Hello, I'm working on a "FAQ" kind of and hope it does help people out who are struggeling to figure out how (advances) mechanics/situations work out. It's still very much "work in progress" and probably will be going forward! Anyway, if you see anything that is not very clear, please let me know! (This FAQ is the cumulation of the "Unclear rules/mechanics" thread which is to get official clarification on rules. I'll add clarified topics from there in this FAQ) Cheers Replect - Last Update 24th of July 2017 06:30 CET   PS.: If you have more basic questions about how the game flows, you probably find the answer in that "Quick Guide":   FAQ GENERAL In case of Errata(!): Card takes precedence over token, dial, etc., rulebook takes precedence over card! Example: Based on the card, the heat up for the Titanite Demon is 10 HP, based on the dial, it is 12 HP... 10 HP is correct! Cards for The Boreal Outrider Knight, Gargoyle, Titanite Demon, and Winged Knight each have main boss icon. As of rulebook each is a mini boss... Mini boss is correct!   SETUP Tile Setup You have total freedom on where the tiles are placed leading off the Bonfire Tile, if you want to just use one doorway, then just use one doorway :).   TILES AND NODES Node Model Limit As soon as the active model moves onto a node with 3 models on, push one of these 3 models - choosen by the players - immediately of that node, before resolving any following actions (like attacks, movement pushes)! Means, the model that got pushed because of the "Node Model Limit" would not be hit by a potential range 0 attack, assuming that the movement of the active model would end its turn on that node. If the active model still has movement remaining, and the target is not on the same node (since it just got pushed), it will move/follow. Remember though, boss models cannot be pushed by a character’s movement or attack. The only way a boss model can be pushed is if another boss model moves onto its node in a boss encounter with multiple boss models.   THE BONFIRE TILE You don't have to rest at the bonfire to use any of the following features: Treasure Deck Inventory Soul Cache Blacksmith Andre The Firekeeper   ENCOUNTER SETUP Gravestone, Barrel and Chest Gravestones and Chests block all movement (walk, run, dodge, push), irrevelant of whether the chest has been opened or not. Barrel's specifically mention the types of movement they block because they don't block dodges, where as Gravestones and Chests do block dodges.   ENCOUNTERS The encounter takes place on the single tile (or multiple tiles for main/mega-bosses) they spawn on, you cannot leave this tile during the encounter.   COMBAT BASICS Pushing        General A push without damage as part of movement cannot attempted to be dodged/blocked. A push with damage as part of movement can attempted to be dodged/blocked. Pushes with damage are considered (physical) attacks, which is why they're listed under enemy attacks (page 25).                Push (Standard Enemies) If a non-boss enemy pushes you as part of movement, you will be pushed onto an adjacent node. If a non-boss enemy pushes you as part of an attack, you will be pushed onto an adjacent node farther from the attacker.              Push (Bosses) If a boss pushes you off of its node as part of movement or an attack, you will be pushed onto an adjacent node in the same arc. (If there are no eligible nodes due to the tile’s wall, you are pushed to any adjacent node touching the wall instead). If a boss pushes you off of any other node as part of an attack, you will be pushed onto an adjacent node farther from the attacker.               Remember A boss model can not be pushed by a characters' movement or attack! An enemy cannot be attacked by another enemy, including push. (Exception is pushing as a result of Node Model Limit!) When a character chooses to dodge while on a boss’s node, they can ignore the normal rules for boss arcs and instead move to any arc or onto any adjacent node.   Conditions When suffering damage from a poison token at the end of the model's activation, it will also trigger a bleed token on that model! If a poisoned player kills the last enemy, poison will not trigger, since the encounter ends as soon as the last enemy dies.   CHARACTERS TOKENS        General You cannot give away any of the tokens on your player board (ember, luck, estus, or heroic).          Ember token When an Ember is drawn you immediately place an Ember token on one of the player characters (you can't choose to save it!) and then discard (means 'out of the game') the Ember card. Once you decide who gets the ember token, that's who has it. 'In the rare case that the players find an Ember card in the treasure deck when all characters already have an Ember token, shuffle the Ember card into the treasure deck and draw a new treasure card to replace it (without spending an additional soul).' Embers won't apply to traps or to a condition that deals 3+ damage Assume a character with an Ember token (reduces 3+ damage from an attack by 1) and a bleed token (causes 2 additional damage if model takes damage) gets hit for 2 damage. The ember won't apply (means would not reduce the damage by 1), since the damage is not considered to be a single damage of 4 (2 damage from attack + 2 damage from bleed), it's considered to be damage from 2 sources (one from the attack, the other from the bleed)          Luck token Luck tokens are only for the character that has the token to reroll a die they just rolled.   ABILITIES (Ability-text on cards/boards)        General Ability 'wording' clarification 'All characters', 'One character' or 'Two characters' etc. mean the character that used the ability can also gain the benefit. 'Attacks' that state specifically 'other' mean the character that used the ability could not gain the benefit.          Modifiers to weapon's attacks If a weapon ability does not have a die roll (such as healing, a move, a push, a condition, etc.), then you do not apply modifiers to its damage. You just apply the listed effect.          Berserk Charge Berserk Charge is a move followed by an attack, in the same activation. You could move/attack with one weapon, then Berserk Charge (move one fore free followed by an attack) with a second weapon... but it doesn't override the rule that you can only attack with each weapon once. So you couldn't make a Berserk Charge attack with a weapon you've already used that activation. You could also attack with one weapon, (then move and) then Berserk Charge (move one for free followed by an attack) with a second weapon.   CHARACTER ACTIVATIONS Character Movement/Attacks Your options are: Move any number of nodes (spending moved nodes minus 1 - since first one is free) and then attack once with each equipped weapon in your hands Attack once with each equipped weapon in your hands and then move any number of nodes (spending moved nodes minus 1 - since first one is free) The only way of moving before and after an attack or the other way around would be if your weapon's attack provides additional movement (which is not related to your base movement) or with a heroic like "Berserk Charge"! Also, potential weapons in your backpack slot stating they can be used in the backpack slot, can also be used to attack with once, as they overrule the "in your hands" rule.   (Defend against) ENEMY ATTACKS - and TRAPS Dodge/Block/Resist order if multiple characters get attacked Player choice, but they are considered to be simultaneous. So if for example the Assassin dodges and uses his Heroic, and then kills the enemy making the attack the other players hit by the attack still need to block/dodge/resist.   Dodge You can attempt to dodge an attack, even though your symbols shown in the equipped items'Dodge show 0, but assuming it's a dodge diificulty of 1 or higher you will automatically fail. (In corner case scenarios this can be a viable thing to do.) You "must" spend 1 Stamina and "can" move to any adjacent node (with no chest or gravestone on, if barrel, you have to spend 1 additional Stamina). Means, you have to pay 1 Stamina, but you can choose to not move. If you fail the attempted dodge, you will resolve the hit by the attack from the node you moved onto (if you have choosen to move). Means, if the attack involved a push, you get pushed from the node you moved onto, take the full damage, involved conditions and such   Dodge + Traps (specific scenario to highlight the order of resolving attacks) Remember a trap's damage cannot be blocked! Assume an enemy attacks you and you dodge on a another (face down) trap, which you also dodge and so on: Enemy attack -> Choose to dodge -> Pay 1 stamina -> Move to a trapped node -> Choose to Dodge trap -> Pay 1 stamina for Trap dodge -> Move to another node -> Make Dodge dice roll for Dodging Trap -> Rinse and repeat until dodging is finished with Traps or you step on a Trap that is blank -> Dodge roll for the push attack -> Fail the roll -> Take damage from push attack -> Get pushed  The TLDR is that Traps interrupt enemy attacks 'The first time a character moves onto a node with a face down trap token, flip the trap token over'. Once you're finished resolving traps you make the dice roll for the initial enemy attack and resolve that accordingly if you fail the dice roll. This isn't a scenario I see coming up all that much, but yeah, thats the resolution.   ENEMY ACTIVATIONS GENERAL        Activation Enemies activate (move and attack) one at a time, one after another. From highest to lowest threat, if equal, characters decide.           Behavior cards/icons A behavior card contains a combination of one or multiple behavior icons (movement, attack, etc.), determining the behavior of an enemies activation. Each of these behavior icons is resolved as its own (isolated) action, from left to right! This distinction is even more important for boss behaviour cards, especially with repeats.                                                                                                                                                                   Determine Target ("nearest" or "aggro") The very first thing you do with a behaviour icon is determine who they're going after (before resolving any other actions like pushes and such)! That's not something that happens at each step of movement or a single time for an entire behaviour card. You do that at the start of each behaviour icon (start of movement icon, start of attack icon, etc.).   ENEMY MOVEMENT        Player decisions on Enemy movements Which route the enemy takes is entirely up to the players, as long as the closer to/farther away criteria is met (assuming of course there are nodes that would take the enemy closer to/farther away, if there aren't any... then the enemy won't move). Sheperding enemies that move away into a corner is an entirely valid tactic.           Moving towards "nearest" or "aggro": If the movement is towards the "nearest," determine who that is (it will not change during movement) If the movement has Push, Push characters off the node the enemy is on (if push includes an attack, the attack will not trigger!) If the enemy is a boss and the movement is towards "nearest" or "aggro," turn the boss so the centre of its front arc faces an adjacent node that is closer to that character (you are now done if it is a 0 distance move) Move the boss onto the node directly in front of it or the non-boss enemy one node closer to "nearest" or "aggro" as appropriate If the movement has Push, Push characters off the node the enemy is on (you are now done if it is a 1 distance move) (if push includes an attack, the attack will trigger and attacks all pushed characters) Repeat steps 3-5 for 2 distance or longer moves        Additional movement towards "nearest" or "aggro" information: If the movement has no Push (including Push triggered by Node Model Limit) and the enemy is on the node of its target ("nearest" or "aggro"), the movement ends.          Moving away from "nearest" or "aggro": see "Moving towards" see "Moving towards" If the enemy is a boss and the movement is farther away from "nearest" or "aggro," turn the boss so the centre of its back arc faces an adjacent node that is farther from that character. If there isn't any node, turn the boss so the centre of its front arc faces an adjacent node that is closer to that character (you are now done if it is a 0 distance move) Move the boss onto the node directly behind it or the non-boss enemy one node farther from "nearest" or "aggro" as appropriate. (you are now done if there isn't any node) see "Moving towards" see "Moving towards"          Moving without "nearest" or "aggro" (Boss only): The boss never turns if the movement is not towards/away from "nearest" or "aggro" The boss never moves/shifts diagonally in relation to it's facing. In other words, it never moves onto an adjacent node that is along the lines between arcs The boss moves/shifts the stated amount of nodes exactly in the direction as stated on the movement icon (foward/backwards/left/right) in relation to it's facing The above means, there is always only one valid node for each individual move/shift, the adjacent node in the center of the arc in movement direction! If this only option is not available, for example because there is a wall, chest, gravestone or (not destroyed) barrel on that adjacent node, it doesn't move                Additional boss push clarification If a boss pushes you off of its node as part of movement or an attack, you will be pushed onto an adjacent node in the same arc. (If there are no eligible nodes due to the tile’s wall, you are pushed to any adjacent node touching the wall instead).   BOSS ENCOUNTERS Start of Boss Encounter To start (and also to restart!) a Boss encounter, repeat the all steps from "Starting a Boss Encounter" on page 28 of the rulebook. Boss arcs The top arc of the arc diagram on a behavior card is always the front arc of the boss's model. If you're moving off of the boss's node for any reason, you need to stay in the same arc. This includes any pushes as part of movement or attacks.   Heat Up If the boss will heat-up after suffering 1 damage from a poison token at the end of his activation, the weak arc still remains to be the one from the last face-up behavior card. Remember the weak arc while a player starts performing the Heat Up card addition and shuffling or just wait before doing that until the beginning of the next boss activation.     OTHERS Wording 'Target' There's a difference between "target" used conversationally and "target" the game term defined on page 20 of the rulebook. "Target" the game term means comparing an attack to block, resist, or dodge to determine damage dealt. When the Herald uses "one character within range gains 6 stamina" on his Talisman, he's choosing who to affect, but that's not the defined game term "target."   Wording 'Attack' An "attack" lists dice you roll against an enemy's block/resist.