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Lands of Evershade · Reference sheet

Lands of Evershade reference sheet

Overview

  • Cooperative narrative campaign game for 1–5 players [p.6 — What is Lands of Evershade?]
  • Each player creates one Character using the Player's Handbook (race, profession, origin, path) [p.6 — What is Lands of Evershade?]
  • Two modes: Exploration (Storybook entries, choices, Rolls) and Combat (tactical grid, turn-based) [p.8 — Playing the Game]
  • Adventures take 12–18 hours, split into 3 Chapters of 2 Acts each; save after each Act [p.7 — Chapters and Acts]
  • Three Adventure tiers: Starting → Advanced → Expert; Expert leads to Epic or retirement [p.7 — Adventures]
  • Win by completing the Combat Objective or Adventure; lose if all Characters are Knocked Out/Eliminated [p.20 — Victory & Defeat]

Setup

First Adventure

  1. Unbox and sort all components; place Story Tracker center-table [p.9 — Begin your first Adventure]
  2. Add all 'ItW' components to the game box; stack ItW Sheets 1–16 face-down under the Cover Sheet [p.9 — Begin your first Adventure]
  3. Each player creates a Character via Player's Handbook Chapter 2 [p.9 — Begin your first Adventure]

Returning Players

  1. Sort components; place Story Tracker center-table [p.9 — Begin another Adventure]
  2. Choose Adventure tier matching completed Adventures (0→Starting, 1→Advanced, 2→Expert) [p.9 — Begin another Adventure]
  3. Add chosen Adventure's components; stack its Sheets under Cover Sheet [p.9 — Begin another Adventure]
  4. Existing Party: follow 'Setting Off: Existing Party' in the Adventure Storybook [p.9 — Begin another Adventure]
  5. New Party: create Characters via Player's Handbook Chapter 2 [p.9 — Begin another Adventure]

Turn structure

EXPLORATION (no fixed turn order — follow Storybook)

  1. Read the current Storybook entry; apply any redirections that match your keywords immediately [p.15 — Redirections]
  2. Resolve choices as a Party; Decision token breaks ties [p.15 — Choices]
  3. Perform Sheet Actions or Rolls as instructed [p.16 — Rolls]
  4. Update Story Tracker marks and Time token as directed [p.16 — Marks]

COMBAT ROUND

  1. Draw token from Initiative bag: White = Character Activates, Black = Enemy Activates, Dual = compare counts [p.20 — Round Structure]
  2. Character Activation: refresh all Action cards, then spend 2 Actions (Basic Actions, Action cards, Sheet Actions) [p.22 — Character Activation]
  3. Enemy Activation: draw top Activation card, resolve actions top to bottom [p.21 — Enemy Activation]
  4. Repeat until all Characters OR all Enemies have Activated; then Activate remaining in order [p.20 — Round Structure]
  5. Return all Activation tokens to bag; begin next Round [p.20 — Round Structure]

Actions

Action Cost Effect Notes
Move 1 Action Move up to MOB spaces; no diagonals, no Impassable borders, no Enemy spaces Basic Action [p.22]
First Aid 1 Action Roll AGI or INT (+1 die: Medicine/Survival/Stabilize) to Stabilize a Knocked Out Character in R1 Basic Action [p.23]
Action Card 1 Action Resolve card effect; flip to dark side after use Must be light side up [p.23]
Reaction Card 0 Actions Use at the timing specified on the card; only 1 Defensive Reaction per attack Can be used outside your turn [p.23]
Sheet Action 1 Action Resolve the special action printed on the current Secret Sheet Varies by Sheet [p.18]
Item Action Free Use Item token effect; discard token to Pouch after use Usable before/after any Action [p.25]
Gain Extra Action 3 Fate Immediately gain 1 additional Action during your Activation [p.13 — Fate]

Glossary

  • Activation: one Character's or Enemy's turn within a Round [p.20 — Combat]
  • Boon: one-use bonus token (beige = +1 ATT or −1 Difficulty; green Greater = +3 ATT or +D12 DIV); declare before acting [p.14 — Boons]
  • Condition: lingering affliction token (Injury, Trauma, Sunbleached, Dimrot); 4 tokens = Character death [p.14 — Conditions]
  • Divinum (DIV): special die added to some Rolls; result used as full (☀️) or half (☁️) value; does not count toward Successes [p.12 — Divinum]
  • Fate: resource spent to reroll dice (1 Fate), refresh cards, or gain extra Action (3 Fate); gained on Roll failure or rolling a natural 1 [p.13 — Fate]
  • Hotbar: board holding prepared Action/Reaction cards; slots unlock with Advancements [p.13 — Hotbar]
  • Keyword: bold-italic trait checked by story choices and mechanics; active only if on equipped items, face-up cards, or occupied space [p.12 — Keywords]
  • Knocked Out: Character at 0 HP in Combat; replaced by Effect token; immune to further effects until Stabilized [p.20 — Knocked Out]
  • Mobility (MOB): number of spaces a Character may move per Move Action [p.13 — Mobility]
  • Pouch: personal storage; keywords on items in Pouch are inactive [p.13 — Pouch]
  • Story Tracker: board tracking marked slots (A–Z) representing story consequences; also holds Time token [p.16 — Marks]
  • Terror: mental fatigue token placed in Boons & Terror slots; 4 tokens triggers Terror Effects card; excess ignored [p.14 — Terror]

FAQ

  • Q: What happens if a component runs out? — A: Ignore the effect; Universal markers, HP dials, and dice are exceptions — find substitutes [p.7 — Golden Rules]
  • Q: Multiple effects resolve simultaneously — who chooses order? — A: Players choose the order of resolution [p.7 — Golden Rules]
  • Q: Can a Character have both Sunbleached and Dimrot Conditions? — A: No; gaining one while having the other simply flips the token to the other side [p.14 — Conditions]
  • Q: Do keywords in the Pouch count? — A: No, keywords on Pouch components are inactive; story item requirements are still met regardless [p.13 — Pouch]
  • Q: Can multiple Defensive Reactions be used against one attack? — A: No; only one Defensive Reaction per attack, though any number of other Reactions may be used [p.23 — Action Cards]
  • Q: Does a natural 12 always count as 2 Successes? — A: Yes, regardless of the Difficulty [p.16 — Rolls]
  • Q: Can Companions gain Fate or Boons? — A: No; they heal HP equal to the amount of Fate or Boons they would gain [p.26 — Fate, Boons, and Items]

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