Arydia: The Paths We Dare Tread Components

1-4 players120 minby Cody MillerFar Off Games
Arydia: The Paths We Dare Tread box art

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.