Adventures

Adventures

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Basic Gameplay

Adventures are structured into a series of consecutive rounds.
Each round lasts just under 30 seconds, giving players time to use as many abilities as their available stamina points allow.
When the round timer reaches zero, all actions selected during the round are animated in order, and the next round begins.

Stamina & Event Order
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After using the walk ability, the abilities bar will update to reflect that one stamina point is still available.

Each player begins a round with two stamina points.
These reset at the start of every round and do not carry over to future rounds.
Abilities may cost either one or two stamina points, meaning you can either:

  • Use two 1-point abilities, or

  • Use one 2-point ability per round.

If you cancel an ability before the round ends, the stamina used for that action will be refunded.

Event order:
Each team alternates executing one ability at a time, based on the order actions were scheduled. For instance:

  • If a player from the Dalton Gang chooses to move and then shoot, and a Cook Gang player schedules an area heal in between, the execution order will be:
    1. Move (Dalton Gang)
    2. Area Heal (Cook Gang)
    3. Shoot (Dalton Gang)
If one team schedules more abilities than the other, their remaining actions will be performed consecutively after the other team has completed theirs.
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Abilities, movement & shooting

At the bottom of the Adventures screen, you'll find two to five abilities, depending on your selection in the lobby screen.
These always include walk, attack and three other abilities of your choosing.
Be mindful of where you're aiming - friendly fire is enabled! Make sure your shots don’t accidentally hit teammates.

4f0f97703ce59d2ccc71bbd11c66f462 Walking, click this icon, then click a field on the map within the shaded area surrounding you. You will walk there on your next turn! [Stamina: 1]
d7f755d76807891d30080db340506617 Attack, click this icon, then click an enemy on the map. You will shoot in their direction next turn! [Stamina: 1]
Optional Abilities
7f148b84bfa6a56553084f45a5579215 Heal: heal your target by 5% of their maximum health. [Stamina: 1; Cooldown: 3; Range: 5]
8606b9bbc1495fbf02d2799017b390c4 Area Heal: heal all nearby units by 10% of their missing health. [Stamina: 1; Cooldown: 5; Range: 5]
6c53b912a40c797e1f2b34c5353dd4ec Quick Shot: fire two distinct shots with 75% damage. [Stamina: 1; Cooldown: 3]
bcb5edf28b14165725883366d3e3be5c Inspire: buff the damage of all nearby friendly units by 20%. [Stamina: 1; Cooldown: 1; Range: 5]
bc6dc2142fc9c6ec0b87b44e3b000a70 Barrel Roll: spawn five barrels in a direction of your choice, absorbing one shot and blocking movement. [Stamina: 1; Cooldown 4; Duration 2]
5386e1673eb83e01440e9c48415cd9cf Eagle Eye: your next shot will have 75% greater accuracy and 50% greater critical hit chance. [Stamina: 1; Cooldown: 3; Duration: 1]
c9b8bf899815ab4d1cb3fc9b2c9913e8 Snake Shot: fires one regular shot and bleeds 10% of your target's health for the next three rounds. [Stamina: 1; Cooldown: 3; Duration: 3]
0a568e0ee75d243a7fb564fb21e8cd22 Snare: there is a 50% chance your target is rooted so they cannot move for the rest of the round. [Stamina: 1; Cooldown: 5; Duration: 1; Range: 8]
Critical Hit
  • A small chance to deal +25% damage.

  • Displayed in yellow during animations (red for normal hits).

Victory Condition
  • Vary by mode:

    • Elimination: Knock out all enemies.
    • Domination: Respawn enabled — control objectives.
    • Inactivity ends the match automatically after several rounds.
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