Monsters’ decisions are controlled by a system of action or ability cards that automate what the monsters will do on their turn in the initiative order. They are not controlled by a separate player.
Each round, after players have selected their own ability cards, one card is played for each monster type currently on the board from their respective decks of monster ability cards.
These cards determine which abilities each monster of that type—both normal and elite—will perform during the round on its turn.
All monsters will perform the actions listed on their ability card for the round in the order written. They will not move or attack unless these actions are listed on their card.
These ability cards also determine the initiative of that monster group this turn, which determines when they will act in a given round.
Monster ability cards can do many different things, including but not limited to:
- giving a melee monster ranged attacks for the turn.
- giving a jump move to a monster for the turn.
- summoning more monsters.
- adding a positive or negative condition to their normal attack.
When finding the ability cards for a monster, sometimes, multiple monster types use the same, more generic ability deck. For instance, Bandit Guards, City Guards, and Inox Guards all use the same “Guard” deck.