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Rules › The Challenge Phase
In this chapter (31)
  • The Challenge Phase
  • Disengaged
  • Engaged
  • Set the scene
  • Zones
  • Ambushes and surprise
  • Draw Challenge cards
  • Play Initiative
  • Take turns
  • Facedown cards
  • Interrupt actions
  • Skipping your turn
  • The Fool
  • End the round
  • Minor actions
  • Challenge Actions
  • Free actions
  • Morale
  • Miscellaneous actions
  • GMing the Challenge
  • Enemy actions
  • Lesser dooms
  • Greater dooms
  • Notching armor
  • Retreating
  • Wounds
  • Health and Defense
  • Piercing and Critical damage
  • Death’s Door
  • New Adventurers
  • Example Challenge Phase

The Challenge Phase

  • The Challenge Phase
  • Disengaged
  • Engaged
  • Set the scene
  • Zones
  • Ambushes and surprise
  • Draw Challenge cards
  • Play Initiative
  • Take turns
  • Facedown cards
  • Interrupt actions
  • Skipping your turn
  • The Fool
  • End the round
  • Minor actions
  • Challenge Actions
  • Free actions
  • Morale
  • Miscellaneous actions
  • GMing the Challenge
  • Enemy actions
  • Lesser dooms
  • Greater dooms
  • Notching armor
  • Retreating
  • Wounds
  • Health and Defense
  • Piercing and Critical damage
  • Death’s Door
  • New Adventurers
  • Example Challenge Phase

End the round

His Majesty the Worm · p.115

Open source p.115 ↗

When every player and each GM character has had their turn (and all minor actions on the last turn have been resolved), the round is over. Facedown actions are left facedown. Any remaining Challenge cards in your hand are discarded. The players and the GM draw more Challenge cards and begin a new round.

If the Fool has been played, shuffle both the minor and the major arcana decks before dealing new cards.

← The Fool Minor actions →