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Actions

Actions are resolved by Committing an Endurance die.

Your Player Board has four Action Slots:

Skill · Move · Attack · Defense

You can only commit a max of 4 dice per Action. Represented by the slots in your Player Board.

Commit

When instructed to Commit:

  1. Choose 1 die from your Endurance Pool.
  2. Place it in the matching Action Slot.
  3. Check its Value on the Success Table.
  4. Apply any modifiers.
  5. Resolve the Action using the final number of ★.

Success Table

  • 1–2: 0
  • 3–5: ★
  • 6–8: ★★
  • 9–11: ★★★
  • 12: ★★★★

The final number of ★ is your Outcome.

A committed die remains in its Action Slot until Recovered.

You may only Commit when instructed by a rule, Entry, or Encounter.

Luck

After you Commit, you may ⊙ Luck once before resolving the Action.

  • 1–2: Add nothing. Luck ⇩
  • 3+: +★
  • Max Value: +★. Luck ⇧

Then resolve the Action using the final number of ★.

If Luck is 0, you cannot ⊙ Luck.

Commit Skill

If a Skill is listed, add its ★ bonus to the Outcome.

Resolve the Outcome indicated by the Entry or rule.

Commit Move

During Travel, each ★ becomes 1 Travel ★.

For other Move effects, follow the listed Outcome.

Commit Attack

Each ★ becomes 1 Damage. Reduce the Damage by the target’s Defense. Damage cannot be reduced below 0.

Commit Defense

Each ★ blocks 1 Damage.

No dice available

If you must Commit with no dice in your Endurance Pool, gain 1 Strain to Recover your committed dice. Roll the recovered dice into your Endurance Pool.

If you have no committed dice to Recover, you are defeated.