2D6 Dungeon Documentation

Running Combat Turns ๐ŸŽฒ

Combat proceeds in active turns. The active turn is displayed in the main header: "Turn [TurnNumber] - [Active Fighter]".


During a turn, the attacking fighter executes their attack sequence:

  1. Click Roll: This rolls the two standard 2D6 combat dice:
    • Red Primary Dice: Represents the tens/primary value.
    • Purple Secondary Dice: Represents the units/secondary value.
  2. Review Roll Outcomes:
    • Rolling doubles triggers a visual dice celebration (the dice bounce and glow)!
    • The results are instantly outputted to the Combat Journal (e.g., "Rolled 4 and 2").
  3. Shift Adjustment / Shifting the Dice:
    • If the rolled numbers do not match your trained weapon maneuvers, you can use the Shift points of the fighter whose turn it is to nudge the dice up or down.
    • Use the shift buttons (arrow controls) next to each die to increment or decrement the active values.
    • The interface tracks your remaining shift pool dynamically. Each point used reduces the Shift Left counter.
    • The Shift Left counter follows the active fighter: the adventurer's Shift on their turn, the creature's SH on its turn. Ending a turn replenishes the pool to the incoming fighter's own allowance.
    • If you make a mistake, click the Reset button to return the dice to their original rolled values.
  4. Select a Maneuver:
    • Compare the final adjusted primary and secondary dice results to the active fighter's list of maneuvers to see what attack hits.
  5. Roll Damage:
    • On a successful hit, click Roll 1D6 or Roll 2D6 in the Damage panel to determine damage.
    • The system rolls the damage dice and displays them visually.
  6. Apply Damage & Update HP:
    • Manually deduct the damage from the defender's HP in their card.
  7. Click End Turn:
    • Click the prominent End Turn button to pass the action to the defender.
    • The active fighter toggles.
    • The Shift Left counter is replenished to the incoming fighter's own Shift allowance.
    • When the action returns to the first fighter, the turn counter increments and fatigue is recalculated.

As turns pile up, see how Fatigue & Shift Adjustment changes the odds.

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