Physical ConflictCopy link
Engage → Hero draws → Enemy draws if able → Resolve armor breaks → Shift Position and choose Shield protection → Apply resulting consequences once → Next Exchange.
Component | Rule |
|---|---|
Weapon | Add base Power once to your Clash total. |
Hero Momentum | Any drawn trigger damages enemy armor 1 step, maximum once per Exchange, even on a loss. |
Enemy ! symbol | Damages Hero armor 1 step when drawn, even on a loss. |
Shield | Prevent 1 step of Position loss once per combat. Adds no Power. |
Armor | Unbroken armor blocks 1 Wound instance, then loses 1 condition step. |
Unaware target | Only the attacker draws. Agree Difficulty and hit stakes first. |
Position shiftCopy link
Win by 1–3: shift 1 step. Win by 4 or more: shift 2 steps. Tie: hold. Read both sides’ resulting Position after Shield protection; shift the shared track only once.
Resulting Position | Combat consequence |
|---|---|
Overwhelmed | 1 Wound, or an agreed concession |
Pressured | 1 Wound |
Neutral | 2 Fatigue |
Advantage | 2 Fatigue |
Dominant | 1 Fatigue |
Resolve armor breaks before Wounds. Combat uses direct Position consequences, not an Impact/Wear bag draw. A target unable to participate does not Clash; return to Clash when both sides can respond.