Profile
Genres
Pick the genre set this card uses, then light its genres. The other row shows the matching genres from the 80s alignment table. Lit genres decide which Extras can join the cast.
Statistics
Attacks
Strike values follow the statistics: fight is Fight + Body, shoot is Shoot, presence is Mind + Spirit, plus the attack's modifier. Type a strike to set the modifier.
Back of card
In descriptions, *word* sets italics, **word** bold, {PP} draws a plot point and \* prints an asterisk. A new line starts a new paragraph.
Customisation cost
Card look
The round badge at the top left of the card. Upload your own image once and every card uses it, unless a card has its own badge. Plain margins around the image are trimmed off. It stays in this browser and goes into your backup file.
Cast settings
Cast members
No saved cards yet. Start a card from one of the official profiles and save it here.
Print Sheet
Select cards in My Cards, set how many copies you need, then make a PDF. Cards print at 63.5 x 88 mm.
Prop or Maguffin
In the text, *word* sets italics, **word** bold and {PP} draws a plot point. {F}, {S} and {P} draw action symbols. Text shrinks to fit the card.
Prop card back
Every Prop card shares one back. Without an upload it uses a drawn prop-store back. Upload your own art once and every Prop card uses it. It stays in this browser and goes into your backup file. The round badge comes from Badge for all cards in Casting.
Printing
Saved Prop and Maguffin cards appear in My Cards. Tick Print on them and use the Print Sheet like any other card; the fold-over layout puts each front beside its back.
Genres
Every cast picks a genre, and its genre effects only work if some of your cast share it. The Core Rulebook has six genres (pp. 22-23) and the 80s book six more (pp. 26-27). They pair up for mixed casts through the 80s alignment table. Click a genre to see films that fit it, then open a film to see its main characters as 7TV cast members.
Core genres
80s genres
Film inspiration
Films from the bibliographies of the Core Rulebook and the 80s book, plus more from the 1980s on, chosen for 7TV-style action. The 7TV roles and profiles are suggestions for building your own cast, not official profiles.
Quick reference
Setup, the turn sequence, plot points, victory points, actions, defence and strike rolls, statistic tests and statuses for 7TV 2nd Edition, on two A4 pages. Page numbers refer to the Core Rulebook. ★ is a plot point.
Print at actual size (100%), landscape. For one double-sided sheet, choose flip on short edge.
Setting up and playing a turn
Set up an episode
Do these in order before the first turn (pp. 66-71).
Roll 1D6 or pick one (pp. 126-132).
Each side rolls 1D6 + the highest Mind in its cast. The higher result chooses to attack or defend.
Add a trope (18 on p. 145). Tropes often change the number and placing of objective tokens, so check first.
- Roll 1D6 for how many tokens.
- The defender places the first face down, then sides alternate.
- Not within 12" of a start location or 6" of another token.
- To collect: base contact and a special action. A Star or Co-Star who claims one gains ★★.
The token furthest from any model. Whoever claims it draws a random maguffin card (use once, then discard). Worth 1D3 VP.
The defender picks a table edge; the attacker takes the opposite one. Each start zone runs from the edge up to 3" in.
Defender, then attacker, place models without Espionage. Then defender, then attacker, place Espionage models. Keep units together.
Shuffle each act. Stack finale cards at the bottom, act two on them, act one on top.
| Longest table side | Each act | Total |
|---|---|---|
| 2-3 feet | 5 | 15 |
| 4 feet | 6 | 18 |
| 5 feet or more | 7 | 21 |
No script cards? Use clubs, spades and diamonds (p. 76).
Count your cast's props (pp. 70, 180): 1 per Star and Co-Star, +1 per model with the Prop special effect, plus any bonus cards from other effects. You draw them after initiative.
Each side rolls 1D6 + the highest Mind in its cast. A tie: both gain ★ and roll again. The winner is on screen first; the other side gains ★★.
Then draw props (p. 180): each side draws twice its prop store number without looking, keeps half (rounding up) and discards the rest. Any eligible model in the cast can use them (p. 182).
Turn sequence
One side is on screen each turn and plays phases 1 to 3. Then the other side takes its turn.
Flip 1 card (1 or 2 after your first turn). Flipping 2 gives both sides ★★; play the last card only.
Gain plot points, activate models, remove statuses.
- Axed? More models removed from play than in play: pass a Spirit test with a Star or Co-Star in play, or remove 1D6 models. Axed Extras stop generating ★.
- On Fire? Roll for each model (page 2).
- Steal the scene? Once per episode: activate one Star or Co-Star again. Not once a finale card is on top of the deck.
Plot points ★
Gain
| When | Gain |
|---|---|
| Action phase: each Star in play | ★★ |
| Each Co-Star in play | ★ |
| Each Extra in play (total rounded up) | ½ |
| You reduce an enemy Star or Co-Star to 0 Health | its starting Health |
| Star or Co-Star claims an objective token | ★★ |
| Initiative: each tie (both sides) / losing side | ★ / ★★ |
| Script: flip 2 cards (both) / finale next (on screen) | ★★ |
Captured models and an axed cast's Extras generate none. Dominated models count for their new side.
Spend unspent points carry over, with no limit
- Activate a model: ★ each
- Stretch dice: defence
- Stretch dice: strike
- Extra dice on a statistic test
- Special effects and props
- Remove a status: ★ each
Epilogue victory by VP difference, p. 115
Ends when a side has no models in play, the script deck is empty after an end phase, or the episode's conditions are met.
| Victory points | VP |
|---|---|
| Enemy has no models in play (not also axed) | +2 |
| Enemy cast is axed | +1 |
| Each objective token held | +1 |
| Each enemy Star or Co-Star removed from play | its starting Health |
| Each enemy Star or Co-Star ending with a status | +1 |
| You hold the maguffin | +1D3 |
| Episode's special conditions | varies |
Draw
Minor
Decisive
Crushing
Epic
In action
Activating models
Pay ★ to activate a model. It gets two actions. It cannot make two strikes (fight, shoot or presence) in one activation, or a fight and a shoot.
- Up to 6" across clear ground.
- Most models can take both actions as moves.
- Any move can change facing.
- Fight: brawl, blunt or bladed weapon.
- Shoot: a ranged weapon.
- Presence: wits or strength of will.
- Aim.
- Pick up an objective token.
- Some special effects.
- Use a prop.
- Charge attack.
- Use a star quality.
- Some special effects.
A special effect's card says whether it needs a special action or is free.
Stretch dice
Buy extra dice for a defence roll, strike roll or statistic test: ★ per die, bought before you roll.
Rolls 2, 4 and 5 score 5 + 1 = 6.
Disadvantaged: roll the initial die only, no stretch dice. Rerolls: keep the second result.
Statistic tests
Roll one die (plus any stretch dice). Pass if the score equals or beats the target number for the statistic.
| Statistic | 1 | 2 | 3 | 4 | 5 | 6+ |
|---|---|---|---|---|---|---|
| Target | 7+ | 6+ | 5+ | 4+ | 3+ | 2+ |
Defence and strike rolls
The defender rolls first, then the attacker. If the strike roll equals or beats the defence roll, the attack's effects apply.
Defence roll
Strike roll
A Stunned defender rolls no dice at all (steps C and D).
| Defence modifiers | Mod |
|---|---|
| Each status on the defender | -1 |
| Soft cover (shoot attacks only) | +1 |
| Hard cover (shoot attacks only) | +2 |
| Behind an obstacle (fight and presence) or mounted | +2 |
| Strike modifiers | Mod |
|---|---|
| Each status on the attacker | -1 |
| Aimed shot | +1 |
Disadvantaged: no stretch dice
Defender is
- Distracted
- Immobilised
- Knocked down
- Stunned
- On Fire
- In hard or soft cover
- Behind an obstacle
- Mounted
Defending against
- A charge attack
- A free strike
- An attack from the rear
Attacker is
- Knocked down
- On Fire
- Making a risky shot
Statuses
- -1 to strike and defence rolls for each status.
- A model has each status once. Gaining one it already has costs 1 Health instead.
- In your action phase, ★ removes one status from one model (not Poisoned).

Generates no ★; its captor gains them. To escape: activate it, pay ★ and win an opposed Spirit test (disadvantaged).

Reroll the highest die on every roll. A second move needs a passed Mind test.

Joins the other cast. Removing it costs ★ and needs an ally in base contact.

Cannot activate until removed. Cannot be removed while it has other statuses. Disadvantaged.

Plot points cannot remove it. At 0 Health the enemy rolls 1D6 in their end phase: on a 1 it returns as a new profile in their cast.

In your end phase roll 2D6: equal to or above Defence loses 1 Health. Then the enemy may move it up to 3".

★★ to remove.

No presence attacks. A fight or shoot attack needs a passed Spirit test, or its strike counts as half (round up).

Knocked down. Cannot be given ★ in the action phase or make any attack, free strikes included. Rolls no dice when defending.

Only one action when activated.
Index
Type a rule, status, weapon effect or episode to find the book and page it is on. This covers the indexes of the Core Rulebook and the 80s book. Profile cards are not listed here: use the New card picker in Casting or the Call Sheet.
Episodes and tropes
Browse what each episode and trope in the Core Rulebook and the 80s book is about, then turn to its page for the set up and rules. The summaries are short paraphrases, not the books' text.
Open play episodes suit any genre, so they always show.
About Casting Office
Casting Office is a free, unofficial tool for designing profile cards and building casts for 7TV 2nd Edition, the cinematic skirmish game by Crooked Dice Game Design Studio. Start from any of the 229 official Core and 80s profiles, customise it under the rules on pp. 38-47 of the Core Rulebook, or design your own Stars, Co-Stars, Extras and vehicles from scratch.
The card layout follows the official 2nd Edition cards so your custom profiles sit alongside the real ones on the table.
Get the official game
7TV, its rulebooks, genre guides and profile card art belong to Crooked Dice. You need the books to play, and this tool is no substitute for them. Rulebooks, profile cards, miniatures, tokens and scenery are all on the Crooked Dice website.
Crooked Dice also sells STL files of its miniatures for 3D printing on MyMiniFactory.
Feedback and bug reports
Found a wrong stat, a layout glitch, or have an idea for a feature? Open an issue on GitHub. Include the profile name and a screenshot if something looks off on a card.
You need a free GitHub account to open an issue.
Good to know
- Your cards and casts are saved in this browser only. Nothing is uploaded. Use Export backup in My Cards to keep a copy or move to another computer.
- Cards print at 63.5 x 88 mm, the size of standard card sleeves. Print the PDF at 100% (actual size).
- Headings use League Gothic, numbers Anton and card text PT Sans Narrow, free stand-ins for the fonts on the printed cards. Frames and icons are drawn by the app, apart from the genre symbols.
- The ratings calculator applies the customisation rules as written. Agree custom profiles with your opponent before play, as the rulebook recommends.
Errata
The official profiles in this tool include these corrections, confirmed by Karl Perrotto of Crooked Dice on 24 July 2026:
- Grizzled Veteran (Core): the Quickdraw special effect is Power Behind The Throne P. Allies' Leader or Unit Leader special effects are extended by 3" for this turn.
- Hardened Grunt (80s): has Military Training P and no Unit Leader. When this model makes a strike, it can choose to add +1 to its strike roll for every plot point spent on extra dice, instead of getting the extra dice.
7TV is a trademark of Crooked Dice Game Design Studio. This fan-made tool is not endorsed by or affiliated with Crooked Dice.