Quick Reference Starter Version
Actions
Roving Action Sneak Action
WITS (Awareness) Move: 4" Foot: +1" WITS (Awareness) Move: 4" Foot: +1"
Door (page 72), Halt!, Spot Suspect Steal*, Door (page 72)
AIM AGILITY BRAWN WITS HEART
⇾ Choose direction that passes closest to a
Token Drawn Barging Past ⇾ Choose direction from swords
(no swords = forward). civilian (no swords = forward).
Plot token - draw Plot card. Flee or Close action and moved at least 4", D6: ⇾ Gain Sneak marker.
Halt! May stay still or move less than the
For a new suspect, give a Suspect 1,2 or 3 . . . . . . . . . . . . . . . . . Pushed aside. distance rolled. ⇾ Once spotted, flee.
Action token and make an action.
4+ Knocked to the ground (not friends). Spot Suspect: Remove Sneak marker.
Guard Action token - make action
Close Action
with a ready guard. Knocked to the Ground Flee Action AGILITY (Haste) Move: 4" Foot: +2"
⇾ Dodge reactions only. AGILITY (Haste) Move: 4" Foot: +2" Door, Climb, Jump (page 72)
Suspect Action token - make action ⇾ No coin effects.
Door, Climb, Jump (page 72), Faster
with a ready suspect.
Getting Up ⇾ Towards target OR direction from swords.
⇾ Main action only. ⇾ Choose direction furthest away from ⇾ If target reached, attack or interaction.
Time token - Roving action with
⇾ Sneak and Cautious actions not allowed. nearest enemy (no swords = forward).
civilian, 2nd civilian responds.
Faster: +2"
Final Time token - end of turn. ⇾ Foot results and coin effects do not apply. Ranged Action
⇾ No Sword results = stumbled.
WITS (Awareness) Move: 2" Foot: +1"
Door (page 72)
End of Turn Steps Reload Interactions
1. Return all Action, Plot and Time ⇾ Main action only. Question ⇾ Towards target OR direction from swords.
tokens to the container. Other placed ⇾ Sneak, Cautious, Close actions not allowed. ⇾ Close action, WITS (Charm). ⇾ If target in range, attack or Command.
markers, such as Cautious, Sneak,
Prisoner or Blood, stay in place. ⇾ Foot results and coin effects do not apply. If failed, spend 1 Gold coin to pass the test.
2. The player that drew the final Time ⇾ No Sword results = fumbled.
token goes first the next turn. Barter Using Intimidation
⇾ Close action, WITS (Charm). ⇾ Re-test failed Question, Barter or Command
Page 74
Targeting Range If failed, spend 1 Gold coin to pass the test.
interaction using BRAWN instead.
Line of sight not required at start of action. ⇾ Add 1 Personal DISCONTENT.
Discontent Investigate
Normal . . . . . . . . . . . . . . . . . . . . . . . . . . . 6"
Civilian Knocked Down . . . . . . . . . . . . . 1 ⇾ Close action, WITS (Intellect).
Civilian Blood Drop . . . . . . . . . . . . . . . . . 1
Target fighting or fleeing . . . . . . . . . . +6" Assistance
Suspect (not dangerous) Cut Down . . . 3
If line of sight at the start of action: Extinguish ⇾ Within 2" of the target.
Clear view . . . . . . . . . . . . . . . . . . . . . . . +6" ⇾ Close action, BRAWN (Strength). ⇾ Friends and allies assist automatically.
+1 dice if there is a water source within 6".
Higher ground OR large . . . . . . . . . . . +6" ⇾ Guards assist other guards automatically.
Terrain with Fire marker . . . . . . . . . +12" Command ⇾ Civilians (not strike): DISCONTENT test.
⇾ Ranged action (12"), HEART (Command). ⇾ Each adds +1 dice (max +3).
Attacks Weapons & Equipment
Attack: Reaction:
Close AIM (strike) AIM (Defend) or AGILITY (Dodge) Weapon/Item Hands Roll Result
+1 dice per assist (not civilians) Unarmoured:
Sword 1 Lunge (Close Strike) +1 Dice
+1 dice target on ground Fallen? Cannot defend Duck & Dive: +1 dice
0-2 Fail = end action Fail = attacker Wound roll Fail = attacker Wound roll
Mace/Cudgel/Flail
/Hammer/Pickaxe 1 Bash (Subdue) 4+ Blood
3-5 Pass = target reacts Pass = end action Pass = end action
6+ Critical = +1 dice on Wound roll Critical = Wound roll vs attacker Critical = free action Axe/Cleaver 1 Chop (Wound roll) +1 Dice
Spear (1-handed) 1 Long (Defend) +1 Dice
Attack: Reaction:
Halberd (1-handed) 1 Chop (Wound roll) +1 Dice
Ranged AIM (strike) AGILITY (Dodge)
Dagger 1 Fast (Close Strike) 4+ Blood
+1 dice for clear view Unarmoured:
+1 dice large target Duck & Dive: +1 dice Greatsword 2 Lunge (Close Strike) +1 Dice
Chop (Wound roll) +1 Dice
0-2 Fail = figures in the way, end action Fail = attacker Wound roll
3-5 Pass = target reacts Pass = end action Spear (2-handed) 2 Long (Defend) +1 Dice
Lunge (Close Strike) +1 Dice
6+ Critical = +1 dice on Wound roll Critical = free action
Halberd (2-handed) 2 Chop (Wound roll) +1 Dice
Long (Defend) +1 Dice
Attack: Reaction:
Warhammer 2 Bash (Subdue) 4+ Blood
Seize AGILITY (Seize) AIM (Defend) or AGILITY (Dodge)
/Heavy Flail Heavy (Wound roll) 4+ Blood
+1 dice per assist Unarmoured:
+1 dice target on ground Fallen? Cannot defend Duck & Dive: +1 dice Staff 2 Long (Defend) +1 Dice
Bash (Subdue) 4+ blood
0-2 Fail = end action Fail = attacker Subdue roll Fail = attacker Subdue roll
3-5 Pass = target reacts Pass = end action Pass = end action
Shield 1 Block (Defend, Dodge) +1 Dice
6+ Critical = +1 dice on Subdue roll Critical = Subdue roll vs attacker Critical = free action Empty Hand 1 Wrestle (Seize) +1 Dice
(Wound roll if dangerous) Gesture (Interactions, Magic) +1 Dice
Unarmoured - Duck & Dive (Dodge) +1 Dice
Outcome Rope/Chain
/Shackles/Net 1 Restrain (Subdue) +1 Dice
Wound BRAWN (Strength) / POWER Subdue BRAWN (Strength)
-1 dice target armoured +1 dice target on ground Lantern/Torch 1 Illuminate (Roving, Investigate) +1 Dice
+1 dice per blood drop +1 dice per blood drop
+1 dice for critical strike +1 dice for critical seize
0-2 Fail = end action 0-2 Fail = end action
3… Pass = target 1 blood drop 3… Pass = target knocked down*
Weapon Hands Range Power Special Roll Result
6+ Critical = cut down 6+ Critical = subdued
Bow 2 18" 3 - Take Aim (Ranged Strike) No move, +1 Dice
*Already down, then 1 blood drop. Crossbow/Musket 2 12" 4 Reload Take Aim (Ranged Strike) No move, +1 Dice
Blood Loss Throwing Knives 1 8" 2 - Silent (Ranged Strike) Keep Sneak
⇾ If Blood exceeds BRAWN then cut down.
Slingshot 1 12" 2 - Stun (Wound roll) Pass, 4+ knock down