The active controller moves, fights, crafts, trades, and interacts using only their own action points and possessions.
One player is the active controller and may spend their action points. Everyone else watches the turn and prepares for their own.
The active controller moves, fights, crafts, trades, and interacts using only their own action points and possessions.
Observers see the active turn but cannot make ordinary world changes until control reaches them.
After thirty seconds, the next player becomes eligible to take over. Further thirty-second intervals extend that permission through the turn order.
Players share the same dungeon state but can occupy different rooms. After everyone has completed a controller turn, the world advances.
Movement changes only the active player's location. Hazards and encounters apply to the traveller who enters them.
After all eligible players have acted, enemies, hazards, needs, weather, companions, and delayed events advance.
An observer may spend 50 XP to begin their next turn at the active player's current location.
Shared rooms create opportunities for cooperation and rivalry. Timing matters because containers and loose items are not reserved for one player.
A player who opens a container may leave its contents available for the next controller in the same room.
Players in the same room can offer items. The exchange completes only after both sides accept the final offer.
Direct player attacks cannot reduce another player below one health. Enemies, hazards, starvation, and other world effects remain lethal.
A session can mix remote players and local hot-seat characters. Everyone begins through the lobby and shares the same turn rules.
Players choose or create characters and mark themselves ready before the expedition begins.
Local characters occupy ordinary session slots and take their turns on the host's device.
A defeated player leaves their carried possessions behind. Other travellers can continue within the shared session.