1
Take two actions
You must take exactly 2 actions per turn; you cannot skip an action and may choose the same action twice
2
Choose from three action types
The possible actions are Maneuver, Scheme, or Attack
3
Draw a card (mandatory)
Draw the top card of your deck and add it to your hand
4
Move your fighters (optional)
Move each of your fighters, one at a time, a number of spaces equal to or less than your move value shown on your character card
5
Boost movement (optional)
Discard 1 card from your hand and add that card's BOOST value to your movement value, ignoring any effect on the discarded card
6
Play a scheme card
Choose a scheme card (lightning bolt icon) from your hand and play it face up onto the table
7
Declare active fighter
You must declare which of your fighters is playing the scheme; the card indicates which fighters are allowed to use it
8
Resolve the effect
Carry out the card's effect, then place the card into your discard pile
9
Restriction on defeated fighters
You may not play a scheme card if the listed fighters are defeated
10
Declare active fighter
Declare which of your fighters is performing the attack
11
Restriction on attacking
You may not take the attack action if you have no attack card in hand or if none of your fighters have valid targets
12
Declare target
Any fighter may target a fighter in an adjacent space regardless of zone
13
Choose and reveal cards
The attacker must play an attack card face down; the defender may optionally play a defense card face down; both are then revealed simultaneously
14
Use versatile cards
Cards with the double-arrow icon can be used as either attack or defense cards
15
Resolve immediately effects
After revealing, resolve any effects labeled "immediately"
16
Resolve during combat effects
Resolve any effects labeled "during combat"
17
Calculate damage
The attacker deals damage equal to their attack value minus the defender's defense value (if any); reduce the defender's health accordingly
18
Resolve after combat effects
Resolve any "after combat" effects; defender's effects resolve first if simultaneous
19
Determine combat winner
The attacker won if they dealt at least one damage from the attack itself; the defender won if they took no damage from the attack itself
20
Discard played cards
Place all played cards into their respective discard piles
21
Hand limit
At the end of your turn, if you have more than 7 cards, discard down to 7 cards
22
Drawing when exhausted
When your deck is empty, your fighters are exhausted; if you must draw a card, each of your fighters immediately takes 2 damage instead
23
Maintain discard pile
Keep your discard pile face up; both players may look through any discard pile at any time
24
Fog token defense bonus (Invisible Man)
When Invisible Man plays a defense card while on a space with a fog token, add 1 to that card's value
25
Fog token movement (Invisible Man)
Invisible Man can move from one fog token space to another as if adjacent
26
Moving fog tokens
Count spaces like fighter movement but may move through any fighter or token and place on occupied spaces; only one fog token per space
27
Secret passages (Baskerville Manor)
Fighters can move between spaces with the secret passage symbol as if adjacent, costing 1 movement; these spaces are not adjacent for attacks or other effects