by wkover
I was maintaining a list of easily missed/forgotten rules, and I figured it might be useful to share. Here goes...Easily Missed Rules:
The board is set up (Vile Champions are placed, etc.) before character classes are chosen. This allows informed decisions about class specializations.
Overkilling a Vile Champion earns the hero an equipment card.
Only conflicts involve die rolls. Tile powers and commander refreshments are completed automatically by spending the required action cost, which can be reduced via mastery and card discards (minimum cost = 1 action).
Exiting a tile with a Vile Champion gives the hero a stress.
You must be on a friendly tile to take respite (no enemy units or champions), and remaining actions can be spent on additional respite effects.
A faction gains control of a tile when all opposing units are eliminated or shaken. (The shaken part can be easy to forget.)
During a hero's conflict action, woe results cause stress.
All-Out Battles are resolved inside out: foot, missile, then mounted.
Heroes may absorb local combat hits (1 stress each).
When a hero reaches their maximum stress, each additional stress requires a discard (ability or equipment card). No discard when required = hero elimination and game loss.
Units in barricades cannot be shaken.
Heroes can move as far as they want along a road (except for "Stop" tokens and Vile Champion obstacles) for one action. Heroes must start their action on the road to receive the extended movement.
Honor cards can only be used once per game, but they are returned at the start of the next scenario.
Cards that affect battle dice (e.g., Strength cards) can be used in die rolls vs. Vile Champions.
Hits can be applied however you like. There is no rule about applying hits to unshaken units before shaken units, for instance.
Veteran tier starts at level 5, and Legendary tier starts at level 9.