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Game and scope: Jaws of the Lion with its original components. This guide covers starting-class mechanics and practical decisions, without later-level unlocks or a level-by-level build. During scenarios 1–5, follow the Learn to Play Guide as it introduces cards and rules.
Voidwarden supports the party through granted actions, conditions, and healing. The full hand limit is 11, with 6 HP at level 1. Her best position depends on the exact ranges and sight lines of the abilities you plan to use; there is no universally safe distance behind an ally.
Who performs a granted attack?
The granting figure needs line of sight to the recipient and must meet the ability’s range restrictions. The recipient then performs the granted action under normal rules. A granted attack checks attack range and sight from the attacker, not from Voidwarden.
An ally chooses whether and how to use a granted action. For an enemy, the grant is mandatory and the granter controls how it is performed. The performing figure normally uses its own attack modifier deck. An ally’s granted attack therefore does not normally use Voidwarden’s deck.
Master Influence changes a specific rule
The top of level 1 Master Influence creates a persistent loss effect. The first attack in each of your attack-granting actions gains advantage, with an option to consume any one available element for +1 Attack on that attack. The effect also makes monsters use your attack modifier deck for attacks you grant them.
This does not replace allies’ modifier decks. It also does not give advantage and the optional +1 to every attack in a multi-attack granting action: the first-attack wording matters. Check the card’s separate monster-deck instruction independently.
Using the persistent top ties up a card in your active area; rests do not recover it. Assess how many useful granted attacks you expect before committing that endurance.
Bless is not an element
Master Influence’s bottom has Bless at Range 2, then Poison at Range 2, and infuses Ice. Bless adds a temporary ×2 card to the affected figure’s modifier deck; Poison is a condition; Ice is an element. These are different processes.
The generated element becomes available at the end of your turn. You cannot generate it with one action and consume that newly generated element with the other action on the same turn. If an element was already available, it can be consumed normally.
Plan the recipient’s position
Before choosing a grant, identify an attacker, an eligible target, and the hexes needed for both sight checks. A grant can fail to produce a useful attack if the recipient is out of position or prevented from attacking. Standing behind Red Guard does not guarantee monsters will ignore you; Jaws focus ties use initiative rather than a proximity tie-breaker.
Choose perks with the actual deck use in mind. Improvements to your modifier deck matter to your own attacks and to monster attacks redirected through Master Influence. They do not automatically improve every ally attack you grant. For condition interactions, use the condition guide.
A useful first full-hand plan
Choose the recipient before choosing the grant. Identify where that figure will stand, which enemy it can legally attack, and whether Voidwarden can reach the recipient with the granting ability. Then look at initiative: an ally who has not reached the right hex yet may be unable to use the attack when it is offered.
Example: two sight checks
An ally is close enough for your granting ability and visible to Voidwarden. The ally’s intended enemy is around a wall corner, outside the ally’s line of sight. The grant can reach the ally, but that does not make the enemy a legal attack target. Voidwarden seeing the enemy would not fix the ally’s missing sight line.
For a useful alternative, arrange for the ally to move to a legal attacking hex first, choose another eligible recipient, or select a different action. You cannot grant movement unless the specific ability provides it.
Healing and conditions need deliberate order
A Heal removes Poison instead of restoring hit points. With Wound alone, a Heal removes Wound and normally restores health; with both, it removes both conditions but restores no health. Read your action in order if it also imposes a condition. Do not assume that a heal followed by Poison leaves the recipient ready for another effective heal without clearing that Poison.
Curse changes future attack-modifier draws, while Bless helps the deck receiving it. Neither is an element. These effects can be valuable without dealing immediate damage, but they are not substitutes for checking whether the current round’s attacks will threaten a required character or objective.
Keep enough movement for the next grant
The eleven-card hand gives room for support decisions, but an action with no eligible recipient can still waste a turn. Preserve useful movement when resting, and do not activate a persistent loss just because it is available. Ask how many useful actions it is likely to improve.
If a teammate is across the room, support may require moving rather than healing a safe character nearby. Compare partners in Jaws two-character parties and use the healing guide to judge whether recovery or another action makes more progress.
Sources
The publisher’s Jaws Glossary, particularly Grant Action, Attack, Elements, Line-of-Sight, Heal, and Conditions; and the following reproductions of the actual game components (hosted by Worldhaven):