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IV · STRUCTURE OF A GAME TURN · P.

8
REMINDER OF THE GAME PHASES A UPKEEP
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B TURN OF THE SIDE WITH THE INITIATIVE


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HEROES C
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CHECK END-GAME
CONDITIONS · 1
OR
V.B · HEROES’ TURN · P.11 V.C.1 · HERO MELEE ATTACK · P.13 V.C.3.a · HERO COMPLEX MANIPULATION · P.17 V.C.5 · MOVEMENT · P.21 NOT FULFILLED FULFILLED

1 UPKEEP HEROES’ [a] DECLARE V.C.4 · HERO COMPLEX THOUGHT · P.20 [a] DECLARE A MOVEMENT D TURN OF THE SIDE
, , ,

START OF TURN A MELEE ATTACK WITHOUT THE INITIATIVE


i DECLARE A COMPLEX [b] CREATE THE MOVE POINT POOL
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2 TRIGGER THE START OF THE HEROES’ [b] DECLARE THE TARGET MANIPULATION / THOUGHT E CHECK END-GAME
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TURN EFFECTS [c] ADD MOVE POINT BONUS CONDITIONS · 2


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[c] SPEND ENERGY CUBES ii SPEND ENERGY CUBES FOR THE FIRST MOVEMENT
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OR
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DECLARE HEROES’ STANCE NOT FULFILLED FULFILLED


OR OR
(see page 12) EXERTION LIMIT EXERTION LIMIT EXERTION LIMIT EXERTION LIMIT [d] CHOOSE MOVE TYPE
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NOT REACHED ALREADY REACHED NOT REACHED ALREADY REACHED END OF THE GAME
4 CHOOSE ACTING HERO [e] CALCULATE THE MOVE COST
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(see page 12) [d] CREATE THE DICE POOLS iii CREATE THE DICE POOL
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[f] SPEND ENERGY CUBES


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OR
[e] ADD THE WEAPON BONUSES iv ADD THE TOOL BONUSES VII · DEFENSE · P.38
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A HERO IS ACTIVE NON OF THE HEROS


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AND WISHES TO ARE ACTIVE OR NONE [g] SPEND MOVE POINTS


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PERFORM AN ACTION OF THEM WISH TO ACT [f] ROLL THE DICE POOL v ROLL THE DICE POOL A DECLARE A DEFENSE
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[h] MOVE THE MINIATURE


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5 HERO’S ACTIONS (see page 12) [g] REROLLS (see page 14) vi REROLLS B SPEND ENERGY CUBES
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[i] APPLY THE EFFECTS


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6 TRIGGER THE END OF THE HEROES’ [h] CALCULATE THE NUMBER vii CALCULATE OF THE DESTINATION AREA C CREATE THE DICE POOL
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TURN EFFECTS (see page 12) OF SUCCESSES (see page 14) THE NUMBER OF SUCCESSES
[j] END THE MOVE D ADD THE AUTOMATIC DEFENSE DICE
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OR
7 UPKEEP HEROES’ [i] DEFENDING AND WOUNDS (see page 14) SUCCESSFUL UNSUCCESSFUL
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OR
END OF TURN(see page 12) ACTION ACTION NEW MOVE NO OTHER MOVE E ROLL THE DICE POOL
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[j] END THE MELEE ATTACK


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viii APPLY THE COMPLEX [k] END THE MOVEMENT F REROLLS


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MANIPULATION / THOUGHT
V.C.2 · HERO RANGED ATTACK · P.15 G CALCULATE THE NUMBER OF SUCCESSES
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ix END THE COMPLEX


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[a] DECLARE A RANGED ATTACK MANIPULATION / THOUGHT H DETERMINE THE NUMBER OF WOUNDS
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[b] DECLARE THE TARGET I END THE DEFENSE


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V.C.3.b · HERO AUTOMATIC MANIPULATION · P.19


[c] SPEND ENERGY CUBES
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OR V.C.4 · HERO AUTOMATIC THOUGHT · P.20


EXERTION LIMIT EXERTION LIMIT
NOT REACHED ALREADY REACHED i DECLARE AN AUTOMATIC VIII · REROLL · P.41
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MANIPULATION / THOUGHT
[d] CREATE THE DICE POOL A DECLARE THE REROLLS
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ii SPEND ENERGY CUBE


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[e] ADD THE WEAPON B FREE REROLLS


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OR
AND ELEVATION BONUSES EXERTION LIMIT EXERTION LIMIT
NOT REACHED ALREADY REACHED C DECLARE ANY PAID REROLLS
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[f] ROLL THE DICE POOL


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OR
iii APPLY THE AUTOMATIC EXERTION LIMIT EXERTION LIMIT
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[g] REROLLS MANIPULATION / THOUGHT NOT REACHED ALREADY REACHED


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[h] CALCULATE THE NUMBER OF SUCCESSES iv END THE AUTOMATIC D SPEND ENERGY CUBES
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MANIPULATION / THOUGHT
[i] DEFENDING AND WOUNDS E ROLL THE CHOSEN DICE
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[j] END THE RANGED ATTACK F END THE REROLLS


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IV · STRUCTURE OF A GAME TURN · P.8
REMINDER OF THE GAME PHASES A UPKEEP
,

B TURN OF THE SIDE WITH THE INITIATIVE


,

VILLAINS C
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CHECK END-GAME
CONDITIONS · 1
OR
VI.B · VILLAIN’S TURN · P.30 VI.D.1 · CHARACTER MELEE ATTACK · P.33 VI.D.3.a · CHARACTER COMPLEX V.C.5 · MOVEMENT · P.21 NOT FULFILLED FULFILLED
MANIPULATION · P.35
1 UPKEEP VILLAIN [a] DECLARE A MELEE ATTACK [a] DECLARE A MOVEMENT D TURN OF THE SIDE
, , ,

VI.D.4 · CHARACTER COMPLEX THOUGHT · P.36 WITHOUT THE INITIATIVE


2 TRIGGER THE START [b] DECLARE THE TARGET [b] CREATE THE MOVE POINT POOL
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OF THE VILLAIN’S TURN EFFECTS i DECLARE A COMPLEX E CHECK END-GAME


,
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[c] CREATE THE DICE POOL MANIPULATION / THOUGHT [c] ADD MOVE POINT BONUS CONDITIONS · 2
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OR
THE VILLAIN THE VILLAIN DOES FOR THE FIRST MOVEMENT OR
ACTIVATES NOT ACTIVATE [d] ROLL THE DICE POOL ii CREATE THE DICE POOL NOT FULFILLED FULFILLED
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1 OR 2 TILES ANY TILES [d] CHOOSE MOVE TYPE


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[e] REROLLS iii ROLL THE DICE POOL END OF THE GAME
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3 ACTIVATE THE FIRST TILE [e] CALCULATE THE MOVE COST


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[f] CALCULATE THE NUMBER OF SUCCESSES iv REROLLS


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4 ACTIVATE THE SECOND TILE [f] SPEND ENERGY CUBES


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[g] DEFENDING AND WOUNDS v CALCULATE THE NUMBER OF SUCCESSES VII · DEFENSE · P.38
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5 TRIGGER THE END [g] SPEND MOVE POINTS


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OR
OF THE VILLAIN’S TURN EFFECTS [h] END THE MELEE ATTACK SUCCESSFUL UNSUCCESSFUL A DECLARE A DEFENSE
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ACTION ACTION [h] MOVE THE MINIATURE


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B SPEND ENERGY CUBES


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VI.B.3 · ACTIVATE THE FIRST TILE · P.30 VI.D.2 · CHARACTER RANGED ATTACK · P.34 vi APPLY THE COMPLEX [i] APPLY THE EFFECTS
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MANIPULATION / THOUGHT OF THE DESTINATION AREA C CREATE THE DICE POOL


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[a] DECLARE A TILE ACTIVATION [a] DECLARE A RANGED ATTACK


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viii
vii END THE COMPLEX [j] END THE MOVE D ADD THE AUTOMATIC DEFENSE DICE
, ,
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[b] SPEND ENERGY CUBES [b] DECLARE THE TARGET MANIPULATION / THOUGHT
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OR
NEW MOVE NO OTHER MOVE E ROLL THE DICE POOL
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[c] REPOSITION THE TILE [c] CREATE THE DICE POOL


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VI.D.3.b · CHARACTER AUTOMATIC [k] END THE MOVEMENT F REROLLS


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[d] ACTIVATE THE CHARACTERS CONTROLLED [d] ROLL THE DICE POOL MANIPULATION · P.35
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BY THE TILE OR TRIGGER THE EVENT TILE G CALCULATE THE NUMBER OF SUCCESSES
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[e] REROLLS VI.D.4 · CHARACTER AUTOMATIC THOUGHT · P.36


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[e] END THE TILE ACTIVATION H DETERMINE THE NUMBER OF WOUNDS


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[f] CALCULATE THE NUMBER OF SUCCESSES i DECLARE AN AUTOMATIC


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MANIPULATION / THOUGHT I END THE DEFENSE


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VI.C · ACTIVATE A CHARACTER · P.32 [g] DEFENDING AND WOUNDS


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ii APPLY THE AUTOMATIC


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1 DESIGNATE A CHARACTER [h] END THE RANGED ATTACK MANIPULATION / THOUGHT


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2 FIRST MOVEMENT STEP iii END THE AUTOMATIC VIII · REROLL · P.41
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MANIPULATION / THOUGHT
3 DECLARE AN ACTION A DECLARE THE REROLLS
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OTHER THAN MOVEMENT


B FREE REROLLS
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4 ,

PERFORM THE ACTION


C DECLARE ANY PAID REROLLS
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5 ,

REPEAT THE ACTION OR


EXERTION LIMIT EXERTION LIMIT
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SECOND MOVEMENT STEP NOT REACHED ALREADY REACHED

7 END THE CHARACTER ACTIVATION D SPEND ENERGY CUBES


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E ROLL THE CHOSEN DICE


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F END THE REROLLS


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