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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

Skipping your turn

His Majesty the Worm · p.114

Open source p.114 ↗

You do not have to take an action on your turn. If you do not take an action, the GM continues counting. Nobody takes minor actions.

Similarly, if you have no cards in your hand when the GM calls your Initiative number, you do not take an action and nobody takes a minor action. The GM continues counting.

← Interrupt actions The Fool →