Encounters
GMPlan a fight on a page or on its map, look it over, then run it with action cards and turns.
1Plan it
Add an Encounter block to a page, name it and choose Prepare. Its card is where it is built: Add brings in creatures, from a page's sheet or from the bestiary, the − and + set how many of each, the eye keeps one hidden from players when the fight starts, and a menu picks the map it is fought on. Only you see the card.
An encounter is what is encountered: the party is never listed in it. Whoever is standing on its map with a sheet joins when it starts, as they stand. It is staged as soon as it is made and waits under Staged at the Table Top, with a note of the map its creatures stand on.
2Set it out on its map
Open the map and choose Encounter in its row of tools, then the encounter (or New encounter here…). Its creatures appear on the map, for you alone, with its card beside the map. Drag each to where it starts. A hidden creature is drawn faint.
A page with a sheet dragged from the sidebar onto the map joins the encounter where you let it go. Save and close puts the encounter down; everything is saved as you go.
3Preview it, then start it
Preview on a staged encounter lays it over the table for you alone first. The strip above the map says what is private and lists, under When you start, each thing Start will change: the pieces it adds, the map it lays, the light it sets, the party it brings, the fight it finishes first. Change… sets its map and light (Inherit leaves the table as it is) and whether to bring the party. Start encounter begins the fight; Keep for later leaves it staged. The line about cards says who is dealt one and who draws their own, with the switch beside it. On a map already on the table, Encounter here makes an encounter of whoever is standing there: the party is seated at once, and every other piece stays on the map as it was, for everyone, until Start draws it in.
4Run it
While a fight runs it is a box at the top of the toolbox: the people in card order, each action card drawn as a card, and the fight's buttons in its header: End turn, Undo, Deal cards while players are still to draw, New round, More and Finish. Each row lets you target someone, hide them or their name from players, or mark them Down; whoever is on the map but not in the fight stays under the map with Add to fight.
Players draw their own cards from the amber box in their log, are told when it is their turn, and can end it, hold, or Ask to act now from their own sheet. Under More: Cards: players draw or dealt to everyone, Add, the fight's map, Fear check, and Stop and reset, which puts a run-through back as it was prepared.
5Wrap up
Finish ends the fight and offers a wrap-up: Reveal makes a GM-only page public — the letter they found, the thing they learned — and Loot lists what there is to take, for you to Give or Split evenly. Until it is closed, Back to the fight takes Finish back and the fight runs again from where it stopped. Close files it away.
6Look back
Finished encounters are kept under Recently put away at the table, where Run again stages a fresh copy, and on the past encounters page, where Copy as new does the same.