Forbidden Lands Players Handbook
COMBAT CARDS: To choose a hidden combination,use the custom cards for the game.These cards are divided into five categories:STRIKE, DEFEND, PREPARE, HINDER, and MANEU-VER. Each card describes the actions that arepossible when using the card in question.Added to these are the cards AWAIT (seebelow), and DOUBLE UP, which you use if youwant to perform two actions from the samecard during a single round. All cards are summarizedin the list to the left.You and your opponent should hold sevencards each, and choose two of these cards each.Place your two cards face down on the table infront of you, with the card describing your firstaction on top.THE COMBAT CARDSThe seven playing cards used tochoose a hidden combinationare summarized below:✥✥STRIKE. Lets you SLASH, STAB,✥✥✥✥PUNCH, or GRAPPLE.DEFEND. You can DODGE orPARRY with this card.PREPARE: Allows you toAWAIT: If the defender wants to save one orboth of his actions until later in the round, hechooses the AWAIT card, leaving himself open to✥✥✥✥✥✥✥✥DRAW WEAPON, SWING WEAP-ON or STAND UP.HINDER: Lets you SHOVE orDISARM.MANEUVER: You can FEINT orRETREAT with this card.AWAIT. Choose this card toperform no action at all,because you have alreadyused up one of them orwant to save them for laterin the round.DOUBLE UP. Choose this cardfor step 2 to perform an actionfrom the same categoryas your action in step 1.95combat & damage
the attack. If the defender has already used one ofhis actions for the round, one of his two cards inthe hidden combination must be AWAIT. If he hasused up both actions, there is no need to choosehidden combinations as the defender cannot actat all.TWO STEPS: Your attack is divided into twosteps. Your first action, as well as the defender’sfirst action, take place during step 1. Your secondaction, and the defender’s second action, takeplace during step 2. The defender’s action is resolvedat the attacker’s turn in the initiative order,even if he wants to, for example, SLASH theattacker.RESOLUTION: Reveal the cards you have chosenfor step 1 and state which exact action you performin step one. The attacker must declare hisaction first, then the defender. The action thatis chosen by the attacker and the defender canaffect each other.The attacker’s action in step 1 is then resolvedfirst, followed by the defender’s – exceptDODGE and PARRY actions, which are simultaneouswith the attack. A defender choosing anoffensive action like SLASH takes a big risk, as heexposes himself to the attacker’s action which isresolved first.When step 1 is resolved, immediately proceedto step 2 and repeat the procedure. Rememberto turn the initiative cards for both attackerand defender, to indicate how many actions theyhave performed in the round.PAIN: Being hit in close combat is painful, even ifyou are not critically wounded – painful enoughthat you may be temporarily dazed. If you are thedefender in close combat and suffer damage (atleast 1 point) from a hit, your action in the samestep (unless you PARRY or DODGE) is forfeit. Theaction is lost and cannot be performed later inthe round. Your action in step 2 is not affected bydamage you suffer in step 1. The PAIN RESISTANTtalent makes you less susceptible to pain.EXTRA ACTIONS: Some talents give you extraattacks, PARRIES, or other actions in combat.Such bonus actions always take place outside ofthe hidden combinati0n. For example, a Fighterwith PATH OF THE BLADE who wants to spend aWP to perform an extra attack does so after thehidden combination is resolved. A hidden combinationnever has more than two steps.MONSTERS never use hidden combinations.MIXED ACTIONSYou can mix close combatwith other actions in the sameround, even in the advancedclose combat system. Forexample, you can RUN up to anenemy and then SLASH him. Atthis point, choose hidden combinationsonly when you attackyour enemy. As you only haveone action left, your exchangewill only have one step andboth you and your opponentchoose only one card each.96chapter 5
- Page 45 and 46: forward - perhaps at the cost of ti
- Page 47 and 48: CHANCE OF SUCCESSWhen you roll a lo
- Page 49 and 50: DIFFICULTYMODIFICATIONTrivial +3Sim
- Page 51 and 52: GEAR GETS WORNWhen you use gear and
- Page 53 and 54: SIMPLE AND ADVANCED ITEMSAll items
- Page 55 and 56: SLEIGHT OF HAND (AGILITY)When you a
- Page 57 and 58: NOT MIND CONTROLWhen you MANIPULATE
- Page 59 and 60: ANIMAL HANDLING (EMPATHY)The Forbid
- Page 61 and 62: LIST OF TALENTSKIN TALENTSThe Human
- Page 63 and 64: KIN TALENTSYour kin gives you a spe
- Page 65 and 66: PATH OF HEALINGYour calling is to u
- Page 67 and 68: ✥✥✥✥RANK 2: Once you have u
- Page 69 and 70: this talent in combat counts as a s
- Page 71 and 72: the effects of this talent require
- Page 73 and 74: ✥✥RANK 3: You can cast rank 1,
- Page 75 and 76: ✥✥✥✥RANK 2: When you cook f
- Page 77 and 78: ✥✥✥✥x - that is, two x for
- Page 79 and 80: MELEE CHARGEYou throw yourself into
- Page 81 and 82: ✥✥RANK 3: You can add a D8 Arti
- Page 83 and 84: ✥✥✥✥quality, similar to to
- Page 85 and 86: SURPRISEIf you perform an attack th
- Page 87 and 88: SLOW ACTIONSACTION PREREQUISITE SKI
- Page 89 and 90: ROUGH: You must roll MOVE when you
- Page 91 and 92: AMBUSHES &SNEAK ATTACKSThe key to w
- Page 93 and 94: tive order in the round. However, t
- Page 95: LENGTH. Brings you to NEAR range. R
- Page 99 and 100: you can SHOOT. Note that the FAST S
- Page 101 and 102: ✥✥✥✥✥✥✥✥You ask for
- Page 103 and 104: KNIFELONGSWORDDAGGERSHORTSWORDTWO-H
- Page 105 and 106: THROWING KNIFETHROWING AXESLINGLONG
- Page 107 and 108: SHIELDSWEAPON BONUS DAMAGE RANGE CO
- Page 109 and 110: COUP DE GRACEAn opponent who has lo
- Page 111 and 112: DWARVEN WEAPONS:DAGGERThe effects o
- Page 113 and 114: ELVEN WEAPONS:TWO-HANDED SPEARSHORT
- Page 115 and 116: ✥✥✥✥✥✥✥✥SLEEPING PO
- Page 117 and 118: MAGICThe eyes of Braka the Stone Si
- Page 119 and 120: INGREDIENTSMost spells in this chap
- Page 121 and 122: GRIMOIRESYou don’t need your spel
- Page 123 and 124: ✥✥✥✥DUR ATION: ImmediateING
- Page 125 and 126: PURGE UNDEAD✥✥RANK 2✥✥RANGE
- Page 127 and 128: HAWK’S EYE✥✥RANK 1✥✥RANGE
- Page 129 and 130: and Empathy drop to 1 each while in
- Page 131 and 132: ✥✥RANK 3✥✥✥✥✥✥RANGE
- Page 133 and 134: ✥✥RANK 2✥✥✥✥RANGE: Shor
- Page 135 and 136: 134chapter 6
- Page 137 and 138: ✥✥RANK 3✥✥✥✥✥✥RANGE
- Page 139 and 140: ✥✥✥✥DUR ATION: ImmediateING
- Page 141 and 142: ✥✥RANK 1✥✥✥✥✥✥RANGE
- Page 143 and 144: and Durable effects can be chosen s
- Page 145 and 146: OTHER MAPSThe map of the ForbiddenL
COMBAT CARDS: To choose a hidden combination,
use the custom cards for the game.
These cards are divided into five categories:
STRIKE, DEFEND, PREPARE, HINDER, and MANEU-
VER. Each card describes the actions that are
possible when using the card in question.
Added to these are the cards AWAIT (see
below), and DOUBLE UP, which you use if you
want to perform two actions from the same
card during a single round. All cards are summarized
in the list to the left.
You and your opponent should hold seven
cards each, and choose two of these cards each.
Place your two cards face down on the table in
front of you, with the card describing your first
action on top.
THE COMBAT CARDS
The seven playing cards used to
choose a hidden combination
are summarized below:
✥✥
STRIKE. Lets you SLASH, STAB,
✥✥
✥✥
PUNCH, or GRAPPLE.
DEFEND. You can DODGE or
PARRY with this card.
PREPARE: Allows you to
AWAIT: If the defender wants to save one or
both of his actions until later in the round, he
chooses the AWAIT card, leaving himself open to
✥✥
✥✥
✥✥
✥✥
DRAW WEAPON, SWING WEAP-
ON or STAND UP.
HINDER: Lets you SHOVE or
DISARM.
MANEUVER: You can FEINT or
RETREAT with this card.
AWAIT. Choose this card to
perform no action at all,
because you have already
used up one of them or
want to save them for later
in the round.
DOUBLE UP. Choose this card
for step 2 to perform an action
from the same category
as your action in step 1.
95
combat & damage