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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