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Maneuvers are a special means for characters to influence combat actions. There are four main types of maneuvers which are melee, block, ranged and general. All four types have variants with a difficulty level. Maneuvers require an amount of endurance and / or concentration to be spent to carry them out, these are subtracted from the character attributes. If you do not have enough points you cannot do that particular maneuver. During combat 1 point will be recovered every 2 combat rounds. The endurance and concentration attributes will go back to their maximum value after a battle.

 

All the different maneuvers play a major role in combat and their timing is essential to survive an encounter. Let's explain the maneuvers in more detail below.

 

Attributes

All characters have the attributes concentration and endurance. These attributes are needed to carry out certain maneuvers which cost points in concentration, endurance or both. The basic attributes for maneuvers are name and type (see top of the card), attack, defense, concentration, endurance and sometimes a skill (see left bottom of the card respectively from left to right). On the right side attributes can be enemy attack, enemy defense or a special feature (see right column of the card).

The attributes for your character are advantages and shown on the left side, the attributes which affect enemy characters are disadvantages these are shown on the right side. Do remember that not all advantages are positive numbers or disadvantages negative ones. The total of all numbers overall have a positive effect.

  

Types

Maneuvers consist of 4 basic types, these are melee, shield, ranged and general. Melee represents close combat maneuvers such as parry, feint, evade, riposte and special attacks. These can manipulate both your and your opponent's attributes. Shield types represent block and deflect which usually enhance defense or mitigate damage. Ranged types are all about sharpshooting, barrage, poisoned arrow and others, which focus more on enhancing your own attributes then someone else's. General maneuver types are available to everyone, examples of these are flee and taking cover.

 

The more difficult the maneuver the more points are spent on endurance and concentration. The difficulty also indicates how powerful and effective a maneuver is. There are 5 levels of difficulty. Level 0 comprises of general maneuvers and can be done by everyone. Level 1 to 4 are obtainable through starting skills and skill tokens. You must own a maneuver of a lower level before you can have a higher one. This means that when you have a level 4 maneuver, you also need to own a maneuver card of level 3, 2 and 1.

  

Maneuvers - Examples

Images of examples can be seen below. On the left we have a melee attack, it costs 2 concentration and 4 endurance. A character who uses this gets +3 on their next attack roll. This card has a level 3 difficulty. The next example is a special maneuver called sharpshooting. It costs 7 concentration and 1 endurance, the enemy wounds go up by 1 and the character gets +4 on accuracy. This can give +4 extra hitpoints if he or she succeeds on the roll. The last example is a level 3 evade action, which costs 2 concentration and 4 endurance. The enemy gets in return -4 on their attack and plus one on their defense.

 

Vikja maneuver card strike Vikja maneuver card cover