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7
1. Draw Dice
Draw 5 dice out of the dice bag and place them in front of you. If
there are fewer than 5 dice in the bag, draw the remaining dice from
the bag, move all of the dice in the discard pool back to the bag, and
then complete your draw.
2. Gain Clarity
Roll your white (clarity) dice to gain . Each die may be
rolled separately, or multiple may be rolled together as
1 roll (to achieve a higher roll result). After each roll, if
the roll result was equal to or higher than your current
number of tokens, gain 1 token and then discard
that die (or dice), by moving it to the discard pool. There is no limit to
the number of tokens a player can have. (See the Clarity section on
page 10.)
3. Place Threat
Place all of your black dice with white pips (common
threat dice) on the threat track, starting at the top.
If your avatar has a suspicious token on its card, also place
any black dice with red pips (suspicious threat dice) on the
threat track in the same way. If your avatar does not have
a suspicious token on its card, return the suspicious threat
dice to the bag.
If the situation is “hostile” and there are more threat dice on the
threat track than enemies in play, return a previously defeated hostile
from that page to the map on any symbol, and add its card to
any empty slot. A hostile that was removed from play without being
defeated will not return during this step.
Note: The term “threat die” refers to any black die, either common
or suspicious.
4. Place Inner Child
There is 1 transparent blue die in the bag. If this die
was drawn, roll it and place it on the inner child slot on
the sideboard and then reveal a vital signs card. If the
current map page has a symbol on it, place the inner
child standee on that space.
5. Perform Actions
All of the remaining colored (attribute) dice in front of you may be
utilized to perform actions. To perform an action, you must spend
a die of the appropriate color. To spend a die: Roll that die, resolve
its eect, then discard it. Just as with clarity dice, each die may be
rolled separately, or multiple of the same color (or purple) may be
rolled together as 1 roll. On your turn, you may perform as many
actions as you like, as many times as you like, so long as you still have
the appropriate dice available to spend. The actions that can be
performed with each die type are as follows.
Any Color Attribute Dice
Focus
Move across dotted lines or move across solid lines matching the
color of the die being rolled.
Reserve (a die)
Encourage (a player)
Equip/Trade
Perform a skill test of the matching color
Contribute to a group task of the matching color
Red Attribute Dice
Melee attack, strength-based tasks
Green Attribute Dice
Ranged attack, agility-based tasks
Yellow Attribute Dice
Search, smarts-based tasks
Blue Attribute Dice
Resistance-based tasks
Purple Attribute Dice
A purple die can be spent or discarded in place of any
other attribute die, but it is always purple.
Focus
Spend 2 attribute dice of any color to take an attribute die of your
choice from the discard pool.
Move
Spend any color attribute die to move your avatar across a dotted line
to any adjacent space OR to move within its current space. Place your
avatar anywhere within the destination space.
An avatar can only be moved across a solid colored line if you use
that color of die or a purple die to move.
When moving out of a space containing an enemy, dotted white
lines count as solid green lines.
Although an avatar can be placed anywhere within a space,
it cannot be moved again within that space unless you spend
another die.
Note: Solid white lines cannot be crossed.
Reserve
Instead of spending a die, you may reserve it. A reserved die is stored
on your player sheet. There is no need to roll a die you are reserving.
A reserved die can be used to defend against damage or can be
used on one of your future turns. You cannot reserve a die if there is
already one on your player sheet.
Encourage
To encourage a player, do one of the following:
Store 1 of your dice on that player’s sheet, just as you would with
your own sheet when reserving a die. If that player already has a
die stored, discard the previously stored die.
Discard any colored attribute die and give that player 1 of your .
Equip/Trade
Spend any colored attribute die to move any number of items
between your inventory and your equipment slots. You can also
give items to and receive items from any one player whose avatar is
in the same space as yours. An item’s combat bonus and eect are
only active when it is equipped. (See the Equipment Slots section on
page 8.)
7


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