At day 3, turn 11, the night falls. Player #S (red) summons Crimson L9 aside the Imp L1 on the top left corner. Player #T (blue) watches whether red will go on the right toward blue territory. Player #R (yellow), currently having flagged the Black Well, has there a Steed L4 and a Dark Lord avatar representing a Vampire L4.
Red wants to move first and declares an “initiative contest”, mini-auction. Blue does not participate but Yellow also wants to play first. Red wins the mini-auction by paying 4G to storage.
Then Red moves the Imp Baro on the right, 2 more Wood bridges, then the blue territory starting with the Guard Room, then South. The Imp has to stop at the right side of the face-down token. It is revealed, a neutral Hellhound.
The Imp Baro either faces the Hellhound in a fight, either tames the Hellhound. There is a fight. The Hellhound L1 rolls 4d4 + 2 Light Green. The Imp, weakling, rolls 1d4 + 2 Light Green. The Hellhound, played by yellow, the player on the right of red, rolls 4 dice, but the Imp only 1 die. So, a Hellhound die must be pre-assigned to the Imp die. Hellhound rolls 3/1d4. Imp rolls 4/1d4. The Imp scores a Hit Success, un-blocked. The Hellhound will die at the end of round #1. Because the Imp rolled the maximum of the d4, “4”, it is rolling an extra die, a d6, in the next step of the round #1. Simultaneously, the Hellhound rolls its 3 other d4. “2, 2, 1”. 3 Hit Successes, un-blocked because the Imp does not have 3 other dice. But the Imp was granted an extra die, a d6. The Imp rolls 1d6=2, blocking the “2” of the Hellhound. But the “2, 1” still pass, un-blocked. The Imp also dies. End of the Red action.
Next action. By default, in general, if nobody expresses any wish to play first, players play simultaneously. Here, Red wants to move again first and declares an “initiative contest”, mini-auction. Supposing the Red Imp Baro survived, Blue also would wish to participate, to shoot at that pesky Imp. And Yellow also wants to play first. Blue wins the mini-auction by paying 14G to storage.
Blue pays 3G, fires its Trap Cannon (revealed as Copper version) at the Red Imp, just 2 sub-tiles South of the Guard Post. 1d10, -1 because target is 1 tile away. Roll 3-1=2 which is >= 1, Defence of the Imp. The Red Imp dies.
Next action. Red wins auction by paying 2G. Red decides to move Crimson South of the Wood Bridge. The South token is then revealed. It is a Fixture Trap Mushroom L1. It yells, thus slowing Crimson to Speed 4, but Crimson smashes it promptly, thus cancelling the slowing effect. Crimson rolled 4d36, all >=1, the Defence of the Mushroom. All 4 hit, dealing 4x2=8 LP damage to the Mushroom (all neutral Traps are Copper version) which has only 1 LP. Crimson hits count for 2.
Red has moved and processed the Imp and Crimson. Let’s see the next action. Supposing the Imp tamed the “Hellhound . L1 . 2G . 2F . S4 . 1T . 3A” instead of fighting it, by paying 2G and 2F, the Hellhound acquires the Red flag but is Lairless, Bored, Bathless. The Hellhound just appeared at this step of the action, so it cannot do anything yet because all creatures must complete their “step 1” before any “step 2” starts. In this context, Red has done all “step 1” actions which are susceptible to interference by other players.
Next action. Then it is blue and yellow turn to do their action “step 1”. Blue does not want or cannot play anything in this situation, because his Cannon Trap already shot in “step 1”. Yellow has the Vampire (Avatar token) walks left, to ride the Steed as a mount. End of action “step 1” of the Vampire. The Steed could shoot Crimson Eyes at Crimson, but would hit only on a 9 or 10/d10 and would need 3 Hit Successes to score 1 LP damage. So, the Steed does not do anything. End of action “step 1” of the Steed.
Players finish the actions concerning their other creatures. Then the next turn starts, day 3, turn 12. Red wins the Initiative auction and moves Crimson again. Crimson has now Speed 2 because on a Water sub-tile, where the Mushroom Trap was located. Crimson reaches the edge of the Black Well, thus revealing the token on the right, a neutral Fixture Trap Manikin.
A fight ensues. Crimson rolls 4d36 and 18 points of Handicap Dice. The Manikin (Copper version), which behaves like a grounded Troll L3, rolls 4d12 + 6 Handicap points, that is 2 red dice. The Manikin is played by player yellow, because Yellow sits on the right side of Red. Crimson rolls 12, 8, 18, 2. Troll rolls 2, 7, 12, 1. Troll, the weaker creature, re-arranges which die faces which, and thus has its 12 facing the Crimson’s 12. It also exchanges its 1 for the 7. It leaves 12=12, 8>1, 18>2, 2<7, that is 2 Hit Successes, which amount to 4 LP because Crimson’s hits count for 2 LP each. The troll is smashed on the spot. Note that the “2<7” is insufficient to hit Crimson who has 9 in Defence, 7<9. Crimson neither gets XP nor anybody gets a Vampire card because the Troll was a Trap, not a real creature. Because the Troll rolled 12/1d12, he rolls an extra d14, 1d14=9 which is >=9, the Defence of Crimson. 1 Hit Success on Crimson, who now has 8 LP.
Crimson finished his “step 1” of the action sequence. The Manikin is just flat broken on the floor, not an obstacle anymore.
Next action. Red wins Initiative. The Hellhound, tamed and now controlled by Red, runs South to meet the Vampire who is on the Steed mount now. There is a quick fight between the Steed and the Hellhound, who dies, granting the Steed 1 XP and Red 1 Vampire card. Crimson and the Hellhound both did their action.
Next action. Red wins Initiative. Now the Imp could go South to try to pick up the Hellhound corpse but the Vampire, Steed and even the Cricket could kill the Imp, so the Imp decides to go back home, turning West back to a Wood Bridge, to avoid the shooting of Blue Cannon.
Next action. Red finished here. Yellow and Blue must do their actions. Blue has a Cannon on the top right corner having line-of-sight with the Black Well surrounding, including the Imp+Hellhound and Crimson, Manikin, Steed, Vampire. However, now the Imp+Hellhound and Manikin are gone and Crimson is directly in range. Blue wins the Initiative and shoots his Cannon L10, 2 tile distant penalty, that is 1d10-2, cannot reach 9, the Defence of Crimson. The shot costs 3G and was only a symbolic action, to signify Blue is rich and will do everything to express disapproval at the arrival of Crimson here.
Yellow automatically wins Initiative because Red and Blue have finished. He has the Vampire cast the Talent “Slow” against Crimson. 1 Hit Success is enough to slow Crimson to Speed 1, up to t10.