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TT QRS Full

The document serves as a quick reference guide for a game, outlining various actions, abilities, and rules related to gameplay mechanics. It includes details on tokens, actions, attacks, and equipment, with specific pages referenced for full descriptions. Players can find information on how to interact with civilians, execute attacks, and manage game elements like discontent and guard actions.

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0% found this document useful (0 votes)
35 views3 pages

TT QRS Full

The document serves as a quick reference guide for a game, outlining various actions, abilities, and rules related to gameplay mechanics. It includes details on tokens, actions, attacks, and equipment, with specific pages referenced for full descriptions. Players can find information on how to interact with civilians, execute attacks, and manage game elements like discontent and guard actions.

Uploaded by

imachegoule
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 3

Quick Reference Check back in the rulebook for full details.

Abilities Page 32

Token Drawn Page 34 Discontent Page 40

Plot token - draw Plot card. Civilian Knocked Down . . . . . . . . . . . . . 1 AIM AGILITY BRAWN WITS HEART
For a new suspect, give a Suspect Civilian Blood Drop . . . . . . . . . . . . . . . . . 1
Action token and make an action.
Civilian Failed Attack . . . . . . . . . . . . . . . 1 Targeting Range Page 46 Interactions Page 60
Civilian Subdued . . . . . . . . . . . . . . . . . . . 1 Line of sight not required at start of action.
Guard Action token - make action Question
Civilian Cut Down . . . . . . . . . . . . . . . . . . 3 Normal . . . . . . . . . . . . . . . . . . . . . . . . . . . 6"
with a ready guard. ⇾ Close action, WITS (Charm).
Suspect (not dangerous) Cut Down . . . 3 Target fighting or fleeing . . . . . . . . . . +6"
If failed, spend 1 Gold coin to pass the test.
Guard Cut Down . . . . . . . . . . . . . . . . . . . . 1
Suspect Action token - make action If line of sight at the start of action:
with a ready suspect.
Clear view . . . . . . . . . . . . . . . . . . . . . . . +6"
Barter
Civilians Panic Page 59
Higher ground OR large . . . . . . . . . . . +6"
⇾ Close action, WITS (Charm).

Time token - Roving action with Civilians within 2” of figure suffering blood If failed, spend 1 Gold coin to pass the test.
Terrain with Fire marker . . . . . . . . . +12"
civilian, 2nd civilian responds. drop or cut down, or a newly placed Fire marker,
Final Time token - end of turn.
immediately move D6” directly away. Investigate
⇾ Close action, WITS (Intellect).

Barging Past Page 44


Extinguish
End of Turn Steps Flee or Close action and moved at least 4", D6: Turn Points Limit Page 89 ⇾ Close action, BRAWN (Strength).
+1 dice if there is a water source within 6".
1. Return all Action, Plot and Time 1,2 or 3 . . . . . . . . . . . . . . . . . Pushed aside. Maximum points per player (Quick Start numbers):
tokens to the container. Other placed 4+ Knocked to the ground (not friends).
markers, such as Cautious, Sneak,
Full Starting Reserves Command
Players Squad Guards Summoned
Prisoner or Blood, stay in place. ⇾ Ranged action (12"), HEART (Command).

2. Roll for fires spreading and burns Knocked to the Ground 1 45 (10) 30 (6) 45 (10)

(see page 78). Page 53 2 30 (6) 15 (3) 30 (6) Using Intimidation


⇾ Dodge reactions only.
3 30 (6) 10 (2) 20 (4) ⇾ Re-test failed Question, Barter or Command
3. Roll for prisoners escaping (see page 59). ⇾ No coin effects. interaction using BRAWN instead.
4. Roll for temporary effects (see page 67 4 30 (6) 10 (2) 15 (3)
⇾ Add 1 Personal DISCONTENT.
and certain Advance cards). Getting Up
5. Solo players check the total ⇾ Main action only.
DISCONTENT (see page 41). ⇾ Sneak and Cautious actions not allowed.
6. Call more guards (see page 88). Add the ⇾ Foot results and coin effects do not apply.
Building Actions Summary Page 74
correct number of Guard Action tokens Enter Enter (enemy inside) Leave Looking Out
for the new guards. ⇾ No Sword results = stumbled.
Roving Yes Guard only Yes Guard only
7. Heal guards remaining in the
guardhouse (see page 89). Reload Page 67 Close Yes Yes Yes -
8. More civilians enter (see page 89).
⇾ Main action only. Ranged - - Yes Yes
9. Civilians who have been knocked to the
ground stand up.
⇾ Sneak, Cautious, Close actions not allowed. Cautious - - Yes -
⇾ Foot results and coin effects do not apply. Sneak Suspect only - Suspect only -
10. The player that drew the final Time
token goes first the next turn. ⇾ No Sword results = fumbled.
Flee Yes - Yes -
Actions Page 46 Attacks Page 54

Attack: Reaction:

Close AIM (strike) AIM (Defend) or AGILITY (Dodge)


Roving Action Sneak Action
+1 dice per assist (not civilians) Unarmoured:
WITS (Awareness) Move: 4" Foot: +1" WITS (Awareness) Move: 4" Foot: +1"
+1 dice target on ground Fallen? Cannot defend Duck & Dive: +1 dice
Door (page 72), Halt!, Spot Suspect Steal*, Door (page 72)
0-2 Fail = end action Fail = attacker Wound roll Fail = attacker Wound roll
3-5 Pass = target reacts Pass = end action Pass = end action
⇾ Choose direction from swords ⇾ Choose direction that passes closest to a
civilian (no swords = forward). 6+ Critical = +1 dice on Wound roll Critical = Wound roll vs attacker Critical = free action
(no swords = forward).
⇾ Gain Sneak marker.
Halt! May stay still or move less than the
Attack: Reaction:
distance rolled. ⇾ Once spotted, flee.
Spot Suspect: Remove Sneak marker. Ranged AIM (strike) AGILITY (Dodge)
Steal: Push past civilian, D6:
+1 dice for clear view Unarmoured:
1 . . . . . . . . . . . . . . . . . . No Sneak marker.
+1 dice large target Duck & Dive: +1 dice
Flee Action 2+ . . . . . . . . . . . . . . . . . . . . 1 DISCONTENT.
0-2 Fail = figures in the way, end action Fail = attacker Wound roll
AGILITY (Haste) Move: 4" Foot: +2" 3-5 Pass = target reacts Pass = end action
Door, Climb, Jump (page 72), Faster Close Action 6+ Critical = +1 dice on Wound roll Critical = free action

AGILITY (Haste) Move: 4" Foot: +2"

⇾ Choose direction furthest away from Door, Climb, Jump (page 72) Attack: Reaction:
nearest enemy (no swords = forward). Seize AGILITY (Seize) AIM (Defend) or AGILITY (Dodge)
Faster: +2" +1 dice per assist Unarmoured:
⇾ Towards target OR direction from swords.
+1 dice target on ground Fallen? Cannot defend Duck & Dive: +1 dice
⇾ If target reached, attack or interaction.
Cautious Action 0-2 Fail = end action Fail = attacker Subdue roll Fail = attacker Subdue roll
3-5 Pass = target reacts Pass = end action Pass = end action
WITS (Awareness) Move: 2" Foot: +1" Ranged Action 6+ Critical = +1 dice on Subdue roll Critical = Subdue roll vs attacker Critical = free action
Wary Advance WITS (Awareness) Move: 2" Foot: +1" (Wound roll if dangerous)

Door (page 72)


⇾ Choose direction from swords Outcome Page 58
(no swords = forward).
⇾ Towards target OR direction from swords. Wound BRAWN (Strength) / POWER Subdue BRAWN (Strength)
⇾ Gain Cautious marker.
⇾ If target in range, attack or Command. -1 dice target armoured +1 dice target on ground
Wary Advance: Towards nearest enemy. +1 dice per blood drop +1 dice per blood drop
+1 dice for critical strike +1 dice for critical seize
Escort Duty Action 0-2 Fail = end action 0-2 Fail = end action
Assistance Page 53 1-3 prisoners within 12". 3… Pass = target 1 blood drop 3… Pass = target knocked down*

⇾ Within 2" of the target. Gain 1 gold coin per prisoner. 6+ Critical = cut down 6+ Critical = subdued

⇾ Friends and allies assist automatically.

⇾ Guards assist other guards automatically. *Already down, then 1 blood drop.

⇾ Civilians (not strike): DISCONTENT test. Give Order Page 53 Blood Loss Page 58

⇾ Each adds +1 dice (max +3). ⇾ Range 12", HEART (Command) test. ⇾ If Blood exceeds BRAWN then cut down.
Weapons, Equipment & Spells
Equipment
Full description of coin effects on page 68.
Weapon/Item Hands Roll Result Expert
Melee Weapons Empty Hand 1 Wrestle (Seize) +1 Dice Bash
Weapon/Item Hands Roll Result Drilled Expert Gesture (Interactions, Magic) +1 Dice

Sword 1 Lunge (Close Strike) +1 Dice +2 Dice Riposte Unarmoured - Duck & Dive (Dodge) +1 Dice -

Mace/Cudgel/Flail Rope/Chain
/Hammer/Pickaxe 1 Bash (Subdue) 4+ Blood 2x 4+ Blood Stun /Shackles/Net 1 Restrain (Subdue) +1 Dice Hook & Trip

Axe/Cleaver 1 Chop (Wound roll) +1 Dice +2 Dice Swing Special Rules:


Lantern Signal 1 Illuminate (Roving, Investigate) +1 Dice -
Spear (1-handed) 1 Long (Defend) +1 Dice +2 Dice Impale
Torch Signal, Fire 1 Illuminate (Roving, Investigate) +1 Dice -
Halberd (1-handed) 1 Chop (Wound roll) +1 Dice +2 Dice Hook & Trip

Dagger 1 Fast (Close Strike) 4+ Blood 2x 4+ Blood Stab

Greatsword 2 Lunge (Close Strike) +1 Dice +2 Dice Riposte Magic Spells


Chop (Wound roll) +1 Dice +2 Dice Ranged Spell Hands Range Power Special Rules
Battleaxe 2 Chop (Wound roll) +1 Dice +2 Dice Swing Fireball 1 12" 3 Burst, Explode, Fire
Heavy (Wound roll) 4+ Blood 2x 4+ Blood
Energy Bolt 1 12" 4 Ignore Armour
Spear (2-handed) 2 Long (Defend) +1 Dice +2 Dice Impale
Lunge (Close Strike) +1 Dice +2 Dice Ice Storm 1 8" 3 Path, Freeze

Halberd (2-handed) 2 Chop (Wound roll) +1 Dice +2 Dice Hook & Trip
Long (Defend) +1 Dice +2 Dice

Warhammer 2 Bash (Subdue) 4+ Blood 2x 4+ Blood Stun


Special Rules Summary
See full rules on page 66.
/Heavy Flail Heavy (Wound roll) 4+ Blood 2x 4+ Blood
Burst 4+ affects figures within 2" Freeze Subdue not Wound
Staff 2 Long (Defend) +1 Dice +2 Dice Hook & Trip
Bash (Subdue) 4+ blood 2x 4+ blood Close Range Shoot within 2" of enemy Ignore Armour Count as unarmoured

Claws/Teeth/etc 2 Fast (Close Strike) 4+ blood 2x 4+ blood - Enchanted +1 Dice, affect Impervious Path Affects all in path
Rend (Wound roll) 4+ blood 2x 4+ blood Explode Place Fire marker? Reload Place reload marker
Shield 1 Block (Defend, Dodge) +1 Dice +2 Dice Bash Fire Counts vs Weakness to Fire Signal Other guards move towards

Ranged Weapons
Weapon Hands Range Power Special Rules Roll Result Drilled Expert

Bow 2 18" 3 - Take Aim (Ranged Strike) No move, +1 Dice No move, +2 Dice Lofted Shot

Crossbow/Musket 2 12" 4 Reload Take Aim (Ranged Strike) No move, +1 Dice No move, +2 Dice Impale

Hand crossbow/Pistol 1 8" 3 Close Range, Reload Take Aim (Ranged Strike) No move, +1 Dice No move, +2 Dice Impale

Throwing Knives 1 8" 2 - Silent (Ranged Strike) Keep Sneak Keep Sneak, no +6" Stab

Slingshot 1 12" 2 - Stun (Wound roll) Pass, 4+ knock down 4+ knock down Scattershot

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