1
Check for Flee
All non-KO heroes may decide to flee; if all flee, mission fails
2
Resolve start of turn effects
May Level Up if possible; refresh Ki/Mana/Faith tokens; resolve Poison markers and World-specific rules
3
Hold Back the Darkness (HBtD)
Lantern Hero rolls 2D6 against Depth Stage threshold
4
Activate models in Initiative order
Higher initiative goes first; ties decided each turn
5
Check Voices in the Dark
Heroes 2+ tiles from Lantern roll D6 Horror Hits
6
Resolve "At start of Activation" effects
Handle Fear, Terror, and Unspeakable Terror checks; decide items in Hand slots
7
Roll for Movement
Roll D6; on 1, recover 1 Grit OR add +D6 to Move
8
Perform Exploration action
If no unrevealed Exploration Token, may either:
9
Reveal Exploration Tokens
Check for Clue Icon/Mission Objective; show Growing Dread; draw Threat; roll Doors/Gates Encounters; resolve Attack/Ambush
10
Resolve "At end of Turn" effects
Ready "Once per Turn" items
11
Note Free Attack limit
Maximum 1 Free Attack per Hero per Turn, normally before or after regular Attack
12
Determine Line of Sight
LoS is from and to center of grid space; Walls block; models and Barriers don't block; Gates block unless shooter is adjacent
13
Check for Flee
All non-KO heroes may decide to flee; if all flee, mission fails
14
Resolve start of turn effects
Same as outside fight
15
Hold Back the Darkness
Same procedure as outside fight
16
Activate models in Initiative order
Higher first; Enemy goes first on ties; roll for Enemy ties, choose for Hero ties
17
Check Voices in the Dark
Heroes 2+ tiles from Lantern roll D6 Horror Hits
18
Resolve "At start of Hero Activation"
Handle Fear (adjacent), Terror (Tile + Gate), Unspeakable Terror (adjacent Tile); decide items in Hand slots
19
Roll for Movement
D6; on 1, recover 1 Grit OR +D6 Move
20
Perform one Attack
Dual Wield rules: Ranged gets no Crit and Off-Hand needs 1 higher; Melee gets all bonuses
21
Resolve "At end of Hero Activation"
Remove Void Venom
22
Resolve "At start of Enemy Activation"
See Enemy Reference Card
23
Determine Targeting
Pick Enemy closest to Heroes from activated group (choose on tie)
24
Perform Enemy Attack
All Enemies in group roll Combat × D6 against targeted Hero
25
Resolve "At end of Enemy Activation"
Handle any end-of-activation effects
26
Check Fight End
If all Enemies killed, end Fight and Ready "Once per Fight" items
27
Resolve "At end of Turn"
Ready "Once per Turn" items; handle Corpses
28
Determine Threat Level
Based on number of Heroes: 1-2 = Low (Epic Hero rules apply); 3-4 = Medium; 5-6 = High
29
Add Elite Enemies by Hero Level
Top Hero Level 3 = Elite; 4 = 2× Elite; 5-6 = Brute; 7 = Brute + Elite; 8 = Brute + 2× Elite
30
Ambush placement
Enemies get +2 Initiative first Round; highest Initiative Enemy placed first adjacent; target Random Hero among those with least Enemies of this type adjacent and having any adjacent empty space
31
Attack placement
Lowest Initiative Enemy placed first in row far from Tile Entrance, space farthest left in row (including Puzzle), then checkerboard pattern
32
Handle model shortage
If not enough models, Enemy group gets 1 Elite Ability (max 1 per Turn)