Skip to content

Starting combat & taking turns

Combat is run from the Combat tab in the scene sidebar — the crossed-swords icon in the tab bar.

With no fight running, the panel shows “No active combat.” Underneath, GMs see “Select tokens and click Start Combat.” and players see “Waiting for GM to start combat.”

  1. Select the tokens that are taking part on the map.

  2. Open the Combat tab. The Start Combat button shows the number of tokens you have selected in brackets.

  3. Click Start Combat. The panel switches to the active layout: a header reading Combat with Round 1 beside it, the roster below, and the controls along the bottom.

If you start combat without a selection, the roster is empty and reads “No combatants yet. Select tokens and click Add Selected.” Select tokens on the map and use Add to bring them in.

The buttons along the bottom of the panel are the GM’s:

Button What it does
Add (n) Add selected tokens to combat — brings your current map selection into the roster
Sort Sort by initiative — reorders the roster, highest first. Appears once someone has an initiative value
Roll All Roll initiative for all combatants — rolls a d20 for every combatant in turn, reading Rolling… while it works
Next Advance to next turn — moves to the following combatant, skipping anyone marked defeated, and bumps the round when the order wraps

End, in the panel header, finishes the encounter.

Every combatant that still needs a value shows a small dice button on its row. Click it to roll a d20 in 3D — the result drops straight into the initiative column. The button appears for the GM on every row, and for players on the combatants they control.

GMs can also double-click an initiative value to type one in. Press Enter to commit, or Escape to abandon the edit.

The combatant whose turn it is gets a highlighted row with a coloured bar down its left edge. Next hands the turn to the following combatant; when the order wraps past the last entry, the round counter in the header goes up.

GMs can also click any row to make that combatant the active turn — handy when someone was skipped or the table jumps around the order.