Lands of Evershade · Board game rules
How does the Companion rule affect combat?
Quick answer
Companions help Characters during Combat by performing two Actions per Activation, similar to Characters, and can be Activated before or after their owner's Activation. [p.26-27 — Companions]
Details
Each Character may have up to one Companion assigned to them (the Party can have up to 2 Companions total distributed among Characters). During Combat, you may Activate a Companion before or after your own Activation. When Activated, a Companion may perform two Actions, which can include any Basic Action, a specific Action from their card, and Sheet Actions. [p.27 — In Combat]
After resolving a Companion's Action or Reaction, flip their card to the dark side. The card refreshes to the light side at the beginning of the Activation of the Character who has their card. [p.27 — In Combat]
Companions have their own HP tracked on a dial. When a Companion's HP reaches 0 during Combat, discard their model—they won't participate further in this Combat but will be healed during the Camp Phase. [p.26 — HP and Terror] Companions cannot gain Conditions, and instead of gaining Terror, they lose HP according to the number indicated on their card. [p.26 — HP and Terror]
Watch out: A Partner (in solo mode) is rule-wise more similar to a Character than a Companion—it resolves its own Activations with its own Activation token slot, rather than Activating before or after the Character's turn. [p.27 — Partner (solo mode)]