When setting up a board, each side looks to the Trial itself to determine how they deploy their figures. Unless specified, Characters on each side deploy off the board and begin their first Turn by selecting a board edge in their deployment zone and beginning their Act from there.
Oathband Leadership
The Leader for each Trial is whoever in the Oathband has the highest Valour. All allies within 3” of the Leader may use their Valour for any check that calls upon it.
Turn Structure
Initiative. Unless a Trial specifies otherwise, determine who goes first each Turn by rolling a D12 and adding the highest Valour of a Character on your side as a modifier. Reroll any ties.
Activation. Beginning with the side that won Initiative, the two sides alternate, each activating one Character at a time. A Character completes their entire Act before the other side activates. If one side has more Characters than the other, their remaining Characters take their Acts one after another at the end of the Turn, once every Character on the smaller side is Tired. A side may never pass while it has Characters who are not Tired.
Acts. When a Character is activated in Pilgrimage, they take an Act. An Act consists of up to 3 Deeds performed in any order and combination, subject to each Deed’s constraints. At the end of an Act, the Character is marked Tired and may not Act again until all Characters on both sides are Tired, at which point a new Turn begins and Tired markers are removed.
Terms on this page
Act
A character's activation: up to 3 Deeds in any order; the character is then marked Tired. (→ Deployment & Turn Structure)
Character
Any miniature in the game, whichever side; a basic character costs 50 Supplies. (→ Core Concepts; Recruitment)
Deed
One action within an Act. Standard Deeds: Move, Assault, Fire, Aim, Climb, Guard, Hide, Stand, Use. Some cost more than one Deed. (→ Deeds)
Initiative
Rolled each Turn: D12 + the highest Valour on your side; the winner activates first. (→ Deployment & Turn Structure)
Leader
The Oathband member with the highest Valour; allies within 3" may use the Leader's Valour for any check that calls on it. (→ Deployment & Turn Structure)
Oathband
The group of characters a player commands, built from 600 Supplies. Advancement and identity belong to the Oathband, not its members. (→ Recruitment; Core Concepts)
Tired
Marks a character that has completed its Act this Turn; it cannot Act again until every character is Tired and a new Turn begins. (→ Deployment & Turn Structure; Effects)
Trial
A single battle. The three archetypes are the Crossing, the Vigil, and the Reckoning. A Major Trial is a weightier engagement, referenced by some Vows. (→ Book of Trials)
Turn
One round: roll Initiative, then sides alternate activating one character at a time until all are Tired; then Tired clears and a new Turn begins. (→ Deployment & Turn Structure)
Valour
[0] Bonus to Panic checks; also sets Initiative and who leads. (→ Recruitment)