---
title: Core Concepts
cover:
  showInHeader: false
publishing:
  publishDate: 2025-09-10T05:59:00.000Z
  editDate: 2025-09-11T21:50:00.000Z
  status: published
  featured: false
  tags:
    - awq
    - crunch
    - what-and-how
  author: dave-damage
seo:
  metaTitle: Core Concepts
  metaDescription: >-
    The Core Rules of »AWQ« use several concepts and ideas multiple times
    throughout the documents. Here we define them.
  keywords: []
  noIndex: false
---
The Core Rules of »AWQ« use several concepts and ideas multiple times throughout the documents. Instead of repeating them over and over, this document explains what they are, how they fit into the game and serves as a single source of truth.

## Quick Reference

- {% Highlighter color="primary" %}Model:{% /Highlighter %} Any figure on the board (**Characters, Adversaries, NPCs, etc.**)
- {% Highlighter color="primary" %}Check:{% /Highlighter %} `d6` against **Target Number** with different possible outcomes
- {% Highlighter color="primary" %}Momentum/Threat:{% /Highlighter %} Resources used by **Party/DM** respectively to influence the game
- {% Highlighter color="primary" %}Encounter:{% /Highlighter %} Isolated interaction with **Adversaries** or **Hazards**

---

## Roles

Define the relation of someone or something to the game. Rules and effects usually specify the role affected.

### Players

Every *natural* person playing the game

#### Adventurers

- Players who undergo **Expeditions**
- Have access to **Momentum [✠]**
- Can assign optional roles:
  - *Cartographer:* Responsible for keeping detailed record of the **Expedition**
  - *Quartermaster:* Responsible for managing *Party Assets* and transactions
  - *Archivist:* Responsible for keeping record of the *Party*
  - *Shotcaller:* Responsible for rolling dice and drawing cards on the *Party's* behalf
  - *Marshall:* Responsible for managing *Henchmen*
  - *Torchbearer:* Responsible for tracking time and managing *Conditions*

#### Dungeon Master/Dungeon Mistress

- Usually abbreviated as **DM**
- Player controlling **Adversaries & Hazards**
- Has access to **Threat [✦]**

### Models

Entity on the **Game Board** controlled by a Player usually represented by a minitiature

#### Party

Models controlled by Adventurers

##### Characters

- Have access to most **Activities** in the game
- Can evolve throughout the game by spending **Advances**
- Limited to one per Adventurer

##### Followers

- Follow a single Character
- Use *Obedience* to track loyalty

##### Henchmen

- Specialised Hired Help
- Use *Morale* to track loyalty

#### Adversaries

- Models controlled by the DM
- Organised in different threat levels, that mostly reflect which **Activities** they can undertake

##### Minion [⁎]

Have access to basic **Activities**

##### Elite [⁑]

Have access to situational **Activities**

##### Champion [⁂]

- Have access to a wide array of **Activities**
- Can directly use **Threat**
- Can become a *Nemesis*

##### Nemesis [⋇]

Returning adversary which can evolve similar to **Characters**

#### Non-Player Characters

- Usually abbreviated as **NPC**
- Can be spawned by **Events, Hazards or Scenarios**
- Represent neutral parties, quest objectives, etc.

## Checks

- Always uses `d6`
- Determines *Outcome* of an activity
- Always rolled against a **Target Number (TN)**
- Consists of:
  - **Check Type:**  Determines the setup of the check
    - *Basic Check*
    - *Dramatic Check*
    - *Extended Check*
  - **Reference Value:** Denotes the **Skill** or **Characteristic** to be used for calculating **TN**
  - **Difficulty:** Directly modifies the Reference Value based on difficulty

### Check Outcomes

- **Bane [⊗]:** Check fails with significant consequences
- **Failure [⊖]:** Check fails cleanly
- **Complication [⊜]:** Check succeeds but with a twist or minor setback
- **Success [⊕]:** Check succeeds as intended
- **Boon [⊛]:** Check succeeds with additional benefits

## Player Resources

Adventurers and DM use different set of resources to manipulate the game

### Character Resources

Tied to individual characters

#### Luck Points

Used to *re-roll* checks

#### Fate Points

Used to escape certain death and other grave conditions

### Party Resources

#### Momentum [✠]

- Used during **Encounters**
- Fuel for **Manoeuvres** and tactical options
- Fluctuates throughout combat

### DM Resources

#### Threat [✦]

- Used during **Expeditions** and **Encounters**
- Powers **Adversary** abilities and escalates **Encounters**

## Time Structure

AWQ organises time into nested scales, from largest to smallest

```plaintext
.
└── Season/
    ├── Downtime/
    │   ├── Events
    │   └── Endeavour
    └── Expedition/
        └── Encounter/
            └── Round/
                └── Turn/
                    └── Activity
```

### Time Scales

#### Season

- Consumed by **Endeavours** and **Expeditions**
- Represents weeks of activity

#### Event

Immediately resolved incident

#### Endeavour

Downtime Activity characters may undertake

#### Expedition

- Single delve into a **Dungeon**
- Contains one or more **Encounters**

#### Encounter

- Isolated interaction with **Adversaries** or **Hazards**
- Consists of one or more **Rounds**

#### Round

- Each **Model** acts once
- Consists of structured set of phases for resolution

#### Activity

- Single action taken by Model
- Interaction with location, **Hazard,** or other **Models**

##### Activity Types

- **Action [◇]:** Standard activities like *Movement*
- **Manoeuvres [⬡]:** Complex combat actions
- **Interruption [▽]:** Reactive activity that break normal turn order

## Location

Abstract types of localities that provide different gameplay opportunities and keywords

### Dungeon Structure

#### Dungeon

- Confined locality where **Expeditions** take place
- Can consist of multiple **Dungeon Levels**

#### Dungeon Level

- Single floor or area of a **Dungeon**
- Represented by the **Game Board**
- Danger increases with level

### Game Board

#### Board Section

- Physical tiles representing rooms, corridors, etc.
- Interconnected to form the **Game Board**

### Overland Locations

#### Region

Large area containing multiple location types

#### Settlement

Safe haven for **Adventurers** to trade and undertake **Endeavours**

#### Wilderness

- Dangerous areas connecting **Settlements** and **Dungeons**
- Contains its own **Encounters** and **Hazards**

## Hazards

Catch-all term for interactive environmental dangers and obstacles

## Keywords
- Used to signify synergies and antipodes
- Having multiple occurrences of the same keyword usually is beneficial for cost or outcome