Heroes may resolve up to four actions during Engagement, most of which require resolving a Strategy phase. The same action can be repeated multiple times in the same Engagement.

Basic actions are move, attack, salvage, and trade. When resolving basic actions (except for the trade action), you may go through the Strategy phase a number of times equal to your Strategy . Crits rolled during basic actions do not increase noise until they are applied, allowing you to re-roll them to avoid increasing noise. Other actions are available in rooms, with items, or through hero abilities.

MOVE

The maximum number of dice you can commit for this action is equal to your max Health.

After rolling, you must either apply all hits and move up to the number of hits rolled, or repeat the Strategy phase if your Strategy allows.

• All movement is between orthogonally adjacent rooms.

• Rooms can be moved into whether they are active (face-up) or inactive (face-down).

• Each applied crit increases noise, even if you do not use that result for movement.

• If you repeat the Strategy phase, you must re-roll all dice you have committed.

After moving, exhaust all dice rolled. Then, if you are in an inactive room, you may look at the room and choose whether to activate it, provided you can fulfill one of its activation requirements.

You cannot look at or choose to activate an inactive room unless you take a move action to do so. Because of this, you may wish to take a move action without rolling any dice or moving between rooms.

OPPORTUNITY ATTACK

When a hero chooses to leave a room, all enemies in that room perform an opportunity attack against that hero, in the order of the hero’s choice. When resolving an opportunity attack, enemies roll the leftmost die listed for their Damage . If that die is unavailable, they roll the next available die. After resolving the attacks, heroes can finish their move action.

ATTACK

The maximum number of dice you can commit for this action is equal to your max Health.

After rolling, you may apply hits to any enemies in the same room as you.

Dice applied to enemies in previous attack actions this turn do not count against the number of dice you can commit for a new attack action.

After attacking, exhaust all unapplied dice. Dice applied to enemies will not exhaust until the Exhaust Dice step. Unapplied crits do not increase noise.

SALVAGE

You can salvage in any room, even if it is inactive. To salvage, you must commit all ready dice.

After rolling, you must either apply all of the hits rolled or repeat the Strategy phase.

• Regardless of the rolled result, gain the top item from the room’s item stack, if it has one.

• You may also recover one exhausted die for each crit applied. Crits still increase noise even if you do not use them to recover exhausted dice.

After salvaging, return all rolled dice. Do not exhaust them.

TRADE

If you are in the same room as another hero, you can trade any number of items with them. A hero is not required to give an item in order for a trade to take place, but both players must agree on what is being traded before it is resolved. You do not resolve Strategy phases during trade actions. Multi-use items retain their remaining uses when traded.

OTHER ACTIONS

Some rooms, items, and hero abilities grant other actions.

In order to take a room action, the room must be active, and you must be occupying it.

In order to take an item action, the item must be in your inventory. Using an item’s effect is only an action if specified by the effect.

You cannot repeat the Strategy phase for these other actions, even if dice are rolled.