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Actions

Main Game Concept, Journeys in the Dark

I - Rules

(see JITD, p. 8)

Taking an action is the third step of the heroes' turn.

A hero player must choose one action from the four listed below. A hero is not allowed to do anything except refresh and equip before he declares the action he is taking. After the hero has resolved his entire action, his turn is over and play passes to the next player.

The four possible actions are:

A. Run

A hero that runs may move up to a number of spaces equal to twice his speed during his turn, but cannot attack (see Movement).

B. Battle

A hero that battles may make up to 2 attacks during his turn, but cannot move (see Attacking). Each attack is completely resolved before the hero makes the next attack.

Important: A hero may use a different equipped weapon each time he attacks, even when battling. A hero may not attack using a weapon in his pack.

C. Advance

A hero that advances may move up to a number of spaces equal to his speed and may make 1 attack during his turn. An advancing hero may make his attack before, after, or at any point during his movement.

Example: An advancing hero with a speed of 4 could move 1 space around a corner, attack a monster, and then move 3 additional spaces in any direction (including back around the corner).

D. Ready

A hero that readies can either move up to a number of spaces equal to his speed or make 1 attack during his turn. In addition, a hero that readies may place one hero order token face up next to his hero on the board. The order may be placed at any time during his turn. These orders grant the hero special actions/abilities later in the round, often during the overlord player's turn.

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