Facedown cards
His Majesty the Worm · p.114
Open source p.114You usually play Challenge cards face up, but some actions (such as Dodge or Aid Another) are played facedown to represent your adventurer readying themselves to act.
You may only have one facedown action at a time. (Your Initiative card does not count towards this limit!) If you take an action that would cause you to place another card facedown, replace the current facedown card and discard the last one. If you no longer want to take the facedown action, discard the card.
Facedown actions played on your turn add the appropriate attribute to the card’s value when the card is revealed. To help you remember when you played a facedown card (and to visually distinguish it from your Initiative), set the card down in a different position relative to your Initiative card.
- If you play a card facedown on your turn, set the facedown card sideways above your Initiative card. When the time comes to reveal the card, add the appropriate attribute to the card’s value.
- If you play a card facedown as a minor action, set the facedown card sideways below your Initiative card. When the time comes to reveal the card, use the face value of the card for the total.
Facedown cards remain in play until they’re activated, you replace them with another action, you discard it, or the Challenge Phase ends.
Facedown cards do not impact how many cards you draw at the beginning of the round—players always draw four Challenge cards.
You can use a defensive action (like Dodge or Riposte) for the benefit of anybody in your zone. It stays facedown until activated, as usual. If you move away from your ally before the defensive action triggers, discard your facedown card.
No peeking!
When a player declares an action that places a card facedown, they state what action they are taking, but only they know the card’s value until it is flipped up. Nobody but the player can look at the facedown card until the action is triggered. No peeking!