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Skill Test
Sometimes there is a skill test available to perform. Skill tests have a
color and a target diculty number.
To perform a skill test you must spend any number of the appropriate
color of dice (or purple). If your roll result meets or exceeds that target
number, resolve the success eect of that skill test. Otherwise resolve
the fail eect. You automatically fail a skill test if you are required to
make one but do not have the appropriate dice. Unless otherwise
directed, a skill test can only be performed once.
There are 3 places that players can look to see if there are skill tests
available:
Adventure Book Special Rules: Sometimes the Adventure Book
will instruct players to make a skill test.
Status Cards: Many status cards have a skill test that must be
passed to remove them.
Environment Cards: Some environment cards require players to
make a skill test to interact with the environment.
Group Task
Sometimes there is a group task available to perform. Group tasks are
similar to skill tests, except multiple players can contribute on their turns
by rolling the appropriate colored dice and placing them on the group
task track. When the total value of dice on the group task track equals
or exceeds the task’s target diculty number, resolve the task’s success
eect. Unlike skill tests, group tasks cannot fail. Players can contribute
to group tasks regardless of where their avatar is on the map, unless
directed otherwise by the Adventure Book. Note: Die bonuses are
never applied to dice placed on the group task track.
Melee Attack
To perform a melee attack, choose a target enemy in the same space
as the attacking avatar. Roll any number of red dice. If the roll result
meets or exceeds the target enemy’s defense value, that enemy
is defeated. When an enemy is defeated, remove it from play by
removing its standee from the map and discarding its card. Set both
to the side of the page as hostiles (though not I.D.s) may return during
the Place Threat step.
The player that defeated it can loot it by looking through the item
deck and gaining the item listed on the loot section of the enemy’s
card. When gaining an item, you can immediately equip it for free,
place it in your inventory, or give it to another player whose avatar is
on the same space (and must equip it or place it in her inventory).
If, at any time, there are no more cards on the threat track, turn
the situation token to “safe.”
Ranged Attack
A ranged attack works just like a melee attack except a ranged attack
uses green dice, and the attack may also target enemies that are on
adjacent spaces . An avatar equipped with a ranged weapon can
target an enemy even farther away up to a number of spaces equal
to the range listed on the weapon’s card. The target must be within
clear sight of the attacker to be considered in range.
Clear Sight
When determining if an attacker has clear sight to a target, draw
an imaginary line from any portion of the attacker’s base to any
portion of the defender’s base using their current placement. If that
line would cross any solid white lines, there is no clear sight and the
ranged attack cannot be made.
Attacking the Prime I.D. Entity
When the Prime I.D. Entity would be defeated by an attack, instead
remove 1 from its card. When it has no on its card, it is then
defeated and removed from play.
Search
A player whose avatar is on a space with 1 or more tokens can
perform a search action by rolling 1 or more yellow dice. On a result
of 4 or higher the search is successful. Discard 1 token, look
through the item deck and take any 1 item listed in the entry of
the current page of the Adventure Book. When gaining an item, you
can immediately equip it for free, place it in your inventory, or give it
to another player whose avatar is on the same space (and must equip
it or place it in her inventory).
Equipment Slots
Each player has 5 equipment slots: Head, Body,
Hand, Hand/Accessory and Accessory. A player
can only equip items if she has slots available. Any
item that cannot be equipped must be carried in
that player’s inventory or discarded. A player can
carry two unequipped items in her inventory.
Example: Ransom is carrying a revolver (1 hand) in
one hand slot, and a radio (accessory) in the hand/
accessory slot. Later, he finds a rifle (2 hands). If he
wants to equip the rifle, he must move both the
revolver and the radio to his inventory. Note: Since
the radio is an accessory, he could move it to his
accessory slot if it’s available, and it would still be
considered equipped.
Bonuses and Using Purple Dice
Various cards and eects can give bonuses to a player’s die rolls.If
a bonus specifies a color, it applies to each die of that color that is
rolled, e.g. avatar die bonuses. If a bonus specifies melee attack ,
ranged attack or defense , it applies only to those types of rolls,
e.g. weapon combat bonuses. If there is an eect that changes or
multiplies a die’s result, apply that before any die bonuses.
Bonuses are never applied to dice placed on the group task track.
Purple dice may be used in place of any other attribute die. However,
purple dice do not benefit from any bonuses except for those
granted specifically to purple dice.
6. Discard Dice
Discard all of your remaining dice.
7. Check Threat
If the situation (token) is “hostile”… and the number of dice on the
threat track equals or exceeds the number of enemies in play, the
enemies take a turn (see the Enemy Turn section on page 9). If the
situation is “safe”... and there are 4 or more dice on the threat track,
resolve the list below in order.
1. Resolve the eect on the current page of the Adventure Book.
2. If the eect results in enemies coming into play, flip the situation
token to “hostile” and immediately take an enemy turn.
3. Discard all dice from the threat track.
4. Refresh the dice bag. (Return all of the dice in the discard pool to
the dice bag.)
After the Check Threat step and a possible enemy turn, continue with
the next player’s turn (the player to the left of the current player).
2 Hands Body
HeadAccessory
8

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