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Reminder of The Game Phases: Heroes
Reminder of The Game Phases: Heroes
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REMINDER OF THE GAME PHASES A UPKEEP
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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
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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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[c] SPEND ENERGY CUBES ii SPEND ENERGY CUBES FOR THE FIRST MOVEMENT
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OR
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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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OR
[e] ADD THE WEAPON BONUSES iv ADD THE TOOL BONUSES VII · DEFENSE · P.38
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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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5 HERO’S ACTIONS (see page 12) [g] REROLLS (see page 14) vi REROLLS B SPEND ENERGY CUBES
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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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MANIPULATION / THOUGHT
V.C.2 · HERO RANGED ATTACK · P.15 G CALCULATE THE NUMBER OF SUCCESSES
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[a] DECLARE A RANGED ATTACK MANIPULATION / THOUGHT H DETERMINE THE NUMBER OF WOUNDS
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MANIPULATION / THOUGHT
[d] CREATE THE DICE POOL A DECLARE THE 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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OR
iii APPLY THE AUTOMATIC EXERTION LIMIT EXERTION LIMIT
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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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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
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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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[e] REROLLS iii ROLL THE DICE POOL END OF THE GAME
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[g] DEFENDING AND WOUNDS v CALCULATE THE NUMBER OF SUCCESSES VII · DEFENSE · P.38
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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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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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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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[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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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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