GMing the Challenge
His Majesty the Worm · pp.121–122
Open source p.121GMs follow slightly different rules during Challenges than the players.
The basic concepts are the same: the GM acts on their turn based on their Initiative, they play cards from their hand to take actions, they use the same actions (generally) as the players do, etc. However, it’s not practical to draw four cards per opponent and keep track of different hands.
The major differences for the GM are explained below.
0. Set the scene
Empty rooms and deserted forest corridors make for dull combats. Create cool spaces by filling them full of potential energy: curtains to hide behind, casks of wine to be toppled, runaway carts to dodge, chandeliers to swing from, puddles of oil to be lit aflame. Chapter 10: The Worm Turns has some advice for this.
1. Draw Challenge cards
During step 1, draw 3 Challenge cards from the major arcana deck, and add:
- card for each type of enemy
- card if the enemies outnumber the adventurers
- card if there are twice as many enemies as adventurers
- card for each enemy that’s physically larger than a human
- cards if there is an elite enemy
- cards if there is a dungeon lord
(Elite enemies and dungeon lords are defined in Appendix C: Dungeon Denizens, page 251.)
Each of these additional cards is cumulative. Check to see which are applicable at the start of each round. Therefore, if the number of enemies decreases, you will draw fewer major arcana cards.
For example, if there are twelve imps facing four adventurers, the GM draws 6 cards from the major arcana deck. That includes: 3 cards to start, for the one type of enemy (imps), for having more enemies than adventurers, for having twice as many enemies than adventurers.
If, over the course of the Challenge, the adventurers reduce the number of imps to seven, the GM will draw 5 cards at the beginning of the next round: 3 + 1 for having one enemy type (imps) and for having more enemies than adventurers.
Out of cards? (sidebar)
If either the players or the GM must draw cards but there are not enough remaining, shuffle the discard pile and continue drawing.
This happens more frequently for the GM because they draw bigger hands of cards and the major arcana deck is smaller, but is a relatively rare event either way. With three or four players, the Fool is drawn every few rounds.
Mulligans (sidebar)
Sometimes, the GM can draw all greater dooms (p. 123) and have no legal cards to play for your Initiative or actions. As a GM, you can elect to mulligan a hand that’s mostly greater dooms.
When you mulligan, discard all drawn cards and draw again.
2. Play Initiative for each significant enemy
Play one Initiative card facedown from your hand for each enemy or enemy group.
Groups of the same enemy share an Initiative card. For example, a group of six goblins should all act on the same Initiative turn, performing the chosen action against different adventurers.
Every enemy that has an Initiative card can have one facedown Challenge Action (p. 114).
Make it clear which card represents the Initiative for which enemy. For example, you might say “The card on my left, near my beer, is for the goblins. The card on my right is their orc leader, Throm.”