Casting Action
The Casting action has multiple uses. it is used for specific action attempts such as casting magic, morale/social influencing actions or mental actions such as observation. Other action types that have a complication arising from game play may also include a casting check that needs to be made in addition to the skill, versus or movement actions.
Additionally, there are two flavors of resolution. The first is a Break, in these situations if the break is made or exceeded the action is successful. The second is Cumulative and in these situations the higher the resolution the better the result.
Mechanically the Casting Action uses a dice locking mechanism. The player rolls the number of casting die per their character sheet and attempts to make pairings of a life force value (blood, sweat or tears) and a numerical value (1, 2 or 3). Each combo contains only 2 dice, and each life force or numeric roll may only be used in a single combo.
Combo Examples:
First Die | Second Die | Value |
Tears | 2 | 2 Tears |
1 | 3 | Nothing |
Tears | Tears | Nothing |
Blood | Tears | Nothing |
The character makes their initial roll along with the game master dealing the Flop, their first reroll when the game master deals the Turn and their final reroll when the game master deals the River.
After the initial roll and the second reroll, a player may elect to reroll or keep any number of the dice. Any numeric roll or life force value that matches the skill may be rerolled for free. Any life force roll that does not match the skill requires the player to spend life force matching the skill to unlock.
Dice Locking:
Action Life Force | Free Reroll | Locked | Unlock Cost |
Blood | 1 – 2 -3 – B | S – T | 1 Blood |
Sweat | 1 – 2 -3 – S | B – T | 1 Sweat |
Tears | 1 – 2 -3 – T | B – S | 1 Tears |
Casting Actions with a break resolve as successful once the character has a high enough total from combos. A break resolution fails once the character has made their final reroll and the break is not equaled or exceeded.
Casting Actions with a Cumulative resolve after the final reroll or once the player declares they are no longer rerolling.
Casting Actions that are checks against other actions typically have a break mechanic and resolve in the same manner as a break or cumulative cast. The related action is successful if both the underlying action is successful, and the casting check is successful. The order of success does not matter, the cast can succeed before or after the underlying action.
The Casting action plays along with the core round and plays simultaneously with the other actions types, even though it doesn’t use any cards.
Phase | Step | Action |
Action Decision | ||
1.a | Declare Casting Action | |
1.c | Pay Buy-In | |
The Deal | ||
No Casting Actions | ||
The Flop | ||
3.a | Roll all casting dice | |
3.b | Make Combos – Resolve Action | |
3.d | – Optional – Declare reroll and pay any unlock cost | |
The Turn | ||
4.a | Reroll chosen casting dice | |
4.b | Make Combos – Resolve Action | |
4.d | – Optional – Declare reroll and pay any unlock cost | |
The River | ||
5.a | Reroll chosen casting dice | |
5.b | Make Combos – Resolve Action |