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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?

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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)

Question ID: #353

Source: llm-seeded

Answer sourced from the official rulebook

Disclaimer: This answer is sourced from the official rulebook and processed for clarity. While we strive for accuracy, please verify important rules with the official game documentation or publisher when in doubt.