
Actions
Playing a card. Performing a Skill. Using an ability. These are all examples of actions being performed, and when playing the Arena format, Quest format, or Campaign format, actions are treated with the same principal logic on how they are used and when you can use them.
Each player is granted three (3) actions to use during their turn by default. These actions are awarded to the player during their Beginning phase, and they expire at the end of that player’s turn. Some cards or actions allow you to perform additional actions during your turn or are “free actions” and do not use your allotted actions for the turn; each of these actions and how to use them is outlined in the following section.
During a player’s turn, they may perform up to their allotted actions per turn, doing any of the following by using an Action at a 1:1 rate. See the descriptions below for each type of Action:
*[Campaign only.] Move, pick up, break, or interact with an in-game object (card or otherwise).
*[Campaign only.] Use a non-card skill you control.
*[Campaign only.] Socialize, trade, or interact with an NPC or another character.
*Campaign Only – These actions are only available to be used in the Campaign format, or in custom formats you allow.


Free Actions are abilities and effects that instruct you to perform actions without using an allotted action, or where an action is not required to use the card, effect, or ability. These are referred to as “Free Actions”, and as the name implies, they can be performed without using your turn’s actions. Each of these types of effects is specific, and players should follow the card or instructions on when and how to use Free Actions.
Checks are similarly resolved, whereas a player being asked to perform a check is part of using the card, effect, or ability, or responding to one. These are not actions or free actions; they are a secondary effect applied to cards and abilities, and are considered a requirement of resolving that card or ability. When a player is instructed to perform a check, this is done immediately following the instruction to do so. Once the check has been performed, the rest of the card's effect or ability is then resolved based on the result.
Whether your character is performing a free action or a check, the timing of these events is resolved in the order in which they are performed, just as other events are in the Arena and Quest game formats. If a player is expected to perform multiple Free Actions or Checks simultaneously, the active player decides the order in which the effects are resolved, if able.
Examples of Free actions:
Examples of Checks:


As a rule, all events tied to a single action are resolved before moving onto another specific event or action. For example: If you are the Active Player in your Combat Phase, and you wish to declare an attack against another character, this would not be the ideal time to use an action to move an equipped item. You would have to wait until your next Action Phase to perform the equipment transfer.
However, the Swift Action ability allows players to play cards and use some abilities outside of normal turn steps and timing conventions. Cards, effects, or abilities with the Swift Action ability are “used as needed,” so special sequencing must be taken into consideration for the card and related effects to resolve correctly. These abilities effectively interrupt whatever action is being declared, and the Swift Action ability is expected to be resolved before the other action is resolved.
During the active player’s turn, they may play cards or use abilities with the Swift Action ability during any phase of their turn. When you are not the active player, you follow these same timing conventions, but you are limited to one Swift Action card or ability use until the beginning of your next turn. In multiplayer games (3+ players), each player is allowed one Swift Action card or ability usage during their opponent’s turn, per player’s turn. The timing and consideration of these cards and abilities depend on the card or effect.
When determining Swift Action priority and the correct order to resolve cards, resolve cards in the order they are played whenever possible. This begins with the Active player and the action being performed. If you are the Active Player and performing a Swift Action that is not in response to another event, the expected order to process the event is to first confirm if another player is responding to your action and then resolve your action if not.
Example #1 – Defensive Timing:
Example #2 – Multiple Swift Actions:
Example #3 – Timing Matters:

Interact with an Object
While playing the game and your Hero wants to interact with a non-card game object, such as a door, window, treasure chest, hairbrush (an item in the room, etc.), they can do so with this action. Interacting with an object can have a variety of meanings, but here are some common examples of how a player might use this action during their turn:

Your Hero wants to pick up an object and move it.
Your Hero wants to take an object (legally or illegally).

Your Hero wants to throw an object or use it as a weapon.

Your Hero wants to break an object or break into an object.
*Learn more about Movement, Size, Terrain, and Line of Sight.
There are several skills available in the Campaign format only, and these Skills do not have physical representations as Skill cards do. For example, there is no card for “Speak/Communicate” because there would need to be tens of thousands of cards to cover all the possible word combinations.
When using one of these Player Skills, follow the directions described in the Skills section of this guide for instructions on how to use and resolve these skills, as well as what Skill checks are required.
Interact with an NPC / Socialize
When interacting with other players socially, or non-player characters (NPCs), these actions can have many potential outcomes and scenarios that apply to them. Heroes can learn or acquire abilities that affect the way they interact with other characters to give them different role-playing game-related advantages. Below are some common examples of when or how you might use this action during each of your turns:

Perform an Exchange of Currency or Goods

Socialize with an NPC / Player

First, confirm the size of the character. Larger characters get a bonus to their move because it is easier for them to cover ground.
Move a Character
During your turn, and if your playgroup has decided to use 3d objects and movement rules in your Campaign format adventure, you may use one of your turn’s allotted actions to move your character up to “x” units equal to their Movement Value. For more, please visit Movement, Size, and Line of Sight.
Size | Movement Value Bonus |
Tiny | +0 |
Small | +0 |
Medium | +0 |
Large | +3 |
Colossal | +6 |
Next, a bonus is added per the character’s Vigor stat. Vigor represents the character’s overall physical stamina, prowess, and capability of the character – so the higher the score, the higher the modifier:
Vigor Stat Total | Movement Value Bonus |
0-9 | +0 |
10-19 | +1 |
20-29 | +2 |
30 -39 | +3 |
40+ | +5 |

Once you have confirmed the Player’s total, then the Lore Master proceeds to apply any conditional modifiers they own that are applicable. The final total movement value is determined, and the Player may move their character up to their movement value.
Movement while Mounted
Mounts have their own individual movement values, and while mounted, a character may only move up to its Mount’s Movement Value. The character performs the Move action.

Using the Cards
Included in this section are the rules and descriptions associated with card-related elements and using the game cards themselves. Characters, Events, Items, Skills, Spellcraft are covered in more detail, and the rules corresponding to them.
Expanding your Realm
Included in this section are the resources related to non-card game elements, such as the Player leveling system, Alignments & Factions, Movement, and other related items.
Lore Master Rules
Included in this section are the resources available to Lore Masters, expectations for their rule, and recommendations on running Campaign Format adventures.