Damage is the general term for effects that reduce the health points of a target, and it is also the name of one of the sides that can come up when rolling Attack Dice used when a player attacks an enemy, and when rolling Enemy Dice when an enemy is attacking a Crew member or a ship. The "Damage" dieroll outcome results in dealing 1 damage to the target, unless the damage is cancelled by some effect (for example via Evasion).
Damage caused to an enemy is tracked by placing Trauma markers (the red acrylic gems) on the corresponding enemy card. If the number of Trauma markers equals or exceeds the enemy's health, the enemy is destroyed.
Damage caused to a Crew member is tracked by placing Trauma markers on the corresponding Crew Board. If the Trauma/Strain slots on the Crew Board become full, the Crew member dies, unless some Trait or other effect prevents it.
Damage caused to a player's ship is tracked by rolling the Fate Die once for each damage, and placing a Destroyed token on the Node in that Zone on the Ship Board that matches the number rolled on the Fate Die. If the Nodes in that Zone are already Destroyed, instead place the marker on the Node in the nearest lower numbered Zone, or if there is none, on the nearest higher numbered Zone, where there is a non-Destroyed Node. Destroyed Nodes can be repaired using the Repair Service when you Visit a Port.
If all Nodes of a Ship Board are damaged, the ship is sunk.
Player Ship Sinking
There is no player elimination in The Everrain; the game continues until all players win or all players lose collectively. If a player's ship is sunk, or if the player loses all Crew members, the old ship becomes a Shipwreck, and the player respawns with a new ship at the nearest unoccupied Port. The procedure for this is:
- Refresh all the Order tokens. Discard all Crew members, coins, Schematics, half your Clues and all except one Treasure. Discard (not banish) any enemies On Deck. (You get to keep all Improvements and Artillery you may have.)
- Remove the ship from the Game Board, replace it with a Shipwreck token. Place your remaining Clues and Treasures on the Shipwreck token (these can be claimed as loot later). Place your ship minature on your Ship Board. Note: while the Shipwreck token is of a similar size and shape as a one-hex Storm token, unlike the Storm token, the Shipwreck token doesn't disable the function of the map space under it.
- Advance the Elder One token (not the Enemy Discovery token) one step (towards lower numbers) on the Discovery Track.
- On your next turn, place your ship at the closest unoccupied Port from where you sunk, collect 1 Deckhand at random, 20 coins and then take your Turn as usual.
Note: the rulebook doesn't say anything about what to do with installed Upgrades in this case, neither to discard them, nor to put any new Upgrades on the new ship, so unless Grimlord Games clarifies this otherwise, it seems reasonable from a gameplay perspective to assume that the Upgrades are transferred to the new ship.