Draw Challenge cards

His Majesty the Worm · p.112

Open source p.112

Challenges are split up into rounds.

At the beginning of each round, each player draws four Challenge cards from the minor arcana deck. The GM draws cards from the major arcana deck based on what kind of enemies they’re using, their powers, and their numbers; see page 121 for a full explanation of how to GM the Challenge Phase.

Challenge cards are spent on the following:

  • Initiative
  • Actions
  • Minor actions

Initiative is a measure of how carefully or recklessly your adventurer is acting during that round. The lower your Initiative, the faster you take your turn. However, the lower your Initiative, the easier you are to hit during that round.

Actions are decisive deeds that determine whether you will survive or perish. The “acting player” is the player whose turn it is.

Characters take one action on their turn. Each player has one turn per round (unless they draw the Fool, see page 114). The GM will take a turn for each important character they control.

Minor actions are quick actions that take place during other characters’ turns. They happen after another person’s turn and take place simultaneously to all other minor actions taken at the same time.