Casting Office

Profile cards for 7TV 2nd Edition

Front Drag to move the portrait, scroll to zoom
Back

Drop an image anywhere on the card. A cut-out PNG with a transparent background looks best, like the miniatures on the official cards.

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

0

Cast members

0
Front Drag to move the image, scroll to zoom
Back

Drop an image anywhere on the card. A cut-out PNG with a transparent background sits on the coloured panel like the items on the official cards. A Maguffin shows the same image on its back.

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.

Download the PDF

Setting up and playing a turn

Set up an episode

Do these in order before the first turn (pp. 66-71).

1
Determine the episode

Roll 1D6 or pick one (pp. 126-132).

1 The Battle2 The Escape3 The Race4 The Raid5 The Rescue6 The Theft
2
Attacker and defender

Each side rolls 1D6 + the highest Mind in its cast. The higher result chooses to attack or defend.

3
Tropes optional

Add a trope (18 on p. 145). Tropes often change the number and placing of objective tokens, so check first.

4
Objective tokens
  • 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 ★★.
5
The maguffin optional

The token furthest from any model. Whoever claims it draws a random maguffin card (use once, then discard). Worth 1D3 VP.

6
Start locations

The defender picks a table edge; the attacker takes the opposite one. Each start zone runs from the edge up to 3" in.

7
Place your models

Defender, then attacker, place models without Espionage. Then defender, then attacker, place Espionage models. Keep units together.

8
Build the script deck

Shuffle each act. Stack finale cards at the bottom, act two on them, act one on top.

Longest table sideEach actTotal
2-3 feet515
4 feet618
5 feet or more721

No script cards? Use clubs, spades and diamonds (p. 76).

9
Prop store

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.

10
Roll for 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.

1
Script phase

Flip 1 card (1 or 2 after your first turn). Flipping 2 gives both sides ★★; play the last card only.

2
Action phase

Gain plot points, activate models, remove statuses.

3
End phase
  • 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

WhenGain
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 Healthits 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 pointsVP
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 playits starting Health
Each enemy Star or Co-Star ending with a status+1
You hold the maguffin+1D3
Episode's special conditionsvaries
0-1
Draw
2-3
Minor
4-5
Decisive
6-7
Crushing
8+
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.

Move
  • Up to 6" across clear ground.
  • Most models can take both actions as moves.
  • Any move can change facing.
Strike
  • Fight: brawl, blunt or bladed weapon.
  • Shoot: a ranged weapon.
  • Presence: wits or strength of will.
Special
  • Aim.
  • Pick up an objective token.
  • Some special effects.
Free
  • 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.

Score = your highest die, +1 for each other die that rolled 4, 5 or 6.
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.

Statistic123456+
Target7+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

ADefence statistic
B+ modifiers
C+ initial die
D+ stretch dice

Strike roll

AStrike number
B+ modifiers
C+ initial die
D+ stretch dice

A Stunned defender rolls no dice at all (steps C and D).

Defence modifiersMod
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 modifiersMod
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).
Captured token
Captured

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

Distracted token
Distracted

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

Dominated token
Dominated

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

Immobilised token
Immobilised

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

Infected token
Infected

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.

On Fire token
On Fire

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

Poisoned token
Poisoned

★★ to remove.

Scared token
Scared

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

Stunned token
Stunned

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

Weakened token
Weakened

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.

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.

New card

Click a profile to see its summary, then press Select to start your card from it. Double-click or Enter also works.

Special Effects Library