Combat
Combat in Fawnalore is fast, direct, and deterministic. There is no accuracy check and no defense stat. All attacks hit. Damage is resolved through dice and modifiers.
Attacks
An Attack occurs when a Player or PPC:
- Declares a valid enemy target
- Rolls an Attack Die
- Applies modifiers and effects
- Deals damage to the target
Attacking is always an Action unless explicitly stated otherwise. You may only attack during your Main Phase, on your own turn. PPCs may only attack during their own PPC turn.
A Character may attack with an equipped weapon, or without one (using only their base Attack Die).
Non-Attack Damage
Damage may come from sources that are not attacks — magic cards, spell effects, card abilities, environmental effects, or campaign effects. Non-attack damage:
- Does not involve rolling an Attack Die
- Does not count as an Attack
- Does not consume your Action unless explicitly stated
Effects referencing "When you attack…", "Attack roll", or "Attack damage" apply only to attacks — not to non-attack damage effects.
Valid Targets
- A unit may only deal damage to enemy targets as defined by the current game mode
- In Co-op: Players may not attack or damage other Players
- In PVP: Players may damage enemy Players and enemy PPCs
- Units may never target themselves
Range
- Range is measured by counting hex tiles between source and target
- Line of sight does not exist in Fawnalore
- Range 1 = adjacent tiles only
- Range 0 does not exist
There is no formal distinction between "melee" and "ranged" attacks. All attacks are simply attacks. Range is determined by the Character's base Range stat plus any modifiers from weapons, cards, or abilities.
Attack Resolution
When resolving an Attack:
- Roll the attacker's Attack Die
- Add all applicable modifiers (weapons, equipped cards, abilities, effects)
- All attacks automatically hit — the roll determines damage, not success
By default, an Attack targets a single unit. An Attack may only affect multiple targets if a card or ability explicitly allows it.
Damage Resolution Pipeline
All damage resolves in this exact order:
| Step | Calculation |
|---|---|
| 1. Damage Dealt | Rolled or specified damage + modifiers |
| 2. Damage Reduction | Subtract all applicable "damage taken" reductions |
| 3. Damage Taken | Remaining damage (minimum 0) |
| 4. HP Loss | Subtract damage taken from target's current HP |
Damage reduction: Flat, not percentage-based. Stacks from multiple sources. Damage may be reduced to 0.
Example: Armor (–2 damage taken) + Shield effect (–1 damage taken) = –3 total reduction.
Death & Removal
Monsters: When a Makri's HP reaches 0, it is Dead (called "Liberated" in lore). It is immediately removed from the board and from its Makri Zone. Ether rewards resolve as defined on the Makri card. Excess damage is ignored.
Players: When a Player's Character reaches 0 HP, the Character is Dead. The consequences are defined by the active game mode — see Co-op, PVP, or Campaign.
Excess damage beyond 0 is always ignored.
PPC Combat
PPCs follow the same damage and combat resolution rules as Characters, with these differences:
- PPCs do not freely choose the order of movement and attacking
- PPCs follow their card-defined AI sequence: move toward target → attack if able → end turn
- When a PPC's behavior allows a choice (e.g. multiple equidistant targets), the Controller decides
Pre-Damage Window
Effects that say "when a target would take damage…" resolve before damage is applied. These effects may reduce, redirect, replace, or prevent that damage.