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🗡️ Action Cards

Action Cards represent the core actions a character may perform during their turn.

They are designed to provide:

  • Quick reference during play

  • Clear Action Cost

  • Noise generation value

  • Description and special rules

  • Immediate clarity without needing to consult the Rulebook

Each Action Card includes:

  • Action Cost (how many Actions it consumes)

  • Noise Value (how much Noise it generates)

  • Description

  • Restrictions or Special Rules

📜 How Action Cards Work

  • During the Player Phase, the player may perform actions equal to their available Action Points (AP).

  • Each action requires the player to spend the number of Actions shown on the card.

  • Noise generated is immediately added to the current Noise value of the scenario.

  • Some actions may trigger enemy reactions or event checks.

Enemies do not use Action Cards.
Enemies follow scripted behavior logic defined in their scenario or behavior table.

🧭 Example: ACTION – MOVE

Action Cost: 1
Noise: 0

Description:
Move up to your MOV stat value.
You cannot move through enemy miniatures or terrain classified as Blocked.

Rules:

  • Movement must follow terrain restrictions.

  • Cannot pass through High Terrain unless a specific ability allows it.

  • Movement can be interrupted by reactions or triggered effects.

🛡️ Action Types in the Game

The current Action Set includes:

Movement Actions

  • Move

  • Dash

  • Run

  • Crawl

  • Charge

  • Climb

  • Fall

Interaction Actions

  • Open

  • Pick Up

  • Pass

Combat Actions

  • Attack

  • Dodge (Reaction)

  • Parry (Reaction)

Special Actions

  • Companion Command

⚔️ Reactive Actions

Dodge and Parry are Reactive Actions.

  • They do not cost Actions during your turn.

  • Only 1 Reaction may be performed per round.

  • They may only be used immediately after being targeted by an attack.

Parry

  • Generates +1 Noise.

  • If successful: player may perform 1 immediate Attack.

Dodge

  • Generates no Noise.

  • If successful: player may perform 1 immediate Attack.

🐺 Companion Command (Special Action)

Action Cost: 2
Noise: 0

Effect:

  • Companion immediately performs 1 basic action.

  • Companion cannot use Ultimate Ability.

  • Companion loses 1 Action during their next Companion Phase.

  • Companion cannot use Companion Command if they only have 1 AP.

🎯 Design Philosophy

The Action Card system ensures:

  • Tactical clarity

  • Noise management tension

  • Action economy balance

  • Strategic decision-making

  • Fast gameplay flow

Players are encouraged to manage:

  • Action economy

  • Noise levels

  • Positioning

  • Condition effects

  • Wind and weather modifiers