Adventures plays over a series of rounds. At the start of each turn, reveal the top card of the initiative Initiative The order simultaneous effects resolve in. The attacker (or active player) resolves first. deck Action deck A hero's unique deck of action cards, played to maneuver, scheme and fight. to see which player or enemy Enemy Any fighter controlled by the game in Unmatched Adventures — the villain and its minions. it belongs to. Follow any RIGHT NOW text immediately Immediately An IMMEDIATELY effect resolves the moment combat cards are revealed, before the other windows., 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 Minion A secondary enemy in Unmatched Adventures that fights alongside the villain, controlled by the game. or player is defeated Defeated A fighter at zero health is removed from play. Defeat your opponent's hero to win., remove its initiative card Initiative deck The shuffled deck that sets the turn order of players and enemies each round in Adventures. from play.
Player turns
When a player’s card is revealed, that player takes a normal turn of two actions, chosen from Maneuver Maneuver A maneuver action: draw a card and move one of your fighters up to its move value (you may do either or both)., Scheme Scheme A scheme action: play a scheme (purple) card from your hand to resolve its non-combat effect. and Attack Attack An action that pits an attack value against a defense value to deal damage. Can be melee or ranged..
Attacking an enemy
Play your attack card Card type Each card is an attack, a defense, a versatile (either), or a scheme (non-combat) card. face down, then play the top card of the enemy’s deck face down as its defense. Reveal both simultaneously and resolve combat Combat The exchange after an attack is declared: both players play a card face down, reveal, resolve effects by timing, then compare values. as normal, using the enemy card’s defense value Value The combat number on a card or fighter. In combat the attack value is compared against the defense value. (resolve an effect only if it sits in the box with the defense value). If you deal combat damage Damage A successful attack deals damage equal to its value, reducing the target's health., reduce the enemy’s health Health A fighter's life total, tracked on a health dial. At zero health the fighter is defeated.. 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 Adjacent Two spaces connected by a single line. Melee attacks require the attacker and target to be adjacent. to a target.
Determining a target
Adjacent target: if the enemy is adjacent to a hero Hero Your primary fighter, with a character card, special ability and unique deck. If your hero is defeated, you lose. or sidekick Sidekick A secondary fighter represented by a token. A sidekick can be defeated without ending the game., it attacks it (the players decide if more than one is adjacent).
Closest target: otherwise it moves to attack the closest target within its move value Move value The number on a hero card showing the maximum spaces that fighter may maneuver in one turn., taking the shortest route (the players break any ties).
No target: if no target is reachable within its move value, it does not move or attack — instead, advance the threat marker Threat track The track on the villain's board showing its progress toward its objective. by 1.