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:
- Choose 1 die from your Endurance Pool.
- Place it in the matching Action Slot.
- Check its Value on the Success Table.
- Apply any modifiers.
- 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.