Arydia: The Paths We Dare Tread Components

Token
Mode Token
Double-sided token showing Adventure on one side and Combat on the other. Indicates the current game mode.
Party Token
Placed on the Worldmap hex the party occupies. Used to track party location during travel.
Event Tokens
Placed on uncleared maps at designated pointers. When an exile moves adjacent, the event immediately triggers (mandatory).
Chest Tokens
Placed on uncleared maps. Path chests give each exile 1 random Path item. Pathless chests give 1 exile 1 random item. Empty chests give 3 Kae.
Travel Tokens
Track the party's ability to explore. When exhausted (gray side), the party can only move to explored hexes. Refreshed by Resting.
Wound Tokens
Red gems placed on foe Hit Grid points when wounded. A foe is defeated when all Hit Points are covered.
Power Tokens
Orange gems placed on foe AI cards during Limit Breaks. Each Power token adds 1 damage to every foe attack.
Wear Tokens
Orange gems placed on exile armor when it absorbs damage. Reduce remaining durability. Removed at a Smithy. Persist after combat.
Armor Cubes
Blue cubes placed on foe Hit Grid Armored points at combat setup. Removed instead of wounding when that point takes damage.
Surge Tokens
Orange gems placed on an exile's character portrait when they Surge. Removed at end of combat.
Action Tokens
Each exile has 2 Normal and 1 Minor action tokens, refreshed at the start of each Exile Turn in combat.
Meeple
Exile Miniatures
Miniatures representing each exile character. Placed on the Mode token when on the Worldmap, or on location map squares during exploration and combat.
Foe Miniatures
Miniatures representing enemy foes. Placed on map pointers during combat setup with matching colored ring bases.
Tile
Worldmap Hex Tiles
Hex tiles forming the world map. Face-down hexes are unexplored; face-up hexes are explored. Hexes have terrain icons on edges indicating travel directions.
Card
Location Map Cards
Map cards in 4 sizes (BIG, MED, SML, LNG) drawn from the Map index. Parchment-side up means uncleared; face-up means cleared.
Travel Deck
Cards drawn when traveling between Worldmap hexes. Resolved during travel, then discarded. Shuffled when Resting.
Threat Deck
Cards drawn each Foe Turn in combat. Increase Threat, activate specific foe types, or activate all foes.
DAY Cards
Drawn when Resting or when KO'd exiles remain at 0 HP. Represent the passage of time.
Foe AI Cards
Cards defining foe behaviors, targeting priorities, initiative order, and rewards. Foes choose the most expensive behavior they can pay for with Threat.
Foe Hit Grid Cards
Cards showing a foe's Hit Points, Armored points, Weak points, and Criticals. Place Armor (blue) cubes on Armored points at combat setup.
POI Cards
Point of Interest cards drawn from the index when interacting with POIs on Worldmap hexes. Often represent Towns or Guilds.
Job Cards
Taken from the Job Board at towns. The party can only have 1 job at a time. Jobs can be intentionally failed and returned.
Skill Cards
Cards representing exile abilities. Skills can be Action (Normal token), Minor (Normal or Minor token), Free (no token), Ongoing (always active), or Reaction (triggered, no token).
Item Cards
Equipment and consumables. Path items have colored Path icons and cannot be traded. Pathless items have a brown 'A' icon and can be traded.
Marker
Combo/Threat Tracker
Tracks Combo and Threat values (0-7 each) during combat. Reset to 0 at the start of each combat.
Dice
d20
20-sided die used for attribute checks, basic attacks, and loot rolls.
Hit Dice
Colored dice rolled by foes during attacks. The black square on the die indicates where the exile is hit.