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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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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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)