Deployment
When setting up a board, each side looks to the Trial itself to determine how they deploy their figures. Unless specified, Characters on each side deploy off the board and begin their first Turn by selecting a board edge in their deployment zone and beginning their Act from there.
Placing the Shadow. When a Trial names a point or an edge for the Shadow, deploy it by profile. Foes that share a profile stand together, each within 2” of another in its group. Place the first group at the point, or on the edge. Place each further group D12÷2” (rounded up) from the last, in the direction the die’s face points; on an edge, measure along the edge. If that spot is off the board or within 6” of a Pilgrim, place the group as near to it as it can stand. Vigils place each Foe on its own instead.
Oathband Leadership
The Leader for each Trial is whoever in the Oathband has the highest Valour. All allies within 3” of the Leader may use their Valour for any check that calls upon it.
Turn Structure
Initiative. Unless a Trial specifies otherwise, determine who goes first each Turn by rolling a D12 and adding the highest Valour of a Character on your side as a modifier. Reroll any ties.
Activation. Beginning with the side that won Initiative, the two sides alternate, each activating one Character at a time. A Character completes their entire Act before the other side activates. If one side has more Characters than the other, their remaining Characters take their Acts one after another at the end of the Turn, once every Character on the smaller side is Tired. A side may never pass while it has Characters who are not Tired.
Acts. When a Character is activated in Pilgrimage, they take an Act. An Act consists of up to 3 Deeds performed in any order and combination, subject to each Deed’s constraints. At the end of an Act, the Character is marked Tired and may not Act again until all Characters on both sides are Tired, at which point a new Turn begins and Tired markers are removed.
Digging Deep. While the Oathband is outnumbered, the Shadow’s remaining Characters take their Acts one after another once every Pilgrim is Tired. After each of those Acts, one Tired Pilgrim may dig deep: make a Valour check (D12 + Valour, 7+). On a pass, they take one Deed at once. On a fail, nothing happens but the chance is spent. Each Pilgrim may dig deep once per Turn, and only one may try after each Shadow Act. The Shadow never digs deep.