Arydia: The Paths We Dare Tread Gameplay Overview

Actions
Travel (Worldmap)
Move the party together to a connecting hex on the Worldmap.
- Verify the destination hex is a connecting hex (current hex has a terrain icon on its edge in the travel direction).
- If any Travel tokens are exhausted (gray side), you can only travel to explored (face-up) hexes.
- Place the Party token on the border between your current hex and the destination hex.
- Draw the top card of the Travel deck, resolve its effects, then discard it. You may use skills or items before resolving.
- Move the Party token to the destination hex. If the hex was unexplored, flip it face-up.
Enter Location (Worldmap)
Enter the location on your current hex by drawing its map card.
- Draw the location map card (BIG, MED, SML, or LNG) corresponding to your hex from the Map index. Not all hexes contain accessible locations.
- Place exile miniatures adjacent to the Hex pointer (HEX-XX) on the location map. Each square can only contain 1 miniature.
- If exploring the map for the first time or the map is uncleared (parchment-side up), place Event or Chest tokens on their designated pointers.
- If the map is uncleared and contains foes, switch to Combat mode. Otherwise, proceed with Location Map Actions.
Interact with Point of Interest (POI)
Draw and resolve the POI card for your current hex. POIs are often Towns or Guilds.
- Draw the POI card from the index based on the hex you are on. Not all hexes have POIs.
- POIs may offer the following services: Rest, Smithy, Supplies/Apothecary, Armorer, Vendor, Stash, Level Up, Train, Re-train, and Job Board.
Move (Location Map)
Move your exile through traversable borders on a location map.
- Move through traversable borders (Normal, Difficult, or Obscure -- denoted by dashed lines).
- You cannot move through untraversable borders (Impassable or Wall -- denoted by solid lines) or through Event tokens.
- In Adventure mode, movement is unlimited but you must end on an unoccupied square (one miniature per square).
- When moving to another floor via Stairs pointer, the whole party must move together.
Interact (Location Map)
Interact with NPCs, POIs, Event tokens, or Chest tokens on a location map.
- An exile must be adjacent to the pointer or token to interact. Other exiles can participate by moving adjacent.
- The Guide (player to the left of the active player) draws and runs the card by roleplaying or reading it aloud.
- Event tokens must be triggered if an exile is adjacent (mandatory).
- When interacting with a Path chest, each exile takes 1 random item from their Path chest.
- When interacting with a Pathless chest, only 1 exile takes 1 random item from the Pathless chest.
- If a chest is empty (no items left), gain 3 Kae instead.
Explore Connected Map (Location Map)
Explore a new map area connected to your current cleared location.
- You can only Explore if your current map is cleared (no tokens or foes remain).
- An exile adjacent to a Map or Stairs pointer draws the connected map card (BIG, MED, SML, or LNG) from the Map index.
- If the map card has a Stairs pointer, place it so it does not touch the current map. The maps connect via the Stairs pointer.
- If the map is uncleared, place Event or Chest tokens on designated pointers. If it contains foes, switch to Combat mode.
Leave Location
Return from a location map to the Worldmap.
- Place exile miniatures adjacent to the Hex pointer.
- Leave the location by placing exile miniatures on the Mode token.
- Return map components to storage: maps go parchment-side up if uncleared, face-up if cleared. Cards go face-down if uncleared, face-up if cleared.
- You are now on the Worldmap. Proceed with Worldmap Actions.
Use Skills or Items
Activate a skill or item by paying its costs.
- Pay the skill or item's costs (if any), then activate its effect.
- In Adventure mode, you can assume exiles are in range of each other.
Trade
Exchange items or currency between exiles.
- Exiles can trade Pathless items (brown 'A' icon) or Kae with each other.
- You cannot trade Path items (colored Path icons).
Equip
Manage your exile's equipment.
- Equip items from your inventory to equipment slots, or store equipped items back in your inventory.
Combat Setup
Prepare for combat when entering an uncleared map with foes.
- Flip the Mode token to Combat.
- Retrieve the matching FOE cards from the index and their miniatures from FIG boxes.
- Snap on matching colored ring bases and place foe miniatures on their pointers on the map.
- Foe Hit Grid: Place an Armor (blue) cube on each Armored point.
- Shuffle all cards in the Threat deck.
- Reset Threat and Combo markers to 0 on the Combo/Threat Tracker.
- Resolve any 'Start of Combat' effects, abilities, or rules.
Foe Turn
The foe phase of each combat round. Draw a Threat card, then activated foes act.
- Draw and resolve a Threat card: Threat Increase raises the Threat marker. Mob/Boss cards activate all foes of that type (or increase Threat if absent). All Foes cards activate every foe in play.
- Activated foes act in ascending initiative order (number on bottom-left of Hit Grid).
- Each foe checks the Threat Tracker and chooses the most expensive behavior it can afford, spending that Threat.
- After all foes have acted, check for Foe Limit Break (Threat at 7).
Exile Turn
The player phase of each combat round. Refresh action tokens and take actions.
- The active exile refreshes their 2 Normal and 1 Minor action tokens.
- Take actions in any order using your action tokens.
- At end of turn: Check for victory or defeat. Check for Foe Limit Break (Threat at 7).
- If combat has not ended, play passes to the player on the left and a new round begins with the Foe Turn.
Attacking Foes
The procedure for exile attacks against foes in combat.
- Select valid target(s) using positional grid, range, or ability type. Only Wall borders obstruct range.
- Perform the attack: Basic Attack rolls d20. Skills perform as indicated. You may spend 1 RP for +3 to your check.
- Apply damage to Hit Grid, then resolve Criticals and Weak Points.
End of Combat
Resolution after combat concludes through victory or defeat.
- Stats (HP, MP, SP) and Wear tokens on armor remain as they are. Remove Surge token if any.