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Order of Actions

One of the main questions you ask yourself when choosing an action is whether it comes before or after the others. It's not the same to move to another space knowing you might be hit there as it is to know that they hit first and then you move.

To avoid too much randomness, the order of actions is always the same, and in case of a tie, the order is chosen randomly:

  • Recruit / Track
  • Move / Grab / Throw / Rest / Cover / Dismount
  • Synthesize / Use Medicine
  • Activate Grenade / Activate Mine / Activate Bomb
  • Use Radar
  • Use Adrenaline
  • Replicate
  • Sex
  • Push
  • Punch
  • Use Sword
  • Use Flail
  • Use Boomerang
  • Fire Arrow
  • Fire Bullet
  • Steal
  • Give
  • Use Scythe (including Executioner)
  • Grenade/Bomb Explosions
  • Fire / Poison Gas / Lightning Bolt / Barrier / Furniture Swap
  • Executioner Deployment / Mutation / Item Drop
  • Tile Detonation
  • Camouflage
  • Listen / Snitch Cell
  • Article 47.f
  • Loss of advantage points by the recruits.

Some important points to note are the following:

  • If you choose to move as your action on a turn, that will be the first thing that happens. Everything else will happen afterward, especially any aggressive actions that might be waiting for you in the space you move to.

  • Pushing comes before all offensive actions (except Adrenaline, if applicable) so that players can push their enemies to another space before they can cause damage.

  • Punching is the fastest way to hit, as it can only be countered with Adrenaline or another punch.

  • Shooting a bullet is the slowest way to hit, meaning that if you intend to shoot someone in your space and they try to hit you in another way, you'll likely take their hit before you can do anything.

  • Actions taken while consuming Adrenaline occur during the Adrenaline turn. This means that if someone chooses to consume Adrenaline to move and attack with a sword, they will move after the "move" turn and well before the "sword" turn. It's worth noting that by doing this, enemies won't be able to prevent your assault by pushing you out of the way.

  • Stealing follows almost all offensive actions, so you can't choose to steal an enemy's weapon to prevent their attack on the same turn. This is only possible if you steal using adrenaline.

  • The scythe is the slowest action, leaving you vulnerable to having it stolen before you even get a chance to use it. To compensate, it's practically lethal.

  • Listening always comes last for obvious reasons: at the end of your turn, you want to know who you're listening to near you, not at the beginning or in the middle.