Setup Phase
When the GM announces the start of an Encounter, the Setup Phase begins. If neither side has a clear edge of surprise, the game proceeds to the Main Phase with no Test.
If NPCs have the jump on the Adventurers, the Adventurers must each make an Artifice Test:
- [..6] The Adventurer gains a stack of Surprised.
- [7..9] No effect.
- [10..] The Adventurer can give another Adventurer they can see or hear an Advantage to this Test, potentially turning a Fail into a Pass.
If the Adventurers have the jump on NPCs, the Adventurers each make an Artifice Test: