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Everrain ExpandedRoundSequence

This document provides an overview of the expanded player and enemy phases in an exploration board game. It summarizes that in the player phase, players refresh orders, take turns issuing orders and activating crew, and may face sea events. In the enemy phase, enemies activate and move using dice rolls, the enemy agenda advances, potentially triggering story events, and if arisen, the elder one activates as a powerful enemy ship. Storms are also tracked and may impact players. The turn then passes to the next player.

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richard leonardo
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0% found this document useful (0 votes)
56 views

Everrain ExpandedRoundSequence

This document provides an overview of the expanded player and enemy phases in an exploration board game. It summarizes that in the player phase, players refresh orders, take turns issuing orders and activating crew, and may face sea events. In the enemy phase, enemies activate and move using dice rolls, the enemy agenda advances, potentially triggering story events, and if arisen, the elder one activates as a powerful enemy ship. Storms are also tracked and may impact players. The turn then passes to the next player.

Uploaded by

richard leonardo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Expanded RounD Sequence

Player Phase 4. Enemies On Deck Activate


• Each enemy rolls the amount of enemy dice as listed
on their card. (p29)
1. Refresh orders And
remove fatigue • Each Movement, Damage or Omen result is used
according to priority (p29)
• Players move any 3 order tokens of their choice from
‘Issued’ to ‘Fresh Orders’. (p22) • Double results can be converted into a single useful
result (e.g. 2 movement into 1 damage). (p29)
• Players remove all fatigue tokens from all crew. (p18)

5. Enemies at sea activate


2. Players take their turns
• If the enemy ship is within engagement range of a
• Starting with the player with the ‘Player token’, player then it will focus on attacking them. (p30)
players can spend their order token in ‘Fresh Orders’
to issue orders to the ship and crew. The player can • If the player is on a port hex they cannot be attacked
issue as many orders as they like as long as they have and enemy ships will ignore them.(p18 & p23)
a token to use. (p22) • Ships and land spaces (Islands, ports and altars) block
• A token is moved from ‘Fresh Orders’ to ‘Issued’ line-of-sight passing through them, although ships
when used. (p22) can still be targeted if it is on an island or altar. (p18
& p23)
• Once the player no longer has any order tokens to
spend or wishes to stop issuing orders, their turn ends. • If there are no eligable ships to be attacked within
(p22) range or line of site, the enemy ship will attempt to
move towards it’s destination. (p30)
• If the player ends their turn on a sea space (calm seas,
rough seas, shipwreck or enemy ship spawn) then all • Roll the number of dice listed on the enemy ship card
crew ‘On Deck’ take 1 strain. (p9) and use movement and damage as applicable. (p32)
• If the player ends their turn on a sea space (calm seas,
rough seas, shipwreck or enemy ship spawn) with no 6. Advance enemy Agenda
enemies in engagement or ‘On Deck’ then they must
• Advance the Enemy Agenda track by 2 plus the
draw a Sea Event card. (p16)
number of players. (p13)
• Play then moves to the next player in a clockwise
• Each time the Agenda track reaches 10, advance
direction. The player phase ends once all players
Enemy Discovery by 1 and reset the Agenda Track to
have taken a turn. (p13)
1. Rollover any additional points left over. (p14)
• If the Enemy Discovery is moves away from Player
Enemy Phase Discovery by more than 1 point, advance the Elder
One discovery by .1 (p14)
• If the Enemy Discovery token or the Player Discovery
2a. Elder One Arisen Effect*
token reaches an End of Act space on the Discovery
• Activate the ‘Whilst Arisen’ effect on the Elder One Track, trigger an End Of Act event. (p15)
board. (p11)

7. Pass the player token clockwise


2b. Elder One activates*
• Pass the Player Token to the next player in a
• Activate the Elder One as an enemy ship with no clockwise direction. (p13)
engagement range. (p33)

3. Roll Fate Die and move storms


• Storms are spawned at the start of Acts 2, 3 & 4. (p27)
• When a storm is on the board, roll the fate die to see
where the storm moves. (p27)

*Only when Elder One has Arisen (p33)

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