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[
Rules Reference
]
If the active player passes this opportunity to initiate
a challenge, or cannot initiate a challenge, proceed to
step 4.3.
To initiate a challenge, the active player does the
following. e game treats these criteria as being
performed atomically (all at once), and they must all be
completed together in order to initiate a challenge.
x Announces the type of challenge (󲀈, 󲀊, or 󲀉)
being initiated.
x Announces the opponent against whom the
challenge is being initiated.
x Announces which characters (under his or her
control) are being declared as attackers, and kneels
them simultaneously. In order to be eligible as an
attacker, a character must have a challenge icon
that corresponds with the type of challenge being
initiated, and the character must be standing. At
least one character must be declared as an attacker
to initiate a challenge. Any character with the
stealth keyword that has been declared as an
attacker also chooses its stealth targets at this time
if its controller desires to use the stealth keyword.
TIMING NOTE: Once a challenge is initiated, reactions
to any of the above announcements may be initiated.
TIMING NOTE: Once a challenge is initiated, it is
considered to be resolving until the challenge ends in
step 4.2.6.
4.2.1 Defending player declares defenders
e defending player has the option to declare eligible
characters he or she controls as defenders, and kneels
them simultaneously. In order to be eligible as a
defender, a character must have a challenge icon
that corresponds with the type of challenge that
is currently underway, and the character must be
standing. A character that was chosen as a stealth
target in step 4.2 is not eligible to be declared as a
defender.
4.2.2 Compare STR to determine challenge winner
Compare the combined STR of all attacking
characters (plus any active modiers) to the combined
STR of all defending characters (plus any active
modiers) to determine the challenge winner.
e player whose side has the higher total STR wins
the challenge (or in the case of a tie, the challenge is
won by the attacking player). If this player does not
have a total STR of 1 or higher, and/or if there are no
participating characters on this player’s side when this
step (i.e., the STR comparison) occurs, neither player
wins (or loses) the challenge.
If the attacking player is the winner, and the total
STR on the defending side of the challenge was 0, the
challenge is considered “unopposed.
TIMING NOTE: Reactions to winning and/or losing the
challenge may be initiated after the completion of this step.
4.2.3 Gain challenge bonuses
If the challenge was unopposed in the previous step,
the attacking player gains 1 power for his or her
faction card for winning an unopposed challenge. is
is known as an unopposed bonus.
In a melee game, if the challenge was won against an
opponent bearing a title which is denoted as a Rival
on the winning player’s title (and the challenge winner
has not already claimed power for defeating that Rival
this round), the challenge winner gains 1 power for his
or her faction. is is known as a rivals bonus.
All challenge bonuses a player receives for this step are
gained simultaneously.
4.2.4 Apply claim result.
If the attacking player is the challenge winner, the
claim result of the challenge is now applied. e claim
result for each challenge type resolves as follows, using
the claim value on the attacking player's revealed plot
card (and incorporating all relevant claim modiers):
󲀈 Military: e defending player must choose
a number of dierent characters under his or her
control equal to the claim value, and kill those
characters. (e chosen characters do not have to
be characters that participated in the challenge.)
󲀊 Intrigue: e defending player must discard, at
random, a number of cards from his or her hand
equal to the claim value.
󲀉 Power: e defending player removes a number
of power counters from his or her faction card
equal to the claim value, and moves them to the
attacking players faction card.
If the defending player wins the challenge, no claim
result occurs.
28


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