The Flow of the Challenge Phase
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.