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:
 

Draw a card

  • One card is drawn for each action spent.
     

Move/Transfer equipment

  • Move one equipped item from a character you control to another character you control.
    • Transferring equipment is also an option, but both players must have the available equipment slots to do so, as mentioned in the Arena format rules.

You may change or set your Signature Skill

  • You select a Technique Skill card from your hand and attach it to your Hero.
    • They can replace their attacks during a turn with the Skill card. See Skills or Arena for more information.

Use an Action ability

  • Use an Action ability you control. Each Action ability may only be used per turn.

Play a card

  • Play a card from your hand or elsewhere.
     

Interact with an Object*

  • *[Campaign only.] Move, pick up, break, or interact with an in-game object (card or otherwise).

Use a Player (non-card) Skill*

  • *[Campaign only.] Use a non-card skill you control.

Interact with an NPC / Socialize*

  • *[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.

 

  • Free Actions vs Ongoing Abilities: Ongoing Abilities do not require actions to activate, which is similar to free actions, but they are not the same. Free Actions are abilities or cards that do not require an action to activate, but do still require manual activation. Ongoing abilities are always in effect so long as the card is in play (Equipment must be attached to a player for its Ongoing abilities to be active), and because they do not require manual activation, they are not considered "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.

  • Any opponent effects, free actions, or skill checks played at the same time as the active player are also resolved the same way, but taking priority before the active player’s check.
     

Examples of Free actions:

  • Player 1 plays the “Swiftness” card, which instructs: “When you play this card from your hand, you may immediately perform two actions…”
    • These two actions are examples of Free Actions, as they do not count towards the player’s allotted total number of available actions per turn.
  • Player 1’s Opponent expels a blast of counter magic, returning Player 1 to their normal speed and cancelling the effects of the “Swiftness” card.
    • Because your Opponent’s card cancelled the “Swiftness” card, you no longer get to play it, and therefore no longer get to perform the free actions. Your opponent would need to state they are responding this way when you first declare you are playing Swiftness, before the free actions are used.

 

Examples of Checks:

  • Player 1 is playing the “Whirlwind Strike” Skill card and is instructed to make a check to determine if the card will apply the Stun status effect to an opposing character. First, Player 1 confirms whether the attack was successful, and then, if successful, they would perform the skill check for the Stun status secondary effect.
  • Player 2’s character is the chosen target of the “Whirlwind Strike” Skill card, and Player 1 has confirmed their attacking character’s attack is successful. If Player 2’s character has any abilities that prevent damage from an attack, this must be played after the attack has been confirmed but before the skill check to apply the Stun status effect is resolved.
    • The reasoning for this is that the attack has been confirmed as successful, and that means it will apply attack damage. Next, a damage value is assessed from the attack, and before a final damage total is applied to the character being attacked, all damage modifiers must be applied (positive or negative). This modifier is applied sequentially because, if for example, the status effect’s application depends on whether damage was dealt, you would determine the amount of damage dealt before even making the check to apply the status effect – if no damage is dealt in this example, then there is no reason to check and see if the status is applied.
    • Using the same example above, if Player 2’s character has an ability that can protect them from status effects, this ability triggers when Player 1 confirms the attack was successful, after damage has been dealt, and the check to see if the status effect is applied. If Player 1’s check was successful, at this time is when Player 2’s character ability would be triggered to make a check to try and resist the status effect.

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.
 

  • If another player is responding, determine if the effect they are playing directly interacts with the action being performed: if there is any interaction with the active player or an action being performed, the opposing player’s card will take priority since it was played most recently. However, in situations where multiple players want to react to the same event, these situations are handled differently.

Example #1 – Defensive Timing:

  • A game has three players: A, B, and C. Player A is currently the active player.
  • Player A is entering into their Combat Phase, and they have two actions available. Player B wants to play a card, “Conjured Spellshield,” to defend himself against Player A’s attacking characters. Player B would ideally play their card once Player A has finished declaring their attacking characters and who they’re attacking.
    • Player B can play the “Conjured Spellshield” card during Player’s A turn, but this is also the only action that Player B can make during Player A’s turn, so if they had another Swift Action ability or card that would further defend themselves against Player A, they would not be allowed to use it.
  • If Player B were to play their “Conjured Spellshield” card at the beginning of Player A’s turn, this would give Player A an advantage, because they would know there is no point in attacking Player B, and then direct their attacks to Player C.
  • If Player B waits to play their “Conjured Spellshield” card until after attacking characters and their chosen targets are declared, then Player A cannot change their mind and redirect their attacks to Player C.

Example #2 – Multiple Swift Actions:

  • Using the same scenario above, Player C wants to assist Player B’s character to help him level out the playing field against Player A. Player B plays the “Conjured Spellshield” card from their hand to protect their Hero character from Player A’s attacking characters. Player C then decides to play “Lightning Strike,” choosing one of Player A’s attacking characters.
    • From this point, If Player B or C wanted to use any other abilities or cards, they would be unable to because both previously acted with the Swift Action ability during another player’s turn. Even if the cards they are playing during another player’s turn are canceled, each player still must act to act in the first place, and this counts as their use for the turn.
  • If Player A wanted to respond to Player B or Player C, they would need to do so at the appropriate times. They have two actions available, but one option available to Player A is a “Counter Magic” card in their hand. This card also has the Swift Action ability and cancels a card from being played, but Player A also only has a single copy of this card in their hand.
    • If Player A uses their “Counter Magic” card to cancel Player B’s “Conjured Spellshield” card, Player C’s Lightning Strike then resolves and deals 3 damage to one of Player A’s attacking characters, defeating them. Player A loses a character and deals no damage to Player B as a result.
    • If Player A uses their “Counter Magic” card to cancel Player C’s “Lightning Strike”, this takes place after Player B’s “Conjured Spellshield” card, which would then resolve. Player A’s characters would not deal any attack damage to Player B, but also would not lose a character to Player C’s card.

Example #3 – Timing Matters:

  • A game has three players, Players A, Player B, and Player C. Player A is the active player.
  • Player A uses an ability on their Hero to heal 3 damage from another character they control, Mookaloo. Mookaloo currently has 3 HP remaining of their maximum 6 HP. Player B responds to Player A’s ability with the card “Lightning Strike,” which has Swift Action and deals 3 damage to an opposing character. Player C needs Player A’s character to stick around a little longer, but only has the option to heal another character, not prevent damage. Depending on the order they are played, they have two entirely different outcomes.
    • In this scenario, Player B’s “Lightning Strike” card would take priority against Mookaloo since it was played before Player C’s healing ability and in response to Player A wanting to use their own. Mookaloo would take 3 damage and be defeated. Player C would no longer be able to heal the character since they have been defeated. Player A’s ability, which they had already declared would no longer have any effect, because Mookaloo was defeated.
    • The other way this could resolve would be if Player B plays their option to heal Mookaloo after Player A's ability, but before Player C plays their “Lightning Strike” card. Player A’s ability is not affected by Player C’s, so first, Mookaloo is healed by Player B because of the Swift Action ability. Player C’s "Lightning Strike" would resolve last, since it was played in response to Player B’s heal, and then Player A’s heal would resolve – the result entirely different, and where Mookaloo is not defeated!
      • This is harder to do, and is part of the "anticipating your opponent's actions" concept of gameplay, and reading minds is not an ability most of us have. This type of response would make sense in a situation where you have no reason to otherwise defend yourself, and so you choose to use your "one per turn [Swift Action] use" to help out another player, or by healing a character, you benefit somehow.

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.

  • Declare the object you wish to interact with.
  • The Lore Master determines if your character is physically capable of carrying the object, or confirms if you can move the object with a special ability or Skill.
  • Then, your character picks up the object and moves it to its destination, or up to their established available movement value*
     

Your Hero wants to take an object (legally or illegally).

  • Declare the object you wish to interact with.
  • The Lore Master determines if your character is physically capable of carrying the object, or confirms if you can move the object with a special ability or Skill.
  • The Lore Master confirms if any characters interact with this action.
    • If No, the character stores the object either on their person or in an available storage space.
    • If Yes, The Lore Master confirms who interacts with the Hero acting, and how they interact… (follow through from there based on the result)

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

  • Declare the object you wish to interact with.
  • The Lore Master determines if your character is physically capable of carrying the object, or confirms if you can move the object with a special ability or Skill.
  • If the character plans to physically throw an object or use it as a weapon as part of an attack, the Lore Master confirms any stat boosts (if any) from using the object as part of the attack and applies them to the Hero acting.
  • The Lore Master determines how far the object can be thrown based on the character’s attack value and the size of the object.*
  • If the character plans to throw the object and use it as a weapon using a special ability or Skill: The Lore Master confirms any stat boosts (if any) from using the object as part of the attack and applies them to the Hero acting.
    • If the object is being thrown as a weapon or part of an attack, resolve the attack.
    • The Lore Master then decides if the object is destroyed or reusable as part of being used this way. If the object is destroyed, it can no longer be held or used by a character.
    • If the item is not destroyed, the Lore Master determines where the object is placed following the action.
  • If the object is being thrown and is not being thrown as a weapon, the action ends when the object stops moving and has landed, if not stated otherwise.
    • The Lore Master then decides if the object is destroyed or reusable as part of being used this way. If the object is destroyed, it can no longer be held or used by a character.
    • If the item is not destroyed, the Lore Master determines where the object is placed following the action.

Your Hero wants to break an object or break into an object.

  • Declare the object you wish to interact with.
  • The Lore Master first declares whether the object is indestructible or not.
    • The Lore Master determines if your character is physically capable of destroying the object, or confirms if you can destroy the object with a special ability or Skill.
  • To destroy an object, an attack is made against it by the Hero performing this action.
    • The Lore Master determines how much damage is required to destroy the object, or how many individual attacks are required if a specific damage value is not assessed.
    • Unless another effect or ability specifies, an object has 0 AC (meaning that characters can’t fail to hit an object unless a specific effect prevents them from doing so).
  • The action ends either when the object is destroyed and the effects of destroying the object are resolved, or if multiple attempts are required, the resolution of each attempt ends the action.

 

*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

  • If you are socializing with a shopkeeper, innkeeper, travelling merchant, or any other character, the Lore Master must first determine if the NPC can exchange currency for goods or other services.
  • If the Heroes who are making a transaction with the NPC have any Renown* or influence modifiers, these are applied to the situation before the NPC presents them with options of available goods and services, as negative modifiers could affect the results.
  • If the NPC can exchange goods and services, a menu or list of available goods and services is presented to the Hero(es) interacting with this NPC.
    • Players then exchange their available currency or goods with the NPC.
    • When all players have completed this interaction, the action is resolved.
  • This is not an action that can be completed during a combat scenario unless specified otherwise by the Game Lore Master.

Socialize with an NPC / Player

  • If you are interacting with another player, declare who you are socializing with and how you intend to communicate.
    • The Lore Master determines if this method of communication is possible in the current conditions, where both characters exist.
      • If the players have any Renown* or influence modifiers, these are applied to the situation before the conversation begins.
  • If you are interacting with an NPC, declare who you are socializing with and how you intend to communicate.
    • The Lore Master determines if this method of communication is possible in the current conditions, where both characters exist.
      • If the players have any Renown* or influence modifiers, these are applied to the situation before the conversation begins.
      • The action is resolved when all players agree the conversation has ended or when the player who initiated the action determines it has ended.
  • *Learn more about Renown.

First, confirm the size of the character. Larger characters get a bonus to their move because it is easier for them to cover ground.

  • For example, a colossal character gets a minimum of 11 units for their Movement Value (because of the +6 from their size and base of +5 = +11).

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.

  • All characters have a base Movement value equal to 5 units. The lowest Movement Value a character is allowed is 0 (meaning that if their value is reduced by game effects, it cannot be reduced below 0). Characters receive a bonus to their Movement Value based on their overall size and Vigor character stat. To calculate a character’s total Movement Value, use the following on the right:

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.
 

  • Example: Captain Shank is a large-sized character.
  • His Base Movement Value is 5. He has a 16 Vigor stat value.
  • Captain Shank (Base 5) + Large + (Size +3) + Vigor (16 = +1) = 9 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.