Cannot be targeted by Fire while behind cover from the Shooter’s perspective. If the Character began the Turn Hidden, they gain +1 Might and +1 Aim on the Deed that reveals them; Hidden then ends. Hidden also ends on receiving an Assault or Fire Deed. Hidden status must be confirmed at the start of the Act, before the Character uses any Deeds.
Foes attacking this Character suffer −2 Might and −2 Aim.
Marking conditions. Several conditions outlast the Act that caused them. Mark each with a token beside the figure — a coin, a bead, a ring on the base, anything you can read from across the table: Tired, Shaken or Panicked, Knocked Down (or lay the figure down), Wounded (one token each time), Hidden, and the +1 Ward of Guard. Mark anyone carrying a light source the same way, so you can see who is lit. A condition you cannot see is a condition you will forget.
Terms on this page
Act
A character's activation: up to 3 Deeds in any order; the character is then marked Tired. (→ Deployment & Turn Structure)
Aid
A Deed (cost 1) that lets a Knocked Down ally within 1" Stand at once, out of turn and even if Tired, at no cost to them; not while Engaged. It never appears in the Shadow's action flow. (→ Deeds)
Aim
[0] Bonus to Fire Deeds. (Also a Deed, cost 2, granting Advantage on a Fire Deed.) (→ Recruitment; Deeds)
Assault
Close combat within 1". Both roll D12 + Might; the winner deals damage equal to the margin (less the loser's Ward), then may push 2" to break off or remain Engaged. (→ Close Combat)
Character
Any miniature in the game, whichever side; a basic character costs 50 Supplies. (→ Core Concepts; Recruitment)
Deed
One action within an Act. Standard Deeds: Move, Assault, Fire, Aid, Aim, Climb, Guard, Hide, Stand, Use. Some cost more than one Deed. (→ Deeds)
Endurance
[6] Damage a character can take before going Out of Action. (→ Recruitment)
Engaged
Within 1" of a Foe. An Engaged Character may take no Deed but Assault or Stand, and leaves only by winning an Assault and pushing 2", or when a Foe is taken Out of Action. An Engaged Character may repeat the Assault Deed within an Act. (→ Close Combat)
Fire
Ranged attack: attacker rolls D12 + Aim, defender D12 + Might; the attacker deals the margin as damage if they win. (→ Ranged Combat)
Foe
An opponent character. (→ Core Concepts)
Guard
A Deed that ends the Act and grants +1 Ward until the character's next Act. (→ Deeds)
Harm
Damage remaining after Ward is subtracted; this is what comes off Endurance. A blow fully absorbed by Ward deals no Harm. (→ Close Combat)
Hidden
Gained by the Hide Deed (behind cover, out of the Foe's line of sight); cannot be targeted by Fire from behind that cover, and grants +1 Might and +1 Aim on the Deed that reveals them, which then ends Hidden. Also ends on receiving an Assault or Fire. (→ Effects)
Infirm
Applied outside a Trial: −2 Endurance until the next Trial. (→ Effects)
Knocked Down
From taking 4 or more Harm from one attack: must spend a Stand Deed before acting, and −1 Might while down. (→ Effects)
Might
[0] Bonus to Assault, and to defence against Fire. (→ Recruitment)
Out of Action
Endurance reduced to 0 or less; removed from the board, fate resolved in the Aftermath. (→ Effects; Core Concepts)
Pace
[0] Adds +1" per point to the first Move Deed of an Act only. (→ Recruitment; Deeds)
Panic check
Triggered once a side has lost half its starting number (rounded up) to OOA: D12 + Valour − allies lost this Trial; 7+ passes. (→ Panic)
Panicked
From failing a second Panic check: spends Deeds fleeing to the nearest board edge (leaving the board counts as OOA). (→ Panic; Effects)
Shaken
From failing a Panic check: −1 Might and −1 Aim until a Panic check is passed; checks at the start of each Act. (→ Panic; Effects)
Shrouded
Beyond a Foe's Sight; attacks against a Shrouded character suffer −2 Might and −2 Aim. (→ Effects; Sight, Shroud & Light)
Sight
Not a character stat: the distance characters can see in a Trial, set by the season / light / weather tables (0"–24"). A character beyond another's Sight is Shrouded. (→ Sight, Shroud & Light)
Tired
Marks a character that has completed its Act this Turn; it cannot Act again until every character is Tired and a new Turn begins. (→ Deployment & Turn Structure; Effects)
Trial
The objective a Battle is fought for; one Battle plays out one Trial. The three archetypes are the Crossing, the Vigil, and the Reckoning. (→ Book of Trials)
Turn
One round: roll Initiative, then sides alternate activating one character at a time until all are Tired; then Tired clears and a new Turn begins. (→ Deployment & Turn Structure)
Ward
[0] Damage reduction, subtracted from incoming damage; raised by armour and some Lore. (→ Recruitment)
Wounded
After taking 4 cumulative Harm this Trial, and again at each further 4: −1 Pace, −1 Might, −1 Aim until the next Trial. (→ Effects)