0. Set the scene

Before the Challenge procedure begins, the GM sets the scene. They describe the zones the encounter occupies, note the combatants, and clarify everybody’s positions relative to each other. If one of the sides of the combat surprises the other, they begin the scene with some advantage (Ambushes and surprise). If a combatant’s position or a hazard in the scene warrant special consideration, the GM will create special rules for the Challenge.

The assumption is that most Challenges are played out in the “theater of the mind.” That is, the GM describes the location and the players merely describe their adventurer’s journey through this imagined space. If things are a little confusing and players aren’t exactly sure what is being described, the GM should sketch a quick map. If things are complicated and position really matters, feel free to create a more elaborate map and use tokens or miniatures to demarcate the positioning of various adventurers.

Zones

The GM describes the encounter and demarcates the scene’s zones. Zones are an abstract way to talk about the different parts of dungeon rooms. You can interact with things and characters in the same zone as you.

Imagine an auditorium. In this room, the GM might demarcate the following zones:

  • Backstage

  • Stage

  • Orchestra pit

  • Seating

  • Balcony

A scene can have any number of zones. Often, there are at least two zones: the room you’re leaving and the occupied room you’re entering. More complicated scenes will have more. As you throw open doors, run down hallways, destroy walls, etc., the GM will add new zones to the scene.

Zones are important for the Challenge Phase, but the concept of zones is easy to use in other phases. Several spells use “zones” to explain their effects. Outside of a Challenge, the GM should make it clear how these spells work if zones have not previously been established in the scene.

Combatants and position

The GM describes all of the characters involved in the Challenge and their positions in the scene. It should be clear which zone you’re in and which zones the GM’s characters are in.

Generally, positioning around a zone during a Challenge is abstract. Even if you use miniatures as visual aids to represent your position on the map, it’s assumed that your adventurer is moving around a lot within the zone.

You Move or Dash to go to a new zone. If there is something preventing you from moving between zones, like a big ogre guarding the door or a hallway of swinging blades, you must Avoid the hazard to get past it.

Characters (both adventurers and the GM’s characters) are either engaged or disengaged during Challenges. You begin most Challenges disengaged.

  • While disengaged, you can move freely.

  • While engaged, you are actively struggling against opponents in battle.

Disengaged

By default, all characters are disengaged. They can take actions freely.

Disengaged characters can make missile attacks against other creatures, but can’t make melee attacks without becoming engaged.

Engaged

When a character successfully makes a melee attack against another, they both become engaged.

  • Engaged characters can make melee attacks against each other.

  • Engaged characters can’t make missile attacks. It’s very difficult to bring a missile weapon to bear against someone actively threatening you.

If you are engaged and try to Move to a new zone, each opponent engaged with you may deal 1 Wound to you or allow you to pass. You are then disengaged and move to an adjacent zone.

If you are engaged, you can use the Avoid action to disengage safely; see Pentacles actions for the rules on Avoiding.

Some effects like Trip and Root automatically disengage a character as well.

Ambushes and surprise

Usually, adventurers and GM characters notice each other at the same time. In remote, dark places, the existence of light sources is immediately noticeable at a distance. Sometimes, however, combat begins with an ambush.

Adventurers

When an adventurer sets up an ambush, use the rules of the Vigilance action (Miscellaneous actions (Any Suit)). You’re making a statement that says, “When X happens, I’m going to do Y.” For example, “When I see an intruder, I’ll ring the warning gong,” or “When the bandits walk into the room, I’ll shoot the first one.” This action is automatically successful. Afterwards, the Challenge begins as normal.

GM characters

Sometimes the GM’s characters will have the opportunity to ambush you.

When ambushed, the adventurer closest to the ambush in the marching order tests Cups. If successful, they raise the alarm before the ambush occurs. A Challenge begins as normal. If unsuccessful, the entire guild is surprised.

If you are surprised, each GM character takes an action before the Challenge begins; the action is automatically successful and doesn’t require a card to be played.

GM characters prefer tactic 1 to tactic 2, and tactic 2 to tactic 3.

TACTIC 1: CREATE AN ADVANTAGE. The GM characters make sure the battlefield is to their advantage. Examples include:

  • Yell a warning

  • Collapse the bridge

  • Lock the door

  • Set the tapestry on fire

TACTIC 2: DEPRIVE ADVENTURERS OF RESOURCES. The GM characters try to get the upper hand over the adventurers. Examples include:

  • Disarming an adventurer

  • Extinguishing their torches

  • Filling the area with web

TACTIC 3: SHANK THE ADVENTURERS. The GM characters sucker punch the guild. Each attacker deals 1 Wound, but each individual adventurer can only be attacked once.

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