When you activate an enemy, draw the top card from the Enemy Deck, flip it face-up, and look at the back side of the next card in the Enemy Deck. The next card’s exposed path icon — A, B, C, or D — tells you which path to add the just-drawn enemy to (deploy the last enemy in the deck to the path of your choice).
Newly activated enemies are placed in the farthest location in their path (at Range 4), one location past its last path card. However, if that location already has an enemy in it, first displace the previous enemy one location toward your hero. If this relocates it onto another enemy, displace that enemy forward as well, and so on, to create room for all of the enemies. For clarity’s sake, “displacement” is distinct from “movement.” Effects that trigger when an enemy moves are not triggered by displacement.
If an enemy is displaced off the close end of its path, it enters the castle, dealing your hero damage
equal to its Damage stat, and is then discarded. This enemy has not been defeated, and you do not receive the rewards it would provide on defeat, but it is eliminated from the game, which does bring you closer to victory.
Some enemies have the
modifier. As in other 20 Strong games, these force you to immediately activate an additional enemy. These additional enemies are placed in exactly the same way: observe the next card to see which path to use, displace any enemies you need to in order to make room, and so on. Additional enemies that also bear the
modifier lead to even more activations.
DEPLOYING ZERO ENEMIES
If you deploy no new enemies at all in a given round, you may recover up to seven dice. As above, enemies you are compelled to activate do not count as being deployed and are not included when evaluating this zero-deployment rule.
1. The next card in the deck has a Path C icon.
2. The drawn enemy goes to Path C's farthest location.
3. The enemy that was there before is displaced.
4. This enemy is unaffected.