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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:

  1. Declares a valid enemy target
  2. Rolls an Attack Die
  3. Applies modifiers and effects
  4. 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:

  1. Roll the attacker's Attack Die
  2. Add all applicable modifiers (weapons, equipped cards, abilities, effects)
  3. 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:

StepCalculation
1. Damage DealtRolled or specified damage + modifiers
2. Damage ReductionSubtract all applicable "damage taken" reductions
3. Damage TakenRemaining damage (minimum 0)
4. HP LossSubtract 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.