Combat
Combat gives every creature a turn in initiative order. On your turn you move and act; the app works out every hit and every point of damage.
- For everyone
How to use it
- The status bar shows COMBAT and the round. The turn order sits beside the map, or under the status bar on a phone.
- The creature acting has a gold ring, an arrow and CURRENT TURN.
- Only the current creature acts. Others see whose turn it is.
Step by step
- The GM starts an encounter.
- Everyone rolls initiative: players tap ROLL, monsters roll by themselves.
- Movement and actions stay locked until everyone has rolled.
- The order is set, highest first.
- The active character takes their turn.
- The player chooses MOVE, ATTACK, SPELL, ITEM or another action.
- The player makes the roll the app asks for.
- The app adds the modifiers and compares the total with the target.
- Damage and effects are applied: HP, resistances, conditions.
- The player taps END TURN.
- The next creature in the order takes its turn.
Initiative
- Initiative decides who acts first: a d20 plus the character's bonus.
- Each player rolls for their own character with the ROLL button; the GM can roll for anyone still waiting.
- Until everyone has rolled, nobody can move or act.
Turn Order
- In combat the turn order for your location is always on screen.
- Monsters that share a name are numbered like their tokens, such as Goblin 3.
- You only see your own location, and only creatures you know about.
- Only the GM can change the order.
Moving
- Tap MOVE. Highlighted spaces are places you can reach with the movement you have left.
- Walls, closed doors and enemies block the way. Allies can be passed but not stopped on.
- Shallow water and other difficult terrain cost extra; the highlighted spaces already account for it.
- Tap a space you can't reach to see why. You can move several times a turn until your movement runs out.
First Tap Previews, Second Tap Confirms
- Tap a space once to preview your path, its cost in feet and your ranges from there. Tap it again to move.
- Targets work the same way: tap once to select, again to confirm.
- Cancel leaves the action without spending anything.
Attacking
- Tap ATTACK, choose a weapon, then a target. Each target shows In Range, Long Range, Out of Range or Blocked, and any cover.
- Roll the attack: d20 plus your bonus. The app compares it with the target's AC and tells you hit or miss at once.
- On a hit, roll damage. The step bar shows the exact dice. Resistances and the new HP are applied for you.
Spells
- Tap SPELL and choose a spell. Spells you can't cast now say why, such as no slots left.
- Select targets. Area spells preview the squares they cover.
- Some spells need an attack roll; others ask the target for a saving throw.
- Characters without spellcasting see "No spellcasting ability".
Pushing
- Tap PUSH, then a creature right next to you. Too far away says "Out of reach".
- Choose where it goes. Green squares are safe; red ones with a warning sign are hazards; crossed-out ones are blocked.
- Confirm to make the contested check. The app settles it; the GM can undo or force the push afterwards.
Using Items
- Tap ITEM to use a consumable, such as a Potion of Healing.
- Choose who to use it on, then confirm. Roll the healing when asked.
- Used items leave your session inventory.
Ending Your Turn
- Tap END TURN when you are done. You don't have to use everything.
- If you still have movement or an action, the app asks first; tap END TURN to finish or Cancel to keep playing.
- The next turn is announced briefly at the top of the map.
Running Turns For the GM
- On a monster or NPC turn, use the action buttons to act for it, then tap the END button at the bottom (for example END GOBLIN 3'S TURN). Nothing acts on its own.
- Players end their own turns; you can always end a turn for them.
- Each location runs its own order. A row's menu can make it current, move it, skip it, edit its initiative or remove it.
- Defeated monsters leave the order after their turn.
Handling Death GM Details For the GM
- At 0 HP a monster is defeated. A character falls unconscious or dies as the ruleset says, at once.
- A result card lets you change that afterwards: Dead, Unconscious, Stabilise or Ignore.
Important rules
- Only the current creature acts; players can never act on someone else's turn.
- Movement is locked until everyone has rolled initiative.
- Hit, miss and damage are resolved immediately. The GM may override afterwards; play never waits for approval.
Common questions
Why are my buttons grey?
A grey button says why, such as "Waiting for Goblin 3's turn" or "Out of movement".
Who moves the monsters?
The GM, on each monster's turn.