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