Sequence of Play
Phase 1 - Ready
- Invigorate all abilities: remove 1 countdown token from each.
- Roll scheme dice for each type of schemer (and Pooky).
- Fill the initiative bag.
Phase 2 - Combat
For each hero and type of schemer, draw an initiative token and activate:
- Gold border token: 2 actions + 1 shenanigan.
- Red border token: 1 action.
- Schemer token: Activate each schemer of that type in order.
When activating, follow these steps:
- Declare targets.
- Determine damage.
- If inspire symbols rolled exceed Epic Pool dice: add 1 Epic die to the pool (can be used to empower attacks or reduce damage).
- Critical hit: add 1 to damage and roll again.
- If attacker has weaken tokens: subtract 1 damage per token, then discard used tokens.
- Deal damage to targets.
- Damage boost tokens: add 1 damage per token spent.
- Shield tokens: subtract 1 damage per token, then discard used tokens.
- Evade token: reposition after taking damage (Avert Harm, Leap 2 per token spent), then discard used tokens.
- Toughness token: ignore all damage and Harm effects, then discard token.
- Optional: If damage was dealt, use Harm effects.
- Remove defeated targets.
Phase 3 - Objective
Check for win conditions, loss conditions, and story event conditions.
Token Reference
| Token | Effect | Discarded? |
| Weaken | Subtract 1 from damage dealt per token | Yes |
| Damage Boost | Add 1 damage per token spent | Yes |
| Shield | Subtract 1 from damage received per token | Yes |
| Evade | Reposition after damage (Avert Harm, Leap 2 per token) | Yes |
| Toughness | Ignore all damage and Harm effects | Yes |
Epic Pool
When the number of inspire symbols rolled exceeds the number of Epic Pool dice, add 1 Epic die to the pool.
Epic Pool dice can be spent to empower attacks or reduce incoming damage.
Initiative Tokens
| Border | Actions |
| Gold | 2 actions + 1 shenanigan |
| Red | 1 action |
| Schemer | Activate all schemers of that type in order |