Players
Advantages
Character customization at game start and the full list of advantages and disadvantages.
Advantage Points let you customize your character before the game starts. You spend them on advantages (or take disadvantages to get more points). This is a one-time choice made during Turn 1.
| Role | Advantage Points | Team |
|---|
| Cultist | 0 | Cult (2) |
| Regular | 10 | Team of 4 |
| Mercenary | 20 | Team of 4 |
| Veteran | 25 | Team of 3 |
| Psychopath | 50 | Solo |
These are always active and don't cost Advantage Points:
- Mercenary: The Host tells you the exact position of every other player each turn. Your challenge is hiding this advantage from your own team.
- Psychopath: You can repeat actions without cooldown restrictions.
Each advantage has a cost and a max level. Taking the same advantage multiple times increases its level, and you pay the cost for each level. For example, Athlete at level 3 costs 9 points total and reduces Move enhancement cost by 6 energy.
| Advantage | Cost | Max Level | Effect |
|---|
| Athlete | 3 | 4 | Pay 2 less energy to enhance Move |
| Storer | 2 | 4 | +3 carry capacity |
| Gatherer | 3 | 4 | Pay 2 less energy to enhance Take and Throw |
| Trader | 2 | 4 | Pay 2 less energy to enhance Give |
| Thief | 2 | 4 | Pay 3 less energy to enhance Steal |
| Advantage | Cost | Max Level | Effect |
|---|
| Wood & Metal Alchemist | 2 | 4 | Use any material as Wood or Metal |
| Gunpowder & Herb Alchemist | 5 | 1 | Use any material as Gunpowder or Herbs |
| Oil Alchemist | 5 | 1 | Use any material as Oil |
| Leather Alchemist | 6 | 1 | Use any material as Leather |
| Magnet Alchemist | 6 | 1 | Use any material as Magnet |
| Advantage | Cost | Max Level | Effect |
|---|
| Medic | 4 | 1 | +2 energy restored by Medicine and Rest |
| Energetic Gladiator | 6 | 1 | Regain half the energy you subtract from another player (rounded down, max 8). Doesn't count explosives or pushing into Collapsing Tiles. Energy restores before enhancement costs are applied |
| Pimp | 5 | 1 | Use the Sex action without another player choosing it, as long as someone else is present. Works with Executioners and Mutations too |
| Passionate | 4 | 1 | Don't lose 2 energy when having Sex |
| Advantage | Cost | Max Level | Effect |
|---|
| Boxer | 3 | 1 | Pay 2 less energy to enhance Punch |
| Warrior | 5 | 1 | Pay 2 less energy to enhance Sword and Flail strikes |
| Ninja | 1 | 1 | Pay 1 less energy to enhance Boomerang |
| Marksman | 4 | 1 | Pay 2 less energy to enhance Arrow and Bullet shots |
| Gang Member | 3 | 1 | Each Punch adds double the number of the victim's enemies in the tile to its damage. Can't be combined with doubled punches |
| Advantage | Cost | Max Level | Effect |
|---|
| Squire | 4 | 4 | +2 to Take Cover reduction (Shield: 11 → 13 at level 1, bare arms: 2 → 4) |
| Bodybuilder | 4 | 4 | +2 maximum energy |
| Stoic | 8 | 1 | Always keep 1 energy if hit while at maximum |
| Jihadi | 10 | 1 | Start with a bomb inside you that explodes when you die |
| Advantage | Cost | Max Level | Effect |
|---|
| Theatrical Gladiator | 2 | 1 | +5 Audience Credits per kill |
| Showman | 3 | 4 | +1 Audience Credit each time you earn credits. Stacks with itself and applies to every credit-earning event |
| Ranger | 1 | 4 | Pay 1 less energy to enhance Track |
| Bat | 2 | 4 | Pay 2 less energy to enhance Listen |
Take these to gain extra Advantage Points.
| Disadvantage | Gain | Max Level | Effect |
|---|
| Reduced carry capacity | +2 | 4 | Lose 3 carry capacity |
| Reduced max energy | +2 | 4 | Lose 1 maximum energy |
| Double enhancement cost | +4 | 1 | Pay double to enhance actions. Applied before discounts. Example: enhancing Move +2 tiles normally costs 4. With this and Athlete (−2), cost is (4 × 2) − 2 = 6 |
| No recovery | +10 | 1 | Cannot regain energy by any means for the entire game |
Disadvantages can unlock powerful builds, but they increase your risk. Match them to your strategy and coordinate with your team.