Heroes perform actions, and on your turn, your Hero can do the following things.
A.Take a Move Action
B.Perform a series of Hero Actions
You may choose to take the Move Action before, or after, the Hero Actions.
Move Action
Your Hero may move 1 hex on their turn as a Move Action.
If the Hex that you are moving into contains terrain or barriers, you must pay a cost in HP equal to the number of tokens in that hex. Terrain that is favored to your Hero does not count toward this cost.
Wait Action - You may choose not to take a move action on your turn. By choosing to wait instead, you may restore 1 HP to your HP pool.
Here are the Hero Actions we're going to use (Pulled from the Heroes Thread):
Rest - Take no Hero Action this turn and restore 1 HP.
Sprint - 2 HP - Move 1 additional hex. You must also pay the cost associated with moving into that hex as if this were a move action.
Kick Godball - 2 HP - If the Godball is uncontrolled and adjacent to you, you may kick it 1 hex into one of the 3 hexes away from you.
Throw Godball - 2 HP - If you control the Godball, you may throw it to any hex that is up to 2 hexes away. Any Hero in that hex automatically catches the ball. Draw a straight line from the center your Hero's hex to the target hex. If this line crosses a hex, or side of a hex containing a Hero, that Hero may intercept the Godball by paying 2 HP. (Pictures will make this very clear.)
Shove - chargeable - Hero in adjacent hex is pushed 1 hex into one of the 3 hexes away from you. If they control the Godball, they maintain control of the Godball.
Knock Down - chargeable - Hero in adjacent hex is knocked down. If they controlled the Godball, it falls into a hex of your choosing.
Grab - chargeable - Your hero grabs the target Hero. On their next turn they must pay 2 HP for their move action and they may not Sprint.Statistics: Posted by Eliahad — Fri Jan 26, 2018 6:52 pm
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