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The Challenge Phase

The Challenge Phase

“Our pockets were full of deng, so there was no real need from the point of view of crasting any more pretty polly to tolchock some old veck in an alley and viddy him swim in his blood while we counted the takings and divided by four, nor to do the ultra-violent on some shivering starry grey-haired ptitsa in a shop and go smecking off with the till's guts. But, as they say, money isn't everything.”

– A Clockwork Orange, Anthony Burgess

The Crypt Titan was the former dungeon lord of the Ossuary and the first dungeon lord to fall to the crusades. An army flooded the bone-lined halls, and the skeletal giant devoured wave after wave as it crawled down the passages. Here, war was waged in its most antique form. Underfoot, bodies and parts of bodies were trampled until the ground was slick and there was a terrible stink from the wet innards.

The Ossuary became so littered with internalments that the huge form of the Crypt Titan was entangled and slowed. Passages behind the thing were choked with bodies and passages in front of it bristled with resistance.

Shoulder to shoulder, the crusaders beat and bashed the Crypt Titan’s arms from its body, and with a cry, crushed its skull to nothingness. It stopped moving. By the end of the battle, ten-score crusaders had been felled.

Of the two-hundred to die in the battle, fifty rose again from (seemingly) deadly wounds. All were amazed, and it was declared a miracle. And yet, the other fallen were no less restless. Those dead who were utterly desiccated by the Titan’s jaws became howling specters. Those who were merely crushed by the Titan’s bulk struggled up as zombies. And thus was the Crusade of the Ossuary declared victorious.

The Flow of the Challenge Phase

During the Crawl Phase, players and GMs exchange questions and answers. During Challenges, things become much more bounded. A Challenge narrows the lens of the adventure into every blow, every maneuver, every stunt that the players attempt.

In this phase, everybody at the table draws cards that represent their opportunities during combat. The players play these cards to choose specific actions—attacks, movement, pulling something from their pack, etc. The GM controls the hostile characters, be they monsters or mortals. Both sides pursue their goals while exchanging blows. When one side retreats, surrenders, or lies defeated, the Challenge Phase transitions back to the Crawl.

The Challenge Phase uses the following procedure. Play cycles through steps 1-5 until the Challenge is resolved. The rules for players and GMs differ slightly; GM-specific rules start see GMing the Challenge.

0. Set the scene

As the Challenge begins, the GM frames the scene. They describe the different zones, note the combatants and their positions, and articulate if any scenery and hazards have special rules.

1. Draw Challenge cards

Challenges are split up into rounds. At the beginning of each round, each player draws four Challenge cards from the minor arcana deck. The GM draws a certain number of major arcana cards based on what enemies are being fought, see Draw Challenge Cards.

2. Play Initiative

Players choose one of their Challenge cards as their Initiative for the round. They place it facedown in front of them. The GM plays an Initiative card for every significant character or group of characters they control.

3. Take turns

The GM counts up from lowest card (I) through the highest card (king). When the GM announces the Initiative of a GM character or adventurer, that character takes their turn.

4. Minor actions

After a turn is resolved, the GM asks: “Any minor actions?” Anybody who wants to take a minor action declares their action. Minor actions are resolved simultaneously.

After all actions of a particular Initiative number are resolved, the GM continues the count upwards. Steps 3 and 4 repeat until everybody has had their turn.

5. End the round

Once everybody has had their turn and the subsequent minor actions have been resolved, the round ends. Everybody discards any unused Challenge cards in their hand. Everybody discards their current Initiative card. Facedown cards remain in play. If the Fool was drawn during this past round, both minor and major arcana decks are shuffled. A new round begins.

Learning the Challenge Phase

The Challenge Phase rules are designed to be fun—players make tons of small decisions: which cards to use, how to collaborate to get the maximum effect, how to take damage. The rules are also designed to be deadly—things can quickly go from bad to worse as characters Notch armor, Wound talents, and realize they’ve gotten in over their heads.

Getting used to card-based combat sequences can be daunting or slow going at first, but once your table falls into the swing of it, the Challenge system ensures that nobody is sitting around waiting for their turn.

To learn any game, take it slow and go through each step slowly. After two or three Challenges, you’ll get the sense of the flow and find there’s a lot of interesting tactics embedded in the rules. Do you use a low Initiative to go first so you can see what the GM’s monsters Initiative is for the rest of the round? Do you bluff with a low Riposte? Do you put down a Riposte first, then draw your sword to make your counterattack more deadly?

Players who put in the due diligence to learn the tactics underlying the Challenge Phase will have a lot of fun.

Set the Scene

Before the Challenge procedure begins, the GM sets the scene. They describe the zones the encounter occupies, note the combatants, and clarify everybody’s positions relative to each other. If one of the sides of the combat surprises the other, they begin the scene with some advantage (Ambushes and surprise). If a combatant’s position or a hazard in the scene warrant special consideration, the GM will create special rules for the Challenge.

The assumption is that most Challenges are played out in the “theater of the mind.” That is, the GM describes the location and the players merely describe their adventurer’s journey through this imagined space. If things are a little confusing and players aren’t exactly sure what is being described, the GM should sketch a quick map. If things are complicated and position really matters, feel free to create a more elaborate map and use tokens or miniatures to demarcate the positioning of various adventurers.

Zones

The GM describes the encounter and demarcates the scene’s zones. Zones are an abstract way to talk about the different parts of dungeon rooms. You can interact with things and characters in the same zone as you.

Imagine an auditorium. In this room, the GM might demarcate the following zones:

  • Backstage
  • Stage
  • Orchestra pit
  • Seating
  • Balcony

A scene can have any number of zones. Often, there are at least two zones: the room you’re leaving and the occupied room you’re entering. More complicated scenes will have more. As you throw open doors, run down hallways, destroy walls, etc., the GM will add new zones to the scene.

Zones are important for the Challenge Phase, but the concept of zones is easy to use in other phases. Several spells use “zones” to explain their effects. Outside of a Challenge, the GM should make it clear how these spells work if zones have not previously been established in the scene.

Combatants and position

The GM describes all of the characters involved in the Challenge and their positions in the scene. It should be clear which zone you’re in and which zones the GM’s characters are in.

Generally, positioning around a zone during a Challenge is abstract. Even if you use miniatures as visual aids to represent your position on the map, it’s assumed that your adventurer is moving around a lot within the zone.

You Move or Dash to go to a new zone. If there is something preventing you from moving between zones, like a big ogre guarding the door or a hallway of swinging blades, you must Avoid the hazard to get past it.

Characters (both adventurers and the GM’s characters) are either engaged or disengaged during Challenges. You begin most Challenges disengaged.

  • While disengaged, you can move freely.
  • While engaged, you are actively struggling against opponents in battle.
Disengaged

By default, all characters are disengaged. They can take actions freely.

Disengaged characters can make missile attacks against other creatures, but can’t make melee attacks without becoming engaged.

Engaged

When a character successfully makes a melee attack against another, they both become engaged.

  • Engaged characters can make melee attacks against each other.
  • Engaged characters can’t make missile attacks. It’s very difficult to bring a missile weapon to bear against someone actively threatening you.

If you are engaged and try to Move to a new zone, each opponent engaged with you may deal 1 Wound to you or allow you to pass. You are then disengaged and move to an adjacent zone.

If you are engaged, you can use the Avoid action to disengage safely; see Pentacles actions for the rules on Avoiding.

Some effects like Trip and Root automatically disengage a character as well.

Ambushes and surprise

Usually, adventurers and GM characters notice each other at the same time. In remote, dark places, the existence of light sources is immediately noticeable at a distance. Sometimes, however, combat begins with an ambush.

Adventurers

When an adventurer sets up an ambush, use the rules of the Vigilance action (Miscellaneous actions (Any Suit)). You’re making a statement that says, “When X happens, I’m going to do Y.” For example, “When I see an intruder, I’ll ring the warning gong,” or “When the bandits walk into the room, I’ll shoot the first one.” This action is automatically successful. Afterwards, the Challenge begins as normal.

GM characters

Sometimes the GM’s characters will have the opportunity to ambush you.

When ambushed, the adventurer closest to the ambush in the marching order tests Cups. If successful, they raise the alarm before the ambush occurs. A Challenge begins as normal. If unsuccessful, the entire guild is surprised.

If you are surprised, each GM character takes an action before the Challenge begins; the action is automatically successful and doesn’t require a card to be played.

GM characters prefer tactic 1 to tactic 2, and tactic 2 to tactic 3.

TACTIC 1: CREATE AN ADVANTAGE. The GM characters make sure the battlefield is to their advantage. Examples include:

  • Yell a warning
  • Collapse the bridge
  • Lock the door
  • Set the tapestry on fire

TACTIC 2: DEPRIVE ADVENTURERS OF RESOURCES. The GM characters try to get the upper hand over the adventurers. Examples include:

  • Disarming an adventurer
  • Extinguishing their torches
  • Filling the area with web

TACTIC 3: SHANK THE ADVENTURERS. The GM characters sucker punch the guild. Each attacker deals 1 Wound, but each individual adventurer can only be attacked once.

Special rules

As the GM sets the scene, they tell the players if anything in the scene has special rules.

The GM might set special rules for the scene based on the position of the combatants relative to the guild. Are they in zones near, far, or obscured from you?

For example:

  • Is the elvish assassin darting between the ancient trees?
  • If so, missile attacks against the assassin suffer disfavor.
  • Are the imps hanging off of the giant idol like monkeys?
  • If so, the imps cannot be attacked with shorter weapons; only polearms and missile weapons can be used.
  • Is the fat monk hiding in his empty barrel?
  • If so, the players won’t be told about the monk until they are in the same zone and can see down into the barrel.

The GM might also declare that certain elements of the scene—like traps or hazards—need special rules to navigate. For example:

  • A bladed pendulum might require a test of fate to move past.
  • A pit trap might be leapt by taking the Dash action.
  • A chasm may only be descended safely if a rope is used.
Example scene

Consider a fight aboard a ship. As the GM sketches out the scene, they demarcate the following zones and special rules:

Zone 1 is the rigging.

  • To move into this zone, you must spend a Pentacles card and have both hands free.
  • Missile attacks from the crow’s nest have favor because of your superior perspective.
  • If you are hit while in this zone, discard a card to test Pentacles. If you fail, you fall onto the deck (zone 5) and take a Piercing Wound.

Zone 2 is the poop deck.

  • There are no special rules for the poop deck except that making too many jokes about the poop deck will cause the GM to throw chips at you.

Zone 3 is in the water.

  • If you fall into the water, you automatically drop whatever is in your hands. You will drown unless you choose to shrug off your pack. Everything in your pack is lost.
  • If you fall into the water wearing metal armor, you will drown unless rescued.
  • It is a miscellaneous action to throw one of the ropes from the deck to a drowning character.

Zone 4 is atop the forecastle.

  • There are no special rules about the forecastle.

Zone 5 is the main deck.

  • This zone contains a winch that controls the anchors of the ship. It is a miscellaneous action to use this winch.
  • This zone contains the steering wheel. It is a Cups action to steer the ship purposefully.

Draw Challenge Cards

Challenges are split up into rounds.

At the beginning of each round, each player draws four Challenge cards from the minor arcana deck. The GM draws cards from the major arcana deck based on what kind of enemies they’re using, their powers, and their numbers; see GMing the Challenge for a full explanation of how to GM the Challenge Phase.

Challenge cards are spent on the following:

  • Initiative
  • Actions
  • Minor actions

Initiative is a measure of how carefully or recklessly your adventurer is acting during that round. The lower your Initiative, the faster you take your turn. However, the lower your Initiative, the easier you are to hit during that round.

Actions are decisive deeds that determine whether you will survive or perish. The “acting player” is the player whose turn it is.

Characters take one action on their turn. Each player has one turn per round (unless they draw the Fool, see Interrupt actions). The GM will take a turn for each important character they control.

Minor actions are quick actions that take place during other characters’ turns. They happen after another person’s turn and take place simultaneously to all other minor actions taken at the same time.

Play Initiative

After drawing your Challenge cards, select one card and play it facedown. This is your Initiative for the round. The GM will play one Initiative card for each significant character or group of characters they control.

Initiative determines how quickly you act during the round. Initiative also determines your defenses.

When making a test of fate, if the total of the card’s value plus bonuses is 14+, the test is a success. The chaos of a Challenge changes this paradigm. To successfully attack, trip, cast a spell against, or otherwise affect a combatant in a Challenge, the total value of your card plus bonuses must equal or exceed that character’s Initiative.

When other characters attempt to perform an action against you, flip your Initiative card face up (if it’s not already). Compare the action’s value against your Initiative.

  • If the value is greater than your Initiative, the action succeeds.
  • If the value is less than your Initiative, the action fails.
  • If the value ties your Initiative, it succeeds unless you are wielding a shield.
Tied Initiative

If two people have the same Initiative, they act at the same time. Players with the same Initiative decide among themselves who will declare their actions first. If there is a tie between a GM character and an adventurer, the GM determines who declares first.

Take Turns

Each round, the GM counts up from lowest card (I) through the highest card (king). When the GM reaches your Initiative in their count, flip your Initiative card face up to declare that you are the acting player.

To perform an action, play one of your Challenge cards. There are a range of actions you can perform during Challenges, each of which is tied to one of the four suits. The rules for Challenge Actions are detailed below.

SwordsPentaclesCupsWands
AttackAvoidAid AnotherBanter
RiposteDashCommandSpeak Incantation
DodgePull Item from PackRecover
RoughhouseUse Item

There are also miscellaneous actions that can be performed using any card, regardless of suit (Miscellaneous actions (Any Suit)).

On your turn, you can use any card to perform any action, regardless of suit.

You may only spend one card per Initiative turn. If you have performed an action, you cannot also perform a minor action. Interrupt actions do not count towards the one card per turn limit.

The GM’s characters will also take turns over the course of the round. During an enemy character’s turn, the GM plays a card from their hand and adds their character’s attribute to the total value, just like players. The GM might have several characters that take turns over the course of a round.

Skipping your turn

You do not have to take an action on your turn. If you do not take an action, the GM continues counting. Nobody takes minor actions.

Similarly, if you have no cards in your hand when the GM calls your Initiative number, you do not take an action and nobody takes a minor action. The GM continues counting.

Action Value

On your turn, your action’s total value equals the card’s face value plus the associated attribute.

For example, if an acting player makes an Attack action with a IV of Cups card and has a Swords attribute of 3, their Attack has a total value of 7 (4+3).

All Challenge Actions (both actions and minor actions) can have favor/disfavor applied, per the rules see Favor and disfavor. The GM is the arbiter of when to apply favor and disfavor during Challenges.

  • Favor adds +3 to the action’s total value.
  • Disfavor subtracts -3 from the action’s total value.

For example, an adventurer dangling from a tower window by a rope might be given disfavor to an Attack action against a circling harpy due to the precariousness of their situation. Alternatively, an adventurer might be given favor to a Roughhouse action against a character who is standing near a puddle of oil because the ground is so slippery.

You can spend a point of Resolve to gain favor on a Challenge Action (Favor and disfavor). Resolve cannot be spent to adjust your Initiative score.

Card values

Just a reminder:

  • Aces have a value of 1 (I).
  • Pages have a value of 11 (XI).
  • Knights have a value of 12 (XII).
  • Queens have a value of 13 (XIII).
  • Kings have a value of 14 (XIV).

Facedown Cards

You usually play Challenge cards face up, but some actions (such as Dodge or Aid Another) are played facedown to represent your adventurer readying themselves to act.

You may only have one facedown action at a time. (Your Initiative card does not count towards this limit!) If you take an action that would cause you to place another card facedown, replace the current facedown card and discard the last one. If you no longer want to take the facedown action, discard the card.

Facedown actions played on your turn add the appropriate attribute to the card’s value when the card is revealed. To help you remember when you played a facedown card (and to visually distinguish it from your Initiative), set the card down in a different position relative to your Initiative card.

  • If you play a card facedown on your turn, set the facedown card sideways above your Initiative card. When the time comes to reveal the card, add the appropriate attribute to the card’s value.
  • If you play a card facedown as a minor action, set the facedown card sideways below your Initiative card. When the time comes to reveal the card, use the face value of the card for the total.

Facedown cards remain in play until they’re activated, you replace them with another action, you discard it, or the Challenge Phase ends.

Facedown cards do not impact how many cards you draw at the beginning of the round—players always draw four Challenge cards.

You can use a defensive action (like Dodge or Riposte) for the benefit of anybody in your zone. It stays facedown until activated, as usual. If you move away from your ally before the defensive action triggers, discard your facedown card.

No peeking!

When a player declares an action that places a card facedown, they state what action they are taking, but only they know the card’s value until it is flipped up. Nobody but the player can look at the facedown card until the action is triggered. No peeking!

Interrupt Actions

Some talents or circumstances can turn an action into an interrupt. Interrupt actions take place before the acting player’s action.

For example, a halfling adventurer wielding a polearm might Riposte against a goblin charging at them before the goblin's Attack is resolved. If the halfling slays the goblin, they’re safe; if the goblin survives the interrupt, they follow through on their Attack.

Interrupt actions do not count against the limit of one action per turn.

The Fool

If you pull the Fool when drawing Challenge cards, put it in your hand as normal.

The Fool is not played like other Challenge cards. The Fool has a value of 0 and is always played in conjunction with another card. When you play the Fool, you get an additional turn—you can play any card to perform any action and add the associated attribute to your total value. Additionally, this counts as an interrupt action. The Fool always goes first, no matter what.

Essentially, drawing the Fool allows you to take two turns (but no minor actions) during a round.

When the Fool is drawn, shuffle both the minor and major arcana decks at the end of the round.

Minor Actions

After the acting player’s action is resolved, the GM asks the table if anybody wants to perform a minor action. To make a minor action, spend a Challenge card whose suit matches the action. A Cups card must be spent to make a Cups action, a Pentacles card must be spent to make a Pentacles action, and so on.

Minor actions all happen essentially at the same time. Everybody who wants to perform a minor action declares what they want to do and puts down a card to represent this action. Then, everybody reveals their cards simultaneously. The GM describes the results of these actions in whatever order makes the most sense and is the most cinematic.

The players and the GM can both make minor actions. If the GM is performing a minor action, they declare their action at the same time as the players do. Because the GM uses the major arcana (which has no suits), they ignore the requirement that the card played must match the action’s suit—the GM can play any card to take a minor action.

After all minor actions of a particular Initiative number are resolved, the GM continues the count upwards until all characters and enemies have had a turn.

Minor action value

A minor action’s total value equals the card’s face value. You do not add your attribute to minor actions. A minor action’s value can also be affected by favor/disfavor.

For example, to use Roughhouse as a minor action, play a Pentacles card. The card only has its face value. For instance, the Knight of Pentacles has a total value of 12—your Pentacles attribute is not added.

End the Round

When every player and each GM character has had their turn (and all minor actions on the last turn have been resolved), the round is over. Facedown actions are left facedown. Any remaining Challenge cards in your hand are discarded. The players and the GM draw more Challenge cards and begin a new round.

If the Fool has been played, shuffle both the minor and the major arcana decks before dealing new cards.

Challenge Actions

Below is a list of common Challenge Actions and their associated suits.

Four aces

Sometimes luck isn’t with you. Sometimes you draw and get a bad hand. This happens in games; it’s okay. What are your options though?

We’ve seen players default to attacking an enemy they know they won’t hit. It’s what they would do in other games since they don’t know what their dice roll will be. That’s not a good strategy in His Majesty the Worm.

The Challenge rules are a minigame; a poker face is part of that mini-game. If you play a low Initiative, but then defend with a Dodge or Riposte, you give the GM pause. Why the low Initiative? What defensive cards do you have? This strategy only works if you don’t say, “Shit. I have nothing.” (Or maybe you’re bluffing.)

If all else fails: be supportive. Maybe you won’t achieve much by yourself, but you can give an added boost to an ally.

This set of actions isn’t comprehensive. These are simply common actions that we have given rules to so that GMs know how to handle common types of interactions. GMs should use these as examples and interpret the rules for whatever actions the players attempt. Players can attempt to do just about anything—swing from chandeliers, ride blazing hay carts down hills, shove burning brands into cyclops’ eyes—whatever. The GM can use this list of actions as a starting point to help them frame these narrative actions.

If players are consistently only using the basic actions, the GM can introduce scenes where other actions are important as a way to shake things up.

Free actions

You don’t need to play Challenge cards to talk in character or move around within a zone. You can freely do these things on anybody’s turn unless something is restraining you.

Swords actions

Attack

Attacks are sword strikes, fired arrows, or a monster’s savage bites.

If your Attack value is greater than your opponent’s Initiative, you deal 1 Wound. If your Attack value is less than their Initiative, it is deflected and no harm is done. Ties go to the attacker unless the defender has a shield. In either event, reveal your opponent’s Initiative card.

Unarmed combatants

Combat is a dance of hit or be hit. If you are not wielding a weapon or are only carrying a missile weapon, you are particularly vulnerable. Attacks against you gain favor (+3 to their action’s value).

Similarly, you can make an Attack with your bare fists, but if your opponent is armed with a real weapon, your Attack has disfavor.

Furthermore, unarmed adventurers can deal no damage to creatures larger than them.

Successful melee attacks cause both combatants to be engaged.

Riposte

Ripostes are counterattacks that make it clear you’re not to be fucked with.

Play your card facedown. When you’re next targeted by an Attack, Roughhouse, or similar action, you must reveal the card. If your Riposte value is greater than the attacker’s action value, you deal 1 Wound to your attacker. If it is less than the value, your counterstrike misses. Ties go to the Riposter unless the attacker is wielding a shield.

A Riposte action is resolved after the initial attack. Once your Riposte card is resolved, discard the card.

Pentacles actions

Avoid

Avoid to get past a danger, threat, or guard that’s trying to stop your movement.

If your Avoid value is greater than your opponent’s Initiative, you get past the threat and can move to an adjacent zone.

If you are engaged and want to disengage safely, use the Avoid action.

  • If your Avoid value is equal to or greater than your opponent’s Initiative, you disengage and can move to an adjacent zone.
  • If your Avoid value is less than your opponent’s Initiative, your opponent may deal 1 Wound to you. Once this is resolved, you can move to an adjacent zone.
  • If engaged with multiple opponents, compare your Avoid card towards each opponent’s Initiative. Each opponent you fail to Avoid may deal 1 Wound to you. You might successfully Avoid some while being harmed by others.
Dash

Dash to leave your current zone and move two zones away.

Dodge

Dodge to evade your foes’ attacks against you.

Play your card facedown. When you’re next targeted by an Attack, Roughhouse, or similar action, add your card’s value to your Initiative. If your new Initiative is greater than the attacker’s action value, the attack misses. Otherwise, the action is resolved as normal.

Once your Dodge card is resolved, discard the card.

Roughhouse

Roughhouse to attempt some maneuver against your opponent: charge them with your shield, tackle them, rip their helm from their head, place your thumbs in their eyeballs.

If your Roughhouse value is greater than your opponent’s Initiative, you choose to either Disarm, Displace, Root, or Trip them (see Effects). They must use the Recover action to get rid of this effect.

Fastball specials

Aid Another allows adventurers to set up one-two punches and special maneuvers. Sometimes, very large and very powerful monsters will have Initiatives that are above 14, which makes them difficult to hit with normal attacks. In these cases, adventurers will have to use Aid Another to coordinate their Attacks for team-based assaults.

Cups actions

Aid Another

Aid Another allows you to work with a companion towards a single objective.

Describe what you want to do and how you want to do it. Play your card facedown and set another adventurer’s action as the trigger. When that adventurer performs the appropriate action, reveal your card and add this action’s value to theirs.

Command

Order an animal companion (or similar) to perform one of their known commands (see Beast Master).

  • If the command has no specific target, this card can be any value. For example, fetching an item in its zone.
  • If the command targets a combatant, compare your action’s value against your opponent’s Initiative. For example, siccing your animal on a foe.

Animal companions don’t take actions outside of you Commanding them.

Pull Item from Pack

Pull an item from your backpack and swap it with an item you're holding.

Use Item

Use an item that you’re holding.

  • If you’re using it on yourself, this card can be of any value. For example, chugging a potion.
  • If you’re using it against a combatant, compare your action’s value against your opponent’s Initiative. For example, throwing a bomb.
  • Throwing a bomb is similar to attacking, and is treated as an Attack in almost every respect, except it is tied to the attribute of Cups.

Wands actions

Banter
Morale

Morale is a way to track how confident and self-assured the GM’s characters are in stressful situations. Adventurers don't need to track a Morale rating—it is only for the GM’s characters.

During Challenges, the Banter action is used to affect an enemy’s Disposition (Social Encounters & Disposition). Your Banter value must exceed an enemy’s Morale to successfully change their Disposition. Unlike Initiative, Morale isn’t determined by cards, but by the situation at hand as determined by the GM.

When Banter is used, the GM makes an assessment of the enemy’s current confidence to determine their Morale. As the battle progresses, the GM should reassess their characters’ Morale score.

SituationMorale
Perfectly confident: Overwhelming forces, superior positioning, secret escape route20
Neutral: Neither in an advantageous or disadvantageous position18
Wary: Bloodied, wasted resources, no obvious profit in fighting10
Panicking: Forces annihilated, backed into a corner, grievously injured8

Banter to taunt, intimidate, or frighten your opponent to try and make them run away or surrender.

If your Banter value is greater than your opponent’s Morale score (see sidebar), the GM shifts their Disposition by one step in intensity or to an adjacent emotion based on what was said.

For example, you might try to intimidate the cannibal pirates into fleeing the battle (moving them to an adjacent Disposition, from anger to fear). Or, you might taunt the heretical knight in an attempt to force them to face your challenge (moving them from distaste to loathing).

The GM may apply favor or disfavor to your Banter based on your opponent's likes and dislikes.

Speak Incantation

Speak Incantation to intone the magic words to cast a spell. You must have training in the talent for the spell you’re casting and hold its component in one hand.

If your Speak Incantation value is greater than your opponent’s Initiative, the spell takes effect. If your Speak Incantation value is less than their Initiative, they resist the spell and nothing happens. Ties go to the caster unless the defender has a shield.

Recover

Recover is a catch-all action that encompasses everything from retrieving your dropped weapon to standing up from prone, pulling clinging vines from your legs, or wiping mud out of your eyes. Use this action to remove one Effect you’re currently suffering from.

Some Effects are derived from situations that are hard to escape—chains, curses, petrification, etc. The GM will specifically state which Effects you can Recover from and which you cannot.

Miscellaneous Actions

Miscellaneous actions can be performed using any card, regardless of suit or value.

Bid Lore

Bid lore to try and recall some esoteric detail. As usual, the GM can accept your lore bid and answer it fully, reject the lore bid and establish that you do not know the answer to your question, or ask you to rephrase the bid. Whether or not the GM accepts or rejects the lore bid, you must still spend a card and perform this action to bid lore.

Move

Move from your zone to an adjacent zone.

Pull Item from Belt

Pull an item from your belt and swap it with an item you're holding.

Reload Crossbow

You must reload crossbows after each shot. Use a miscellaneous action to fit another bolt into your crossbow and crank the cranequin.

Test Fate

If you’re attempting a feat that seems more complex than a Trivial Action and has an element of chance or danger—like leaping a chasm, holding a door closed, hiding, participating in a ritual, etc.—the GM can call for a test of fate mid-Challenge.

Play any card to attempt a test of fate. However, the card played is not counted as part of the test.

To resolve the test of fate, draw a new card from the top of the minor arcana deck. The test of fate proceeds per the rules see Tests of Fate: You may spend Resolve for favor. You may push fate. You may bid your motifs.

Trivial Action

This is a catch-all option for anything not covered by the other actions. Opening a door, throwing a lever, picking up an item from the ground, dropping prone—anything that takes only a moment and isn’t contested can be done by playing a card of any value and any suit.

Vigilance

Vigilance is watching for a particular circumstance before you act, waiting for your moment to strike. When you use Vigilance, you declare that you will use an action in response to a specific trigger.

Vigilance is a special exception to the category of miscellaneous actions. Instead of using a card of any suit or value, Vigilance uses the same suit as the action you are attempting.

Play your card facedown and set another character’s action as the trigger. Describe what you’re doing and how you're doing it. For example, you might wait until your companion gets through the door before you lower the crossbar (a Trivial Action), wait until the sorceress becomes visible before you throw a dagger at her (Attack), or trip the first foe that tries to get past you (Roughhouse).

When the trigger occurs, flip this card over to take your designated action.

Out of cards?

If either the players or the GM must draw cards but there are not enough remaining, shuffle the discard pile and continue drawing.

This happens more frequently for the GM because they draw bigger hands of cards and the major arcana deck is smaller, but is a relatively rare event either way. With three or four players, the Fool is drawn every few rounds.

Guard

If you have a shield, you may replace your Initiative with any card from your hand as a miscellaneous action. Your old Initiative is discarded.

GMing the Challenge

GMs follow slightly different rules during Challenges than the players.

The basic concepts are the same: the GM acts on their turn based on their Initiative, they play cards from their hand to take actions, they use the same actions (generally) as the players do, etc. However, it’s not practical to draw four cards per opponent and keep track of different hands. The major differences for the GM are explained below.

GMing the Challenge: Set the Scene

Empty rooms and deserted forest corridors make for dull combats. Create cool spaces by filling them full of potential energy: curtains to hide behind, casks of wine to be toppled, runaway carts to dodge, chandeliers to swing from, puddles of oil to be lit aflame. Chapter 10: The Worm Turns has some advice for this.

GM Challenge Hand Size

During step 1, draw 3 Challenge cards from the major arcana deck, and add:

  • +1 card for each type of enemy
  • +1 card if the enemies outnumber the adventurers
  • +1 card if there are twice as many enemies as adventurers
  • +1 card for each enemy that’s physically larger than a human
  • +2 cards if there is an elite enemy
  • +3 cards if there is a dungeon lord

(Elite enemies and dungeon lords are defined in Appendix C: Dungeon Denizens, see Dungeon Lord.)

Mulligans

Sometimes, the GM can draw all greater dooms and have no legal cards to play for your Initiative or actions. As a GM, you can elect to mulligan a hand that’s mostly greater dooms.

When you mulligan, discard all drawn cards and draw again.

Each of these additional cards is cumulative. Check to see which are applicable at the start of each round. Therefore, if the number of enemies decreases, you will draw fewer major arcana cards.

For example, if there are twelve imps facing four adventurers, the GM draws 6 cards from the major arcana deck. That includes: 3 cards to start, +1 for the one type of enemy (imps), +1 for having more enemies than adventurers, +1 for having twice as many enemies than adventurers.

If, over the course of the Challenge, the adventurers reduce the number of imps to seven, the GM will draw 5 cards at the beginning of the next round: 3 + 1 for having one enemy type (imps) and +1 for having more enemies than adventurers.

Mob rule: Many enemies vs. the adventurers

In general, the players are going to take more actions than the GM. By contrast, the GM brings their characters to bear en masse.

If you are taking an action for a group, the entire group takes the same action: Moves to a new zone, makes an Attack, etc. Each member of the group can use this action differently: for example, if a pack of five unwolves attacks the guild, each unwolf can Attack a different adventurer.

When a group gangs up on a single adventurer, they gain the following advantages:

  • If 2+ enemies are fighting the same adventurer, they gain favor on their actions.
  • If 4+ enemies are fighting the same adventurer, they gain favor on their actions and their Attacks deal Piercing damage. Piercing damage cannot be absorbed by armor (Piercing and Critical damage).
  • If 8+ enemies are fighting the same adventurer, they gain favor on their actions and their Attacks deal Critical damage. Critical damage causes you to mark Injured (Piercing and Critical damage).

GMing the Challenge: Play Initiative for Each Significant Enemy

Play one Initiative card facedown from your hand for each enemy or enemy group.

Groups of the same enemy share an Initiative card. For example, a group of six goblins should all act on the same Initiative turn, performing the chosen action against different adventurers.

Every enemy that has an Initiative card can have one facedown Challenge Action (Facedown cards).

Make it clear which card represents the Initiative for which enemy. For example, you might say “The card on my left, near my beer, is for the goblins. The card on my right is their orc leader, Throm.”

Enemy Actions

When the Initiative count reaches the number of an enemy’s Initiative, flip it face up and take a turn for that character.

Play a Challenge card from your hand to take an action.

The number of the major arcana is the card’s value (e.g., Temperance [XIV] has a value of 14). Because the major arcana spans the values 1–21, they are categorized into two types of doom: lesser dooms and greater dooms. These speak to the sorts of dangers they involve for the adventurers.

Major arcana from I-XIV are lesser dooms.

Major arcana from XV-XXI are greater dooms.

Appendix C: Dungeon Denizens has examples of lesser and greater dooms for each creature.

Lesser Dooms

Lesser doom cards have values of 1–14. These are analogous to the minor arcana (which are also rated from 1–14).

Play any lesser doom card to make any Challenge Action (Attack, Dash, Dodge, etc.). Only add the enemy’s attributes to the action’s value on their turn, as normal.

You also play a lesser doom card to use an enemy’s lesser doom abilities. These are special powers or tactics unique to that creature.

Greater Dooms

Greater doom cards have values of 15–21.

Play a greater doom to activate an enemy’s greater doom abilities. These represent a creature’s most potent powers.

  • If the greater doom only affects the environment or yourself, the greater doom occurs as soon as you play the card.
  • If the greater doom targets an adventurer, your greater doom is played at the same time as a lesser doom card used as an Attack action. If the Attack is successful, the greater doom effect occurs.
  • The greater doom card is played regardless of whether the Attack hits or not.

For example, a dragon has a greater doom called “Breath of Fire.” To use it on an adventurer, use a lesser doom card (like the Hanged Man [XII]) to make an Attack action. At the same time, play any greater doom card (like the Star [XVII]) to activate Breath of Fire. If the Attack is successful, the adventurer is roasted by the dragon’s fiery breath and takes that effect.

You cannot typically play a greater doom card to make Challenge Actions like Attack, Dash, Dodge, etc. You can play greater doom cards to use any miscellaneous action except for Vigilance.

You can discard a greater doom to gain favor on another Challenge Action.

Lastly, some opponents have the ability to use greater doom cards for Challenge Actions. This represents a creature’s overwhelming, extra-human capabilities. For example, a giant may be able to use a greater doom like the Tower [XVI] as an Attack with a value of 16.

GMing the Challenge: Minor Actions

Cards from the major arcana do not have suits. You can make minor actions with any major arcana card. As usual, use lesser doom cards to use Challenge Actions and greater doom cards to activate greater doom abilities, etc. Each enemy or enemy group can make one minor action on another character’s turn. If one of your characters just had their turn, other characters you control can take a minor action.

GMing the Challenge: End the Round

When every player and each GM character has had a turn (and all minor actions on that turn have been resolved), the round is over.

Make a quick assessment of the current state of the Challenge. If it seems clear that the guild is victorious, have the enemies surrender. If the guild is in a bad position, ask them if they want to retreat.

If the Challenge continues, facedown actions are left facedown for each enemy and adventurer. Any remaining Challenge cards in your hand are discarded. If the Fool was drawn in this round (regardless of whether or not it was played), shuffle both the minor and the major arcana decks before dealing new cards.

As the new round begins, restate where every character is and what’s happening to keep the table on the same page.

Retreating

Avoiding the sunk cost fallacy is a virtue. If the adventurers choose to cut their losses and retreat, use this procedure.

Begin by determining whether or not the guild can actually run away.

  • If the monster is particularly fast or has a magical form of locomotion, the monster can probably just automatically hunt the guild down.
  • For example, a guild scurrying over open fields has no hope of outpacing a flying dragon.
  • If the monster is slow or awkward or is tied to its lair, it probably won’t pursue the guild in the first place.
  • For example, a fire elemental bound to a magical hearth has no ability to pursue the guild. The guild merely needs to leave the zone to end this Challenge.
  • If the enemy’s mobility is about equivalent to the guild’s, or if the guild has the opportunity to shake off pursuit by utilizing difficult terrain, they can attempt to flee using a group test.

To successfully escape, the guild needs to make a group test of Pentacles (Tests of Fate). If this attempt takes place during a Challenge, each adventurer needs to play a card as a miscellaneous action. Then, following the rules for group tests, the player with the highest Pentacles and the player with the lowest Pentacles each test fate. If any adventurers do something clever, like pushing over a bookcase as they run past, they give favor to one of these tests.

  • If the guild gets 2 hits, they get away cleanly.
  • If the guild only gets 1 hit, the GM introduces a complication. For example, the pursuing creature catches up and grapples the character in the last place of the marching order, or it triggers a trap that makes the obvious escape route dangerous.
  • If the guild gets 0 or fewer hits, the guild is cornered by the enemy with no clear path of escape.

Wounds

When a foe or hazard harms an adventurer, they suffer a Wound. When you take a Wound, choose one of the following options:

  • Notch a piece of armor
  • Wound a talent (up to two, max)
  • Mark the Staggered condition
  • Mark the Injured condition
  • Mark the Death’s Door condition

You can choose the above options in any order you choose, marking any condition, Wounding any talent, or Notching any worn armor. However, as you take Wounds and mark conditions, fewer of these options are available to you. For example, if you have already Wounded two talents, you cannot Wound any more and must choose another option instead. Similarly, if you are already Injured you must mark Death’s Door the next time you take a Wound. Note that Wounds cannot mark the Stressed Condition.

See Conditions for more information on conditions.

“Let’s talk of graves, of worms, and epitaphs, Make dust our paper, and with rainy eyes Write sorrow on the bosom of the earth.”

– William Shakespeare, Richard II

Notching armor

Wounds can be absorbed by armor and shields.

When you would suffer a Wound, you may instead Notch any armor, helm, or shield you’re wearing. Once a piece of armor has 0 Notches, it is Destroyed.

Destroyed items can only be repaired during the City Phase and provide no benefit until they are repaired.

The different types of armor you can wear are detailed in the Omphalic Market see Armor.

Piercing and Critical damage

There are two types of attacks that have special rules: Piercing damage and Critical damage. Creatures in Appendix C: Dungeon Denizens occasionally have abilities that deal one or both types of damage.

Critical

When struck by Critical damage, mark Injured. If already Injured, mark Death’s Door. If you are already at Death’s Door and take Critical damage, you die.

Critical damage towards enemies reduces their Health to 0. They are at Death’s Door.

Piercing

Piercing damage cannot be absorbed by armor, shield or helm. A successful Piercing attack always causes a Wound.

We fragile things

Almost all weapons and enemies deal 1 Wound. A knife can kill you just as dead as a battle axe. Assuming that everybody in the combat is a competent fighter struggling hard against each other, every real weapon in the battle will deal equally-deadly damage. If not everyone is a competent fighter, why are you bothering with a Challenge? Just have the adventurers put down the non-combatant.

The GM should use their discretion to frame the impact of different weapon types. For example, some enemies (like skeletons) might be completely immune to sharp weapons like daggers; the adventurers would need something like a mace to bash the skeletons to dislocate their bones.

Piercing damage toward enemies bypass their Defense and directly reduce their Health (see below).

Health and Defense: Tracking enemy damage

As the GM tracks the status of several combatants, they track Wounds in a simplified way. Each enemy has a Health and Defense (HD) rating.

Weapon properties

Each type of weapon has a special property that changes the way you use it in combat. See Weapons for a list of special weapon properties.

Health represents a creature’s ability to absorb damage. For example, a giant can shrug off many small stings from puny humans. A skeleton has no vitals and must be bashed apart before it stops moving.

Defense represents a creature’s ability to deflect damage. For example, the plate armor of a death knight or the overlapping scales of a dragon.

A creature with 3 Health and 5 Defense would be rendered like so: HD: 3/5

As a GM’s character is Wounded, the GM reduces either its Health or Defense points.

  • Reduce the enemy’s Defense first.
  • When there’s no Defense left, reduce the enemy’s Health.
  • Piercing attacks bypass Defense and always reduce Health.
  • When an enemy reaches 0 Health, they are at Death’s Door.
  • Some creatures bypass Death’s Door and are simply destroyed. For example, neither a clockwork statue nor a zombie are living and would simply fall apart.
Taking the murder out of murder-hobo

If someone is taken down by an Attack, the person striking the finishing blow can elect to spare their life, disabling, knocking out, or subduing their enemy, per the GM’s discretion.

Death’s Door

Death is strange in the Underworld.

In the depths, powerful magics shackle the souls of the dead to their corpses. If left unattended, these souls become terrifying undead. If healed, however, even fallen heroes may rise and live again. (Trying to understand what magics operate in the Underworld that allow a dead body to be healed is one of the chief reasons that adventurers explore that hateful realm.)

When your adventurer takes another Wound after taking the Injured condition, check the Death’s Door condition. While at Death’s Door, you are unconscious and in a quasi-state of death. After you mark Death’s Door, you will linger there for a single watch afterwards.

If no healing is administered within the span of a watch, someone at Death’s Door will die. If someone dies, there is no return. Death is the final adventure.

  • Anyone dying in the Underworld rises as an undead—a zombie (if their body is intact) or a wraith (if their body is destroyed). See Zombie for information on zombies and see Wraith for wraiths.

While at Death’s Door, a poultice may be applied to forestall doom. Having a poultice applied allows you to test Wands to survive. This test has favor if the person applying the poultice has an applicable medical motif.

  • On a success, you gain consciousness, mark Stressed, and clear the Death’s Door condition.
  • On a failure, you die. At the next watch, your body will rise as a zombie.
  • On a great failure, you die and instantly rise as a zombie.

While at Death’s Door, anything—alchemy, magic, or talent—that grants the Heal effect will save your life.

  • If Healed, you gain consciousness, mark Stressed, and clear the Death’s Door condition.

New Adventurers

Adventurer death is a feature not a bug. Victories are hollow when there is no threat of failure. The fact that death is on the line makes each hard-won victory precious.

If your adventurer dies, make a new one to rejoin the action using the Call to Adventure rules. These rules are purposefully quick and simple. Skip the bits that involve telling stories so you can get back into the game as quickly as possible.

If you’ve died in the middle of a session, the GM should find some plausible excuse for your new adventurer to be added into the scene as soon as you finish creating them. Everybody at the table should be tolerant of whatever leaps of logic it takes to make this happen, but with a little finesse it shouldn’t ruin anybody’s immersion.

Your guild-mates can perform the Hold a Funeral City Action later to give your new adventurer a portion of your dead adventurer’s XP (Commission Craft).

Ultra-fast character creation

Here’s a solution if you want to make adventurer creation even faster in the middle of session:

  • Select your path and your kith and kin. Write down your kin talent. Choose one talent from your path. Name your adventurer. Leave everything else blank for now.
  • When a question comes up of “Do I have any rope?” or “What’s my Cups score?”, decide at that moment what the answer is. Until that question is raised, your adventurer sheet exists in a Heisenberg uncertainty principle bubble. When the game’s fiction would collapse the uncertainty, write the answer down on your adventurer sheet.
  • When the session is over and you have time, go ahead and flesh out your adventurer using the normal rules from chapter 2.

Example Challenge Phase

A guild named the Steel-Clad Snakes has encountered six goblin raiders in a long, dark hallway in the Castle of Crossed Destinies.

The GM drew a random Disposition for the goblins (Social Encounters & Disposition) and found them to be argumentative (i.e., angry). The guild talked to the goblins and found out that they were hired to guard the lair of a sphinx, currently elsewhere. The guild has business in the chambers beyond the goblins and the goblins are unwilling to let them pass. Diplomatic relations break down.

The guild consists of Daria the shaman (orc, Path of Wands), Fergus Crowell the alchemist (human, Path of Cups), and Chirm the acrobat (a wood elf assassin, Path of Pentacles).

Step 0

First, the GM sets the scene and clarifies the mechanical aspects of the Challenge.

GM: OK, so there’s a hallway, like 15’ long, stretching out in front of you. It’s in darkness, and narrow, only big enough for one person to walk abreast. At the end of the hallway is a foyer, sort of a vestibule. It’s somewhat large, about 15’ x 20’. The six goblins you’re arguing with are encamped there. They have a little fire going, which is filling the upper section with smoke and blackening the wall. Also, the goblins have simple weapons, like bows and daggers drawn. Behind the goblins there is a closed wooden door.

Last, in the hallway you hear a slow “swsh swsh” sound. You see a huge, swinging blade at the end of a pendulum bisecting the hallway.

So, right now you guys have one torch between the three of you. You can see the end of the chamber at the end of the hall because the goblins have a fire going. There are basically three zones—your room, the hallway, and the goblins’ foyer.

To get past the pendulum blade, you’ll need to use an Avoid action. I mean, you can move through the hall zone by playing a Pentacles card, but the total value for that action is going to be compared to the pendulum’s secret Initiative score. If you don’t beat the blade’s Initiative, you’re going to be wounded by the pendulum—and it looks pretty gnarly.

Do you guys have any questions before we get started?

Chirm: Wait, so, goblins are like… little baby orcs, right?

GM: Yeah. They’re like the orc pupal stage.

Chirm: So, are they sentient?

Daria: I’m an orc. Would I know this?

GM: Daria, you would know that goblins are your first stage of life. They’re sentient but stupid, way more driven by instinct. I mean, they’re like little, feral, rival adventurers.

Daria: So, I’m about to be a baby killer. Great.

GM: Hey that’s up to you. Any other questions? No? OK, everybody draw cards.

Step 1

The players draw 4 cards each from the minor arcana deck.

Daria gets these cards: II of Swords, VII of Wands, IX of Wands, King of Pentacles

Fergus gets these cards: X of Cups, X of Swords, Page of Wands, the Fool

Chirm gets these cards: V of Swords, V of Wands, Ace of Cups, Page of Pentacles

The GM reasons that the pendulum blade is basically going to be treated as separate enemy, so they draw 7 cards from the major arcana deck: the 3 default cards, +1 card for each enemy (+2 cards total), +1 card because the enemies outnumber the adventurers, and +1 card because there are twice as many enemies as adventurers.

The GM gets these cards: The Emperor [IV], The Lovers [VI], The Chariot [VII], Justice [XI], Death [XIII], The Moon [XVIII], The Sun [XIX]

The GM reorders their hand so that the cards are sequential just for ease of use. The GM notes that The Emperor [IV ], The Lovers [VI], The Chariot [VII], Justice [XI], and Death [XIII] are lesser dooms, whereas The Moon [XVIII] and The Sun [XIX] are greater dooms.

Step 2

Each player plays 1 card facedown for Initiative.

  • Daria plays the King of Pentacles.
  • Fergus plays the Page of Wands.
  • Chirm plays a V of Wands.

The GM plays 1 card for Initiative per enemy: one for the goblins and one for the pendulum. The GM rationalizes that the goblins are aggressive and stupid, and so plays their lowest card (The Emperor [IV ]). They then play a middling card, The Chariot [VII], for the pendulum, saving their higher cards for later mischief.

The GM then begins counting upwards to see who takes the first action.

GM: OK, everybody have their Initiatives down? OK. 1… 2… 3… 4…

Step 3

At the count of 4, the GM flips over the goblin’s Initiative and takes their turn.

GM: OK, I go on 4. The goblins have their weapons out, so they’re going to go ahead and take potshots at you with their bows. There’s six of them, but only half of them have bows out and drawn, so let’s just say one attack per person.

The GM elects to use the Attack action. They play Justice [XI] and—since it’s their turn—adds the goblins’ Swords 4 for a total of 15.

GM: Does a 15 hit everybody?

Now that they’ve been attacked, each player flips over their Initiative cards.

  • Daria’s King has a value of 14.
  • Fergus’s Page has a value of 11.
  • Chirm has a 5.

Daria: They’re shooting down at us from a narrow hallway, right? Can I duck behind the wall and get a little cover?

GM: Sure, that makes sense. You all can, in fact. I’ll take disfavor to my shot. That’ll put my total at 12. I think that hits everybody but you, Daria.

Daria: Nice.

Fergus hasn’t suffered any damage so far during this Crawl and so marks Staggered.

Chirm is already Staggered. She is wearing light armor and a helm, so she Notches the helm. Helms can only absorb 1 Wound, so it is Destroyed. Chirm’s player erases the helm from her sheet.

The GM puts their played card on top of the major arcana discard pile.

Initiative strategies

One benefit of moving first is it allows you to reveal higher Initiative cards by attacking them early in the round. Later in the round, you can make more informed decisions.

Step 4

GM: OK. Minor actions on my turn?

Fergus: Uh, can I throw a bomb at the goblins from here?

GM: There’s a hallway with a big blade in the middle of it. You’d have to basically fastball it back there. If you play a value less than the pendulum’s Initiative, it’ll bounce off of it and explode in the hallway.

Fergus: Fuck it. I’m going to try.

GM: Sure, but I’m going to impose disfavor since I took it. The goblins can also duck a little behind the cover of the wall.

Chirm: Once Fergus throws the bomb, I’m going to run down the hallway too.

GM: OK. So, play an Avoid card and try to beat the pendulum’s Initiative. Fergus, you go ahead and play your Use Item card, too.

Fergus plays a X of Cups to Use Item as a minor action. Chirm plays a Page of Pentacles to Avoid as a minor action. Because these are minor actions, neither player adds anything to the card’s value.

Fergus: With disfavor, total is 7.

Chirm: I’ll play a Page of Pentacles. My total is 11.

The GM flips over the Initiative of the pendulum trap, revealing that it’s a VII.

GM: The pendulum’s Initiative is a 7. Fergus, you tied but ties will go to the attacker here. You both make it past the pendulum. Fergus, what kind of bomb was it?

Fergus: It’s the spider sac bomb.

Because the Use Item action’s value is greater than the goblins’ Initiative, the bomb hits one of the goblins.

GM: Great. So, when you throw the bomb, it explodes and quickly spreads out like a web thrown by Spiderman. One of the goblins is stuck to the wall. What stats did we say that it had?

Fergus: Anything stuck is Rooted and attacks against webbed creatures have favor.

GM: Dope. Chirm, you enter the goblins’ vestibule. You are surrounded by six goblins. One is stuck to the wall by webbing. Any other minor actions?

Daria: I’ll fire back with my archwood wand.

GM: Cool. Don’t forget the disfavor.

Because the use of archwood wands is unlocked through the talent Gramarye, Daria can use a Wand card as an Attack action. Daria plays a VII of Wands to Attack. Her Attack has disfavor (–3), so the total is 4.

GM: What’s your total?

Daria: A 4. The goblins don’t have shields do they?

GM: No, they don’t. It meets their Initiative, so it hits. The goblin yelps in pain from the arcane blast.

The GM notes that goblins have HD 2/1, so they tick off 1 Defense damage on a random goblin, reducing it to HD 2/0.

The Challenge sequence returns to step 3 as players continue to take turns.

Step 3

GM: Any other minor actions? No? OK. I was on 4. 5… 6… 7…

Chirm: Sorry, 5 is me. OK, so I’m up there with the goblins, right?

GM: You sure are, and they look mean.

Chirm: OK, I’m going to stab the one that’s in the web. Does that give favor?

GM: Yep.

Chirm plays an Ace of Cups to perform an Attack. Because it’s her turn, she can play a card of any suit and she adds her Swords 2. Because she has favor, she adds +3. The total is 6. The situation also triggers the dagger’s special ability.

Chirm: OK, so, since I have favor, the total is 6. Wait. I’m wielding a dagger, and you said the goblin’s Rooted. So that’s Piercing damage, right?

GM: Nice. Yes. 6 hits.

The GM notes down one Piercing wound, which is subtracted directly from the goblin's Health. That goblin is now HD 1/1.

Chirm: The goblin’s still alive?

GM: Yes, that one goblin is still alive, but looks like you got it in the ribs.

Step 4

Once Chirm has taken her turn, the phase goes back to step 4.

GM: Minor actions on 5? Uh, I think I’m going to make one. The goblins are going to Attack… anybody else?

Daria: I’m going to swap out my wand for a magic component on my belt.

Daria plays a II of Swords to Pull Item from Belt. Neither the suit nor the value matter for this action.

GM: OK. So. I think the goblins are really pissed at all the things you’re doing to them, and one wielding a dagger stabs towards Chirm. Because there are at least four goblins active in this zone, they’re going to Attack with favor and do Piercing damage.

The GM plays Death [XIII] as an Attack. The goblins gain favor and deal Piercing damage by outnumbering the adventurer (per “Mob rule,” see Play Initiative). To activate one of the goblins’ greater dooms—Poison—they also play the Moon [XVIII]. If this Attack hits, the goblin’s dagger will inflict a poison-related affliction.

GM: Crowding around you with their tiny shards of murder, one goblin swings at Chirm with a poisoned dagger. With a 13 versus your 5, I’m going to hit and…

Fergus: NOT SO FAST!

Fergus throws down the Fool and the X of Swords. He intends to use the Dodge action for Chirm. Because using the Fool gives the player an extra turn, Fergus can use a card of any suit and add his attribute to the action’s total value.

Fergus: I interrupt! I’m going to play a Dodge action for Chirm.

The GM knows that Dodging for someone in another zone isn’t 100% rules-as-written but is open to the idea of making an exception if they can make a case for it. It’s a cool idea and they want to reward Fergus’s creativity.

GM: Oh my God that rules! OK, but you have to tell me, like, exactly what you’re doing. Normally you can only play defensive cards for folks in your same zone. What are you doing to help Chirm dodge?

Fergus: I yell, like, “Look out behind you,” right as the goblin stabs towards her.

GM: OK! Sure, that can work. So, what’s your total Initiative now, Chirm?

Chirm: How much do I add?

Fergus: So, the Fool counts as my turn so I can add my Pentacles. The card’s a 10, plus my Pentacles of 2, for a plus 12 to your Initiative.

Chirm: Plus my Initiative of 5, so 17 total.

GM: The goblin has a 13, which is 16 with favor. It just barely misses you as you dodge out of the way! Incredible. OK, so that was Chirm’s turn. What count were we on?

Chirm: We were on 5.

Step 3

GM: OK, so 6… 7… 8… 9… 10… Page…

Fergus: Page is me, but I’m out of cards.

GM: OK, so we’ll move on. I think Daria is the only person who hasn’t had a turn yet. Daria?

Daria: I’m going to Banter with the goblins.

GM: What exactly are you saying, and what card are you going to play?

Daria plays a IX of Wands to Banter. Since this is Daria’s turn, she doesn’t necessarily need to use a Wands suit to Banter; this is coincidental. Because it’s her turn, Daria also adds her Wands 4 to the attempt for a total value of 13.

Daria: I speak with the showmanship of a shaman who comes from an oral storytelling culture and is used to leading public rites, saying, “Our power cannot be contested. We are mightier than you. Gather up your miserable little lives and run while you still can.”

GM: Total value?

Daria: 13.

The GM quickly consults the Morale rules (Wands actions) and decides that the goblins are at least “wary.” That puts their Morale at 10. The 13 succeeds in changing their Disposition. The goblins move their Disposition from “Angry” to “Afraid.”

GM: OK, the goblins seem alarmed. They start clawing at their friends in the web, and one of them begins to open the door behind them. They seem like they want to escape. Minor actions on this step? I think the goblins are going to try and start to run.

Step 4

Chirm: I want to wrestle one of the fleeing goblins into the pendulum.

Chirm plays a V of Swords to Roughhouse. Because this is a minor action, the total is 5.

Chirm: Because I have Fight Dirty mastered, I’m spending a Swords card as a Roughhouse action.

GM: So your total is 5? OK, describe what you’re doing.

Chirm: Since the goblins are so small I’m just going to pick up one and, like, throw it down the hallway.

GM: That works.

The GM reasons that this applies the Displace effect, which is well within Fight Dirty’s purview.

The GM had secretly determined that the pendulum blade would deal 2 Piercing Wounds. They had broadcast its deadliness in their original description of the scene, and so ticks off two points on a goblin’s Health. This kills the goblin.

GM: The pendulum blade catches him in midair and savagely wounds him. The goblin is down on the ground, bleeding out. He’s out of the fight.

Step 5

Since Daria is the last person to act, the Challenge continues to step 5 (end the round) after the minor actions are resolved.

Since the Fool was drawn, both the minor and major arcana decks are reshuffled.

Practically speaking, most Challenges end once one side attempts to disengage. If the players wanted to press their advantage and the GM wanted to continue using the Challenge Phase, play would continue:

  • Any facedown cards would remain on the table.
  • Step 0 would begin by having the GM restate the current location and status of all combatants, reminding all players of the special rules in effect.
  • At step 1, everybody would get a new hand of Challenge cards.

His Majesty the Worm is copyright Joshua McCrowell. Guild Book is an independent production by Arrowed and is not affiliated with Joshua McCrowell or Exalted Funeral.

Many people contributed to Guild Book.

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