Rules

Game Structure

Round Structure

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The game is split into rounds. Each round consists of four turns. On each turn, all players select and play one card simultaneously, then resolve them, one by one, in the initiative order.

After four turns, the round ends, players take their cards back into their hand, and a new round begins.

Turn Sequence

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Play One Card

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This part of the game is simultaneous. As soon as you are ready, select and play one Action card from your hand Facedown on any clear area of the game board.

Most Action cards have multiple actions to choose from, but you only need to choose the card for now. You will get to choose the action later.

You must play a card, if able. You must play a card even if your hero is not on the board. If you have no cards left in your hand, you must announce that you are passing.

Once all players have either played a card Facedown, or passed, reveal the cards, by flipping them Faceup.

Check the Initiative

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The Initiative is the number in the top left corner of the Action card.

If your card has the highest Initiative, you act first, followed by the player with the next-highest Initiative, and so on.

Ties are broken by the Tie Breaker coin.

Tied Initiative

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  • If two (or more) players on different teams are tied for the Initiative, look at the Tie Breaker coin. One of the tied players on the team whose symbol is currently revealed on the coin acts first.* After that player has resolved their card, that player (and only that player!) must flip the Tie Breaker coin to the other side.
  • If only players on the same team are tied for the Initiative, they have to decide which one of them will act first.* Do not flip the Tie Breaker coin in this case!

After the player who acted first has resolved their card, check the Initiative again. Any remaining ties are resolved in the same way, flipping the Tie Breaker coin, when necessary.

* Players on the same team have to agree on who acts first without discussing it (see Table Talk).

Perform One Action

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When it is your time to act, choose one and only one of the available actions to perform.

The Defense action is an exception to this rule. See page 14.

Most of the available actions are indicated by the icons on the left side of the Action card. Each card has one Primary action, and one or more secondary actions to choose from. The card text must be applied when, and only when, performing the Primary action!

Primary action icons: Attack, Skill, Defense or Skill, Movement, Defense
Primary Action Icons (Always match the card’s color):

Some secondary actions, such as Hold, Fast Travel, and Clear, are not represented by separate icons. For example, you can use any card to perform a Hold action — and do nothing that turn.

Grey secondary action icons for Movement and Defense
Secondary Action Icons:

Full rules for performing every action are covered on pages 11–14.

Hero Respawn

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If your hero is not on the board, you may choose to respawn on any empty Spawn point in your Throne Zone before performing an action. If no empty Spawn points are available, respawn in the nearest empty space, adjacent to a Spawn point in your Throne Zone. You may also choose not to respawn and resolve your card without performing an action.

Resolve Your Card

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After you perform your one action, place your card Faceup on the current Turn slot of your hero dashboard — the card is now resolved, and the player with the highest Initiative on their unresolved card is next to act.

A resolved card placed on the Turn slot of the dashboard, and a card with an Active effect turned on its side

Turn Ends

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If you were the last player with an unresolved card, the turn ends. All active “This Turn” effects are canceled.

If this is the end of turn 4, the round ends — follow the End of Round steps. Otherwise, start another turn.