Tainted Grail: Kings of Ruin · Board game rules
How does the Time Marker affect combat in the game?
Quick answer
Time markers (X) track Activated Characters in combat, preventing reactivation until the next turn, and manage Delayed Abilities on cards, which trigger when the last X is removed.
Details
Time markers (X) serve two primary roles in combat:
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Tracking Activated Characters:
During a Combat Turn, when a Character becomes the Active Character, an X is placed on their Character Tray. This marker indicates they cannot be Activated again until the next Turn. This ensures each Character acts only once per Turn, maintaining the sequence of play [p.24 — Combat Turn]. -
Delayed Abilities:
Some Combat cards have Delayed Abilities tied to X markers. These abilities resolve when the last X is removed from the card. During Activation, players remove one X from each card in the Sequence, starting from the Encounter card. If the last X is removed, the Delayed Ability triggers. Covering a non-passive card with X discards all X without resolving the ability [p.24 — Delayed Abilities].
Watch out:
If a Character is Going Insane (Terror marker in a red slot), they must play the top card of their deck during Activation instead of choosing from their hand, which can disrupt strategies relying on specific card plays [p.26 — Panic].
Time markers do not directly affect the Combat Pool or resource management but are critical for turn structure and ability timing. Proper management of X markers influences when Delayed Abilities resolve, potentially altering the flow of combat encounters.