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RULEBOOK

has to deal with any encounters that are facing them.
Must Include X Class: You cannot add this card to the Market for
use in a game unless that game includes the indicated Class in
the party (see page 28).
Non-Basic: This term applies to any Market card that is not a Basic
Market card. This terminology does not, however, apply to any
Magic Items.
Party: The group of players and characters involved in a current
game of .
Party leader: The player that always discards and reveals a new


Party Level: The average Character Level of a party determines

Phase: One part of a player’s turn. Phases must be played in order:
Start Turn, Play Cards, Deal Damage, Take Damage, Replenish,
Market, and End Turn.
Play at Any Time: A card ability you can play at any time, either on
your own turn or another player’s turn. When played during an-

Race: One of the many races found within the Forgotten Realms:
elves, dwarves, humans, and so on.
Remains in Play:         -
  
  

for the full game, while “Remains in Play: Scene” means that at
the end of the Scene in which it was played, it is discarded; in

still discard them. (A player may voluntarily discard these cards
at any time.)
Repack: Instead of playing the card in question, you may discard it
to draw one card. If you use this ability, you do not use any other

Replenish: During the Replenish phase, you draw two cards, pro-
vided you have three or fewer cards in your hand.
Requires X Class: You cannot purchase or play this card unless you
are of the indicated Class Type. This can specify a Character
-
 requires an Arcane Class, which means a Wizard, Warlock,
or Sorcerer could all purchase and use . But while any Ar-
cane character can purchase , only the Wizard
can use the full Assist ability.
Requires X Play: You cannot play this card unless you played anoth-
er card of the same Class Type this turn.
Requires X Purchase: You cannot purchase this card from the Mar-
ket unless you played a card of this Class Type this turn.
Reveal: When you reveal a card, usually from the top of a deck, you
show that card to all players, but do not put it into your hand.

bury the card on the bottom of its deck.
Round: A round ends when all players have completed their turns.
Save: When an encounter must Save, a player reveals the top card
of its Encounter Deck. If the card matches the encounter’s color,
the Save is a success; if it does not, it is a failure. The revealed
card is then buried. If an encounter includes a “Save +X”, when-
ever they are forced to Save, they reveal one card, as normal, and
then additional cards equal to X, with any success generating
           
would reveal three cards, and so on.
Scene: Each Adventure usually consists of several Scenes; the Ad-
venture card details rules that apply to each Scene. A Scene con-
sists of several rounds.
Short Rest:-


Skill Check: 
the top card of their draw deck. If it matches their Class Type
color, the check is a success; if it does not, it is a failure. The re-


must reveal a green card to pass the Skill Check regardless of
your Class Type color.
Starts in Play:         
game active in front of the player; it is not included in their
Equipment Pack. When combined with “Remains in Play” it will
be presented as “Starts & Remains in Play.”
Step: One part of an Adventure’s Scene and round. Steps must be
played in order (see  , p. 10).
Summon: Reveal an encounter card from the corresponding En-
counter Deck and place it facing that character. Reveal cards

bury the rest. “Summon any” means revealing and placing the

Summon appears as both a standard keyword and a Trip-
wire Trait.
An encounter summoned during the Take Damage phase
immediately attacks.
Surprise: An ability on encounter cards that triggers when the card is

Stunned: A character becomes Stunned when their HP drops to 0 (see

Tokens: There are several types of tokens in the game, as follows:
Character token: A Character token is used to represent var-
ious character abilities, such as the Spirit tokens on the 
 Devotion card.
Encounter token: Some encounters have the keyword “TO-
KENS: X,” where X equals the number of tokens to be put into
play. Each token is considered an encounter and has the same
color and type as the corresponding card. The damage track
and Attack Strength of each token is indicated by the card that
       
must be defeated before the card that spawned them can be

tokens always move with the card that spawned them.
Tripwire Trait: Some encounters have a Tripwire (a white line)

on the card. As soon as any level below the Tripwire has been
cleared—even if levels above it have not yet been cleared—the
-
counter is defeated, when applicable.
Turn: Players take turns, one at a time. Each player completes all the
phases of the turn in order.
Unconscious:        
Stunned, they immediately become Unconscious (see p. 22).
Vanquished:        
defeated.
30

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