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Entities & Zones

This section defines every entity type in Fawnalore and the zones they occupy.


Game Entities

Player

A Player is a human participant in the game. In standard play, each Player controls exactly one Character. In certain episodes, a Player may control more than one Character, or use a stand-in Character — episode rules will explicitly state when this applies.

Character

A Character is the primary avatar of a Player. Each Player controls exactly one Character in standard play, which:

  • Has a character mat
  • Has stats: HP, Movement Die, Attack Die, Range, Ether Die, Relic Slots
  • Takes full player turns
  • Represents the Player for victory, defeat, and progression purposes

PPC (Player-Piloted Creature)

A PPC is any non-Character entity that a Player controls. Examples include:

  • Makri drawn from Makri Tiles
  • Future summoned allies
  • Friendly or hostile NPCs controlled by a Player

A PPC is not a Character. It does not replace the Player's Character. It acts according to its own card rules or AI behavior, and the Player controls its movement, attacks, and abilities.

Makri

Makri are the hostile entities players encounter and fight. The term Makri covers all enemies — the Consumed (corrupted souls), Order soldiers, and any future hostile entities. Makri is both singular and plural.

When a Player draws a Makri card by revealing a Makri Tile:

  • That Player becomes the Makri's Controller
  • The Makri is placed into its own dedicated Makri Zone (on the separate Makri mat)
  • The Makri follows its card's behavior and rules

Makri do not drop items or cards when defeated. Defeating a Makri typically generates Ether — defined on the Makri card.

Lore connection

The name Makri is derived from Makria — the great spirit of taking away. Makri are forces of corruption, absence, and opposition to the natural order.

Controller

The Controller of a PPC is the Player responsible for resolving that entity's movement, attacks, abilities, and turn behavior.


Zones

A Zone is any physically designated location on the table where cards, entities, or components are placed.

ZoneWhat goes there
Weapon SlotOne equipped Weapon card
Armor SlotOne equipped Armor card
Makri ZoneOne zone per Makri — on the dedicated Makri mat, not the character mat
Relic SlotsAll other equipped Persistent cards

Tracked Values: HP and Ether are tracked directly on the character mat. MVP uses a dry-erase zone. Upgraded versions use dials.

Equipped vs In-Play

  • Equipped = any Persistent card occupying a Relic Slot
  • Equipped cards remain in play across turns and are always public information
  • Burst cards are in play only during resolution, then immediately discarded — they are never equipped

Card Types

TypeDescription
PersistentRemains in play across turns. Occupies a Relic Slot.
FadingTemporary effect. Active for a defined duration, then removed.
BurstResolves once, discarded immediately. Never equipped.

Actions & Timing

Action

By default, a Player may take one Action per turn. Common Actions include:

  • Attack
  • Use a Character Ability
  • Use a card ability that requires an Action
  • Revive another Character (mode-dependent)

Players may gain additional Actions through card effects or abilities.

note

Trading is not a mechanic in alpha. It may be introduced in a future expansion.

Equipping

Equipping a card is not an Action. Players may equip Persistent cards during their Main Phase.

caution

Once your Main Phase ends and your Clean Up Phase begins, you may not play cards unless a card explicitly states otherwise. Ether may not be spent during Clean Up.

Passive Abilities

Passive abilities are always active while their source is equipped or in play. They do not require an Action. They stack unless explicitly stated otherwise.


Movement Terminology

Move

Any time a Player or PPC moves from one tile to another — whether during the Move Phase or triggered by a card effect. See Movement & Tiles for the distinction between Move Phase movement and Effect movement.

Teleport (Currently Unused)

Movement that ignores terrain and Void Space restrictions. Not currently a core mechanic — reserved for future use. Note: Shima's Vanish ability uses the word "teleport" in its card text and functions as described on that card.

Adjacent

Two tiles are adjacent if they share a side. On a hex grid, each tile has up to six adjacent tiles.

Range

Range is measured by counting the number of hex tiles between the source and the target.

  • Line of sight does not exist in Fawnalore
  • Normal terrain does not block range
  • Void Spaces do block range — you cannot target through a Void Space
  • If the target is within the listed range value and no Void Space is in the path, it is a valid target

Self-Targeting

By default, units may not target themselves. A card may explicitly allow self-targeting — this will be stated in the card text.

Example: "Heal a target in range 5 HP (you may choose yourself)" — the parenthetical explicitly grants self-targeting for that effect only.