Attack/Defend: These are fairly self explanatory. Any successful attack or defense against attack earns a card.
Maneuver: The character forgoes any action this round to move into a better position. This usually will require a Speed roll against the opponent's level. With a success, the character earns an extra Asset against his or her opponent the next round.
Trick/Test/Taunt/Intimidate: The character outwits, stares down, harangues, or threatens his opponent in lieu of any other action. Trick can be an Intellect or Speed action that somehow fools or deceives the opponent. Test of Wills is a steely eyed stare-down (an Intellect action). Taunt is another Intellect action, but this time designed to enrage the opponent via verbal barrage, rude gestures, etc. Intimidate can be a Might, Speed, OR Intellect action depending on how the character choses to frighten his opponent. In all cases, roll the action against the opponent's level, adding in any appropriate Skills or Assets. Success stymies NPC opponents the next round; player characters, however, lose a card from their hands.
Campaign: This card can only be played by a character with an active Subplot in effect. It allows the Subplot to influence other adventures beyond the current one.
Nemesis: This Subplot causes a character to acquire a nemesis, who will take special attention to the character.
Romance: This card introduces a romantic element into the story. It does not have to be reciprocated. Some of the more interesting story elements come from having someone having romantic feelings for a person who doesn’t notice what’s going on.
Suspicion: This Subplot makes a character suspicious of another character’s actions or intentions.
True Identity: As above, but the suspected identity is true. True Identity can also mean that the character discovers something about him or herself.
These cards replace "Subtle Cyphers." Thus the character is only allowed to carry as many of them in his hand as his character type allows.
Action: This card acts as an additional Asset to any single roll, making any Level 1 Difficult task automatic. More than one Action card can be played at once.
Coup de Grace: Increases the Damage inflicted by a character by 4 points...the equivalent of a natural 20. Note this does not effect the actual die roll, it just adds extra damage or allows the character to trigger a Major Effect.
Possibility Cards (Hero and Drama): The Hero card replaces a die roll with an automatic result of 10, beating any Difficulty of 3 or less, or any Difficulty that has been lowered to 3 or less. The Drama card works the same way, but is an automatic natural 20, with all attendant benefits.
Defiance: Grants an Asset to all skills and tests used to defend against 1 specific opponent until the end of the scene.
Escape: This card insures that the group can escape an encounter alive.
Glory: If played after rolling a natural 20 for a key action during a dramatic scene, automatically grants a 1 XP award to all players.
Haste: Gives an extra action at any time during the round.
Hero Fails: This card cancels one of your successful actions in exchange for 1-3 XP, based on the severity of the failure.
Idea: This card lets you ask about what course of action your characters should take. You will receive at least one useful idea about the next course of action.
Inspire: Use this card to trigger a free recovery roll (1d6+Tier level).
Leadership: This card take the cards from your hand and give them to other players. You then draw cards to refill your hand.
Master Plan: You may exchange a Master Plan for the top card of the discard pile.
Monologue: This card stops hostile actions while you make a dramatic speech.
Opponent Fails: This card cancels an opponent’s action that was aimed at you. If the opponent aimed at multiple people, only the result against you is canceled.
Seize Initiative: May keep current card on the action stack for next round or immediately flip a new card onto the stack.