Professional Documents
Culture Documents
Reset Phase
--Straighten all spun cards and turn incapacitated characters faceup
--Players take their turns in order of total Speed value, from highest (goes first) to lowest (goes last):
- In the case of ties, each roll a die with the highest result going first
- If any party's total Speed changes during the turn, the order of play stays the same until the next Reset phase
- Players each take a turn in a phase before proceeding to the next phase
--Players may discard/expel any Advantage cards and/or Characters that they don't want:
- Player with the least amount of Character cards: May recruit one of the discarded Characters, if any
- Player with the least amount of Advantage cards: May pick up one of the discarded Advantage cards, if any
- If players are tied for the least amount of either card type: Neither can pick up a discarded card
--You may also leave/discard your Organisation at this time if you are in one (may only belong to one at a time)
--You may use any special ability or Advantage card that can only be used in this phase
2. Movement Phase
--Declare your party's movement. You may EITHER:
Go to an Active Area that is in play
- Overcome any preliminary encounter card to enter the area
- If encounter is overcome (or there was no encounter) move your Party counter to the new area
OR Seek New Horizons (only one player per turn can do this). Area limit = number of players in the game x 2
- Draw and place an Area card from the top of the Area deck OR draw and place any previously discarded Area
- If this causes the Area limit to be exceeded, discard one of the currently unoccupied Areas
- Draw an Encounter card and place it on the new area as a preliminary encounter. If the Encounter's level is
higher than the area's level, discard the encounter. Otherwise you must face the encounter
- If the encounter is overcome (or was discarded due to its level) move your Party counter to the new area
- If the preliminary encounter was not overcome and was a creature, that encounter stays on the new area
and you cannot act for the rest of this turn
OR Rest
- On your next turn ONLY your party will have +2 Combat and +2 Speed. End of Turn (Note you
are not considered to be on any area while resting)
--Resolve any other Encounters
3. Interaction Phase
--Trade with any other player that is also in an area which has a trade icon (doesn't have to be the same area)
- Freely trade Advantage and Character cards
--Declare combat on any other party/player in the same area as your party Trade icon
- Cannot engage a party in combat if the difference in number of characters between the two parties is more
than 1 (eg. party of 4 cannot combat a party of 2), even if parties are in rival organisations
- If two parties belong to rival organisations and are able to fight , they are obliged to fight
- The loser of the combat must give the winner a random Advantage card
- The loser is also expelled from the Area, and loses the rest of his turn
4. Exploration Phase
--Declare whether or not you want to explore the area you are visiting. If you do not explore and are not in the middle of a
resistance mission (requiring you to stay in the area for certain number of turns), end your turn
Icons
Trickery, Magic, and Ki. Characters who have these skills can play Advantage cards with the same
symbols. A character must be "spun" in order to use the Advantage card
A Plot card can be used by any character without needing to be spun unlike other Advantage cards