The mapDispatches
Parties
Oct 11, 2026partiescombatdungeons

Parties

Form a party with your friends: travel on one clock, fight in shared rounds where everyone moves at once, share the spoils, and explore dungeons together.

You can now form a party with your friends. A party travels together on one clock, fights on one battle map in shared rounds, explores one run of a dungeon, and can take the same job. Each of you still plays your own character, and the storyteller never speaks or acts for anyone else's.

Forming one

  • Invite someone from the Deck (Invite to party on their card), or from the Party tab on your character page, where you can search players by name. An invite lasts 24 hours.
  • Up to four players by default. Each world's builder picks the size: no parties, pairs, three, four or six.
  • Your followers come too. Every member's companions travel, fight and go underground with their own hero.
  • Every party has its own chat room, out of character, for planning and teasing.

On the road

  • The leader picks where the party goes. Members with the leader ride along, and the party keeps one clock, so nobody ends up a day behind.
  • Offline members ride along by default. Set When I'm offline to Wait here on your Party tab to stay put instead. You never spend your own gold while you're away.
  • A "while you were away" card tells you where the party went.

Fighting as a party

A party fight runs in rounds. Everyone writes what they do, as they would any turn, and the round panel shows who has declared and who is still deciding. The round resolves once everyone online has declared, 90 seconds after the first declaration (it waits while someone is still typing), or when the leader taps Resolve now. Then:

  • Every hero acts, in the order they declared, while the enemies hold still.
  • The enemies' announced blows land, on wherever their targets now stand, against each hero's own defence.
  • The enemies show their next moves on the map.
  • One narration tells the whole round.
From the film: four players declare at once while the enemies' blows wait on the map
From the film: four players declare at once while the enemies' blows wait on the map
  • Act first, take less. A foe you kill, throw, knock down or wall off doesn't get its blow in.
  • Protect each other. Put yourself between an ally and harm, end beside them, and the blows meant for them land on you, against your own defence.
  • Pick each other up. Reach a fallen ally and use healing magic, a healer's skill or a healing item, and they're back on their feet. Bare hands stop the bleeding: they stay down, but won't die of it.
  • Work together. Flanking lands better, and two heroes hitting the same foe in a round builds your side's momentum.
  • More of you, more of them. Fights scale to the party: more ordinary foes, tougher bosses.
From the film: the maul meant for Hilde comes down on Sigrun's ice wall
From the film: the maul meant for Hilde comes down on Sigrun's ice wall

The Spoils card

After a party fight, whatever the fallen were carrying goes on a card for everyone who fought. Each item shows what it would replace on your own sheet. Tap Want or Pass. One want takes it, several go to a roll, and nobody's want leaves it with whoever struck the last blow. Coin is split at once.

From the film: two wants on the maul went to a roll
From the film: two wants on the maul went to a roll

Lend a hand

Walk into a place where a party is fighting and you'll see A party is fighting here with a Lend a hand button. Join as a guest and declare in the rounds like everyone else. The leader can close the fight to outsiders.

Dungeons, together

  • One shared run. The party has one position, one fog, one alarm and one set of foes. It carries on from a member's own run if one was under way.
  • The leader walks. Everyone else can press and hold a door or a square to point it out.
  • Every hero stands in the fight when one breaks out down there.
  • What one of you wakes, all of you face. Costs land on whoever took the risk, but the alarm is the party's.
  • Members who are offline wait at the place above.
From the film: the whole party fights the hunters in the cellar under Skall's Beacon
From the film: the whole party fights the hunters in the cellar under Skall's Beacon

Jobs, and your own story

  • A job one of you takes while the party is together is offered to everyone standing there. Join it and you share the same job: a step one of you finishes is done for all, and finishing it pays every member who's there.
  • Your own story keeps going. The storyteller turns to whoever's thread has waited longest.

Who pays

Each player pays for their own turns. In a fight, every player who acts in a round pays one credit for it; guarding is free, and someone out of credits just guards that round. In a world on its builder's own AI key, nobody pays. The docs page Playing together has the details.

For builders

Two new rules on the Studio's Rules tab: Players who can adventure together (no parties, pairs, three, four or six) and Saving a fallen ally mid-fight (healing magic or items, only items, or nothing until the fight ends).