Opposed and unnopposed actions are the same except the appropriate ability score of an opposing force is added to the difficulty of an opposed action. Here's a checklist for these types of actions:
Special Rule -- Aura Readings: Whenever the GM is uncertain of how to handle a situation or if a power requires a test for duration (how long it lasts), the GM can take an aura reading by rolling on the Fate Deck. A "+" means yes, a "-" means no, and an "n" means neither.
- Declare:
A player declares an action and the GM decides what ability will be used.
- Difficulty:
The GM decides the difficulty score of the action. If the player's character has a skill that could aid him in the action, the difficulty score is lowered one level.
- Play a Card:
Now, the player must play a card from his hand. Choose a card and add it to the appropriate ability score (use Edge and Trump). If the total is equal to or greater then the GM's score, the hero succeeds, if not, he fails. Redraw until your hand is full.
- Afterwards:
After the action is resolved, the GM goes to the next action. The player redraws to fill his hand.
Special Rule -- Doom Bank: Whenever a player plays a card of the Doom suit, the GM keeps it and may play it himself at any time to boost a difficulty score.
Special Rule -- Edge: If the card you played is equal to or lower then your hero's edge, you may play another card. You may play even more until you play a card that is higher then your Edge.
Special Rule -- The GM Card: Before an opposed action, the GM rolls for a card. The value of that card will be added to the difficulty of all actions for that exchange. This applies to battles too.
Special Rule -- Hero vs. Hero: The GM creates a difficulty score and chooses a hero to be the active hero. The active hero plays a card, using Edge and Trump, and makes the action score. The GM adds the difficulty score to the action score. Then, the opposing hero plays a card, using Egde and Trump, and tries to get a equal or higher value then the action score. If the battle continues, the hero's switch places.
Special Rule -- Trump: If you play a card that has the same suit as the action's ability, you may draw a card from the Fate Deck and add it to your score. If the card drawn has the same suit, you may choose to draw again. You may do this until your draw a card of a different suit.
Special Rule -- Pushing to the Limit: In dire situations, a player can add one card from his hand to his ability score to push the hero to his limit. He will not beable to redraw that card afterwards.