TWO STEPS AHEAD
At the end of your turn, you may draw until you have a hand of 4 cards.
Updated
3 months ago · 1 min
Equal parts sorceress and schemer, Philippa has a spell for every setback and a handHandThe cards a player holds. You start with five and may hold up to seven, discarding down at the end of your turn. in every plot.
Special abilitySpecial abilityThe unique rule printed on a hero's character card. It is always in effect unless the card says otherwise.
TWO STEPS AHEAD
At the end of your turn, you may drawDrawTake the top card of your action deck into your hand. until you have a hand of 4 cards.
At a glance
Starting healthHealthA fighter's life total, tracked on a health dial. At zero health the fighter is defeated.: 12
Move valueMove valueThe number on the character card showing how many spaces each of your fighters may move per maneuver action (not per turn - you can maneuver twice).: 2
AttackAttackAn action that pits an attack value against a defense value to deal damage. Can be melee or ranged. type: RangedRanged attackAn attack that may target an adjacent fighter or any fighter in the same zone as the attacker, regardless of adjacency.
SidekicksSidekickA secondary fighter represented by a token. A sidekick can be defeated without ending the game.
Dijkstra: MeleeMelee attackAn attack that may only target an adjacent fighter., 6 health, move 2.
Set-specific rules
Two Steps Ahead
At the end of your turn, you may draw up to a hand of 4 cards. You are not required to use this ability. If you do, draw a number of cards so you end up with 4. If you already have 4 or more cards in your hand, you may not use it.
Golden rule: whenever this heroHeroYour primary fighter, with a character card, special ability and unique deck. If your hero is defeated, you lose.’s card text contradicts a general rule, the card wins.