How is the enemy pool calculated and spent when deploying enemies in clash, delve, and dungeon modes, especially when required quest units or specific enemies must be included?
inferred
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Official Answer
Enemy Pool Calculation and Spending
General Calculation (All Modes)
- Enemy Pool (EP) is calculated by multiplying the party’s total XP (as shown on the XP Dial) by the number of adventurers.
- The EP is used to determine the total level value of enemies that can be deployed.
- When deploying, always draw the highest level enemy possible without exceeding the remaining EP.
- Subtract each enemy’s level value (1, 5, 10, or 20) from the EP as it is deployed.
- Any EP remaining after all required enemy hexes are filled is not used.
- If a specific type or named enemy is required and a drawn chip does not meet the requirement, set it aside and redraw until the required enemy is drawn. Return set-aside chips to the bag after deployment. If not enough units are available, deploy as many as possible.
Source: page 54
Clash Mode
- EP Calculation: As above.
- Deployment:
- Deploy enemies to numbered hexes on the clash setup diagram, starting with Hex 1.
- Draw the highest level enemy possible for each hex, subtracting its value from the EP.
- Stop when all numbered hexes are filled or the EP is spent.
- Any remaining EP is not used.
- Required Enemies: If the encounter specifies certain enemies, only deploy those, redrawing as needed.
Source: page 71, page 54
Delve Mode
- EP Calculation: As above, but calculated for each revealed tile based on the challenge scale and icons on the tile.
- Deployment:
- For each new tile, use the EP to draw and deploy enemies as indicated by the challenge scale on the delve card.
- Deploy to the farthest hex from the entry point, then next farthest, etc.
- Stop when the EP is spent, all enemies on the challenge scale are deployed, or no unoccupied hexes remain.
- Required Enemies: If a specific enemy is required, redraw as needed.
Source: page 78, page 54
Dungeon Mode
- EP Calculation: As above.
- Deployment:
- Deploy objective units or specified components first, as per the encounter text.
- Then, deploy enemies to numbered hexes in order, using the EP to draw the highest level enemy possible for each hex.
- For special hexes (star or lettered), deploy as specified by the encounter text, possibly using a separate EP calculation.
- Stop when all numbered hexes are filled or the EP is spent.
- Required Enemies: If the encounter specifies certain enemies, only deploy those, redrawing as needed.
Source: page 82, page 54
Summary
- EP = Party XP × Number of Adventurers
- Spend EP by deploying the highest level enemies possible to required hexes, following the specific mode’s deployment rules.
- Required quest units or specific enemies: Redraw until the required enemy is drawn; set aside non-matching chips and return them after deployment.
- Unused EP is lost if all required hexes are filled.
References: pages 54, 57, 71, 78, 82.
Source: Core Rulebook (pp. 54, 57, 71, 78, 82)