An Oathband’s nerve is not infinite. When the losses mount, each Pilgrim must decide whether the road is still worth walking.
When checks are required
When a side has lost half or more of its starting number (rounded up) to Out of Action, every remaining Character on that side must make a Panic check at the start of their next Act. Each further ally taken Out of Action after this obliges every remaining Character to check again at the start of their next Act.
Example: an Oathband of 5 must begin checking when its 3rd Pilgrim falls (half of 5, rounded up). When a 4th falls, everyone still standing checks again.
The check
Roll a D12, add the Character’s Valour, and subtract the number of allies taken Out of Action this Trial. A result of 7 or higher passes. Allies within 3” of the Leader may use the Leader’s Valour, as normal.
Keeping count. Set a D12 beside each side as its loss die, and turn it up by one each time one of that side’s Characters is taken Out of Action. Its face is the number the check subtracts, and it shows when the side has lost half its starting number. It matters most for the Shadow, whose losses mount as Foes keep arriving.
Failing — the ladder
A Character who fails becomes Shaken: −1 Might and −1 Aim.
A Shaken Character makes a Panic check at the start of each of their Acts. Pass: they recover. Fail: they become Panicked.
A Panicked Character must spend their Deeds escaping toward the nearest board edge without endangering themselves. They will not move into combat. If Engaged, they must Assault, spending Deeds as normal: win, and they push their Foe away 2” and continue their flight; lose, and they remain Engaged and may Assault again as normal. A Character who leaves the board this way takes no further part in the Trial and counts as Out of Action for all purposes — the Trial’s objectives, further Panic checks, and the Aftermath.
A Panicked Character makes a Panic check at the start of each of their Acts. Pass: they steady to Shaken.
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)
Aftermath
The steps played once a Battle ends, in the order After the Trial gives them: Battlefield Finds, then Injury and Death for every Pilgrim taken Out of Action, then Vows Fulfilled. (→ After the Trial)
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)
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)
Foe
An opponent character. (→ Core Concepts)
Leader
The Oathband member with the highest Valour; allies within 3" may use the Leader's Valour for any check that calls on it. (→ Deployment & Turn Structure)
Might
[0] Bonus to Assault, and to defence against Fire. (→ Recruitment)
Oathband
The group of characters a player commands, built from 600 Supplies. Advancement and identity belong to the Oathband, not its members. (→ Recruitment; Core Concepts)
Out of Action
Endurance reduced to 0 or less; removed from the board, fate resolved in the Aftermath. (→ Effects; Core Concepts)
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)
Pilgrim
A character in your Oathband. (→ Core Concepts)
Shadow
The side the Oathband plays against. Every Foe belongs to it, and its figures may be called Shadow characters. (→ Core Concepts)
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)
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)
Valour
[0] Bonus to Panic checks; also sets Initiative and who leads. (→ Recruitment)