Turn order

Start of the round ASelect two cards BLong rest
(at least two cards in discard pile)
Initiative AReveal initial card BUse initiative 99
At the start of a turn Wounded:Reduce 1 hp
On a player's turn

Disarm:Prevents attacking

Immobilize:Prevents moving

Muddle:Disadvantage on attacks

Strengthen:Advantage on attacks

Stun:Cannot perform actions

Money:If you kill a monster, place a money token on it's hex

On a monsters's turn

Unit order priority:Rank, Number

Finding focus:Focus on the character that is closest. If tied, attack the character with lowest initiative (combine cards if needed).

Attack location:Move to maximize attack on focus.

Avoid traps:Only move trough traps if that is the only way to ocus on it's target.

At the end of the turn

Elements:Infuse elements that were activated during a turn by moving them to their strong state.

Auto-looting:Pick up all loot that's in the player's hex. Loot is opened and usable immediately.

Conditions:Following conditions are removed at the end of a full turn: Disarm, Immobilize, Muddle, Strengthen and Stun.

End of the round

Elements:Reduce all element infusions (by moving them one step towards inert state)

Short rest:If you have less than two cards in your hand, the character shuffles their discard pile and moves one discard at random to their lost pile, then returns the rest to their hand. If the character would rather keep the card that was lost, they may suffer 1 damage to lose a different random card from their discard pile instead, but this can only be done once per short rest.

Optionally character can short rest if he has at least two cards in the discard pile.

Long rest:Move one card from the discard to the lost pile. Then do a "Heal 2, self" action and finally refresh spent item cards.