Move up to 3 spaces.
Target a single enemy and make a roll
You may heal any combinator of 3 total spaces in stress and/or health
NOTE: Sanity CANNOT be healed by resting
You and all investigators in the space may trade any number of items or companions with each other.
Each episode has 2 unique actions on the episode card. These will generally help you disrupt the ritual
Draw the top Mythos card and resolve it, then place it in a faceup discard. The card must be resolved from top to bottom. If you can't do a step, skip it.
If the card has an Elder One symbol at the top, make sure it is visible when discarded
These effects only affect the player whose turn it is, unless otherwise stated
The bottom of the card may indicate a gate color and a specific enemy that must be summoned there
This step varies based on whether or not you have enemies in your space
Draw the top card of the Discovery deck and read the center text
Each enemy in your space attacks you in the order you choose.
NOTE: If an effect makes you enter a space with an enemy or an enemy moves into your space, that enemy will attack you. If an enemy leaves your space, it doesn't attack you anymore
Any effects that happen at the end of the turn, except the Elder One effects, happen in an order chosen by the active player
Roll 1 standard (black) die for every fire token on your investigator.
If there are 3 cards in the discard pile with the Elder One symbol, the Elder One advances
The Elder One is summoned if the Elder One entered the 1st red space OR the ritual was disrupted this turn
Resolve all the End of Turn effects on the stage cards in stage order (1, then 2, then 3, then final)
Some actions and Discovery cards will tell you to "make a roll".
Credit: | Jay Deiman |
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Version: | 1.0 |