Adventures rules

Playing a round: initiative & turns

How rounds flow through the initiative deck, and how players and enemies take their turns.

Updated about 1 month ago · 1 min

Adventures plays over a series of rounds. At the start of each turn, reveal the top card of the initiative deck to see which player or enemy it belongs to. Follow any RIGHT NOW text immediately , then that player or enemy usually takes a turn; afterwards, reveal the next card. Lay revealed cards left to right to form the round’s row.

Whenever a minion or player is defeated , remove its initiative card from play.

Player turns

When a player’s card is revealed, that player takes a normal turn of two actions, chosen from Maneuver , Scheme and Attack .

Attacking an enemy

Play your attack card face down, then play the top card of the enemy’s deck face down as its defense. Reveal both simultaneously and resolve combat as normal, using the enemy card’s defense value (resolve an effect only if it sits in the box with the defense value). If you deal combat damage , reduce the enemy’s health . When an enemy is defeated, remove its miniature or token, health dial and cards from the game.

Enemy turns

An enemy does not take two actions — on its turn it tries to attack once, moving as needed. An enemy never attacks twice in the same turn, even if it starts adjacent to a target.

Determining a target

  1. Adjacent target: if the enemy is adjacent to a hero or sidekick , it attacks it (the players decide if more than one is adjacent).

  2. Closest target: otherwise it moves to attack the closest target within its move value , taking the shortest route (the players break any ties).

  3. No target: if no target is reachable within its move value, it does not move or attack — instead, advance the threat marker by 1.

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