3. 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.

swords Swords pentacles Pentacles cups Cups wands Wands
Attack Avoid Aid Another Banter
Riposte Dash Command Speak Incantation
Dodge Pull Item from Pack Recover
Roughhouse Use 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.

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.

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.

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.

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.

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