (Toughness): Indicates the default physical strength and endurance of a model.
  • M (Morale): Indicates the default mental fortitude of a model.

4. Size

Indicates the model's physical volume on the field. Model sizes, from smallest to largest, are categorized based on their base size in the following order:

  • Small (S) (25mm)
  • Medium (M) (32mm)
  • Large (L) (40mm)
  • Huge (H) (50mm)
  • Gigantic (G) (60mm)
  • Colossal (C) (80mm)
  • Epic (E) (100mm+)

5. Traits

Traits are passive abilities and factors. They are automatically applied to the model, its Actions, and its Movement at all times. Model Traits are usually detailed on the back of the Profile card. Find the most common Traits on the Quick Reference, and the full list on p. 70.

Traits cannot be voluntarily disregarded.

Some Traits have multiple levels, indicated by Roman numerals next to the Trait name. The model gains the Effects of all lower levels of the same Trait, and these Effects stack. If no Roman numeral is present, the Trait is considered Level I.

Abilities, Items, or Spells may also list Traits under their Effects. Any Hits or Wounds caused by such an ability, Item, or Spell will also apply the listed Trait.

Example 1: A model with Undead II automatically benefits from both the Undead I and Undead II Effects.

Example 2: A model suffers a Wound inflicted by a Greatsword. Since the Greatsword has the Bleed Trait, the wounded model enters the Bleeding State.

6. Skills

Skills are optional abilities that a model can use and benefit from in specific situations. Model Skills are usually detailed on the back of the Profile card. Find the most common Skills on the Quick Reference, and the full list on p. 63.

A model cannot use the same Skill more than once per Activation.

Some Skills have multiple levels, indicated by Roman numerals next to the Skill name. The model gains the Effects of all lower levels of the same Skill, and these Effects stack. If no Roman numeral is present, the Skill is considered Level I.

Example: A model with Stealth II automatically benefits from both the Stealth I and Stealth II Effects.

7. Level/Tier

Level or Tier of a model: heroes have Levels, while Hostiles have Tiers. Each model's Tier is consistent across their Profile and Behavior cards.

8. Combat Arts

Combat Arts represent specialized forms of combat in which a model excels and has achieved a certain level of mastery. Some models have access to various combat abilities organized into Combat Art charts.

Combat Arts are divided into levels, and a model gains access to all levels up to the specified level of that Combat Art. If a model has access to multiple levels, it can select only one at a time. Additionally, if a model has more than one Combat Art, it may only apply one level of one Combat Art to its Attack.

Example 1: If a model has Fencing III listed under its Combat Arts, it can add the Effect of either Level I, II, or III of the Fencing Art to its Attack.

Example 2: If a model has Fencing V, it can select any one of the five levels and add the corresponding Effect to its Attack.

Example Combat Art: Fencing III (selected level's effect is applied to this model's Melee Attack)

  • I: Masterful Parry: Target's Melee Attack suffers -3 modifier.
  • II: Harsh Riposte: Target's Melee Attack suffers -1 Strike (cannot be reduced below 1).
  • III: Second Wind: User's Melee Attack gains +1 Strike.

Example Combat Art: Fencing V (selected level's effect is applied to this model's Melee Attack)

  • I: Masterful Parry: Target's Melee Attack suffers -3 modifier.
  • II: Harsh Riposte: Target's Melee Attack suffers -1 Strike (cannot be reduced below 1).
  • III: Second Wind: User's Melee Attack gains +1 Strike.
  • IV: Grapple & Thrash: User's Melee Attack gains Knockdown.
  • V: Striking the Gaps: User's Melee Attack gains Ignore Armor.

9. Spellcraft

Some models have access to individual Spells or Spells organized into Spellcraft charts. Similar to Combat Arts, Spellcrafts are divided into levels, and a model gains access to all levels up to its listed level of that Spellcraft. However, a model can only cast Spells of the same Element as its Affinity.

Example: A model has Art of Sorcery III listed in its Spellcraft section and Affinity (Fire) under its Traits. Therefore, it can cast Spells of Level III or lower from the Art of Sorcery chart, but only those of the Fire Element.

10. Special

Some models have unique abilities displayed in this section.

11. Inventory (X)

Inventory represents the capacity a model has for carrying Items. The value (X) next to Inventory on the Model Profile indicates the total number of Items the model can carry during a Quest. When calculating the total Weight in the model's Inventory, Weight is multiplied by Quantity.

When a model activates, it may choose to drop any number of Items: place a token on that space, representing dropped Items.

Pre-Determined Inventories list the default Items a model possesses and their properties in a table (see Example 1). Such inventories are common for Hostiles and non-character models.

  • QTY (Quantity): Indicates the number of a specific Item a model has in its Inventory.
  • WGT (Weight): Weight indicates how heavy or cumbersome a single Item is for a model to carry in its Inventory.

In the case of custom heroes, the Inventories of non-character models can be modified with Upgrades.

  • If an Item's Weight is 0, only its Quantity contributes to the total Weight.
  • If an Item has "/" listed as its Quantity and Weight, it does not occupy any space in the model's Inventory.
  • If the total Weight of a model's Inventory exceeds its X value, the model becomes over-encumbered and cannot perform any Movement or Special Action (see p. 38, 43).

Hero Inventories are customizable and are not predetermined (see Example 2). Heroes may tailor their Inventory from various Upgrades (Items). A hero cannot receive Upgrades that are restricted to another hero or a different level.

Example 1: Hostile Profile Card with a Pre-Determined Inventory.

Example 2: Hero Profile Card with a Customizable Inventory.

12. Items

Items grant models various capabilities. A model can equip only one Item from each Category at a time. Items may be equipped or unequipped once per Activation (or Reaction). The model equipping an Item is sometimes referred to as the wearer or user. Unless an Item has the Two-Handed Trait, it is considered to occupy only one hand.

Item Rarity indicates how difficult an Item is to obtain from Loot (see p. 16) or whether it has specific limitations or requirements.

  • Common Items have names written in white on the Upgrade card, and their Item image is marked with a white circle.
  • Superior Items have names written in bronze, with the image featuring a bronze circle and background. These Items provide more powerful benefits and are rarer than Common Items.
  • Limited Items are typically restricted to a specific hero or even a specific hero level, as indicated on the card. A hero cannot receive Upgrades that are restricted to another hero or a specific level they do not meet the requirements for.
  • Legendary Items have names written in gold, with the image showcasing a gold circle and often a gold or character-themed background. These Items are exceptionally powerful, rarer than both Superior and Common Items, and cannot be obtained from Loot.

Storage is where the Northern Wind party of heroes can collectively store and access Items (Upgrades) during the Journey Phase that they do not wish to keep in their personal Inventories. Before each Quest and before drawing an Event card, heroes may access Storage to reorganize their Inventories. During the Journey Phase, heroes may access a communal Storage.

Item Categories: Items are divided into four categories based on their application and Effect.

  • Weapon: When equipped, Weapons grant specified Reach (RCH), Strike (STK), Power (PW), and Effects to an Attack.
  • Shield: Shields provide a passive Effect when equipped. A model may choose to use an equipped Shield to perform an Attack instead of a Weapon, Spell, or another Item (see the Melee Attack section on p. 56).
  • Accessories: Accessories provide a passive Effect when equipped.
  • Consumables: After use, regardless of whether the Action is successful, the Consumable Item must be discarded from the model's Inventory. A model may use only one Consumable Item of the same name at a time. Other Items do not need to be unequipped to use a Consumable Item.

Primary Weapon: If a player does not specify which Item a model has equipped and the model has multiple Items of the same Item Category in its Inventory, the default equipped Item (for each Category) is the one listed highest in the Inventory: the Primary Weapon. If a model's Inventory consists only of Upgrades, the Primary Weapon is the Weapon the model last used.

Dice Rolls

Eldfall Chronicles uses 20-sided dice (D20) to determine the success of certain Actions (e.g., Attack, Dodge) or checks.

Reroll

After rolling the dice, the player may sometimes reroll a certain number of dice (as determined by the ability or situation), completely negating their previous roll results. Unless stated otherwise, a die can be rerolled only once. Rerolls are granted by specific abilities or other circumstances.

Attribute Roll

To perform a successful Attribute roll, the result of the dice roll must be equal to or lower than the modified attribute.

Example 1: To perform a successful Agility roll (when Dodging, for example) the result of the dice roll must be equal to or lower than the dodging model's modified AG attribute.

Example 2: Tharos has AG 13 but suffers a negative modifier of -3, which makes his modified AG 10. Tharos now has to roll 10 or less to successfully Dodge. (More on modifiers on p. 52.)

Attack Roll

To perform a successful Attack roll, the result of the dice roll must be equal to or lower than the modified attacking attribute. Which attribute is used depends on the type of the Attack and whether it is in the Active or Reactive Role.

Example: A model in its Active Role performs a Melee Attack. It uses its OFF (14) Attribute. Roll results equal to or below 14 hit; rolls higher than 14 miss.

Damage Roll

To perform a Damage (DMG) roll, roll a die for each Hit scored. For every result that is equal to or lower than the Power (PW) of the Weapon that caused the Hit, minus the target's Armor (ARM) value, the target suffers one Wound.

Example: A Damage roll is performed against a target with an ARM of 5. The Hit's PW is 12. Roll results equal to or below PW 12 minus ARM 5 (that is, 7) cause one Wound each. Rolls higher than 7 do not cause Wounds.

Distances & Measurement

Same Space

The space occupied by the model in question is the "same space." For example, "within the same space" means within the space the model is currently occupying.

In Northern Wind, the field is constructed with tiles, which are further divided into spaces. Spaces are separated by thin white lines. Adjacent spaces on different tiles are also considered divided by thin white lines. Space distances are crucial for Movement and combat, particularly concerning a model's Reach (RCH, see p. 43).

Adjacent Space (1 space)

An adjacent space is any space that shares a common side with another space. This includes spaces directly next to each other horizontally or vertically, but excludes diagonal spaces.

Distance is measured in spaces, starting from the space adjacent to the model and including the target space (e.g., where the model wants to move, Attack, or Perceive). Distances are measured by counting spaces along horizontal and vertical paths from the starting space to the target space. Diagonal counting (through corners) is not allowed; only directly adjacent spaces can be counted.

Example: If a model has SPD 1 or RCH 1, the correct measurement is shown in Figure 1. Figure 2 illustrates an incorrect measurement.

Movement

Movements determine how models traverse spaces. A model may declare one of two types of Movement: Normal Movement or Special Movement. Refer to the list of Normal and Special Movements on p. 54. Unless stated otherwise, a model that declares a Special Movement during its Activation cannot perform any Normal Action or Special Action (other than Nothing) within the same Activation Sequence.

Speed (SPD) represents the number of spaces a model can move. For example, "1 space" indicates that a model can move one space (from its current space to an adjacent space). Movement of "2 spaces" is demonstrated in Figure 3 (p. 39).

General Rules of Movement

Space Slots: Each tile contains a number of Space Slots, which determine how many models can fit into a single space on the tile. If all the Slots in a space are occupied, the space is considered fully occupied, and a model cannot move into that space. Models in the Incapacitated or Dead States do not take up Slots.

Size & Slots: Different model Sizes occupy a different number of Slots. The Sizes of models and the corresponding Slots they occupy are as follows:

  • 1 Slot: Small, Medium, Large
  • 2 Slots: Huge
  • 3 Slots: Gigantic
  • 4 Slots: Colossal, Epic

A model can move up to a number of spaces equal to its modified SPD and can move freely within each space. While moving, a model has Line of Sight (LoS) in all directions around itself.

A model cannot end its Movement in a space where all Slots are occupied by other models. It may move through allied models but cannot move through enemy models unless they are in the Incapacitated or Dead States. If a space is full but contains an ally, your model may move through it but cannot end its Movement in that space.

When moving Hostiles, attempt to position them so they condense around a LoS Marker in that space. Otherwise, move them to where there is room.

Note: When a model enters a crowded space, you may adjust the positions of the other models slightly, but they should retain their facing as much as possible.

Note: If a model's base is too large to fit entirely within a space, position it so its position is clearly identifiable.

Figure 3 illustrates SPD 2 spaces. Figure 4 illustrates a fully occupied space.

Line of Sight (LoS)

Line of Sight (LoS) is essential for determining whether a model can see another model or object and declare an Action against it.

While moving, a model has Line of Sight (LoS) in all directions around itself. When a model moves into a space, it gains LoS to all models within that space at the end of the Activation Sequence.

Line of Sight Modes

During play, players can choose between True Line of Sight (True LoS) and Assisted Line of Sight (Assisted LoS). True LoS mimics more realistic combat scenarios, while Assisted LoS simplifies LoS objectively for Actions occurring outside the activated model's space.

Assisted Line of Sight: In Assisted LoS mode, if a model is performing Actions (e.g., Ranged Attack) targeting other models outside the same space, the following rule applies: if the model can draw LoS from its own LoS Marker to the LoS Marker in another space, it can target any model located in that space. Figure 2 illustrates the Assisted LoS Marker.

True Line of Sight: In True LoS mode, a model's base is divided into the front and back sections, each representing a 180° arc. LoS can only be drawn from the front section. To determine LoS, draw an imaginary straight line from any point on your model's front section to any point on the other model's base. If the line is uninterrupted, your model has LoS. Players may check LoS at any time, and a model always has LoS to itself. Figure 3 illustrates the True LoS of the bottom-left model, Tharos. Figure 4 illustrates the Assisted LoS of the same model.

Tile Borders

The black tile border on the edge of a tile signifies an impassable wall, through which LoS cannot be drawn. In contrast, the white border signifies an open edge, through which LoS can be drawn.

Figure 1 illustrates a white border edge above (green) and black border below (red).

If a tile connects to a space on a Large Tile that has a black border, LoS cannot be drawn through that border, but a model can move through it. If an Exit is placed on a space with a black border, a model may leave the field through that border regardless.

Awareness

Awareness represents a model's perception of its surroundings and its ability to sense objects or other models without relying on LoS. It is a 3-space area surrounding the model in all directions.

Activation Points (AP)

Activation Points (AP) are derived from a model's Stamina (STA). Players use AP to perform Activations or Reactions. AP replenishes at the start of every turn.

Active and Reactive Roles

During the Hero Turn, heroes assume their Active Roles, performing Activations (activating), moving, and taking Actions. Hostiles, on the other hand, assume their Reactive Roles, reacting to the heroes' Activations.

Once players complete their heroes' Activations, it becomes the Hostiles' Turn. The Roles reverse: Hostiles perform Activations, while heroes may perform Reactions. For a detailed explanation, refer to the Gameplay Sequence section, p. 21.

The heroes' Activations and Reactions are player-driven, while the Hostiles' Activations and Reactions follow their Hostile Behaviors or the Game Master's guidance.

The tables below illustrate the difference between the Active Role and the Reactive Role.

RoleWhat the model may do
Active RoleNormal Movement + Normal Action; or Idle + Special Action; or Special Movement + Nothing
Reactive RoleNormal Action

Actions

Models can declare Normal Actions or Special Actions. To perform a Special Action, a model must remain Idle (not move) during its Movement Step. During a Reaction, only Normal Actions are allowed.

Although the term Action might suggest that a model must be in its Active Role, this is not the case. Models can perform Actions during their own turn as part of an Activation or during their opponent's turn as Reactions.

Reach (RCH)

Reach refers to the distance at which an Item, ability, or Spell can be used. It is measured by counting the number of spaces to the space where the target is located, starting from your model's adjacent space.

A model is always within RCH of itself. RCH cannot be measured diagonally through intersecting lines.

Models in the same space automatically become Engaged (State) with one another at the end of the Activation Sequence.

Figure 1 illustrates the correct measurement of RCH 1. Figure 2 illustrates the incorrect measurement of RCH 1. (If it were RCH 2, then it would be correct.)

Examples:

  • RCH 1: The target can be any model within the same space or in an adjacent space.
  • RCH 2: The target can be any model within the same space and up to two spaces away.
  • Same-space RCH (no range value): The target can only be a model within the same space.

RCH and Fully Occupied Spaces

If a model with RCH cannot move into a fully occupied space because all Slots are taken, it may still attack the two closest enemies in that space by being in contact with the white line separating the two spaces.

Ranged Attack Reach

Ranged Attacks can have different types of Reach, depending on the Weapon or ability used. Ranged Weapons may have a single RCH value, two values (x/y), or a value based on an attribute.

Ranged Combat on Tiles with Open Edges: Certain tiles have one or more open edges (white edges). When two open edges face each other and no walls obstruct Line of Sight (LoS) between the tiles, a model can declare a Ranged Attack across the gap. In such cases, RCH is measured as the shortest Movement distance from the section of the outgoing Ranged Attack to the target, ignoring corner tiles.

Single Reach Value: Weapons with a single RCH value indicate the maximum distance of a space they can target.

Two Reach Values: For Ranged Weapons with two RCH values, the Weapon has infinite RCH. The values specify modifiers applied to the attacking model's attribute used for the Attack. The first value (x) applies if the target is within 10 spaces, while the second value (y) applies if the target is more than 10 spaces away.

Example: Crossbow has RCH +3/-3. This means the user gains +3 ACC if the target is within 10 spaces and -3 ACC if the target is more than 10 spaces away.

Figure 1 illustrates the correct measurement of Ranged RCH if the model has RCH of 8. (Note: Corner Tiles, spaces marked in red, are ignored when counting spaces for distance.)

Value Based on an Attribute: If an attribute is listed as RCH, the distance is equal to half the attribute's value, rounded up. For example, if a model's T (Toughness) Attribute is listed as its RCH, and the T value is 13, its RCH would be 7.

Spells typically have a single RCH value. However, some Spells may instead use Casting Aura or Area of Effect (AoE) as their RCH. For more details, refer to the sections on Casting Aura and AoE below.

Casting Aura

Some Spells can only be cast near the caster (the model performing the Spell). Casting Aura is a type of RCH that represents an area around the caster, equal in size to the caster's Awareness (3 spaces).

Spells with Casting Aura RCH can only target models within this area.

When in the Active Role, the caster can target models within the Casting Aura, even without LoS. In such cases, the caster's casting attribute is halved.

Example: The Firecracker Spell has a Reach equal to the attacker's T attribute, meaning it can be placed up to T/2 spaces away from the attacker. Once placed, it affects an AoE: Blast L, targeting all models within the chosen space and one adjacent space of the attacker's choosing.

Targets of an Attack with this RCH cannot benefit from Cover.

Area of Effect (AoE)

Some Abilities, Spells, or Items have an Area of Effect (AoE), a type of Reach where the Action affects an entire space or multiple spaces, including all models within those spaces.

Types of AoE:

  • Blast S: Affects all models within the target's space.
  • Blast L: Affects all models within the target's space and one adjacent space, chosen by the attacker.
  • Spray S: Affects all models within 3 spaces in a straight line from the attacker's front, including the space the attacker occupies.
  • Spray L: Affects all models within 5 spaces in a straight line from the attacker's front, including the space the attacker occupies.

If a model is affected by multiple AoEs simultaneously, it suffers the Effects of each AoE separately. A model can avoid AoE Effects with a successful Dodge Action.

If the target of an Attack Action with AoE wins a Confrontation, the Attack is fully nullified and will not affect other models in the space.

Strikes & Hits

Strike (STK)

Strike (STK) specifies the number of dice rolled when performing an Action at a target. STK values are listed in the tables of Items (Weapons, Accessories, etc.), Spells, and in the descriptions of abilities or other sources.

While commonly used for Attack Actions (Attack rolls), STK is also applied in Healing and Assisting Actions.

Certain Abilities, Traits, Skills, Classes, and Combat Arts can modify a model's STK. Higher STK often provides a combat advantage, but models may choose to roll fewer dice than their STK value.

When performing an Action in the Active Role, a model with STK greater than 1 can target multiple targets, up to its STK value. For example, a model with STK 2 can strike two different targets once each or one target twice.

In the Reactive Role, a model's default STK value is 1 unless otherwise stated. STK cannot drop below 1.

Example: Model A (with STK 2) moves toward enemy models B and C. Model B reacts with an Attack, while Model C reacts with Dodge. Model A can choose to attack one enemy twice or each enemy once. If Model A attacks both models, it rolls for each Attack separately. Model A and Model B resolve Confrontation rolls, while Model C rolls for Dodge against Model A's Attack separately. If Model C fails the roll, it will receive all successful Attack rolls directed at it.

Strikes & AoE

If a model uses an ability with AoE and has STK greater than 1, the AoE can be applied a number of times equal to the model's STK, distributing the effects among one or more targets.

Hits

Actions targeting another model can cause that model to suffer one or more Hits. Each successfully rolled Strike delivers a Hit.

Note: Some Items, Spells, and Skills trigger specific Effects upon a Critical Hit or modify the likelihood of scoring one.

For Attacks, each successful Attack roll delivers a Hit to the target. Each Hit allows the attacker to perform a Damage roll, and if successful, it inflicts a Wound on the target, causing it to lose 1 HP, unless otherwise specified.

When hitting an ally with an Assist Action, the ally typically benefits from the effect of the used Item or Spell rather than suffering damage.

Note: Models that suffer a Hit may adjust their LoS.

Critical Hit

A roll result of 1 during an Attack is a Critical Hit, which reduces the target's ARM to 0 for that Hit and beats all opponent Confrontation roll results (see Confrontation).

In a Confrontation, if multiple models score a Critical Hit, all Critical Hits are applied. The models suffer the corresponding Hits, along with all additional Effects.

Confrontation

During a Confrontation, each model attempts to block incoming Strikes while delivering successful Strikes to its adversary.

A Confrontation occurs when two (or more) opposing models declare an Attack Action against each other. (This is the only instance when a Confrontation occurs.)

Confrontation Roll

Confrontation rolls represent parrying, blocking, counter-attacking, and the speed of strikes. These rolls are performed by models attacking one another during a Confrontation.

Only the model with one or more successful Confrontation rolls wins the Confrontation, dealing damage and successfully performing its Attack. The losing model(s) have their Attack nullified, even if their rolls were otherwise within the parameters for success.

A Confrontation roll is considered successful if:

  1. The roll result is equal to or lower than the model's used modified attribute.
  2. The roll result is higher than the enemy model's successful rolls.

Each successful Confrontation roll negates all enemy rolls with equal or lower results.

Example: Model A moves into Model B's LoS. Model B reacts with an Attack, and Model A also declares an Attack. Model B has STK 1 with a modified DEF of 12 and rolls an 8. Model A has STK 2 with a modified OFF of 13 and rolls 6 and 11. Model B's roll of 8 negates Model A's roll of 6. However, Model A's roll of 11 is higher than Model B's roll of 8 and within its attribute (13), making it a successful Confrontation roll. As a result, Model A deals 1 Hit to Model B, and Model B's Attack is nullified.

Damage & Wounds

When a model's Action or ability delivers a Hit that can cause damage, it performs a Damage roll for each successful Hit. Unless stated otherwise, each successful Damage roll inflicts a Wound, causing the target to lose 1 HP per Wound.

A model reduced to 0 HP becomes Incapacitated (State) at the end of the Resolution Step of the Activation Sequence.

An Incapacitated hero cannot become Dead.

Weak Points (WP)

When a model lands a Hit with an Attack but fails to inflict a Wound as a result of an unsuccessful Damage roll, the hit model suffers a Weak Point (WP).

Moreover, when a hero performs a successful Attack roll that does not result in a Damage roll (e.g., due to a lost Confrontation or a successful Dodge), they may apply a Weak Point to the enemy.

Weak Points stack. In a single Activation Sequence, a model can receive only 1 Weak Point per attacker.

Note: Weak Points on heroes persist until removed, even after Quests. They can be removed by Rest or through certain Effects.

Exploiting Weak Points

Heroes and Hostiles exploit Weak Points in different ways. They can be exploited immediately after performing Attack Rolls and before resolving Confrontation.

Heroes: Heroes can exploit WP when the number of WP counters on a Hostile equals or exceeds the Hostile's Tier. To exploit a Weak Point, the hero must remove the corresponding number of counters from the target Hostile. This turns one of the hero's Strikes against the target into a Critical Hit.

If the Hostile is the same size, smaller, or up to two sizes larger than the hero and is in a space with an open edge, the Hostile can be pushed off the path into the abyss. No roll is required in such cases, and the Hostile is considered Dead and removed from the field. Any loot carried by the Hostile is lost. Boss Hostiles cannot be pushed into the abyss.

Optional: A hero may remove only 1 WP from the Hostile so that the hero's Attack gains Knockback (1).

Hostiles: Only certain Hostiles have the ability to exploit Weak Points. Details on how these Hostiles exploit Weak Points are provided in the Quest Rules section of a Quest.

Spells & Magic

Spells are focused manifestations of magic or arcana. Practitioners of magic harness raw mana from elements or Items and shape it into distinct forms known as Spells.

The 5 Types of Spells

Spells are categorized based on their application and function.

  • Sorcery: Sorceries are Spells that primarily have short-lasting, destructive Effects. Unless specified otherwise, the Effect of a Sorcery-type Spell lasts until the end of the Activation Sequence and is applied to the target or affected models.
  • Healing: Healing Spells have short-lasting, restorative Effects. Unless specified otherwise, the Effect of a Healing Spell lasts until the end of the Activation Sequence. Healing Spells can only be cast in the caster's Active Role.
  • Enchantment: Enchantments are Spells that bolster or weaken their target. Unless specified otherwise, the Effect of an Enchantment Spell lasts until the caster's next Strategic Phase. They can only be cast in the caster's Active Role.
  • Transmutation: Transmutations are Spells that have permanent Effects and influence the Environment. Transmutation Spells remain on the field until they are removed or destroyed. If a Transmutation Spell has an ARM value in its Effect, it can be targeted with Attacks and destroyed with a successful Damage roll. When cast successfully, Transmutation Spells are placed next to the caster.
  • Conjuration (Advanced): Conjuration Spells allow the caster to summon a creature to the field and bind it under their command. These Spells can only be cast in the caster's Active Role by declaring a Ritual (Special Action). A successfully cast Conjuration Spell summons the corresponding creature to the field, which can then be used as one of the models under the player's command. The summoned creature immediately receives AP equal to its STA. Creatures summoned by a Conjuration Spell are treated as both models and Conjuration-type Spells. Conjuration Spells have a Mana Cost of 1 or more.

Summoning Limit: Creatures summoned to the field by Conjuration Spells have a Summoning Limit, which is equal to the creature's Tier (as listed on the creature's profile). A caster cannot cast additional Conjuration Spells if the combined Summoning Limit of creatures they have summoned and that are currently present on the field equals or exceeds the caster's modified STA. If the combined Summoning Limit of a caster's summoned creatures is below their STA value, they may summon more creatures, even if doing so temporarily exceeds the STA.

During the Strategic Phase, a caster can voluntarily dismiss one of their summoned creatures, instantly removing it from the field. If the caster of a Conjuration Spell becomes Incapacitated or Dead (States), the creatures it summoned are removed from the field at the end of the Activation Sequence.

Hint: Look for abilities or Effects that reduce the Summoning Limit, as these can allow you to summon more creatures than usual.

Mana Cost (X): To cast a Spell with this Trait, the caster must spend an amount of Mana Counters equal to the X value.

The act of using Spells is called casting, and the individual who performs the Spell is referred to as the caster. Find Spells in the Spell Book. Unless otherwise specified, the caster uses the Intellect (INT) attribute when casting Spells.

To cast Spells of a specific Element, the caster must possess an Affinity corresponding to that Element. For instance, an Affinity (Fire) is required to cast Fire Element Spells. A model can only cast one Spell at a time.

A model cannot cast Spells if both hands are occupied. For example, a model equipped with both a Shield and a Weapon, two Weapons, or a Two-Handed Weapon cannot cast Spells.

Mana Counters

Mana Counters (Mana) represent the mana/energy required for casting Spells. These counters can be expended to cover the cost of Conjuration-type Spells or other powerful Spells.

While in the Active Role, a Mage (Class) can convert any number of Activation Points (AP) into an equivalent amount of Mana Counters and add them to their personal pool. Mana Counters accumulate and do not disappear at the end of the turn.

Enchantment Rules

If an Enchantment Spell is cast successfully, its target receives the Spell's Effect.

If the Enchantment Spell has the (spell-type) symbol for its PW, the enchanted model's Attacks are considered to have the Spell Type for the duration of the Enchantment.

A model can be enchanted by only one Enchantment of the same name at a time. Effects of Enchantment Spells cannot be prevented by a successful Dodge.

Rules in General

Certain rules remain in effect throughout the game and apply to all Quests, unless explicitly stated otherwise. This section outlines the rules applicable across the entire campaign.

Priority Over the Core Rules

The Quest Log, Events, Abilities, Effects, Upgrades, Class-specific abilities, and similar elements take priority over the core rules and may override or bypass certain restrictions.

Modifiers

Modifiers are either numbers, or certain other features that modify the default state of specific models, Items, Tokens, parts of a Quest, etc. Most common modifiers are attribute modifiers and Special Modifiers.

Special Modifiers are typically specified in Quest Setups. If a modifier is shown in parentheses next to a model, Item, or other element, it applies a specific State or Attribute, or overrides its default circumstances.

Example 1: If the Quest Setup states, "Place Oni Marauder (Distracted)," this means the Oni Marauder is placed on the field in the Distracted State.

Example 2: If the Quest Setup states, "Place Common Loot (Medicine)," the placed Common Loot token always represents the Medicine Item. Normally, without this modifier, the hero would roll on the Common Loot Table to determine the Item obtained.

Attribute Modifiers adjust a model's attributes, influencing the outcomes of dice rolls. Modifiers are numerical values added to or subtracted from the model's default attribute.

  • Attribute modifiers are applied after the Action is declared but before dice rolls are performed.
  • If modifiers reduce an attribute to 0, the Action automatically fails (except for Damage rolls). An attribute cannot be reduced below 0 (it cannot be negative).
  • If an attribute is increased above 20, a roll result of 20 also counts as a Critical Hit.
  • For halving or doubling modifiers, first apply any additions or subtractions, then halve or double the modified attribute, rounding up.

Example: A model with AG of 12 and a -3 AG Modifier will perform successful AG rolls on a result of 9 or less.

Quest Failure

The Quest immediately ends if all heroes are in the Incapacitated State, regardless of any other Quest End conditions specified. Players may restart the Quest as many times as they wish. (Before restarting, you may fully restore the HP of heroes and remove WP from them.)

Multiple Resolutions

When a situation arises with multiple tied applicable resolutions that are not clearly outlined by the rules, the players may choose which resolution to apply.

Example: If there are multiple eligible targets for a Hostile's Attack, the players may decide which eligible model will be targeted by the Hostile.

Friendly Fire

If a hero delivers a Hit that could deal damage to an ally, the hit ally must perform a Morale roll. If the roll fails, the ally becomes Panicked (State) until their next Strategic Phase (see p. 57 for "Shooting Into Melee").

Example 1: A hero declares an Attack with an AoE that can cause Wounds. Incidentally, an ally is caught in the AoE and suffers a Hit from the Attack. To avoid becoming Panicked, the hit ally must perform a successful Morale roll.

Example 2: A hero declares a Ranged Attack targeting a Hostile in the same space as an engaged ally. If the ally is hit, they must perform a successful Morale roll to avoid becoming Panicked.

Exiting the Field

To exit the field through an Exit, a hero must perform a Movement Action that takes them through the Exit space, leading them off the playing tiles.

Newer Editions of the Rules

Any changes to the rules, profiles, abilities, or other documents will appear on the publisher's webpage (https://eldfall-chronicles.com/) under the "Resources" section and will be featured in newer versions of the game. These updates are not required for casual play, but for participation in organized events, the most recent documents take priority over any previous versions.

List of Movement

Normal Movement

  • Walk: This is the most common type of Movement. A model may move a number of spaces up to its SPD value.
  • Idle: The model does not move and remains stationary. However, it may rotate to adjust its facing.

Special Movement

Note: If a model declares a Special Movement, it may only declare "Nothing" during its Action Step.

  • Run: Run is the most common Special Movement. A model may move a distance of up to twice its SPD value.
  • Climb: Climb allows a model to move over Elevated Ground (Environment).
  • Jump: A model may perform a Jump to move over a space, bypassing the space and avoiding any associated Environment, movement penalties or damage, excluding Profane Miasma (Environment).

List of Actions

Normal Actions

Attack is the most common Normal Action that an activated or reacting model may declare by targeting one or more enemy models. Unless specified otherwise, LoS to the target is required.

If the attacking model has STK greater than 1, it may target a number of enemy models up to its STK. In the Reactive Role, the default STK is 1.

When declaring an Attack, the player must declare:

  • The Skill(s) and Combat Art that the model will use.
  • The Item or Spell the model will use to perform the Attack. Unless otherwise stated, a model may select only 1 Item or 1 Spell to attack with.

An Attack can be Ranged or Melee, depending on the chosen Item, Spell, or Skill. To perform an Attack with a specific Skill, Spell, or Item, all requirements (e.g., RCH, additional Effects, etc.) must be met.

To perform a successful Attack, the result of a dice roll must be equal to or lower than the used modified attribute (OFF, DEF, ACC, INT, etc.). (Refer to p. 37 for dice rolls.)

If Confrontation occurs, the Attack is successful only if a roll meets the conditions above and is higher than the enemy model's successful rolls. (Refer to p. 47 for Confrontation.) If the Strikes are distributed among multiple enemies, Confrontation rolls are resolved separately for each targeted enemy model.

Assist is an Action that an activated model can declare by targeting itself or one or more allied models. When declared as a Reaction, a model may target other allied models or itself. During the declaration of the Assist Action, the player must specify which Skills, Items, or Spells the assisting model will use to perform the Action. If the assisting model has STK greater than 1, it may target a number of models up to its STK. In the Reactive Role, the default STK is 1. To perform Assist, the requirements of the chosen Skills, Spells, or Items (e.g., RCH, additional Effects, etc.) must be met. Unless specified otherwise, LoS is required when an activated model targets allied models with Assist.

Some models can assist their allies using their own Items or Abilities. Most commonly, Assist is used to cast support Spells (e.g., Enchantments, Heal, Ward, etc.) on allies.

Figure 1 shows an engaged Seigen, as the RCH of the Marauder's Weapon is 1 space, while Seigen has RCH of the same space. Figure 2 shows both models engaged, as Seigen has now moved closer and can reach the enemy.

Melee Attack

A Melee Attack is performed using an Item or Spell of the Melee Type.

When performing a Melee Attack with an Item, a model uses the OFF attribute in its Active Role and the DEF attribute in its Reactive Role. When performing a Melee Attack with a Spell, the model uses the INT attribute, unless stated otherwise.

Unarmed Attack: A model may always choose to perform a Melee Attack unarmed instead of using other Melee Weapons.

NameEffectPWRCHSTKType
Unarmed AttackUnkeenT or AG-3Same spaceSTAMelee, Neutral

Shield Bash: If a model has a Shield equipped, it may choose to perform a Melee Attack with Shield Bash instead of using other Melee Weapons.

NameEffectPWRCHSTKType
Shield BashKnockback (1), UnkeenTSame space1Melee

Engaged in Melee

If a model's miniature ends within RCH of an enemy's Melee Weapon during the Resolution Step of the Activation Sequence or at the end of a Phase, the model is considered Engaged (State).

While Engaged, the model cannot use Ranged Attacks or Assists and cannot voluntarily move away, except by performing a Dodge.

Ranged Attack

A Ranged Attack is performed using an Item or a Spell of the Ranged Type.

When performing a Ranged Attack with an Item, a model uses the ACC attribute. When casting Spells, the model uses the INT attribute, unless stated otherwise.

During the Attack of Opportunity (Reaction), when a reacting model declares a Ranged Attack, it must specify the space along the activated model's Movement path (within the LoS) where the activated model will be targeted.

Figure 3 shows Tharos performing a Ranged Attack of Opportunity.

Shooting Into Melee

Shooting into melee combat, where models are close together, can be risky as there is a chance of hitting allied models. This rule applies when performing a Ranged Attack without AoE, targeting an enemy model in the same space as an allied model (of the shooter).

When performing a Ranged Attack at models in the same space:

  • The attacker suffers a -4 stackable modifier for each allied model in the same space as the targeted enemy.
  • A roll result of 17, 18, 19, or 20 hits one of the allied models in the same space (the attacker chooses which allied model is hit).

Note: If an ally is hit, Friendly Fire rules apply (p. 53).

Deathblow

Deathblow or "Coup de Grace" is an Action that transitions an Incapacitated enemy model into the Dead State. To declare this Action, the model must be in the same space with the target Incapacitated model.

Once the Action is declared, the target is automatically rendered Dead, no roll is required. Does not work against Boss Hostiles.

Dodge

To avoid a potential or incoming Attack, a model may attempt to perform a Dodge.

To avoid damage, the model must perform a successful AG roll using one die. On success, the model avoids suffering non-critical Hits.

To declare Dodge in the Reactive Role, the model must meet one of the following conditions:

  • LoS to the activated enemy.
  • The activated enemy in Awareness.

If the reacting model lacks LoS to the enemy model, the Dodge must be performed with a halved AG.

At the end of the Resolution Step, even if the AG roll is unsuccessful, a model that declares Dodge can:

  • Move up to half its SPD.
  • Enter or cancel the Crouched State.

When both the Reacting and Activated models declare Dodge, the Reacting model must move first.

Note 1: A successful Dodge roll can cancel all States that require a successful Dodge for their removal.

Note 2: Declaring Dodge does not require a target; the target is always the model itself.

Disengage

When an Engaged (State) model declares a Dodge and moves during the Resolution Step, it may move out of the enemy model's Melee RCH, canceling the Engaged State.

Dodge Against Multiple Enemy Attacks

A model declaring Dodge, upon becoming the Attack target of multiple enemy models, must perform an AG roll against each enemy Attack separately, in order to avoid receiving Hits. On a failed roll, the model suffers only the Hits from the corresponding Attack.

Note: Heroes cannot become Dead.

Interact

To declare Interact, a model must be in the same space as the target model, token, or object.

Additionally, a model may Interact with an Incapacitated hero, either picking them up and carrying them or dropping them. While carrying an Incapacitated hero, the model's SPD is halved, and the hero's miniature moves together with the carrying model. The hero is automatically dropped when they cease being Incapacitated.

Note: When specified, a model must perform a roll to successfully complete the Interact Action.

Nothing

The model does nothing.

Trade

A model performing the Trade Action can exchange any number of Items from its Inventory with an allied model, provided they are in the same space. A non-hero model may only exchange acquired Items.

Special Actions

To declare a Special Action, a model must first declare "Idle" during its Movement Step.

Perceive

Some models, Items, or Spells have abilities that obscure their true nature, preventing other players from clearly identifying them.

Perceive allows a model to target and reveal a token (e.g., Intrigue, Shrouded, etc.). To perform Perceive, the model must have LoS to the token, unless otherwise specified. Additionally, the token must be within the model's Awareness.

By passing an INT roll, the model successfully reveals the token. When revealed, the corresponding model, Spell, or Item token is revealed and placed onto the field.

Ritual

By declaring Ritual, a model can immediately cast one or more Conjuration Spells (without requiring a roll) or other Spells that can only be cast using the Ritual Action.

In addition, certain Quest objectives may require the Ritual Action for their completion.

When summoning a creature, the player pays the Mana Cost and then places the corresponding miniature and profile card of the summoned creature onto the field. The miniature is placed in the same space as the caster.

States

A State represents specific conditions affecting a model. (See the State definitions below; the State icons are listed on p. 42.)

  • Bleeding: A model in the Bleeding State must perform a T roll during every Strategic Phase. On a failed roll, the model suffers a Wound.

  • Blinded: A model in the Blinded State has no LoS (except to itself) and cannot perform any Actions other than Assist, Dodge, or Nothing.

  • Confused: A model in the Confused State has its OFF, DEF, ACC, INT, AG, and M halved.

  • Crippled: A model in the Crippled State has its SPD and AG halved.

  • Crouched: Enemies outside 3 spaces of a Crouched model of the same size or smaller do not have LoS to the Crouched model, unless the model attacks (Action). While in the Crouched State:

    • The model's SPD and ARM are halved.
    • Its Attack STK is reduced to 1.
    • Crouched models cannot cause other models to become Engaged (State).
    • During the Movement Step, a model in the Crouched State may only declare Normal Movement.

    In the Active Role, this State may be voluntarily canceled or entered at the start of the model's Movement Step. If canceled, the model may declare Special Movements. This State may also be canceled with a Dodge, even in the Reactive Role.

  • Dead: A Dead model cannot receive AP and cannot perform Activations or Reactions. Unless stated otherwise, it cannot use or benefit from any Skills, Traits, or other Abilities.

Skills

Skills are optional abilities that a model can use in specific situations. The most common Skills are on the Quick Reference, and the full list follows.

  • Backstab: During an Attack Action against a target lacking LoS to this model, one Strike automatically becomes a Hit, ignored in Confrontation rolls; resolve other Strikes normally. This model's Hits gain +3 PW for this Attack.
  • Climbing: This model may perform the Climb Special Movement as a Normal Movement, ignoring movement penalties.
  • Dash: When performing a Run Special Movement, this model may declare an unmodified STK 1 Attack in its Action Step.
  • Chain Attack: Once per Activation Sequence, if an allied model scores a Hit against an enemy within this model's LoS, this model may perform an unmodified STK 1 Attack against that enemy (before DMG rolls). If there are multiple targets, choose one. This Skill is not an Activation or Reaction and does not consume AP. It ignores "Shooting Into Melee".
  • Dual Wield: A model with this Skill may replace a Shield with a second (Melee) Weapon, as long as both Weapons have same-space RCH and lack the Two-Handed Trait. The model may reroll one Melee Attack Roll and must choose which Weapon's PW and STK values apply during an Attack Action.
  • Charm:
    • I: An enemy declaring Reaction against this model must first perform an INT roll. On a failed roll, it may only declare Nothing (Action) until the end of the Activation Sequence.
    • II: On a failed INT roll, it must also Walk toward this model for its full SPD (if able).
  • Flicker: When declaring Movement, this model may move in any direction ignoring Obstacles and other models. Enemies can react only if they have LoS or Awareness of this model's start or end point of Movement.
  • Clairvoyance: In the Reactive Role, this model may declare a Reaction and target enemies within its Awareness without requiring LoS. It can cast Spells with Casting Aura RCH without LoS and ignores the Blinded (State) and Surprise Attack (Trait) of enemies within Awareness. In the Active Role, the caster with this Skill does not suffer penalties when casting without LoS.

Combat Arts

A model's Combat Arts are divided into levels; a model gains access to all levels up to its listed level, and may select only one level at a time (see Combat Arts under Model Profiles). The Combat Arts are listed below by level.

Assassination: Selected level's effect is applied to this model's Attack.

  • I: Aiming for the Vitals: User's Attack gains +6 Power.
  • II: Cunning Precaution: User's Attack gains Poison I Trait.
  • III: Overwhelming Assault: User's Attack gains +1 Strike.
  • IV: Decisive Blow: In the Active Role, User's successful Attack rolls become Critical Hits.
  • V: Deadly Precision: If a model suffers a Wound by this ability, it automatically dies.

Fencing: Selected level's effect is applied to this model's Melee Attack.

  • I: Masterful Parry: Target's Melee Attack suffers -3 Modifier.
  • II: Harsh Riposte: Target's Melee Attack suffers -1 Strike (cannot be reduced below 1).
  • III: Second Wind: User's Melee Attack gains +1 Strike.
  • IV: Grapple & Thrash: User's Melee Attack gains Knockdown.
  • V: Striking the Gaps: User's Melee Attack gains Ignore Armor.

Berserk: Selected level's effect is applied to this model's Melee Attack.

  • I: Grapple & Thrash: User's Melee Attack gains Knockdown.
  • II: Onslaught: User's Melee Attack gains Sweep.
  • III: Limb Fracture: User's Melee Attack gains Crippling.
  • IV: Mortal Wound: User's Melee Attack gains Cleave.

Archery: Selected level's effect is applied to this model's Melee Attack. (The source prints "Melee Attack" in this heading; transcribed as printed.)

  • I: Overdraw: The first Reach (for closer targets) interval of the used Ranged Weapon is increased by 3 spaces.
  • II: Impeding Momentum: If hit, the target becomes Slowed (State) until the end of the turn.
  • III: Staggering Precision: User's Ranged Attack gains Stagger.

Classes

Each model is assigned at least one Class, which defines to an extent its role on the field.

  • Alchemist: Alchemists do not have to discard used non-Arcane Consumable Items and can replenish one of their used Consumables during their Strategic Phase. Alchemists may reroll up to 1 failed Transmutation-type Spell roll.
  • Armsmaster: In the Active Role, Armsmasters may gain +1 STK when performing a Melee Attack.
  • Artificer: During their Strategic Phase, Artificers may select an Enchantment Spell available to them and apply its Effect to themselves until their next Strategic Phase without performing a roll.
  • Assassin: Assassins score a Critical Hit on roll results of 1, 2, or 3.
  • Berserker: Once per turn, if Berserkers suffer one or more Wounds as a consequence of DMG rolls, they may perform a T roll for every Wound. If successful, the corresponding DMG (Wound) is prevented.
  • Creature: Creatures have no particular abilities connected to their Class. Some Quests may have rules that add a specific Effect to the Creature Class.
  • Enchanter: Enchanters may cast Enchantment-type Spells on allied models without performing a roll.
  • Mage: When casting a Spell, a Mage may spend an unspent AP to reroll any number of dice. When in the Active Role, a Mage can convert any number of their AP into the corresponding number of Mana Counters (replace AP with Mana Counters) and place them in their personal pool. Mana Counters are cumulative and do not disappear at the end of the turn.
  • Marksman: If a Marksman declares Idle during their Movement Step, they gain +4 ACC until the end of the Activation Sequence.

Traits

Traits are passive abilities and factors, automatically applied to the model at all times (see Traits under Model Profiles).

  • Acute Senses: This model may perform Perceive Actions using AG instead of INT. Its Awareness increases by 1 space. When Dodging without LoS, its AG is not halved.

  • Advantage (X): Once per Activation Sequence, this model may reroll any number of dice (once) during an Attack Action against a target with the (X) characteristic (Size, Class, Trait, etc.).

  • Affinity (Element): This model can cast (Element) Spells. (For example: Element = Fire, Water, Profane, etc.)

  • Armor-Piercing: When making a DMG roll for a Hit with this Trait, add only half the target's ARM value.

  • Beast: This Trait has no particular effect.

  • Bleed: If a model suffers a Wound with this Trait, it enters Bleeding (State).

  • Brute: This model gains +1 STK when using Items with the Two-Handed (Trait) and ignores Two-Handed restrictions.

  • Burn (X): If a model suffers a Wound with this Trait, the attacker may perform X DMG rolls with ARM value 0. Each successful roll causes a Wound. If this Wound causes the model to become Dead (State), it is removed from the field.

  • Cleave: If a model suffers a Wound with this Trait, it suffers an additional Wound. (Berserkers can perform a T roll for each Wound to negate it.)

Environments

  • Aquatic: When suffering a Hit from Spells, Items, and Abilities with "Lightning," "Thunder," "Electrification," and/or "Electric" in the name, the PW of the Hit becomes doubled in any Aquatic Environment. Model's SPD and AG values become halved. Burn I Trait is negated. Burn II is reduced to Burn I, and Burn III is reduced to Burn II, and so on.

  • Crevice: To cross this Environment, models must perform a Jump.

  • Dense: Melee Attacks with a default RCH 1 or more suffer -1 STK. Ranged Attacks targeting a model within or through this Environment suffer -1 STK. Models while Mounted or in the Flying State cannot enter this Environment (nor be in this State in this Environment).

  • Cover: An Environment can provide Cover to a model from Ranged Attacks. A Small, Medium, or Large model has Cover against Ranged Attacks if it is within a space that grants Cover. Cover can be Heavy or Light, depending on the marking of the section.

    • Heavy: Causes a -4 Modifier to the Attacker's Ranged Attack.
    • Light: Causes a -2 Modifier to the Attacker's Ranged Attack.

    Regardless of the Environment, a model has Light Cover if it is in the Crouched State.

  • Difficult: A model's SPD becomes halved. This Environment does not affect models in the Flying State or using the Flicker ability.

  • Dark: Models have LoS only within their Awareness and suffer a -3 Modifier when targeting another model outside their current space.

Profane Miasma

Ranged Attacks cannot target models through this Environment. Ranged Attacks from within this Environment or against a target within it suffer a halved Attack modifier, while Melee Attacks suffer a -3 Attacking modifier. If a model moves through this Environment, it suffers a Weak Point. If a model is within this Environment at the end of the Activation Sequence, it suffers a Hit with PW 10, Ignore Armor, and Weakening Traits. Models with Affinity (Profane) or Elemental Essence (Profane) are immune to this effect.

Elevation

Tiles with the Elevation Environment indicate abrupt changes in terrain height, with icons between spaces showing Lower Ground and Higher Ground.

To move onto or down from Higher Ground, a model must perform a Climb or Jump movement.

A model on Higher Ground cannot be Engaged from below and vice versa. Melee Attacks from below with RCH 1 or more can only target models on adjacent Higher Ground spaces. Models on Higher Ground automatically gain Light Cover against Ranged Attacks from the Lower Ground.

Toxic

During its Strategic Phase, a model in this Environment must perform a T roll. If failed, the model suffers 1 Wound.

Hazy

Ranged Attacks cannot target models through this Environment. Ranged Attacks from within the Hazy Environment or against a target within it suffer a halved Attack modifier, while Melee Attacks suffer a -3 attacking modifier.

Advanced Rules

If you are an experienced Eldfall Chronicles player or seeking additional challenges and customization options, this section is for you. The Advanced Rules are optional rules you can add to your games to spice up the experience.

Custom Heroes

Players may play with almost any model instead of the canonical heroes of the campaign.

After Quest 4, to start a campaign with a Custom Hero, first select a model that can be recruited by any Eldfall Chronicles faction. You may then spend 4 additional points on Upgrades or a Mount if the model is a Rider.

In the narrative campaign, the model is not restricted in terms of what or how many Upgrades it can receive. If its Recruitment Cost is 16 or less, you gain an additional 3 points for purchasing Upgrades.

Leveling: When Custom Heroes level up, they gain additional points to spend as follows:

  • Level 2: Gain 5 points.
  • Level 3: Gain 6 points.

These points can be spent on the following options:

  • Additional Upgrades.
  • Spend 3 points: Increase one Combat Attribute (OFF, DEF, ACC, INT, M) by 2, or two attributes by 1 each.
  • Spend 5 points: Increase one Vitality Attribute (AG, T, HP, ARM).

Alternative Profiles & Behaviors

When spawning Hostiles with alternative Profiles or Behaviors, randomly select a Profile and Behavior for that Hostile and assign it to the miniature. If one alteration is already present on the field, assign the remaining Profile and Behavior to the newly spawned Hostile.

Alternative Hostile Models

You can use any Eldfall Chronicles model as an alternative Hostile in the dungeon crawl. When the Quest Log refers to a specific Hostile by name, you can check its Tier and replace it with a model of the same Tier, especially if your Spawn Pool "runs dry".

Keep in mind that this may significantly impact immersion and render some cross-effects of the Quest Log obsolete. However, feel free to home-rule the Traits of the alternative models to better fit the Quest.

Campaign with Fewer Than 4 Heroes

When starting the campaign with fewer than four heroes:

  • Each hero gains +1 HP for every missing hero.
  • Objective requirements that require multiple heroes are reduced by 1.

Difficulty Adjustments

The default difficulty of Northern Wind is Standard. The following adjustments can make the game harder or easier.

Easy Difficulty:

  • HP of heroes is doubled.
  • Ignore Demon Trait of Hostiles.

Hard Difficulty (choose any or all):

  • Night: During the Midnight and Dusk Time Periods, apply the Dark Environment.
  • A hero cannot regain HP if their number of WP exceeds their HP value. When they would regain HP, remove WP instead. A hero cannot remove WP if at full HP.
  • Shorten the Day Count of the campaign by 3.
  • Add more Hostiles to the Spawn Pool.

Changing Paths

In Arc II, when Journeying to another Path (due to going backward or similar circumstances), first consult the setup page of that Path to rearrange the Event and Chaos Decks, then proceed to the relevant Quest in the Quest Log.

Skirmish Upgrades in Dungeon-Crawl

Upgrades and Items from Skirmish can be used in Dungeon-crawl, with their Reach (RCH) adjusted as follows:

  • AoE: Circular becomes AoE: Blast.
  • Ranged Weapons with intervals for RCH: The first interval becomes 10 spaces, and the second interval becomes infinite, with the same modifiers applied.
  • Weapons with an Attribute for RCH: The number of spaces is equal to half the Attribute, rounded up.
  • Other RCH is converted using the following formula (Skirmish to Dungeon-crawl):
SkirmishDungeon-crawl
0-1"(no value printed in the source)
2-3"1
4-5"2
6-7"3
Etc."Etc.

(Formula: Divide by 2, round up.)

Skirmish on Tiles

You can find the rules for a Campaign using Skirmish Rules online, on the publisher's website: https://eldfall-chronicles.com/. These rules add greater challenge and a more realistic tactical depth for players who want to experience the tiles with gameplay similar to that of an open field.

PvP

You can find the rules for a competitive PvP dungeon-crawl online, on the publisher's website: https://eldfall-chronicles.com/

True Solo Mode

For the true solo mode, please refer to the publisher's website: https://eldfall-chronicles.com/

Future Updates

For any additional documents and future updates, please refer to the publisher's website: https://eldfall-chronicles.com/

Glossary

From the perspective of the heroes, all Hostile models are enemies. From the perspective of Hostiles, all heroes and their allies are enemies.

  • Ability: An umbrella term for Class, Skill, Trait, Combat Art, Spellcraft, Special.
  • Activate: A player spends an Activation Point to activate a model.
  • Active Model: A model in its Active Role.
  • Activated Model: A model that declared Activation.
  • Ally: A non-opposing model to the model in question; any model that is not considered an enemy.
  • Consume: To use a Consumable Item.
  • Damage (DMG): Wounds dealt to a model.
  • Damage (Non-Critical): Wounds dealt to a model by a non-Critical Hit.
  • Critical Damage: Wounds caused by a Critical Hit.
  • Defeated: A model that has been killed, lost, or rendered Dead.
  • Enemy: A model opposing the model in question.
  • Field: The tiles and Secret Location Cards currently in play (on the table).
  • First Hero: The hero furthest from the Entrance or the first to cross unexplored tiles.

Directional Terms (based on the Quest Log's compass rotation):

  • East: Right.
  • North: Up.
  • South: Down.
  • West: Left.

Notes on Key Words: Key Words may sometimes appear uncapitalized, either due to editing errors or because they are verbified. For example: "wounded" = a model with a Wound; "enchanted" = a model with an Enchantment.

Common Abbreviations: mod: Modifier; ACC: Accuracy; M: Morale; AG: Agility; OFF: Offense; AP: Activation Points; PW: Power; QTY: Quantity; AoE: Area of Effect; RCH: Reach; SPD: Speed; ARM: Armor; STA: Stamina; DEF: Defense; STK: Strike; DMG: Damage; T: Toughness; HP: Health Points; W: Wound; WGT: Weight; INT: Intellect; LoS: Line of Sight; WP: Weak Points.

  • Intrigues
  • Quest End
  • Ending
  • Save Game
  • Loot
  • Environment
  • Chaos Deck
  • Secret Log
  • 4) Reaction Step
  • Attack of Opportunity (Advanced)
  • Reaction Against Shrouded or Flying Models (Advanced)
  • 5) Resolution Step
  • Example of an Activation Sequence with an Active Player
  • 12. Items
  • Distracted: Distracted Hostiles do not follow their Hostile Behavior. They stop being Distracted if they are attacked or if they share a space with an enemy model at the end of the Activation Sequence.

  • Engaged: During the Movement Step, an activated model in the Engaged State may only declare Idle or Walk. If it declares Walk, it can only move directly toward the enemy model causing the Engaged State (if more than one enemy model is causing the State, the player chooses which).

    While Engaged, a model may only declare the following Actions: Melee Attack, Assist (targeting itself), and Dodge.

    A model ceases to be Engaged under any of the following conditions:

    • It moves out of the Melee Weapon RCH of the enemy model.
    • It moves away with a Dodge.
    • The enemy model is rendered Incapacitated, Petrified, Crouched, or Dead.

    While a model is Engaged, it automatically has LoS to all enemy models causing the Engaged State, but it cannot react against models outside of its Awareness.

  • Fatigued: A model in the Fatigued State cannot regain AP during the Upkeep Phase. This State is canceled at the start of the model's next Strategic Phase.

  • Flying: While in the Flying State, a model has doubled SPD and a Melee Attack with STK of 1. The model doesn't take Space Slots and may move over spaces, Environment, Obstacles, and other models, and may end its movement above them.

    A model in the Flying State cannot:

    • Benefit from Cover,
    • Become Engaged,
    • Voluntarily become Crouched,
    • Be targeted by Melee Attacks, except by models that are also in the Flying State.

    If a model in this State declares a Melee Attack against a model that is not in the Flying State, the attacked model may declare a Melee Attack in return.

    The Flying State is automatically canceled if the model becomes Incapacitated, Dead, Immobilized, Petrified, or Crouched.

    Note: All Attack and Movement distances are measured as if the miniature were placed on the field.

  • Immobilized: A model in the Immobilized State cannot perform Movement, Special Movement, or Special Actions. This State can be canceled with a successful Dodge roll, which may be performed using either AG or T. When declaring Dodge, the model cannot move or enter/cancel the Crouched State unless the Dodge roll is successful.

  • Incapacitated: When a model's HP reaches 0, it enters the Incapacitated State. While in this State, the model cannot receive Activation Points and cannot perform Activations or Reactions.

    Note: If the model had remaining AP when it became Incapacitated, it retains them until the End Phase of that turn.

    This State is canceled if the model regains at least 1 HP. If the model is Incapacitated but has more than 0 HP, the Incapacitated State is canceled during the model's next Strategic Phase. Upon cancellation, the model may voluntarily enter the Crouched State.

    An Incapacitated model (excluding heroes) that suffers another Wound automatically becomes Dead.

  • Panicked: A model in the Panicked State must perform an M roll at the beginning of every Activation or Reaction. If the model fails the roll in its Active Role, it must perform an entire Run Movement toward the nearest Exit or Entrance, whichever is closer. If the model's Movement ends outside the field, the model is removed from play and counts as a loss.

    If the model fails the roll in its Reactive Role, it can only declare Dodge (moving toward the nearest Exit or Entrance) or Idle as its Reaction.

  • Poisoned: A model in the Poisoned State must perform a T-6 roll during every Strategic Phase. On a failed roll, the model suffers a Wound.

  • Shrouded: While a model is in the Shrouded State, it is represented on the field by a Shrouded Token. A model in this State cannot be the target of any Actions other than Perceive. The Shrouded State is automatically canceled if the model declares any Action other than Nothing. If the model performs an Attack while in this State, it is revealed but gains the Surprise Attack (Trait) for its Attack.

  • Slowed: A model in this State has its SPD halved.

  • Weakened: A model in this State has its T halved and suffers a -1 STK penalty.

  • Finishing Strike: When this model causes Wounds to a target, it may immediately make an unmodified STK 1 Attack against the same target, using the same Item or Skill. If there are multiple targets, choose one.
  • Flight: The model may enter or cancel the Flying State during its Movement Step. In addition, it cannot be pushed off the White Edge. A model cannot enter Flying (State) if it is Engaged (State).
  • Follow-Up: If an enemy disengages from this model, it may move up to half its SPD toward the disengaged model.
  • Foresight: When this model is targeted in the Reactive Role, it may postpone its Reaction Step until after the attacker's Action Step. A model with this Skill may also declare Assist, targeting itself, and advance Time by 3 Time Periods. You may then revert the Encounter, placing the heroes on an adjacent space in front of the Encounter. Their HP is fully restored, but they retain their Weak Points (WP).
  • Hit and Retreat: During its Movement Step, this model may cancel its Engaged (State). If it declares an Attack in its Activation, it may perform Walk at the end of the Resolution Step.
  • Impede: When this model declares an Attack of Opportunity against a non-Engaged model, that model's Movement ends at the point of the Attack. If the Attack was Melee, the target also becomes Engaged immediately.
  • Infiltration: During the Deployment Phase:
    • I: Deploy this model up to 8 spaces from your Entrance.
    • II: Deploy this model anywhere outside the opponent's Deployment Zone or Exit space.
  • Taunt: This Skill can only be used during Movement. All enemy models with LoS to or with this model in their Awareness must perform an INT roll. On a failed roll, the enemy model must declare a Reaction against this model if possible.
  • Leap: This model may perform the Jump Special Movement as a Normal Movement, ignoring movement penalties.
  • Tracking: This model gains +3 to Perceive Actions. It may reroll one roll when performing Perceive.
  • Protector: When an ally within 1/2 SPD is targeted by an Attack during this model's Reactive Role, this model may spend 1 AP to move to the ally's space and become the new target of the Attack.
  • Unstable: When performing an Attack with this Trait, on a roll of 20, the user suffers the Hits and corresponding effects.
  • Vampirism: Whenever this model deals a Wound to a model without the Undead, Construct, or Elemental (Trait), it regains 1 HP per Wound caused.
  • Regeneration: During its Strategic Phase, this model may regain 1 HP per Skill level and can cancel Bleeding, Weakened, and Crippled (States).
  • Snipe: The STK of an Attack using this ability is 1 and cannot be modified. This model ignores Cover and "Shooting Into Melee".
  • Stealth:
    • I: If this model activates or enters an enemy's Awareness, that enemy cannot declare a Reaction unless it has LoS to this model.
    • II: Deploy this model in Shrouded (State). If no enemy has LoS, it may re-enter Shrouded during its Strategic Phase.
  • Mystic: Mystics must use the M attribute instead of INT when casting Spells.
  • Ranger: In the End Phase of the Active Role, Rangers may perform a Normal Movement (note: this does not provoke Reaction).
  • Rogue: Once per Activation, a Rogue may perform an AG roll when they make at least one successful Hit against the target. If the AG roll is successful, the Rogue's Hit gains Knockdown.
  • Sentinel: In their Reactive Role, Sentinels may gain +1 STK when performing an Attack.
  • Soldier: Soldiers receive +1 OFF, +1 DEF, +1 ACC, +1 INT, and +1 M for each other Soldier in their Awareness from the same party, not in the Incapacitated or Dead (State).
  • Sorcerer: In their Active Role, when casting a Sorcery-type Spell, a Sorcerer may reroll up to one failed roll.
  • Summoner: A Summoner can begin the game with a Tier II or lower summoned creature in their Awareness. This creature can be brought to the field using one of the Summoner's Conjuration Spells without requiring a roll or AP. Additionally, a Summoner may share their pool of Mana Counters with other Summoners in the party. If the Summoner becomes Incapacitated, their accumulated Mana Counters are discarded.
  • Vitalist: Vitalists can cast Healing-type Spells on allied models that are not in the Incapacitated or Dead State without having to perform a roll.
  • Warrior: During their Strategic Phase, a Warrior may shift to a Defensive Stance; the player indicates this by placing a Defensive Stance token next to the model or profile. A Warrior in Defensive Stance has a STK of 1 in its Active Role and retains the default STK in its Reactive Role (the same as if in Active Role). The Defensive Stance lasts until the Warrior's next Strategic Phase unless specified otherwise.
  • Wizard: When casting a Spell of the Elder Element, a Wizard may reroll up to one failed roll.
  • Construct: This model is unaffected by Surprise Attack, Stagger, Vampirism, Mindgame, and Burn. It is immune to Charm and Toxic Environment. It cannot become Panicked, Bleeding, Poisoned, Weakened, or Confused. Abilities allowing attackers to regain HP after dealing a Wound do not affect it. It cannot regain HP from Spells or Skills without the Earth Element. If its HP reaches 0, it is removed from the field.

  • Continuous: An effect with this Trait remains in play until the end of the Quest or until removed with a certain other effect, regardless of other imposed time durations (Sorcery, Enchantment, etc.).

  • Crippling: If a model suffers a Wound with this Trait, it must perform a T roll. A failed roll causes it to become Crippled (State).

  • Demon: When this model deals a Wound, the target must perform an M roll. A failed roll causes the target to become Panicked (State) until the end of the turn. A Critical Hit automatically Panics the target until the end of the turn. This model's Attack receives a +4 modifier against a Panicked target. This Trait does not affect models with the Demon Trait.

  • Duelist: The target of this model's Attack cannot use Combat Arts of level III or lower.

  • Elemental: This model is unaffected by the Stagger, Vampirism, and Mindgame Traits, the Charm Skill, and Toxic Environment. It cannot enter Bleeding, Poisoned, or Weakened (States). If its HP reaches 0, it is removed from the field.

  • Elemental Essence (Element): This model is unaffected by Effects from (Element) Attacks (it still suffers damage as normal). It deals (Element) Magical damage with Melee Attacks using Natural Weapons.

  • Familiar: When a creature with this Trait is summoned by a Conjuration Spell, the caster gains additional Abilities and Stat Modifiers listed on the creature's profile. If the caster would take damage and suffer Wounds, the familiar may be removed instead (if multiple, the player chooses which). Creatures with this Trait have no Summoning Limit, but the caster may control only one of each named creature.

    Note: Familiars are not considered full models, but their miniatures may be used as visual elements. Some familiars have individual miniatures, while others are attached to the caster's. The caster gains the familiar's Abilities and modifiers only if the familiar is summoned, regardless of attached miniatures.

  • Fearless: This model cannot become Panicked (State).

  • Flicker/Focus: Spells or Items with this Trait do not require a target when declaring an Attack or Assist. Instead, the caster or user becomes the center of the effect, and models within the caster's Casting Aura are affected by the Spell or Item.

  • Frostbite: If a model suffers a Wound with this Trait, it must perform a single Toughness roll, regardless of the number of Hits. On a failed roll, the model suffers an additional Wound.

  • Ignore Armor: A Hit with this Trait reduces the target's ARM to 0 for the DMG roll duration.

  • Ignore Shield: Attacks with this Trait ignore the effects of Shields.

  • Incorporeal: The PW of a Hit without the Spell Type or Burn (Trait) against this model is halved. This model ignores Environment rules, Movement penalties, and cannot become Engaged (State).

  • Inspiring I: Other allied models within this model's Awareness and with the same Affiliation gain +6 M.

  • Intimidating: Models in the Panicked (State) with LoS towards this model suffer -6 M.

  • Knockback (X): During the Resolution Step, a model Hit with this Trait is moved X spaces away from the attacker. The direction is the attacker's choice. This Trait does not affect models two or more Sizes larger than the attacker.

  • Knockdown: A model that suffers a Hit with this Trait becomes Crouched (State). It does not affect models two or more Sizes larger than the attacker.

  • Resourceful: This model may receive 1 additional Upgrade for each level of this Trait.

  • Ricochet (X): When a model is hit by an Attack with this Trait, the nearest enemy model within 2 spaces is also hit by the same Attack. This effect can repeat up to X times per Activation Sequence but cannot target the same model more than once. If multiple enemies are equidistant from the hit model, they all suffer this Effect.

  • Mana Cost (X): To cast a Spell with this Trait, the caster must spend Mana Counters equal to the X value.

  • Menacing: Models with LoS to this model suffer a -2 M modifier for every level of this ability.

  • Spellbound (X): A model or Item with this Trait is enchanted by the Enchantment Spell listed in brackets. The Spell remains active for the entire game.

  • Mindgame: A Dodge against an Attack with this Trait must use INT instead of AG. If a model suffers a Hit, it must perform an INT roll instead of the attacker making a DMG roll. A failed roll applies the Attack's Effects and deals damage.

  • Stagger: A model that suffers a Hit with this Trait loses 1 AP (until the end of the turn). This Trait does not affect models two or more Sizes larger than the attacker.

  • Obstacle (X): Models cannot move or draw LoS through this scenery. An Obstacle can be removed if condition (X) is resolved. If (X) includes HP and ARM, it can be targeted and Attacked, with ARM and HP working as for any other model.

  • Stun: A model that suffers a Wound with this Trait must perform a T roll. If failed, the model loses all AP (until the end of the turn).

  • Surprise Attack: An Attack with this Trait halves the target model's OFF, DEF, ACC, AG, and INT until the end of the Activation Sequence.

  • Poison:

    • I: Weak Poison. If a model suffers a Wound with this Trait, it becomes Weakened (State) until its next Strategic Phase.
    • II: Strong Poison. The model also becomes Poisoned (State).
  • Survival (X Environment): This model is unaffected by X Environment.

  • Resistance (X):

    • I: The PW of a Hit with (X) Type or Trait against this model is halved.
    • II: Hits and Effects from an Attack with (X) Type or Trait are negated.
  • Sweep:

    • I: On a successful Attack roll, all models within the same space and adjacent spaces within LoS and Melee Weapon RCH suffer a Hit.
    • II: On a successful Attack roll, all models within the same space and adjacent spaces within Melee Weapon RCH suffer a Hit.
  • Undead:

    • I: Lesser. This model cannot be affected by Poisoned, Weakened, Bleeding, or Panicked. Spells with Mindgame cannot target or affect it. Healing-type Spells of the Divine Element do not restore any HP but instead deal 15 PW damage to it. If this model's HP reaches 0, it becomes Dead.
    • II: Greater. It may voluntarily pass or fail M rolls (except in the case of a Confrontation). If a Leader with this Trait becomes Incapacitated or Dead, it can still use its Stratagems.
  • Tactician: The Deployment Zone of the party in which this model is present is extended for 2 spaces (towards the middle of the field).

  • Targetless: In the Active Role, an Attack with this Trait does not require a model as a target and can target a space instead. When targeting a space with a Spell with Casting Aura and AoE: Blast L, both spaces must be within the Casting Aura.

  • Unkeen: If a model would suffer a Wound with this Trait, it must first perform a T roll. A failed roll causes the Wound, while a successful roll negates it.

  • Unstoppable: If the target of an Attack Action is smaller, Confrontation does not occur. Successful Attack rolls from either model do not block the other.

  • Throwing: An Item with this Trait enables a Ranged Attack with RCH equal to the user's halved T. STK can be up to the Item's QTY. Upon use, the Item is removed, even if the Attack is unsuccessful. If the Attack incapacitates or kills the target, the Item can be recovered by moving to the same space as the target.

  • Unwieldy: When used by a Size: Medium or smaller model, STK of this Item can never exceed 1. When performing an Attack with this Item while not Mounted, the model may reroll 1 Attack roll once.

  • Trample: When this model declares Run, it can move through any model of smaller Size. Each model it moves through or touches suffers a Hit with Knockdown (Trait) and PW equal to this model's T. (Note: The Reacting model can avoid the Hit with a successful Dodge.)

  • Watchful: This model receives double AP in its Reactive Role.

  • Weakening: If this model suffers a Wound with this Trait, it becomes Weakened (State).

  • Vigilance: This model is immune to the Surprise Attack Trait and has LoS in all directions (has no Back arc).

  • Hit: A successful Attack roll is considered as delivering a Hit to the targeted model.
  • HP (Health Points) / Wound: HP is the health of a model. A Wound is damage taken from a Hit, causing the model to lose HP.
  • Last Hero: The hero closest to the Entrance or the last hero to cross the same tiles as their companions.
  • Party: The group of models/heroes a player controls.
  • Passive Effect: An effect that cannot be disregarded.
  • Player: A person playing the game.
  • Profile Does Not Reset: The model retains all Wounds, WP, Items, etc., from its previous use, except for alterations made during Rest or as otherwise stated.
  • (X): A variable found in some abilities and effects. X is substituted with a word (e.g., a number, Trait, Size, Type) specified in the brackets of the ability on the model's profile.
  • React: To spend an Activation Point and declare a Reaction against an activated model.
  • Reactive Model: A model in its Reactive Role.
  • Reacting Model: A model that declared Reaction.
  • Restore/Regain: To gain up to the default or modified default value. Modified default values can only be achieved by effects clearly stating that the default value is modified.
  • Reroll a Successful Roll Once: When a model rolls a successful roll, it must reroll it. A roll is successful only if the reroll is also successful.
  • Roll (Attribute): To make an Attribute roll using a D20 die.
  • Spellcasting: Another term for casting Spells.
  • Target: The model that is being targeted by the model in question.
  • To Declare: To irrevocably commit or decide something. For example, to declare an Attack means the model will perform the Attack, no matter what, unless explicitly permitted otherwise.