turns, rounds, and encounters

In-game time is broken down into Encounters, Rounds, and Turns.

Encounters

An Encounter begins and ends when:

  • You make a series of consecutive social actions in a given Area.
  • You enter combat as part of a new round, and then complete combat.
  • You have a chance to gain a Form (see Forms).

Rounds

A round is a period of time in an encounter in which you make key decisions. In a combat round, Attack and Dodge dice are rolled, Forms are declared, and damage is dealt. In a social round, this may be simply a single check, or a series of checks happening at roughly the same time.

Here are some examples of a round:

  • You attack someone, and they fight back. You both roll Agility and Vitality dice. Your attack hits, and they take damage.
  • You are trading with someone, and make an offer. You roll Passion dice. They consider your offer and respond.
  • You take a running jump over an obstacle. At the same time, your friend is on the other side, ready to catch you if you stumble. You both roll Physique dice. You land on the other side, and they grab you securely.

Occasionally, you may find a combat round and a social round can be combined, if both actions are happening at roughly the same time. This is usually considered part of a social encounter, even though it includes combat. For example:

  • You try to disarm a trap. You roll some Genius dice. You fail, and the trap springs. You immediately enter Combat, and roll Vitality dice to Dodge. Your Dodge is unsuccessful, so you take damage. You leave combat, because there are no other foes. The social encounter continues.

Turns

A turn is a individual unit’s contribution to a round. All turns in a round happen at once and there is no initiative order, with the exception of Movement. When all players who are eligible to make a turn have finished, any remaining effects of their actions take place and a new round can begin.

Note: It’s up to the DM to decide how much communication there is allowed between players who are each making a turn. For example, advanced players may with to play with a “no talking” rule during a combat round. For most players, allowing some collaboration and tactics during the turn is more fun, but this will make the game longer in real time.

Turn order in Social Encounters

In Social situations, the turn order is quite simple.

  • If you are using an Active Form, declare this first. *
  • Determine whether you are rolling a Challenge Check or an Environment Check. If a Challenge check, roll dice (if applicable) at the same time as the challenging unit.
  • If multiple checks need to be made in the same round, do them in the following order:
  1. Vitality
  2. Physique
  3. Resolve
  4. Insight

5. Agility
6. Passion
7. Prowess
8. Genius

Turn Order in Combat

At step 1, Insight determines whether creatures are Aware of foes.

At step 2 or 8, creatures move in order of their Agility, low to high, then in order of Agility roll (take the top die, reroll ties), again, low to high.

Note: creatures with the best Agility move last. This is a serious advantage in combat!
  1. Check Awareness >> If no Awareness, skip to Step 7
  2. Check Agility (if units are Aware for the first time) and adjust movement order accordingly; declare Movement (if desired)
  3. Slow Form (if desired) >> Go to Step 7 *
  4. Fast Form (if desired) *
  5. Roll Dodge dice and Attack (if desired) >> Roll attack dice
  6. Aim and Block
  7. Deal and receive damage
  8. Check Agility (if units are Aware for the first time) and adjust movement order accordingly; declare Movement (only if no movement at Step 2; if desired)
* Forms often allow you to change the rules of the game. Check the Form carefully to see if it changes your Turn Order.