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Subject: Rules overview updates (from the Kickstarter): #4 - Heroes' Turn rss

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4. Heroes' Turn

We were able to observe our enemies, how they act, as well as the way Patrols work. To set up discreet, effective and... brutal approach tactics, it is important to know how our Heroes can be activated, anticipate the reaction of enemies or evaluate visible targets. And all this takes place during the Heroes' Turn.

There is no player order in OrcQuest WarPath, players decide among themselves which hero will play first, then once his activation is complete they decide who goes next, and so on until each hero has played their turn.

The only limitation is that once a hero has started his activation he must finish it completely, having played both Actions or passing, before another hero can be activated.

Hero activation

An activation is divided in two phases: the spending of Action points via the Skill cards, then the triggering of an event.

Action Point spending

Each hero has two Action Points per activation. He is nevertheless free to use only one, or none, if he wishes to, but unused Action Points are lost.

Each hero has a number of skill cards, some of which will have effects costing one or two Action Points. At the beginning of their adventures most Heroes have 3 cards: a card with "Movement" Actions, a card with "Combat" Actions and a card specific to their class or to the Heroes themselves.

In order to use the effect of these Action cards, the Hero must spend the number of Action points corresponding to the desired effect. Once the action points have been spent and the effect applied, the Action card is turned face down. It will not be available until the start of the next turn.

- If a Skill card has a Badass Points cost, the player must spend those points in addition to his Action Points cost in order to play it.
- Cards that do not consume Action Points, such as Permanent Effects or Boosts, are not turned face down after having been used.

Orrus and his Skill cards.


Combos are free actions, which cost neither Action points nor Badass points. After using the effect of a Combo the card is flipped, as for an action card.

There are two levels of combos.

* Combo 1: If the hero has performed two consecutive actions each inflicting at least one injury, he may perform one Combo 1 action for free.
* Combo 2: If a hero has successfully inflicted at least one injury on an enemy during a Combo 1, he may perform a Combo 2 action for free.

- Wounding different targets also counts towards the injury count for Combos.


No matter what Heroes do, orcs are unpredictable; to represent this, when a Hero finishes his activation, he draws an Event card. The instructions indicated must be applied immediately then the card is placed near the Hero's sheet to indicate that he has been activated this turn.

When an Event card is assigned to a specific hero (his portrait appears next to the title of the event), apply the effects of the card to the hero concerned, even if this happens during another hero's turn.

Be Badass!

Badass is one of the favorite divinities among the Orcs. It allows them to accomplish prodigious feats. Green skins also use this incredible energy to learn new skills, or to regain renewed energy in battle.

Earn of lose Badass points

There are several ways to win, use and lose Badass points.

Badass likes to see orcs have beautiful fights and accomplish beautiful beats, even with their own kind. He will always reward the martial feats of green skins with generosity.

On each Enemy card, the Badass symbol indicates how many Badass points the heroes will win if that enemy is defeated.

If the enemy is defeated with a single hit that takes all of their health away, Heroes gain 1 additional Badass point.

Winning additional actions

During an Activation of a Hero, before or after one of his Actions, any Hero may obtain an additional Action by spending Badass points.

The number of additional Actions during a Hero's turn is not limited, and more than one individual Hero may take additional Actions during a Hero's turn. The only limit is the number of Badass points available.

Additional Actions work exactly the same as normal Actions, so you need a Skill card with an Action available to perform it, and then you must turn that card face down after the effect is resolved.

The first additional Action costs 1 Badass point, the second Action costs 2 Badass points, the 3rd 3 Badass points, and so on, one more point per Action for each subsequent Action.

- Badass points cannot be used to get an additional action during the resolution of an Event, or after the last Hero Event has been activated.
- A Hero may spend Badass points on one or more additional Actions in his own turn.
- A triggered combo costs no Badass points or Action points. However, only the actions performed during the current hero's turn are taken into account when counting the wounds that trigger the Combo.
- If a Hero wishes to use a skill card costing 2 Actions but only has one left, he can pay for the second action in Badass points. He can also use a skill costing 2 Actions by paying the price of both in Badass points.

Using a Badass action

Some actions have a Badass point cost. This cost is either indicated at the top right of the Skill card or in the cost of use.

Whether the Badass card is used with a Free Action, or an action paid in Badass points, you still have to pay its cost in Badass points to carry it out.


Even if the objective is to infiltrate the enemy´s lair, there will always be a moment where your heroes will have to comat. Besides, orcs like brawl, so why should they deprive themselves of it?

When a combat is engaged, the Attack dice and the Defense dice of the two protagonists must be combined, then all of these dice must be rolled at once.

The attacker's Badass dice are then rolled and their effects applied to the die roll. The same way is done with the defenders.

Once the Power Dice are determined, the attack is resolved in the following order:

Remove the results cancelled by the shields (always in the order of Red > Orange > Yellow results)

Remove hits that are too weak to damage the defender's health points ("lower" colored hits than his health points)

Finally, apply any damage from the remaining results.

Attack Dice (white/grey/black)

They are recognizable by the "sword" symbols on most of their sides. The darker they are, the more likely they are to give you powerful results.

On these dice, you will find 3 levels of attack power:

Yellow: Weak attack. Each yellow result obtained removes one yellow life point.
Orange: Medium attack. Each orange result obtained removes one orange health point or two yellow health points.
Red: Powerful attack. Each red result obtained removes one red health point, or two orange health points, or four yellow health points.

Defense Dice (white/grey/black)

They are recognizable by the "shield" symbols on most of their sides. The darker they are, the more they will be able to block powerful attacks.

On these dice, you will find 3 levels of defense power:

Yellow: Cancels a Yellow result
Orange: Cancels an Orange or Yellow result
Red: Cancels a Red, Orange or Yellow result.

- Always start by canceling Red results, then Orange and finally Yellow.

Orrus attacks the Guard with an Orange Hit. The Guard blocks the attack with an Orange Shield.

Badass Dice

When these dice are indicated on a card that will be used in combat (Matos, Skill, etc.), the Badass die allows you to add additional effects.

In all instances the power a character may channel on a same action is limited and it will never be possible to roll more Badass dice for a similar attack or defense.

Enemy reactions

Of course your enemies won't watch you beat them up without reacting.

An enemy may make only one Reaction per turn, so once the Reaction is resolved, an "Activated" marker is placed on the base of the figure to indicate that he has already Reacted that turn, and he will no longer benefit from Reactions until the end of the Heroes´turn. These markers will be removed at the very beginning of the Enemy Phase, so they may do it again in that phase.

Each enemy has a specific reaction when attacked, which is indicated on his Enemy sheet. If an enemy is attacked from the back, he does not benefit from his Reaction, since he got caught by surprise.

The enemy reaction is resolved immediately after the complete resolution of the Action used to attack it. If the enemy must move to be able to counterattack the hero who just attacked him, his Reaction type must allow it, otherwise his Reaction is not activated.

The Guard attacks Orrus with an Orange and a Red Hit. Orrus blocks only the Orange Attack and gets 2 wounds thanks to the Red Hit.


The adventures of our orc heroes will offer multiple possibilities to shoot at enemies, or to cast spells, but it will also their enemies to locate them at the corner of a corridor or to release a few arrows on them.

In OrcQuest WarPath it is important to distinguish the following two concepts: Line of Sight and Line of Fire.

As you have noticed, the miniatures have a square base. This will differentiate the front and back arc of each figure. The front arc corresponds to the field of vision, and thus to everything that the figure can see.

- The Lines of Sight and Line of Fire are always calculated from the center of the starting square to the center of the finishing square.
- An object that occupies part of a square is always considered as occupying the whole square for the calculation of Line of Sight and Line of Fire.

Everything in Orrus' back arc is out of his Line of Sight.

Line of Sight

The Line of Sight corresponds to everything that a character sees, and thus among other things, it will be useful to know if the enemies see you or not.

Whether in a room, a narrow corridor or outdoors, you can always see just about anything that happens unless it is hidden behind a wall. But creatures which have eyes in the back are quite rare, so a miniature does not see in its rearward arch...

A miniature is in Line of Sight of all its frontal arch, except if blocked by:

* Walls and doors
* Trees
* Tall furniture (indicated by the corresponding logo)
* Massive characters (allies or enemies)

Other scenery elements (such as small furniture), or non-Massive characters do not block the line of sight.

Only the enemies in white are in Heroes Line of Sight.

Line of Fire

The Line of Fire will determine whether a ranged attack can be done or not. If no element blocks the Line of Fire then a ranged attack can be done.

The decorative elements that block Line of Fire are:

* Walls and doors
* Trees
* Tall furniture (indicated by the corresponding logo)
* Any ally or enemy character

In addition, even if some scenery elements do not block the Line of Fire, they can bother the shooter enough to give a bonus to his target. The bonus is always 1 white defense die, regardless of the number of decors crossed.

The decor elements that provide this bonus are :

* Bushes and fields
* Small furniture (indicated by the corresponding logo)

Only the enemies in white are in Heroes Line of Fire. The War Dog receives an additional White Defense die.

In our next OrcQuest WarPath gameplay chapter, we will explore hero skill cards, how to get them, how to manage them and how to combine them for the most Badass effects possible.
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