SUFFER DAMAGE STEP
If an enemy is in the same room as the current hero, it rolls dice based on its Damage
and reduces the current hero’s Health
by the damage rolled. Crits
deal only 1 damage but still increase noise by 1. Only enemies in the same room as the current hero deal damage in this step.
Enemies deal their damage individually, in the order of the current player’s choosing.
After Effects Step
All After
effects in the active area (including those on defeated enemies) are resolved one at at time, in the order of your choice.
EXHAUST DICE STEP
Move all dice applied to enemies to the exhausted area.
Note: Actions often require you to exhaust dice in the Strategy phase. Dice exhausted then or in the Exhaust Dice Step are exhausted in the same way.
ENEMIES MOVE STEP
Any enemies not in a room with a hero move up to two rooms toward the hero closest to them. If an enemy has multiple move options, the current hero decides how the enemy moves.
CLEANUP
Discard all defeated enemies and shuffle them back into the Alien Deck.
ROLL FOR NOISE
Roll the strongest exhausted die. On a miss, do not increase noise. On a hit
, increase noise by 1. On a crit
, increase it by 2. Enemies can be activated in this step, but they do not attack or move this round. After the Resolve phase, begin the next player’s turn with Activation.