| | | |
| 2 | | 2 |
| Introduction | | Introduction |
| They crept down the stone stairs as silently as possible, not daring to announce | | They crept down the stone stairs as silently as possible, not daring to announce |
| their presence to whatever foul minions lurked in the shadows. The faint glow from | | their presence to whatever foul minions lurked in the shadows. The faint glow from |
| Leoric’s enchanted stone did little to illuminate the gathering dark. Jain slowly | | Leoric’s enchanted stone did little to illuminate the gathering dark. Jain slowly |
| notched an arrow, gracefully pulling her bowstring taut as the small silhouette of | | notched an arrow, gracefully pulling her bowstring taut as the small silhouette of |
| Tomble spun his knives behind her. “He is here somewhere,” Avric whispered, “be | | Tomble spun his knives behind her. “He is here somewhere,” Avric whispered, “be |
| prepared.” | | prepared.” |
| “Greetings, brave heroes,” a boisterous voice suddenly announced from the | | “Greetings, brave heroes,” a boisterous voice suddenly announced from the |
| darkness. “You have come so far! ‘Tis a shame your journey ends here...” As the | | darkness. “You have come so far! ‘Tis a shame your journey ends here...” As the |
| voice faded to the sound of distant cackling, dozens of monstrous shapes emerged | | voice faded to the sound of distant cackling, dozens of monstrous shapes emerged |
| to surround the heroes. The chamber soon rang with the sounds of battle... | | to surround the heroes. The chamber soon rang with the sounds of battle... |
| Game Overview | | Game Overview |
| Descent: Journeys in the Dark Second Edition is a game for two to five players | | Descent: Journeys in the Dark Second Edition is a game for two to five players |
| in which one player takes on the role of the overlord, while all other players | | in which one player takes on the role of the overlord, while all other players |
| take on the roles of heroes. During each game, the heroes undertake quests | | take on the roles of heroes. During each game, the heroes undertake quests |
| by venturing into dangerous caves, ancient ruins, dark dungeons, and | | by venturing into dangerous caves, ancient ruins, dark dungeons, and |
| cursed forests. Along the way, they will battle monsters, earn riches, | | cursed forests. Along the way, they will battle monsters, earn riches, |
| and attempt to stop the overlord from carrying out his evil plot. | | and attempt to stop the overlord from carrying out his evil plot. |
| Object of the Game | | Object of the Game |
| Before each game, the players select one of the quests listed in the Quest Guide. | | Before each game, the players select one of the quests listed in the Quest Guides. |
| Each quest presents the players with specific objectives they need to complete to win the | | Each quest presents the players with specific objectives they need to complete to win the |
| game. The heroes will either win or lose as a team, while the overlord wins or loses individually. | | game. The heroes will either win or lose as a team, while the overlord wins or loses individually. |
| The game can also be played as a campaign with multiple quests linked together to form an | | The game can also be played as a campaign with multiple quests linked together to form an |
| epic story. During a campaign, players earn upgrades and increase in power over the course | | epic story. During a campaign, players earn upgrades and increase in power over the course |
| of several play sessions. The majority of this rulebook is written assuming that players are | | of several play sessions. The majority of this rulebook is written assuming that players are |
| playing a single scenario (and not the campaign). Campaign rules are explained later in this | | playing a single scenario (and not the campaign). Campaign rules are explained later in this |
| rulebook (see “Campaign Rules” on page 19). | | rulebook (see “Campaign Rules” on page 19). |
| Component List | | Component List |
| This game includes the following: | | This game includes the following: |
| • This Rulebook | | • This Rulebook |
| • 1 Quest Guide | | • 2 Quest Guides |
| • 8 Hero Figures | | • 8 Hero Figures |
| • 31 Monster Figures, consisting of: | | • 31 Monster Figures, consisting of: |
| – 5 Zombies; 4 tan and 1 red | | – 5 Zombies; 4 tan and 1 red |
| – 5 Goblin Archers; 4 tan and 1 red | | – 5 Goblin Archers; 4 tan and 1 red |
| – 5 Cave Spiders; 4 tan and 1 red | | – 5 Cave Spiders; 4 tan and 1 red |
| – 4 Flesh Moulders; 3 tan and 1 red | | – 4 Flesh Moulders; 3 tan and 1 red |
| – 4 Barghests; 3 tan and 1 red | | – 4 Barghests; 3 tan and 1 red |
| – 2 Ettins; 1 tan and 1 red | | – 2 Ettins; 1 tan and 1 red |
| – 2 Elementals; 1 tan and 1 red | | – 2 Elementals; 1 tan and 1 red |
| – 2 Merriods; 1 tan and 1 red | | – 2 Merriods; 1 tan and 1 red |
| – 2 Shadow Dragons; 1 tan and 1 red | | – 2 Shadow Dragons; 1 tan and 1 red |
| • 9 Custom Six–sided Dice, consisting of: | | • 9 Custom Six–sided Dice, consisting of: |
| – 1 Blue Attack Die | | – 1 Blue Attack Die |
| – 2 Red Power Dice | | – 2 Red Power Dice |
| – 2 Yellow Power Dice | | – 2 Yellow Power Dice |
| – 1 Brown Defense Die | | – 1 Brown Defense Die |
| – 2 Gray Defense Dice | | – 2 Gray Defense Dice |
| – 1 Black Defense Die | | – 1 Black Defense Die |
| • 7 Plastic Stands | | • 7 Plastic Stands |
| • 8 Hero Sheets | | • 8 Hero Sheets |
| • 1 Pad of Campaign Sheets | | |
| • 152 Small Cards, consisting of: | | • 152 Small Cards, consisting of: |
| – 84 Class Cards | | – 84 Class Cards |
| – 20 Act I Shop Item Cards | | – 20 Act I Shop Item Cards |
| – 14 Act II Shop Item Cards | | – 14 Act II Shop Item Cards |
| – 16 Condition Cards | | – 16 Condition Cards |
| – 12 Search Cards | | – 12 Search Cards |
| – 6 Relic Cards | | – 6 Relic Cards |
| • 84 Bridge-sized Cards, consisting of: | | • 84 Bridge-sized Cards, consisting of: |
| – 40 Overlord Cards | | – 40 Overlord Cards |
| – 18 Monster Cards | | – 18 Monster Cards |
| – 12 Lieutenant Cards | | – 12 Lieutenant Cards |
| – 10 Travel Event Cards | | – 10 Travel Event Cards |
| – 4 Activation Cards | | – 4 Reference Cards |
| • 205 Tokens, consisting of: | | • 205 Tokens, consisting of: |
| – 48 Map Tiles | | – 48 Map Tiles |
| – 45 Damage Tokens | | – 45 Damage Tokens |
| – 35 Fatigue Tokens | | – 35 Fatigue Tokens |
| – 7 Doors | | – 7 Doors |
| – 16 Hero Tokens | | – 16 Hero Tokens |
| – 9 Search Tokens | | – 9 Search Tokens |
| – 6 Lieutenant Tokens | | – 6 Lieutenant Tokens |
| – 10 Objective Tokens | | – 10 Objective Tokens |
| – 8 Villager Tokens | | – 8 Villager Tokens |
| – 20 Condition Tokens | | – 20 Condition Tokens |
| – 1 Reanimate Familiar Token | | – 1 Reanimate Familiar Token |
| 3 | | 3 |
| Component Overview | | Component Overview |
| This section describes the various components in detail. | | This section describes the various components in detail. |
| Quest Guide | | Quest Guides |
| The Quest Guide lists all of the quests in the game, | | The Quest Guides list all of the quests in the game, |
| including setup, special rules, and the objectives | | including setup, special rules, and the objectives |
| for each quest. Players will refer to this guide when | | for each quest. Players will refer to these guides when |
| choosing and setting up each quest. | | choosing and setting up each quest. |
| Plastic Figures | | Plastic Figures |
| Heroes and monsters are represented | | Heroes and monsters are represented |
| on the game board by plastic figures. | | on the game board by plastic figures. |
| Hero figures are gray, while each | | Hero figures are gray, while each |
| monster is either tan or red. Tan | | monster is either tan or red. Tan |
| monsters represent minion monsters | | monsters represent minion monsters |
| and red monsters represent master | | and red monsters represent master |
| monsters, more powerful versions of | | monsters, more powerful versions of |
| the minion monsters. | | the minion monsters. |
| Custom Dice | | Custom Dice |
| These dice are used to resolve attacks, tests, and other | | These dice are used to resolve attacks, tests, and other |
| similar game elements which rely on a randomly | | similar game elements which rely on a randomly |
| determined outcome. | | determined outcome. |
| Hero Sheets | | Hero Sheets |
| Each Hero sheet contains all the information the | | Each Hero sheet contains all the information the |
| player needs to play a particular hero. | | player needs to play a particular hero. |
| Campaign Sheets | | |
| These sheets are used during campaign play. Players use | | |
| these sheets to track important information between game | | |
| sessions within a campaign. | | |
| Class Cards | | Class Cards |
| These cards are divided into eight separate decks | | These cards are divided into eight separate decks |
| that represent the eight different hero classes in the | | that represent the eight different hero classes in the |
| game. Each deck contains all the skills and starting | | game. Each deck contains all the skills and starting |
| equipment belonging to that class. | | equipment belonging to that class. |
| Shop Item Cards | | Shop Item Cards |
| These cards represent the different items heroes can | | These cards represent the different items heroes can |
| find or purchase in the game. They are divided into | | find or purchase in the game. They are divided into |
| Act I items and Act II items. | | Act I items and Act II items. |
| Condition Cards | | Condition Cards |
| The rules for the different ongoing effects in the | | The rules for the different ongoing effects in the |
| game are listed on these cards. When a figure is | | game are listed on these cards. When a figure is |
| inflicted with a condition, players use these cards to | | inflicted with a condition, players use these cards to |
| reference the effects of that condition. | | reference the effects of that condition. |
| Search Cards | | Search Cards |
| These cards represent useful items that heroes may | | These cards represent useful items that heroes may |
| discover during a quest. Search cards are drawn | | discover during a quest. Search cards are drawn |
| when a hero performs a search action. During | | when a hero performs a search action. During |
| campaign play, heroes also receive the amount of | | campaign play, heroes also receive the amount of |
| gold listed on the card. | | gold listed on the card. |
| Relic Cards | | Relic Cards |
| Relic cards represent unique and powerful items in | | Relic cards represent unique and powerful items in |
| the campaign. These items can be acquired by either | | the campaign. These items can be acquired by either |
| the hero players or the overlord player. | | the hero players or the overlord player. |
| Overlord Cards | | Overlord Cards |
| The overlord player uses these cards to | | The overlord player uses these cards to |
| perform various abilities, such as benefiting | | perform various abilities, such as benefiting |
| monsters or springing a trap on the heroes. | | monsters or springing a trap on the heroes. |
| There are both basic Overlord cards, which | | There are both basic Overlord cards, which |
| the overlord player begins the game with, as | | the overlord player begins the game with, as |
| well as upgrade cards, which he can purchase | | well as upgrade cards, which he can purchase |
| with experience points when playing the campaign. | | with experience points when playing the campaign. |
| Monster Cards | | Monster Cards |
| These cards list all the information for the | | These cards list all the information for the |
| different monsters in the game. The face | | different monsters in the game. The face |
| of the card shows the monster’s important | | of the card shows the monster’s important |
| characteristics and abilities, while the back | | characteristics and abilities, while the back |
| of the card lists detailed rules for all the | | of the card lists detailed rules for all the |
| monster’s abilities as well as the number of | | monster’s abilities as well as the number of |
| figures used based on the number of heroes | | figures used based on the number of heroes |
| in the game. Each monster has both an Act I | | in the game. Each monster has both an Act I |
| card and an Act II card. | | card and an Act II card. |
| Lieutenant Cards | | Lieutenant Cards |
| Similar to the Monster cards, these cards list | | Similar to the Monster cards, these cards list |
| the information of the overlord’s powerful | | the information of the overlord’s powerful |
| allies known as lieutenants. Each lieutenant | | allies known as lieutenants. Each lieutenant |
| has both an Act I card and an Act II card. | | has both an Act I card and an Act II card. |
| Travel Event Cards | | Travel Event Cards |
| During campaign play, these cards determine | | During campaign play, these cards determine |
| if there is an event for the heroes while they | | if there is an event for the heroes while they |
| travel. | | travel. |
| Activation Cards | | Reference Cards |
| These cards list a summary of the hero and | | These cards list a summary of the hero and |
| overlord turns, and they mark which heroes | | overlord turns, and they mark which heroes |
| have completed their turn. There are four | | have completed their turn. There are four |
| different colors of these cards and each color | | different colors of these cards and each color |
| corresponds to a color of hero token. | | corresponds to a color of hero token. |
| Map Tiles | | Map Tiles |
| These puzzle-cut tiles represent | | These puzzle-cut tiles represent |
| different locations heroes explore | | different locations heroes explore |
| during the game. Each quest has a | | during the game. Each quest has a |
| unique layout that uses different | | unique layout that uses different |
| combinations of map tiles. All map | | combinations of map tiles. All map |
| tiles are double-sided, with one side | | tiles are double-sided, with one side |
| showing an indoor location and | | showing an indoor location and |
| the other side showing an outdoor | | the other side showing an outdoor |
| environment. | | environment. |
| 4 | | 4 |
| Damage and Fatigue | | Damage and Fatigue |
| Tokens | | Tokens |
| These tokens track the amount of damage | | These tokens track the amount of damage |
| or fatigue heroes suffer during a quest. The | | or fatigue heroes suffer during a quest. The |
| damage tokens are also used to track damage | | damage tokens are also used to track damage |
| monsters and lieutenants have suffered. | | monsters and lieutenants have suffered. |
| Doors and Plastic | | Doors and Plastic |
| Stands | | Stands |
| These doors are placed on the map in | | These doors are placed on the map in |
| some quests. There are both normal | | some quests. There are both normal |
| doors and locked doors. Before playing | | doors and locked doors. Before playing |
| the game, insert each door token into | | the game, insert each door token into |
| one plastic stand. | | one plastic stand. |
| Hero Tokens | | Hero Tokens |
| These tokens are useful for keeping track of important | | These tokens are useful for keeping track of important |
| information as instructed by the rules or card effects. | | information as instructed by the rules or card effects. |
| Search Tokens | | Search Tokens |
| These tokens mark the spaces in a quest where heroes can | | These tokens mark the spaces in a quest where heroes can |
| search for items, potions, and quest specific articles. One | | search for items, potions, and quest specific articles. One |
| of these tokens has a unique back and is only used during | | of these tokens has a unique back and is only used during |
| specific quests. | | specific quests. |
| Lieutenant Tokens | | Lieutenant Tokens |
| These tokens represent lieutenants on the map. The | | These tokens represent lieutenants on the map. The |
| art on the token matches the art on the corresponding | | art on the token matches the art on the corresponding |
| Lieutenant card. | | Lieutenant card. |
| Objective Tokens | | Objective Tokens |
| Many quests in the game have different objectives for | | Many quests in the game have different objectives for |
| both the overlord player and the hero players. These | | both the overlord player and the hero players. These |
| tokens mark the locations of objectives on the map. | | tokens mark the locations of objectives on the map. |
| Objective tokens have a unique colored back for use in | | Objective tokens have a unique colored back for use in |
| specific quests. | | specific quests. |
| Villager Tokens | | Villager Tokens |
| These tokens represent the different characters that | | These tokens represent the different characters that |
| heroes can encounter in quests, such as villagers, | | heroes can encounter in quests, such as villagers, |
| guards, or other characters important to a particular | | guards, or other characters important to a particular |
| quest. The Quest Guide lists any special rules regarding | | quest. The Quest Guides list any special rules regarding |
| these characters. | | these characters. |
| Condition Tokens | | Condition Tokens |
| These tokens are used to signify when monsters are | | These tokens are used to signify when monsters are |
| affected by ongoing effects. These tokens correspond to | | affected by ongoing effects. These tokens correspond to |
| various Condition cards. | | various Condition cards. |
| Familiar Token | | Familiar Token |
| This token is used to represent a familiar controlled by a | | This token is used to represent a familiar controlled by a |
| hero player. In this case, the Necromancer's Reanimate. | | hero player. In this case, the Necromancer's Reanimate. |
| Before Play | | Before Play |
| Before playing Descent: Journeys in the Dark Second Edition, carefully | | Before playing Descent: Journeys in the Dark Second Edition, carefully |
| punch out all tokens and map tiles from the cardboard frames. Then, | | punch out all tokens and map tiles from the cardboard frames. Then, |
| insert the door tokens into the plastic stands. | | insert the door tokens into the plastic stands. |
| Some of the larger monster figures require a little basic assembly. Players | | Some of the larger monster figures may require a little basic assembly. Players |
| should simply insert the appropriate monster figure pieces into the | | should simply insert the appropriate monster figure pieces into the |
| corresponding monster figure. If players wish, they may use a small | | corresponding monster figure. If players wish, they may use a small |
| amount of hobby glue when assembling the figures. | | amount of hobby glue when assembling the figures. |
| Setup | | Setup |
| Setting up a game of Descent: Journeys in the Dark Second Edition | | Setting up a game of Descent: Journeys in the Dark Second Edition |
| involves different steps for the overlord player and the hero players. | | involves different steps for the overlord player and the hero players. |
| Certain quests may also have quest specific setup instructions listed in the | | Certain quests may also have quest specific setup instructions listed in the |
| Quest Guide. The following instructions are written assuming players | | Quest Guides. The following instructions are written assuming players |
| are playing the basic game. The basic game is a single quest played over | | are playing the basic game. The basic game is a single quest played over |
| the course of a single play session. Players may also play quests as part of a | | the course of a single play session. Players may also play quests as part of a |
| campaign or using the Epic Play variant (see “Campaign Rules” and “Epic | | campaign or using the Epic Play variant (see “Campaign Rules” and “Epic |
| Play” on page 19). | | Play” on page 19). |
| General Setup | | General Setup |
| Before playing, set up the game as follows: | | Before playing, set up the game as follows: |
| 1. Choose Quest: Descent: Journeys in the Dark Second Edition | | 1. Choose Quest: Descent: Journeys in the Dark Second Edition |
| includes 16 unique quests (along with 4 campaign-specific quests) | | includes 16 unique quests (along with 3 campaign-specific quests) |
| with specific setup instructions and objectives for both the heroes and | | with specific setup instructions and objectives for both the heroes and |
| the overlord. When choosing which quest to play, refer to the Quest | | the overlord. When choosing which quest to play, refer to the Quest |
| Guide. For a player’s first game, we suggest choosing “First Blood,” an | | Guides. For a player’s first game, we suggest choosing “Acolyte of Saradyn,” an |
| introductory quest. | | introductory quest. |
| 2. Assemble Map: Players refer to the chosen quest’s “Encounter 1” | | 2. Assemble Map: Players refer to the chosen quest’s “Encounter 1” |
| diagram in the Quest Guide to assemble the map. Place any doors | | diagram in the Quest Guide to assemble the map. Place any doors |
| used in the quest as indicated in the Quest Guide. | | used in the quest as indicated in the Quest Guide. |
| 3. Choose Player Roles: Players decide who will take on the role of the | | 3. Choose Player Roles: Players decide who will take on the role of the |
| overlord. It is recommended that the most experienced player take on | | overlord. It is recommended that the most experienced player take on |
| this role. All other players take on the roles of the heroes. If all players | | this role. All other players take on the roles of the heroes. If all players |
| do not agree, then this decision is made randomly (such as by rolling | | do not agree, then this decision is made randomly (such as by rolling |
| a die). | | a die). |
| 4. Prepare Tokens: Sort all damage, fatigue, hero, and condition tokens | | 4. Prepare Tokens: Sort all damage, fatigue, hero, and condition tokens |
| into piles by type. Place each pile of tokens within easy reach of all | | into piles by type. Place each pile of tokens within easy reach of all |
| players. | | players. |
| 5. Assemble Search Deck and Condition Cards: Take all the Search | | 5. Assemble Search Deck and Condition Cards: Take all the Search |
| cards and shuffle them together. Place the Search deck facedown | | cards and shuffle them together. Place the Search deck facedown |
| within easy reach of the hero players. Place the Condition cards in | | within easy reach of the hero players. Place the Condition cards in |
| separate piles based on their type, within easy reach of all players. | | separate piles based on their type, within easy reach of all players. |
| Hero Archetypes | | Hero Archetypes |
| Every hero has an archetype that is printed on his Hero sheet. | | Every hero has an archetype that is printed on his Hero sheet. |
| This archetype defines what classes are available to that hero. | | This archetype defines what classes are available to that hero. |
| These archetypes are: | | These archetypes are: |
| Warrior Healer Mage Scout | | Warrior Healer Mage Scout |
| 5 | | 5 |
| Hero Setup | | Hero Setup |
| After completing General Setup, the hero players continue setup | | After completing General Setup, the hero players continue setup |
| as follows. The overlord player then performs Overlord Setup (see | | as follows. The overlord player then performs Overlord Setup (see |
| “Overlord Setup”). | | “Overlord Setup”). |
| 1. Take Activation Cards and Hero Tokens: Each hero player chooses | | 1. Take Reference Cards and Hero Tokens: Each hero player chooses |
| one Activation card and takes the hero tokens of the corresponding | | one Reference card and takes the hero tokens of the corresponding |
| color. | | color. |
| 2. Choose Heroes: All hero players must agree on which player controls | | 2. Choose Heroes: All hero players must agree on which player controls |
| which hero. Each hero player chooses one Hero sheet and takes the | | which hero. Each hero player chooses one Hero sheet and takes the |
| corresponding hero figure. In a two-player game, the lone hero player | | corresponding hero figure. In a two-player game, the lone hero player |
| controls two different heroes (see “Two-player Game” on page 18). | | controls two different heroes (see “Two-player Game” on page 18). |
| 3. Choose Classes: Each hero player chooses one Class deck matching | | 3. Choose Classes: Each hero player chooses one Class deck matching |
| his chosen hero’s archetype icon (printed on his Hero sheet; see | | his chosen hero’s archetype icon (printed on his Hero sheet; see |
| “Hero Archetypes” on page 4). Each archetype has different | | “Hero Archetypes” on page 4). Each archetype has different |
| classes available; there are two such classes available for each archetype | | classes available; there are two such classes available for each archetype |
| in the game, each one defining which skills are available to a hero of | | in the game, each one defining which skills are available to a hero of |
| that class. Any Class deck belonging to a class not chosen is returned | | that class. Any Class deck belonging to a class not chosen is returned |
| to the game box. | | to the game box. |
| When a player chooses a class for his hero, he takes the deck of cards | | When a player chooses a class for his hero, he takes the deck of cards |
| for that class (see “Class Card Anatomy” on page 8). This Class | | for that class (see “Class Card Anatomy” on page 8). This Class |
| deck includes the starting equipment for the hero, as well as all of | | deck includes the starting equipment for the hero, as well as all of |
| the skills associated with that class. A player may not select a hero | | the skills associated with that class. A player may not select a hero |
| class that does not match the archetype icon shown on the hero’s | | class that does not match the archetype icon shown on the hero’s |
| Hero sheet. Furthermore, a player may not select a class that has been | | Hero sheet. Furthermore, a player may not select a class that has been |
| chosen by another player. | | chosen by another player. |
| 4. Choose Skills: Every hero begins the game with the basic skill (the | | 4. Choose Skills: Every hero begins the game with the basic skill (the |
| skill card with no experience icon) and starting equipment from his | | skill card with no experience icon) and starting equipment from his |
| Class deck. | | Class deck. |
| When playing the basic game, all other skills are returned to the game | | When playing the basic game, all other skills are returned to the game |
| box. These skills are only used if playing a campaign or using the Epic | | box. These skills are only used if playing a campaign or using the Epic |
| Play variant (see “Campaign Rules” and “Epic Play” on page 19). | | Play variant (see “Campaign Rules” and “Epic Play” on page 19). |
| 5. Place Heroes: Each player places his hero figure on the map in the | | 5. Place Heroes: Each player places his hero figure on the map in the |
| area indicated by the quest rules for hero setup. This is typically on an | | area indicated by the quest rules for hero setup. This is typically on an |
| entrance tile. | | entrance tile. |
| Map Tile Breakdown | | Map Tile Breakdown |
| 1. Map Tile: A map tile is a single large token used with | | 1. Map Tile: A map tile is a single large token used with |
| other map tiles to build the quest map. | | other map tiles to build the quest map. |
| 2. Space: Each map tile consists of several square spaces | | 2. Space: Each map tile consists of several square spaces |
| (such as the one marked in red). Spaces may have special | | (such as the one marked in red). Spaces may have special |
| rules depending on their contents. | | rules depending on their contents. |
| 3. Tile Code: All map tiles are labeled with a unique tile | | 3. Tile Code: All map tiles are labeled with a unique tile |
| code for easy identification. Each tile code consists of | | code for easy identification. Each tile code consists of |
| one number and one letter. | | one number and one letter. |
| 4. Edge: Each map tile features a puzzle-cut edge used to | | 4. Edge: Each map tile features a puzzle-cut edge used to |
| connect other tiles. The black borders of a tile represent | | connect other tiles. The black borders of a tile represent |
| impassable walls that cannot normally be moved | | impassable walls that cannot normally be moved |
| through (see “Moving Off the Map” on page 9). | | through (see “Moving Off the Map” on page 9). |
| Overlord Setup | | Overlord Setup |
| The overlord player performs the following steps after hero players | | The overlord player performs the following steps after hero players |
| perform Hero Setup (see “Hero Setup”). | | perform Hero Setup (see “Hero Setup”). |
| 1. Choose Monsters: The Quest Guide lists the monster group options | | 1. Choose Monsters: The Quest Guide lists the monster group options |
| available to the overlord for the chosen quest. He takes the Act I | | available to the overlord for the chosen quest. He takes the Act I |
| Monster cards and figures for the chosen monster groups and places | | Monster cards and figures for the chosen monster groups and places |
| them in front of him. See “Monsters” on page 2 of the Quest Guide | | them in front of him. See “Monsters” on page 2 of the Act I Quest Guide |
| for more rules on choosing monsters. | | for more rules on choosing monsters. |
| Many quests also feature a specific lieutenant that the overlord uses | | Many quests also feature a specific lieutenant that the overlord uses |
| during the quest. The overlord player takes the appropriate Act I | | during the quest. The overlord player takes the appropriate Act I |
| Lieutenant card and token and places them in front of him. | | Lieutenant card and token and places them in front of him. |
| 2. Perform Quest Setup: The overlord refers to the “Setup” section of | | 2. Perform Quest Setup: The overlord refers to the “Setup” section of |
| the chosen quest and follows the instructions listed. This includes | | the chosen quest and follows the instructions listed. This includes |
| placing monster figures, objective tokens, search tokens, and villager | | placing monster figures, objective tokens, search tokens, and villager |
| tokens as indicated on the quest map. | | tokens as indicated on the quest map. |
| 3. Create Overlord Deck: The overlord player shuffles the 15 basic | | 3. Create Overlord Deck: The overlord player shuffles the 15 basic |
| Overlord cards to create his Overlord deck. | | Overlord cards to create his Overlord deck. |
| When playing the basic game, all other Overlord cards are returned | | When playing the basic game, all other Overlord cards are returned |
| to the game box. These cards are only used if playing a campaign or if | | to the game box. These cards are only used if playing a campaign or if |
| using the Epic Play variant (see “Campaign Rules” and “Epic Play” on | | using the Epic Play variant (see “Campaign Rules” and “Epic Play” on |
| page 19). | | page 19). |
| 4. Draw Overlord Cards: The overlord player draws a number of | | 4. Draw Overlord Cards: The overlord player draws a number of |
| Overlord cards equal to the number of heroes into his hand (see | | Overlord cards equal to the number of heroes into his hand (see |
| “Overlord Cards” on page 16). | | “Overlord Cards” on page 16). |
| After players have finished Hero Setup and Overlord Setup, they are | | After players have finished Hero Setup and Overlord Setup, they are |
| ready to begin playing the game. | | ready to begin playing the game. |
| 1 | | 1 |
| 3 | | 3 |
| 4 | | 4 |
| 2 | | 2 |
| 6 | | 6 |
| Setup Diagram (Four-player Game) | | Setup Diagram (Four-player Game) |
| 1. Map: The map is set up in the center of the play area with the | | 1. Map: The map is set up in the center of the play area with the |
| hero and monster figures, search tokens, and any objective | | hero and monster figures, search tokens, and any objective |
| tokens placed in the appropriate spaces described in the Quest | | tokens placed in the appropriate spaces described in the Quest |
| Guide. | | Guide. |
| 2. Hero Sheets: Hero players place their Hero sheets faceup in | | 2. Hero Sheets: Hero players place their Hero sheets faceup in |
| front of them. | | front of them. |
| 3. Class Cards: Hero players place their Class cards faceup in front | | 3. Class Cards: Hero players place their Class cards faceup in front |
| of them, next to their Hero sheets. | | of them, next to their Hero sheets. |
| 4. Activation Cards and Hero Tokens: Hero players place their | | 4. Reference Cards and Hero Tokens: Hero players place their |
| Activation cards with the corresponding hero tokens in front of | | Reference cards with the corresponding hero tokens in front of |
| them, for easy reference. | | them, for easy reference. |
| 5. Overlord Cards: The overlord player shuffles his deck of | | 5. Overlord Cards: The overlord player shuffles his deck of |
| Overlord cards and places it facedown in front of him. | | Overlord cards and places it facedown in front of him. |
| 6. Monster Cards: The overlord player takes all Monster cards | | 6. Monster Cards: The overlord player takes all Monster cards |
| needed for the quest, specified in the Quest Guide, and places | | needed for the quest, specified in the Quest Guide, and places |
| them in front of him. | | them in front of him. |
| 7. Damage and Fatigue Token Supplies: Place all damage and | | 7. Damage and Fatigue Token Supplies: Place all damage and |
| fatigue tokens in separate piles within easy reach of all players. | | fatigue tokens in separate piles within easy reach of all players. |
| 8. Search Cards: Shuffle the deck of Search cards and place it | | 8. Search Cards: Shuffle the deck of Search cards and place it |
| facedown near the map within easy reach of the hero players. | | facedown near the map within easy reach of the hero players. |
| 9. Condition Cards and Tokens: Place all Condition cards and | | 9. Condition Cards and Tokens: Place all Condition cards and |
| tokens within easy reach of all players. | | tokens within easy reach of all players. |
| 10. Dice: Place all of the dice near the center of the play area within | | 10. Dice: Place all of the dice near the center of the play area within |
| easy reach of all players. | | easy reach of all players. |
| 1 | | 1 |
| 2 | | 2 |
| 9 | | 9 |
| 4 | | 4 |
| 6 5 | | 6 5 |
| 7 | | 7 |
| 8 2 | | 8 |
| | | 2 |
| 2 | | 2 |
| 3 | | 3 |
| 3 | | 3 |
| 3 4 | | 3 4 |
| 4 | | 4 |
| 10 | | 10 |
| 7 | | 7 |
| Playing the Game | | Playing the Game |
| Descent: Journeys in the Dark Second Edition is played over a number of | | Descent: Journeys in the Dark Second Edition is played over a number of |
| game rounds. A round consists of each player taking one turn, beginning | | game rounds. A round consists of each player taking one turn, beginning |
| with one of the heroes. Each player completes his entire turn before | | with one of the heroes. Each player completes his entire turn before |
| another player begins his turn. Each round, the hero players decide as a | | another player begins his turn. Each round, the hero players decide as a |
| group the order in which they wish to act. This order may be different | | group the order in which they wish to act. This order may be different |
| each round. If they cannot all agree on an order, they proceed clockwise, | | each round. If they cannot all agree on an order, they proceed clockwise, |
| starting with the player seated to the left of the overlord. After all heroes | | starting with the player seated to the left of the overlord. After all heroes |
| have completed their turns, the overlord’s turn begins. After the overlord | | have completed their turns, the overlord’s turn begins. After the overlord |
| player finishes his turn, the round ends and a new round begins. | | player finishes his turn, the round ends and a new round begins. |
| Hero Turn Summary | | Hero Turn Summary |
| During each hero turn, the active hero player performs the following steps | | During each hero turn, the active hero player performs the following steps |
| in order. | | in order. |
| 1. Start of Turn: During this step, any effects affecting the active hero | | 1. Start of Turn: During this step, any effects affecting the active hero |
| that last “until the start of your next turn” end. Also, the hero player | | that last “until the start of your next turn” end. Also, the hero player |
| may use any abilities that trigger “at the start of your turn.” Then | | may use any abilities that trigger “at the start of your turn.” Then |
| the hero player refreshes his exhausted cards (see “Exhausting and | | the hero player refreshes his exhausted cards (see “Exhausting and |
| Refreshing Cards” on page 8). | | Refreshing Cards” on page 8). |
| 2. Equip Items: If the player wishes to equip different items, he must | | 2. Equip Items: If the player wishes to equip different items, he must |
| do so during this step. The Equipment section of the rulebook gives | | do so during this step. The Equipment section of the rulebook gives |
| full details about equipping cards and the limits of what a hero can | | full details about equipping cards and the limits of what a hero can |
| have equipped (see “Equipment” on page 11). Any excess items are | | have equipped (see “Equipment” on page 11). Any excess items are |
| flipped facedown and may not be used until they are equipped. | | flipped facedown and may not be used until they are equipped. |
| 3. Perform Actions: During each hero’s turn, he receives two actions. | | 3. Perform Actions: During each hero’s turn, he receives two actions. |
| He may perform these actions in any order he chooses, and he is not | | He may perform these actions in any order he chooses, and he is not |
| required to perform both actions. Unless noted otherwise, an action | | required to perform both actions. Unless noted otherwise, an action |
| must be resolved completely before the hero performs his next action. | | must be resolved completely before the hero performs his next action. |
| The player may perform any of the actions summarized below, and | | The player may perform any of the actions summarized below, and |
| may even perform the same action twice. See “Hero Turn in Detail” | | may even perform the same action twice. See “Hero Turn in Detail” |
| on page 8 for more details on these actions. | | on page 8 for more details on these actions. |
| • Move: The hero moves his hero figure up to a number of | | • Move: The hero moves his hero figure up to a number of |
| spaces equal to the hero’s Speed. The hero may interrupt | | spaces equal to the hero’s Speed. The hero may interrupt |
| his movement with another action and then complete his | | his movement with another action and then complete his |
| movement after the other action is resolved. | | movement after the other action is resolved. |
| • Attack: The hero attacks a monster. | | • Attack: The hero attacks a monster. |
| • Use a Skill: The hero uses a skill listed on one of his Class cards | | • Use a Skill: The hero uses a skill listed on one of his Class cards |
| that requires an action. These actions are denoted with a �. | | that requires an action. These actions are denoted with a �. |
| • Rest: The hero will recover all fatigue at the end of this turn. | | • Rest: The hero will recover all fatigue at the end of this turn. |
| • Search: If the hero is adjacent to or in a space containing a | | • Search: If the hero is adjacent to or in a space containing a |
| search token, he may reveal the search token. | | search token, he may reveal the search token. |
| • Stand Up: This is the one and only action that a knocked out | | • Stand Up: This is the one and only action that a knocked out |
| hero may perform during his turn. This action allows the hero | | hero may perform during his turn. This action allows the hero |
| to recover damage and prepare to be activated as normal next | | to recover damage and prepare to be activated as normal next |
| round. | | round. |
| • Revive a Hero: The hero restores health to a knocked out hero | | • Revive a Hero: The hero restores health to a knocked out hero |
| in an adjacent space. | | in an adjacent space. |
| • Open or Close a Door: The hero opens or closes one adjacent | | • Open or Close a Door: The hero opens or closes one adjacent |
| door. | | door. |
| • Special: Different cards or quests may provide heroes with | | • Special: Different cards or quests may provide heroes with |
| unique actions to perform. These actions are either clearly | | unique actions to perform. These actions are either clearly |
| stated “as an action” or noted with a �. | | stated “as an action” or noted with a �. |
| 4. Flip Activation Card: After a hero player has finished performing his | | 4. Flip Reference Card: After a hero player has finished performing his |
| actions, that hero player flips his Activation card facedown to indicate | | actions, that hero player flips his Reference card facedown to indicate |
| that his turn is over. | | that his turn is over. |
| After the player flips his Activation card, another hero begins his turn. | | After the player flips his Reference card, another hero begins his turn. |
| After all heroes’ Activation cards are facedown (showing the overlord | | After all heroes’ Reference cards are facedown (showing the overlord |
| turn summary), proceed to the overlord turn (see “Overlord Turn | | turn summary), proceed to the overlord turn (see “Overlord Turn |
| Summary” on page 8). | | Summary” on page 8). |
| Hero Sheet Anatomy | | Hero Sheet Anatomy |
| 1. Hero Name and Archetype: This area displays the | | 1. Hero Name and Archetype: This area displays the |
| name of the hero and the archetype that hero is | | name of the hero and the archetype that hero is |
| associated with. When choosing a class, the archetype | | associated with. When choosing a class, the archetype |
| icon must match the corresponding Class deck in order | | icon must match the corresponding Class deck in order |
| for that class to be chosen. | | for that class to be chosen. |
| 2. Characteristics: All of the hero’s characteristics are | | 2. Characteristics: All of the hero’s characteristics are |
| shown here. The listed characteristics are, from top | | shown here. The listed characteristics are, from top |
| to bottom, Speed, Health, Stamina, and Defense. | | to bottom, Speed, Health, Stamina, and Defense. |
| Speed determines how many movement points a figure | | Speed determines how many movement points a figure |
| receives when performing a move action. A figure’s | | receives when performing a move action. A figure’s |
| Health is the amount of damage it can suffer before | | Health is the amount of damage it can suffer before |
| being defeated, while Stamina represents the maximum | | being defeated, while Stamina represents the maximum |
| amount of fatigue it may suffer (see “Damage and | | amount of fatigue it may suffer (see “Damage and |
| Health” and “Fatigue and Stamina” on page 13). A | | Health” and “Fatigue and Stamina” on page 13). A |
| hero’s Defense value shows the type of defense dice he | | hero’s Defense value shows the type of defense dice he |
| rolls when attacked. | | rolls when attacked. |
| 3. Hero Ability: All heroes have a unique ability that is | | 3. Hero Ability: All heroes have a unique ability that is |
| displayed here. | | displayed here. |
| 4. Attributes: Hero attributes are shown in this area. The | | 4. Attributes: Hero attributes are shown in this area. The |
| listed attributes are Might �, Knowledge�, | | listed attributes are Might �, Knowledge�, |
| Willpower�, and Awareness�. These attributes | | Willpower�, and Awareness�. These attributes |
| are often tested at different times to see if the hero is | | are often tested at different times to see if the hero is |
| able to perform a particular skill, resist a special monster | | able to perform a particular skill, resist a special monster |
| attack, or avoid a trap played by the overlord (see | | attack, or avoid a trap played by the overlord (see |
| “Attribute Tests” on page 15). | | “Attribute Tests” on page 15). |
| 5. Heroic Feat: This area displays the hero’s heroic feat. | | 5. Heroic Feat: This area displays the hero’s heroic feat. |
| When a hero uses his heroic feat, the hero player flips | | When a hero uses his heroic feat, the hero player flips |
| his Hero sheet over to indicate that the hero has used | | his Hero sheet over to indicate that the hero has used |
| his heroic feat (see “Heroic Feats” on page 15). | | his heroic feat (see “Heroic Feats” on page 15). |
| Hero sheet back | | Hero sheet back |
| 3 | | 3 |
| 5 | | 5 |
| 1 | | 1 |
| 2 | | 2 |
| 4 | | 4 |
| 8 | | 8 |
| Overlord Turn Summary | | Overlord Turn Summary |
| During each overlord turn, the overlord player performs the following | | During each overlord turn, the overlord player performs the following |
| steps in order. | | steps in order. |
| 1. Start of Turn: During this step, any effects affecting the overlord that | | 1. Start of Turn: During this step, any effects affecting the overlord that |
| last “until the start of your next turn” end. Then, the overlord player | | last “until the start of your next turn” end. Then, the overlord player |
| draws one Overlord card, and he may play any number of Overlord | | draws one Overlord card, and he may play any number of Overlord |
| cards that specifically state they may be played “at the start of your | | cards that specifically state they may be played “at the start of your |
| turn.” Then the overlord player refreshes his exhausted cards (see | | turn.” Then the overlord player refreshes his exhausted cards (see |
| “Exhausting and Refreshing Cards” on page 8). | | “Exhausting and Refreshing Cards” on page 8). |
| 2. Activate Monsters: The overlord activates each of his monster | | 2. Activate Monsters: The overlord activates each of his monster |
| groups, one at a time, in any order he chooses. Monsters are grouped | | groups, one at a time, in any order he chooses. Monsters are grouped |
| together by type, and a monster group can contain both minion and | | together by type, and a monster group can contain both minion and |
| master monsters (see “Monsters” on page 16). | | master monsters (see “Monsters” on page 16). |
| 3. End of Round: Each hero flips his Activation card faceup. The next | | 3. End of Round: Each hero flips his Reference card faceup. The next |
| game round then begins, starting with a hero player’s turn. | | game round then begins, starting with a hero player’s turn. |
| Winning the Game | | Winning the Game |
| Each quest provides specific victory conditions for both the overlord | | Each quest provides specific victory conditions for both the overlord |
| player and the hero players. It is important to note that most quests | | player and the hero players. It is important to note that some quests |
| consist of two parts, called Encounters. Completing Encounter 1 of a | | consist of two parts, called Encounters. Completing Encounter 1 of a |
| two-part quest does not determine a winner of the entire game. The first | | two-part quest does not determine a winner of the entire game. The first |
| side (heroes or overlord) to satisfy the final encounter’s victory condition | | side (heroes or overlord) to satisfy the final encounter’s victory condition |
| wins the game! | | wins the game! |
| Hero Turn in Detail | | Hero Turn in Detail |
| During each hero turn, the hero may perform any two actions of his | | During each hero turn, the hero may perform any two actions of his |
| choice. This section explains detailed rules for actions. | | choice. This section explains detailed rules for actions. |
| Move | | Move |
| When a hero player performs a move action, he receives a number of | | When a hero player performs a move action, he receives a number of |
| movement points equal to his hero’s Speed (represented by a � on the | | movement points equal to his hero’s Speed (represented by a � on the |
| Hero sheet). Moving into an adjacent space costs one movement point | | Hero sheet). Moving into an adjacent space costs one movement point |
| (with the exception of entering certain types of terrain; see “Terrain” on | | (with the exception of entering certain types of terrain; see “Terrain” on |
| page 18). The player may choose to move fewer spaces than his hero’s | | page 18). The player may choose to move fewer spaces than his hero’s |
| Speed. A hero may also decide to perform two move actions consecutively, | | Speed. A hero may also decide to perform two move actions consecutively, |
| in which case the hero receives movement points equal to twice his Speed. | | in which case the hero receives movement points equal to twice his Speed. |
| Figures cannot move into or through spaces containing figures or | | Figures cannot move into or through spaces containing figures or |
| obstacles (see “Terrain” on page 18). These spaces are known as | | obstacles (see “Terrain” on page 18). These spaces are known as |
| blocked spaces. However, figures may move diagonally (including | | blocked spaces. However, figures may move diagonally (including |
| around corners and between two blocked spaces) and through friendly | | around corners and between two blocked spaces) and through friendly |
| figures. A hero treats all other heroes as friendly figures, while a monster | | figures. A hero treats all other heroes as friendly figures, while a monster |
| treats all other monsters as friendly figures. A figure cannot end its | | treats all other monsters as friendly figures. A figure cannot end its |
| movement in the same space as another figure. | | movement in the same space as another figure. |
| A hero performing a move action may interrupt his movement to perform | | A hero performing a move action may interrupt his movement to perform |
| another action, such as attacking, and continue the rest of his movement | | another action, such as attacking, and continue the rest of his movement |
| after resolving the other action. For example, a hero with a Speed of “4” | | after resolving the other action. For example, a hero with a Speed of “4” |
| could move two spaces, perform an attack, and then move two more | | could move two spaces, perform an attack, and then move two more |
| spaces after resolving the attack. | | spaces after resolving the attack. |
| Monsters follow the same movement rules as heroes when moving except | | Monsters follow the same movement rules as heroes when moving except |
| that monsters cannot suffer fatigue to receive additional movement points | | that monsters cannot suffer fatigue to receive additional movement points |
| (see “Additional Movement” below). | | (see “Additional Movement” below). |
| ADDITIONAL MOVEMENT | | ADDITIONAL MOVEMENT |
| A hero may suffer fatigue to receive additional movement points during | | A hero may suffer fatigue to receive additional movement points during |
| his turn. For each fatigue suffered, the hero receives one movement point. | | his turn. For each fatigue suffered, the hero receives one movement point. |
| If the hero already has fatigue equal to his Stamina, he may not suffer | | If the hero already has fatigue equal to his Stamina, he may not suffer |
| any more fatigue to receive additional movement points (see “Fatigue | | any more fatigue to receive additional movement points (see “Fatigue |
| and Stamina” on page 13). A hero player is not required to perform a | | and Stamina” on page 13). A hero player is not required to perform a |
| move action in order to suffer fatigue to move. During his turn, before or | | move action in order to suffer fatigue to move. During his turn, before or |
| after resolving an action or during a move action, a hero may suffer fatigue | | after resolving an action or during a move action, a hero may suffer fatigue |
| to gain movement points. | | to gain movement points. |
| Exhausting and | | Exhausting and |
| Refreshing Cards | | Refreshing Cards |
| Some cards require the player to exhaust them when they are | | Some cards require the player to exhaust them when they are |
| used. When a player exhausts a card, he simply rotates the card | | used. When a player exhausts a card, he simply rotates the card |
| sideways to indicate that he has used its ability. At the start | | sideways to indicate that he has used its ability. At the start |
| of a player’s turn, he refreshes all of his exhausted cards by | | of a player’s turn, he refreshes all of his exhausted cards by |
| returning them to their upright position. A player cannot use | | returning them to their upright position. A player cannot use |
| an exhausted card until it is refreshed. | | an exhausted card until it is refreshed. |
| Class Card Anatomy | | Class Card Anatomy |
| 1. Archetype Icon: This icon shows which archetype the | | 1. Archetype Icon: This icon shows which archetype the |
| class belongs to. A hero must have a matching archetype | | class belongs to. A hero must have a matching archetype |
| icon on his Hero sheet to choose this class (see “Hero | | icon on his Hero sheet to choose this class (see “Hero |
| Sheet Anatomy” on page 7). | | Sheet Anatomy” on page 7). |
| 2. Class Name: This is the name of the class. All Class | | 2. Class Name: This is the name of the class. All Class |
| cards with a matching name belong to the same Class | | cards with a matching name belong to the same Class |
| deck. | | deck. |
| 3. Skill Name: The skill name is listed at the top of the | | 3. Skill Name: The skill name is listed at the top of the |
| card along with the class name. | | card along with the class name. |
| 4. Experience Icon: This number shows how many | | 4. Experience Icon: This number shows how many |
| experience points it costs to purchase the skill. Heroes | | experience points it costs to purchase the skill. Heroes |
| begin play their basic skill cards and starting equipment. | | begin play their basic skill cards and starting equipment. |
| These basic cards have no experience icon on them. | | These basic cards have no experience icon on them. |
| 5. Rules: This area lists the rules for the skill. | | 5. Rules: This area lists the rules for the skill. |
| 6. Fatigue Cost: Some skills require the hero to suffer | | 6. Fatigue Cost: Some skills require the hero to suffer |
| fatigue to use. That amount of fatigue is listed here with | | fatigue to use. That amount of fatigue is listed here with |
| the fatigue icon. Any Class card without a fatigue cost | | the fatigue icon. Any Class card without a fatigue cost |
| may be used without suffering fatigue. | | may be used without suffering fatigue. |
| Exhausted Card Refreshed Card | | Exhausted Card Refreshed Card |
| Class card back Class card front | | Class card back Class card front |
| 1 | | 1 |
| 2 | | 2 |
| 3 | | 3 |
| 4 | | 4 |
| 5 | | 5 |
| 6 | | 6 |
| 9 | | 9 |
| MOVING OFF THE MAP | | MOVING OFF THE MAP |
| Normally figures cannot move through the walls along the edge of a | | Normally figures cannot move through the walls along the edge of a |
| map tile. Some quests allow figures to move off the map. This usually | | map tile. Some quests allow figures to move off the map. This usually |
| requires either an entrance or exit tile (see below). To move off the map, | | requires either an entrance or exit tile (see below). To move off the map, |
| the figure must move to one of the edge spaces (marked below in red) on | | the figure must move to one of the edge spaces (marked below in red) on |
| the entrance or exit tile and then spend one movement point. Except for | | the entrance or exit tile and then spend one movement point. Except for |
| entrance or exit tiles, figures may not move through the black borders of | | entrance or exit tiles, figures may not move through the black borders of |
| the map tile, as these represent impassable walls. The Quest Guide defines | | the map tile, as these represent impassable walls. The Quest Guides define |
| which tile is an entrance and which is an exit (if any). | | which tile is an entrance and which is an exit (if any). |
| Attack | | Attack |
| When a hero player performs an attack action, he may use one of his | | When a hero player performs an attack action, he may use one of his |
| equipped weapons to attack a space containing a monster. The hero’s | | equipped weapons to attack a space containing a monster. The hero’s |
| equipped weapon determines which spaces the hero may target for the | | equipped weapon determines which spaces the hero may target for the |
| attack. A weapon with the Melee icon may only target a space adjacent | | attack. A weapon with the Melee icon may only target a space adjacent |
| (see “Adjacent Spaces” on page 10) to the attacking hero. A weapon | | (see “Adjacent Spaces” on page 10) to the attacking hero. A weapon |
| with the Ranged icon may target any space in line of sight of the attacking | | with the Ranged icon may target any space in line of sight of the attacking |
| hero (see “Combat” on page 12). | | hero (see “Combat” on page 12). |
| Monster attacks follow the same rules when attacking heroes, except that | | Monster attacks follow the same rules when attacking heroes, except that |
| monsters don’t have equipped weapons. Instead, the type of attack (Melee | | monsters don’t have equipped weapons. Instead, the type of attack (Melee |
| or Ranged) is listed on its Monster card (along with the dice used in the | | or Ranged) is listed on its Monster card (along with the dice used in the |
| attack). | | attack). |
| Combat is performed by resolving the following steps in order. Each step | | Combat is performed by resolving the following steps in order. Each step |
| is detailed in a later section (see “Combat” on page 12): | | is detailed in a later section (see “Combat” on page 12): |
| 1. Declare Weapon and Target: The attacking player chooses which | | 1. Declare Weapon and Target: The attacking player chooses which |
| of his equipped weapons to use for this attack and declares the target | | of his equipped weapons to use for this attack and declares the target |
| of the attack (a space containing an enemy figure). The player then | | of the attack (a space containing an enemy figure). The player then |
| compiles his attack dice into a pool. | | compiles his attack dice into a pool. |
| 2. Roll Dice: The attacking player rolls his dice pool while the defending | | 2. Roll Dice: The attacking player rolls his dice pool while the defending |
| player rolls all necessary defense dice. If an attack affects multiple | | player rolls all necessary defense dice. If an attack affects multiple |
| figures, each figure rolls its defense dice separately. | | figures, each figure rolls its defense dice separately. |
| 3. Check Range: When performing a Ranged attack, the attacking | | 3. Check Range: When performing a Ranged attack, the attacking |
| player must roll enough range to reach the target. | | player must roll enough range to reach the target. |
| 4. Spend Surges: After rolling the dice, the attacking player may spend | | 4. Spend Surges: After rolling the dice, the attacking player may spend |
| any surge results to trigger special abilities. | | any surge results to trigger special abilities. |
| 5. Deal Damage: Any damage not canceled by defense dice or other | | 5. Deal Damage: Any damage not canceled by defense dice or other |
| effects is applied to each affected figure. | | effects is applied to each affected figure. |
| Use a Skill | | Use a Skill |
| When a hero performs a use a skill action, he may use a skill that has a � | | When a hero performs a use a skill action, he may use a skill that has a � |
| listed on his Class card. The player then resolves the skill by following the | | listed on his Class card. The player then resolves the skill by following the |
| rules listed on the Class card. If the skill allows the hero to perform an | | rules listed on the Class card. If the skill allows the hero to perform an |
| attack, the normal rules for performing an attack action apply. | | attack, the normal rules for performing an attack action apply. |
| Many skills also show a fatigue cost on the card. The hero must suffer this | | Many skills also show a fatigue cost on the card. The hero must suffer this |
| amount of fatigue in order to perform the � listed on the card or trigger | | amount of fatigue in order to perform the � listed on the card or trigger |
| an ability that requires the player to “exhaust this card,” or “use this | | an ability that requires the player to “exhaust this card,” or “use this |
| card.” See “Fatigue and Stamina” on page 13 for more information on | | card.” See “Fatigue and Stamina” on page 13 for more information on |
| suffering fatigue. | | suffering fatigue. |
| When using a skill, a hero cannot suffer fatigue that would exceed his | | When using a skill, a hero cannot suffer fatigue that would exceed his |
| Stamina. If a hero has already suffered fatigue equal to his Stamina, or if | | Stamina. If a hero has already suffered fatigue equal to his Stamina, or if |
| the skill would cause him to suffer more fatigue than his Stamina allows, | | the skill would cause him to suffer more fatigue than his Stamina allows, |
| he cannot use the skill until he recovers enough fatigue. | | he cannot use the skill until he recovers enough fatigue. |
| Rest | | Rest |
| When a hero performs a rest action, he will recover all fatigue at the end | | When a hero performs a rest action, he will recover all fatigue at the end |
| of his turn. As a reminder that he has rested during his turn, he places a | | of his turn. As a reminder that he has rested during his turn, he places a |
| hero token on his Activation card. At the end of his turn, after the hero | | hero token on his Reference card. At the end of his turn, after the hero |
| flips his Activation card, he discards the hero token and all fatigue from | | flips his Reference card, he discards the hero token and all fatigue from |
| his Hero sheet. | | his Hero sheet. |
| Movement Example | | Movement Example |
| 1. Grisban the Thirsty needs to move past the goblin | | 1. Grisban the Thirsty needs to move past the goblin |
| archers in this room, but monster figures block | | archers in this room, but monster figures block |
| movement for heroes, so he must find a way around | | movement for heroes, so he must find a way around |
| them. | | them. |
| 2. His Speed is “3,” so he could move straight ahead, but | | 2. His Speed is “3,” so he could move straight ahead, but |
| that move would not get him much closer to the hallway | | that move would not get him much closer to the hallway |
| where he wants to go. | | where he wants to go. |
| 3. He can move diagonally to cover more ground. Players | | 3. He can move diagonally to cover more ground. Players |
| should note that the black edge of the map tile does not | | should note that the black edge of the map tile does not |
| block diagonal movement around corners. | | block diagonal movement around corners. |
| Empty Spaces | | Empty Spaces |
| Some card effects and abilities refer to empty spaces. An empty | | Some card effects and abilities refer to empty spaces. An empty |
| space is defined as a space that contains no figures and that | | space is defined as a space that contains no figures and that |
| blocks neither line of sight nor movement. Unless otherwise | | blocks neither line of sight nor movement. Unless otherwise |
| noted, spaces containing tokens are still considered to be empty | | noted, spaces containing tokens are still considered to be empty |
| for the purposes of these effects. | | for the purposes of these effects. |
| Melee Ranged | | Melee Ranged |
| 2 | | 2 |
| 3 | | 3 |
| 1 | | 1 |
| Edge spaces of Entrance and Exit tiles | | Edge spaces of Entrance and Exit tiles |
| 10 | | 10 |
| Search | | Search |
| If a hero is adjacent to or in a space that contains a search token, he may | | If a hero is adjacent to or in a space that contains a search token, he may |
| perform a search action to search that space. The hero player flips the | | perform a search action to search that space. The hero player flips the |
| search token faceup and discards it. If the token is not unique, the player | | search token faceup and discards it. If the token is not unique, the player |
| draws the top Search card from the Search deck. Some quests use the | | draws the top Search card from the Search deck. Some quests use the |
| unique search token to represent items unique to that quest. If the hero | | unique search token to represent items unique to that quest. If the hero |
| reveals the unique search token, do not draw a Search card. Instead, refer | | reveals the unique search token, do not draw a Search card. Instead, refer |
| to the Quest Guide for details on what the hero discovers. | | to the Quest Guide for details on what the hero discovers. |
| Some Search cards may be used for a one-time effect (as listed on the | | Some Search cards may be used for a one-time effect (as listed on the |
| card). After using a Search card, the player flips the card facedown and | | card). After using a Search card, the player flips the card facedown and |
| keeps it in his play area (see “Search Card Anatomy” on page 10). | | keeps it in his play area (see “Search Card Anatomy” on page 10). |
| Stand Up | | Stand Up |
| When a hero is knocked out, he can only perform a stand up action (see | | When a hero is knocked out, he can only perform a stand up action (see |
| “Knocked Out” on page 15). In addition, this action may only be | | “Knocked Out” on page 15). In addition, this action may only be |
| performed by a hero that is knocked out. To stand up, the player rolls two | | performed by a hero that is knocked out. To stand up, the player rolls two |
| red power dice, recovers damage equal to the � rolled, recovers fatigue | | red power dice, recovers damage equal to the � rolled, recovers fatigue |
| equal to the � rolled, replaces his hero token with his hero figure, and | | equal to the � rolled, replaces his hero token with his hero figure, and |
| then flips his Activation card facedown to indicate his turn is over (he | | then flips his Reference card facedown to indicate his turn is over (he |
| may not perform an additional action). If another figure occupies the | | may not perform an additional action). If another figure occupies the |
| space containing the hero token, the standing hero figure is placed in the | | space containing the hero token, the standing hero figure is placed in the |
| closest empty space to his hero token of that hero player's choice. | | closest empty space to his hero token of that hero player's choice. |
| Revive a Hero | | Revive a Hero |
| When a hero performs a revive a hero action, he may revive a knocked | | When a hero performs a revive a hero action, he may revive a knocked |
| out hero (see “Knocked Out” on page 15) whose hero token is in an | | out hero (see “Knocked Out” on page 15) whose hero token is in an |
| adjacent space. The knocked out hero rolls two red power dice, recovers | | adjacent space. The knocked out hero rolls two red power dice, recovers |
| damage equal to the � rolled, recovers fatigue equal to the � rolled, and | | damage equal to the � rolled, recovers fatigue equal to the � rolled, and |
| then replaces his hero token with his figure. If another figure occupies the | | then replaces his hero token with his figure. If another figure occupies the |
| space containing the hero token, he places his figure in the closest empty | | space containing the hero token, he places his figure in the closest empty |
| space to his hero token of that hero player's choice. | | space to his hero token of that hero player's choice. |
| Open or Close a Door | | Open or Close a Door |
| When a hero or monster performs an open or close a door action, he | | When a hero or monster performs an open or close a door action, he |
| may open or close one adjacent door. Some doors are locked or otherwise | | may open or close one adjacent door. Some doors are locked or otherwise |
| sealed in a unique way and cannot be opened normally. Refer to the Quest | | sealed in a unique way and cannot be opened normally. Refer to the Quest |
| Guide for special instructions in these cases. When a door is opened, | | Guide for special instructions in these cases. When a door is opened, |
| remove it from the map and set it near its original location. If it is later | | remove it from the map and set it near its original location. If it is later |
| closed, return the door to its original location. Figures cannot move | | closed, return the door to its original location. Figures cannot move |
| or trace line of sight through doors. Spaces separated by a door are not | | or trace line of sight through doors. Spaces separated by a door are not |
| considered to be adjacent. | | considered to be adjacent. |
| Special | | Special |
| During quests and campaigns, heroes may acquire Search cards, Shop | | During quests and campaigns, heroes may acquire Search cards, Shop |
| Item cards, or Relic cards that contain actions denoted with a �. These | | Item cards, or Relic cards that contain actions denoted with a �. These |
| actions may be performed in the same manner as using a skill on a Class | | actions may be performed in the same manner as using a skill on a Class |
| card. Some heroic feats are also denoted with a � and require an action | | card. Some heroic feats are also denoted with a � and require an action |
| to perform (see “Heroic Feats” on page 15). | | to perform (see “Heroic Feats” on page 15). |
| Certain quest rules also provide quest-specific actions that may be | | Certain quest rules also provide quest-specific actions that may be |
| performed by the heroes during the quest. Refer to the Quest Guide for | | performed by the heroes during the quest. Refer to the Quest Guide for |
| any actions available to the heroes. | | any actions available to the heroes. |
| Overlord Turn in Detail | | Overlord Turn in Detail |
| The overlord player takes his turn after all hero players have completed | | The overlord player takes his turn after all hero players have completed |
| their turns. At the beginning of his turn, the overlord player draws | | their turns. At the beginning of his turn, the overlord player draws |
| one card from the top of the Overlord deck. After drawing a card, the | | one card from the top of the Overlord deck. After drawing a card, the |
| overlord player may play any number of cards that state they are played “at | | overlord player may play any number of cards that state they are played “at |
| the start of your turn,” including the card just drawn. All Overlord cards | | the start of your turn,” including the card just drawn. All Overlord cards |
| specify the timing in which they may be played (see “Overlord Cards” on | | specify the timing in which they may be played (see “Overlord Cards” on |
| page 16). | | page 16). |
| The majority of the overlord’s turn is spent activating his monsters. | | The majority of the overlord’s turn is spent activating his monsters. |
| The overlord player may activate each of his monsters on the map once | | The overlord player may activate each of his monsters on the map once |
| during his turn. He may perform up to two actions with each monster | | during his turn. He may perform up to two actions with each monster |
| he activates. Each monster may only perform one attack action per | | he activates. Each monster may only perform one attack action per |
| activation. | | activation. |
| Adjacent Spaces | | Adjacent Spaces |
| Any space that shares an edge or corner with another space is | | Any space that shares an edge or corner with another space is |
| defined as being adjacent to that space. In the example above, | | defined as being adjacent to that space. In the example above, |
| all of the red spaces are adjacent to Avric Albright. All spaces | | all of the red spaces are adjacent to Avric Albright. All spaces |
| adjacent to a figure are also in line of sight of that figure (see | | adjacent to a figure are also in line of sight of that figure (see |
| “Line of Sight” on page 12). | | “Line of Sight” on page 12). |
| Search Card Anatomy | | Search Card Anatomy |
| 1. Name: This area lists the name of the Search card. | | 1. Name: This area lists the name of the Search card. |
| 2. Traits: This area lists the traits for the item. Traits do | | 2. Traits: This area lists the traits for the item. Traits do |
| not have any rules themselves, but other rules or abilities | | not have any rules themselves, but other rules or abilities |
| might refer to traits. | | might refer to traits. |
| 3. Ability: This section lists any rules or abilities. | | 3. Ability: This section lists any rules or abilities. |
| 4. Gold: When playing the campaign, this number shows | | 4. Gold: When playing the campaign, this number shows |
| how much gold the players have earned, in addition to | | how much gold the players have earned, in addition to |
| the abilities listed on the card. | | the abilities listed on the card. |
| 1 | | 1 |
| 2 | | 2 |
| 3 | | 3 |
| 4 | | 4 |
| Unique | | Unique |
| search token | | search token |
| search token | | search token |
| 11 | | 11 |
| Monsters are activated by groups. In other words, all monsters of one | | Monsters are activated by groups. In other words, all monsters of one |
| type must be activated before moving on to the next group. The overlord | | type must be activated before moving on to the next group. The overlord |
| player must activate all monster groups during his turn, even if the | | player must activate all monster groups during his turn, even if the |
| activated monsters perform no actions. | | activated monsters perform no actions. |
| Example: The overlord player has one group of zombies and one group of | | Example: The overlord player has one group of zombies and one group of |
| flesh moulders on the map. He decides to activate his zombies first. The | | flesh moulders on the map. He decides to activate his zombies first. The |
| overlord player must activate all the zombies before moving on to the group of | | overlord player must activate all the zombies before moving on to the group of |
| flesh moulders. | | flesh moulders. |
| Monsters may perform the following actions, which are similar to the | | Monsters may perform the following actions, which are similar to the |
| hero actions (see “Hero Turn in Detail” on page 8): | | hero actions (see “Hero Turn in Detail” on page 8): |
| • Move: The monster moves a number of spaces up to its Speed (see | | • Move: The monster moves a number of spaces up to its Speed (see |
| “Move” on page 8). | | “Move” on page 8). |
| • Attack: The monster attacks a hero (see “Attack” on page 9). | | • Attack: The monster attacks a hero (see “Attack” on page 9). |
| Unlike heroes, a monster can attack only once during its activation. | | Unlike heroes, a monster can attack only once during its activation. |
| • Monster Action: Some monsters have unique actions listed on their | | • Monster Action: Some monsters have unique actions listed on their |
| Monster card with a �. If any special action allows the monster to | | Monster card with a �. If any special action allows the monster to |
| perform an attack, it counts as the monster’s one attack action for | | perform an attack, it counts as the monster’s one attack action for |
| that activation. | | that activation. |
| • Open or Close a Door: The monster opens or closes one adjacent door | | • Open or Close a Door: The monster opens or closes one adjacent door |
| (see “Open or Close a Door” on page 10). | | (see “Open or Close a Door” on page 10). |
| • Special: Different cards or quests may provide monsters with unique | | • Special: Different cards or quests may provide monsters with unique |
| actions to perform. These actions are either clearly stated “as an action” | | actions to perform. These actions are either clearly stated “as an action” |
| or noted with a �. | | or noted with a �. |
| Core Rules | | Core Rules |
| This section describes core concepts and mechanics, including combat, | | This section describes core concepts and mechanics, including combat, |
| using items, defeated figures, and more. | | using items, defeated figures, and more. |
| The Dice | | The Dice |
| Many situations during gameplay—such as combat or attribute tests— | | Many situations during gameplay—such as combat or attribute tests— |
| require dice rolls to resolve. There are three different types of dice in the | | require dice rolls to resolve. There are three different types of dice in the |
| game: attack dice, power dice, and defense dice. Some types of dice come | | game: attack dice, power dice, and defense dice. Some types of dice come |
| in different varieties (such as red and yellow power dice). Usually these | | in different varieties (such as red and yellow power dice). Usually these |
| dice are mixed and rolled together as a single pool of dice. Players are | | dice are mixed and rolled together as a single pool of dice. Players are |
| not limited to the number of dice included in the game. If more dice are | | not limited to the number of dice included in the game. If more dice are |
| needed for a roll, the player simply rolls all the dice he can, records the | | needed for a roll, the player simply rolls all the dice he can, records the |
| results, and rerolls any other dice needed. Below are the symbols on the | | results, and rerolls any other dice needed. Below are the symbols on the |
| various dice within the game: | | various dice within the game: |
| �: This symbol represents damage being dealt on an attack roll, or | | �: This symbol represents damage being dealt on an attack roll, or |
| damage being recovered. | | damage being recovered. |
| �: This symbol, called a surge, allows players to trigger powerful | | �: This symbol, called a surge, allows players to trigger powerful |
| abilities, or recover fatigue (see “4. Spend Surges” on page 13). | | abilities, or recover fatigue (see “4. Spend Surges” on page 13). |
| X: The attack die features a “X” on one side, which results in the attack | | X: The attack die features a “X” on one side, which results in the attack |
| being a miss (see “2. Roll Dice” on page 12). | | being a miss (see “2. Roll Dice” on page 12). |
| 2–6: Some dice also have a number on them, which determines how | | 2–6: Some dice also have a number on them, which determines how |
| much range a given attack has (see “3. Check Range” on page 12). | | much range a given attack has (see “3. Check Range” on page 12). |
| �: This symbol appears on defense dice and allows the player rolling the | | �: This symbol appears on defense dice and allows the player rolling the |
| dice to cancel damage (see “5. Deal Damage” on page 13). | | dice to cancel damage (see “5. Deal Damage” on page 13). |
| Equipment | | Equipment |
| Each hero can carry any number of Shop Item, Class, and Search cards | | Each hero can carry any number of Shop Item, Class, and Search cards |
| he chooses. However, the number of these cards that a hero may equip is | | he chooses. However, the number of these cards that a hero may equip is |
| limited. Hero players indicate which items are not equipped by flipping | | limited. Hero players indicate which items are not equipped by flipping |
| them facedown or placing them under their Hero sheet. Any Shop Item | | them facedown or placing them under their Hero sheet. Any Shop Item |
| or Class cards (such as starting equipment) can only be used while a hero | | or Class cards (such as starting equipment) can only be used while a hero |
| has that card equipped. | | has that card equipped. |
| EQUIPMENT LIMITS | | EQUIPMENT LIMITS |
| These equip icons represent certain equipping restrictions: | | These equip icons represent certain equipping restrictions: |
| Hands Armor Other | | Hands Armor Other |
| • Heroes have two hands. The combination of items they equip cannot | | • Heroes have two hands. The combination of items they equip cannot |
| have more than two hand icons in total. | | have more than two hand icons in total. |
| • A hero can equip only 1 Armor item. | | • A hero can equip only 1 Armor item. |
| • A hero can equip up to 2 Other items. | | • A hero can equip up to 2 Other items. |
| Cards that do not contain at least one of these icons can be equipped | | Cards that do not contain at least one of these icons can be equipped |
| without restriction. These cards remain faceup near the Hero sheet and | | without restriction. These cards remain faceup near the Hero sheet and |
| can be used as specified on the card. | | can be used as specified on the card. |
| Shop Item Card Anatomy | | Shop Item Card Anatomy |
| 1. Name: This area lists the name of the item. | | 1. Name: This area lists the name of the item. |
| 2. Attack Type: This icon defines the item as either a | | 2. Attack Type: This icon defines the item as either a |
| Melee weapon or a Ranged weapon (see “Attack” on | | Melee weapon or a Ranged weapon (see “Attack” on |
| page 9). Cards without one of these icons are not | | page 9). Cards without one of these icons are not |
| considered weapons. | | considered weapons. |
| 3. Equip Icon: These icons limit how many items the hero | | 3. Equip Icon: These icons limit how many items the hero |
| can equip (see “Equipment” on page 11). | | can equip (see “Equipment” on page 11). |
| 4. Dice Icons: This area lists the dice associated with the | | 4. Dice Icons: This area lists the dice associated with the |
| item. If the item is a weapon, these dice are used when | | item. If the item is a weapon, these dice are used when |
| attacking with the weapon. If the item is Armor, they are | | attacking with the weapon. If the item is Armor, they are |
| added to the player’s defense pool. | | added to the player’s defense pool. |
| 5. Cost: This number shows how much gold the item | | 5. Cost: This number shows how much gold the item |
| costs when shopping. | | costs when shopping. |
| 6. Traits: This area lists the traits for the item. Traits do | | 6. Traits: This area lists the traits for the item. Traits do |
| not have any rules themselves, but other rules or abilities | | not have any rules themselves, but other rules or abilities |
| might refer to traits. | | might refer to traits. |
| 7. Rules: This section lists any special rules or abilities. | | 7. Rules: This section lists any special rules or abilities. |
| 1 | | 1 |
| 2 | | 2 |
| 3 4 | | 3 4 |
| 5 | | 5 |
| 6 | | 6 |
| 7 | | 7 |
| Attack die Power dice Defense dice | | Attack die Power dice Defense dice |
| 12 | | 12 |
| Combat | | Combat |
| Listed below are the expanded rules for combat. These rules further | | Listed below are the expanded rules for combat. These rules further |
| explain the Attack steps explained earlier. | | explain the Attack steps explained earlier. |
| 1. DECLARE WEAPON AND TARGET | | 1. DECLARE WEAPON AND TARGET |
| The attacking player declares which space his figure is attacking. The | | The attacking player declares which space his figure is attacking. The |
| target space must contain one enemy figure as the target of the attack. | | target space must contain one enemy figure as the target of the attack. |
| When heroes attack large monsters (monster figures that occupy more | | When heroes attack large monsters (monster figures that occupy more |
| than one space), it is important for the player to declare which specific | | than one space), it is important for the player to declare which specific |
| space he is targeting because of attacks with the Blast keyword. A figure | | space he is targeting because of attacks with the Blast keyword. A figure |
| may only target a space in his line of sight (see “Line of Sight” on page | | may only target a space in his line of sight (see “Line of Sight” on page |
| 12). A figure making a Melee attack can only target an adjacent space. | | 12). A figure making a Melee attack can only target an adjacent space. |
| A figure making a Ranged attack may target any figure in its line of sight | | A figure making a Ranged attack may target any figure in its line of sight |
| (including adjacent spaces). | | (including adjacent spaces). |
| The player must also declare which equipped weapon his hero is using. | | The player must also declare which equipped weapon his hero is using. |
| Heroes may either attack with one equipped weapon or their bare hands. | | Heroes may either attack with one equipped weapon or their bare hands. |
| A hero attacking with his bare hands can only target an adjacent space | | A hero attacking with his bare hands can only target an adjacent space |
| and rolls only the blue attack die for his attack. Only abilities on the | | and rolls only the blue attack die for his attack. Only abilities on the |
| chosen weapon may be used; if equipped with two weapons, abilities on | | chosen weapon may be used; if equipped with two weapons, abilities on |
| the other weapon are ignored for the attack. If the hero wishes to make a | | the other weapon are ignored for the attack. If the hero wishes to make a |
| Ranged attack, he must choose an equipped Ranged weapon. | | Ranged attack, he must choose an equipped Ranged weapon. |
| Monsters cannot equip weapons. The dice rolled for the monster’s attack, | | Monsters cannot equip weapons. The dice rolled for the monster’s attack, |
| as well as the type of attack, are listed on its Monster card. | | as well as the type of attack, are listed on its Monster card. |
| Example: Jain Fairwood has her Yew Shortbow equipped, and two goblin | | Example: Jain Fairwood has her Yew Shortbow equipped, and two goblin |
| archers are in her line of sight—one is adjacent and the other is two spaces | | archers are in her line of sight—one is adjacent and the other is two spaces |
| away. Since she has a Ranged weapon equipped, she may choose to target | | away. Since she has a Ranged weapon equipped, she may choose to target |
| either goblin archer. | | either goblin archer. |
| LINE OF SIGHT | | LINE OF SIGHT |
| In order for a figure to have line of sight to a space, a player must be able | | In order for a figure to have line of sight to a space, a player must be able |
| to trace an uninterrupted, straight line from any corner of that figure’s | | to trace an uninterrupted, straight line from any corner of that figure’s |
| space to any corner of the target space. | | space to any corner of the target space. |
| If the line passes through the edge of a map tile, a door, or a blocked space | | If the line passes through the edge of a map tile, a door, or a blocked space |
| (a space containing a figure or obstacle), the target space is not in line of | | (a space containing a figure or obstacle), the target space is not in line of |
| sight (see “Line of Sight Example” on page 12). | | sight (see “Line of Sight Example” on page 12). |
| If the line passes along the edge of a blocked space (see “Line of Sight | | If the line passes along the edge of a blocked space (see “Line of Sight |
| Example” on page 12), the target space is not in line of sight. However, | | Example” on page 12), the target space is not in line of sight. However, |
| if the line only touches the corner of a blocked space (without passing | | if the line only touches the corner of a blocked space (without passing |
| through the space itself ), the target space is in line of sight. | | through the space itself ), the target space is in line of sight. |
| Since adjacent spaces always share at least one common edge or corner, | | Since adjacent spaces always share at least one common edge or corner, |
| there is no need to trace line of sight between adjacent spaces. A space | | there is no need to trace line of sight between adjacent spaces. A space |
| adjacent to a figure is in line of sight. | | adjacent to a figure is in line of sight. |
| 2. ROLL DICE | | 2. ROLL DICE |
| The attacking player creates his attack pool by gathering all the dice | | The attacking player creates his attack pool by gathering all the dice |
| listed on his equipped weapon or Monster card, and then rolls them for | | listed on his equipped weapon or Monster card, and then rolls them for |
| his attack roll. If an ability allows a player to add dice to this pool, he must | | his attack roll. If an ability allows a player to add dice to this pool, he must |
| do so before the roll. | | do so before the roll. |
| If an X is rolled on the blue attack die, the attack is considered a miss and | | If an X is rolled on the blue attack die, the attack is considered a miss and |
| all other results are ignored. If an X is not rolled, the attacking player adds | | all other results are ignored. If an X is not rolled, the attacking player adds |
| up all of the � results on the dice to determine how much damage is dealt | | up all of the � results on the dice to determine how much damage is dealt |
| by this attack. | | by this attack. |
| The defending player—any player controlling a figure affected by the | | The defending player—any player controlling a figure affected by the |
| attack—creates his defense pool by gathering all the defense dice listed | | attack—creates his defense pool by gathering all the defense dice listed |
| on his Hero sheet (in addition to any dice provided by equipment and | | on his Hero sheet (in addition to any dice provided by equipment and |
| card effects) or Monster card and rolls them for his defense roll. If an | | card effects) or Monster card and rolls them for his defense roll. If an |
| ability allows a player to add dice to this roll, he does so before the roll. | | ability allows a player to add dice to this roll, he does so before the roll. |
| The defending player adds up all of the � results on the dice to determine | | The defending player adds up all of the � results on the dice to determine |
| how much damage is canceled on this attack. If multiple figures are | | how much damage is canceled on this attack. If multiple figures are |
| affected by the attack, each affected figure rolls its defense pool separately, | | affected by the attack, each affected figure rolls its defense pool separately, |
| keeping track of its own results. | | keeping track of its own results. |
| After all attack and defense dice have been rolled, players may use any | | After all attack and defense dice have been rolled, players may use any |
| abilities that allow them to reroll dice. Players should note that some cards | | abilities that allow them to reroll dice. Players should note that some cards |
| and abilities specifically refer to defense dice. Unless specifically stated | | and abilities specifically refer to defense dice. Unless specifically stated |
| otherwise, these references apply only to defense dice rolled as part of an | | otherwise, these references apply only to defense dice rolled as part of an |
| attack. For example, a player cannot use the "Iron Shield" card to allow | | attack. For example, a player cannot use the "Iron Shield" card to allow |
| him to reroll an attribute test. | | him to reroll an attribute test. |
| Example: Jain's Yew Shortbow uses the blue attack die and one yellow | | Example: Jain's Yew Shortbow uses the blue attack die and one yellow |
| power die. The player controlling Jain Fairwood gathers these dice while the | | power die. The player controlling Jain Fairwood gathers these dice while the |
| overlord player takes one gray defense die available to the goblin archer. Both | | overlord player takes one gray defense die available to the goblin archer. Both |
| players roll their respective dice pools. | | players roll their respective dice pools. |
| 3. CHECK RANGE | | 3. CHECK RANGE |
| Even though Ranged attacks may target any space in the attacker's line of | | Even though Ranged attacks may target any space in the attacker's line of |
| sight, the attacker must roll enough range on his attack roll in order to | | sight, the attacker must roll enough range on his attack roll in order to |
| deal damage to the target. Starting with the space adjacent to the attacker | | deal damage to the target. Starting with the space adjacent to the attacker |
| (of his choice), count the number of spaces to the target space. This | | (of his choice), count the number of spaces to the target space. This |
| number is the distance between the spaces. The numbers rolled on the | | number is the distance between the spaces. The numbers rolled on the |
| dice are the maximum range of the attack. If the total range obtained from | | dice are the maximum range of the attack. If the total range obtained from |
| the attack roll does not equal or exceed the distance between the spaces, | | the attack roll does not equal or exceed the distance between the spaces, |
| the attack is considered a miss unless the range can be increased (see “4. | | the attack is considered a miss unless the range can be increased (see “4. |
| Spend Surges” on page 13). | | Spend Surges” on page 13). |
| Example: Jain rolls “3” range on her blue attack die and “2” range on her | | Example: Jain rolls “3” range on her blue attack die and “2” range on her |
| yellow power die, for a total of “5” range. Since the goblin archer is only two | | yellow power die, for a total of “5” range. Since the goblin archer is only two |
| spaces away, there is plenty of range for the attack to hit the target. | | spaces away, there is plenty of range for the attack to hit the target. |
| Line of Sight Example | | Line of Sight Example |
| 1. Leoric of the Book is equipped with a Ranged weapon | | 1. Leoric of the Book is equipped with a Ranged weapon |
| and wants to perform an attack. He chooses to target | | and wants to perform an attack. He chooses to target |
| the minion zombie with his attack. When tracing line | | the minion zombie with his attack. When tracing line |
| of sight, the line touches only the corners of the blocked | | of sight, the line touches only the corners of the blocked |
| spaces and does not pass through either of them. Leoric | | spaces and does not pass through either of them. Leoric |
| has line of sight to the zombie's space. | | has line of sight to the zombie's space. |
| 2. Jain Fairwood is also equipped with a Ranged weapon | | 2. Jain Fairwood is also equipped with a Ranged weapon |
| and wants to attack the zombie as well. However, when | | and wants to attack the zombie as well. However, when |
| tracing line of sight from any corner of her space, the | | tracing line of sight from any corner of her space, the |
| line passes either through or along the edge of a blocked | | line passes either through or along the edge of a blocked |
| space. Remember that when tracing a line along the edge | | space. Remember that when tracing a line along the edge |
| of a blocked space, the target space is not in line of sight. | | of a blocked space, the target space is not in line of sight. |
| The zombie is not in Jain's line of sight and she cannot | | The zombie is not in Jain's line of sight and she cannot |
| target it with her attack. | | target it with her attack. |
| 1 | | 1 |
| 2 | | 2 |
| 13 | | 13 |
| COUNTING SPACES | | COUNTING SPACES |
| Some abilities require players to count the spaces from a figure to the | | Some abilities require players to count the spaces from a figure to the |
| target of the ability. When counting spaces for attacks and abilities, | | target of the ability. When counting spaces for attacks and abilities, |
| players ignore any non-obstacle terrain in those spaces (see “Terrain” on | | players ignore any non-obstacle terrain in those spaces (see “Terrain” on |
| page 18). The player just needs to verify that his target is in range for | | page 18). The player just needs to verify that his target is in range for |
| the ability to reach the target. If an ability affects figures within a specified | | the ability to reach the target. If an ability affects figures within a specified |
| number of spaces, line of sight is not needed unless specifically noted. | | number of spaces, line of sight is not needed unless specifically noted. |
| However, when counting spaces for an ability, players cannot count spaces | | However, when counting spaces for an ability, players cannot count spaces |
| through a door because the spaces are not considered adjacent. | | through a door because the spaces are not considered adjacent. |
| 4. SPEND SURGES | | 4. SPEND SURGES |
| If there are any surge results (�) obtained during the attack roll, the | | If there are any surge results (�) obtained during the attack roll, the |
| attacking player may spend these surges on different abilities. Weapons, | | attacking player may spend these surges on different abilities. Weapons, |
| skills, hero abilities, and items may all have surge abilities for the attacking | | skills, hero abilities, and items may all have surge abilities for the attacking |
| player to choose from. An attacking monster can spend surges to trigger | | player to choose from. An attacking monster can spend surges to trigger |
| certain abilities listed on its Monster card (see “Monster Card Anatomy” | | certain abilities listed on its Monster card (see “Monster Card Anatomy” |
| on page 16). | | on page 16). |
| Each individual � rolled during the attack roll may be spent once to | | Each individual � rolled during the attack roll may be spent once to |
| trigger surge abilities. Each surge ability may only be triggered once per | | trigger surge abilities. Each surge ability may only be triggered once per |
| attack. However, if the attacker has access to two different surge abilities | | attack. However, if the attacker has access to two different surge abilities |
| with identical effects, he can trigger both effects if he obtained enough | | with identical effects, he can trigger both effects if he obtained enough |
| �results. | | �results. |
| Up to one unused � may be used by an attacking hero to recover one | | Up to one unused � may be used by an attacking hero to recover one |
| fatigue. Monsters cannot use a � to recover fatigue. | | fatigue. Monsters cannot use a � to recover fatigue. |
| Note: Surge abilities may only be triggered during attacks unless | | Note: Surge abilities may only be triggered during attacks unless |
| otherwise specified. | | otherwise specified. |
| Example: Grisban the Thirsty obtains two � results from his attack roll. | | Example: Grisban the Thirsty obtains two � results from his attack roll. |
| His Chipped Greataxe has two different surge abilities that have the same | | His Chipped Greataxe has two different surge abilities that have the same |
| effect (“�: +1 �”). He decides to spend one � from his attack roll to | | effect (“�: +1 �”). He decides to spend one � from his attack roll to |
| trigger one of the abilities on his Chipped Greataxe. He could trigger the | | trigger one of the abilities on his Chipped Greataxe. He could trigger the |
| second surge ability to add another “+1 �” to his attack, but he would | | second surge ability to add another “+1 �” to his attack, but he would |
| rather recover fatigue. He decides to spend his remaining � to recover one | | rather recover fatigue. He decides to spend his remaining � to recover one |
| fatigue. | | fatigue. |
| 5. DEAL DAMAGE | | 5. DEAL DAMAGE |
| The target of an attack has the chance to cancel some or all of the damage | | The target of an attack has the chance to cancel some or all of the damage |
| from the attack. The defending player adds up all the � results in his | | from the attack. The defending player adds up all the � results in his |
| defense pool. Each � result cancels one damage (�) from the attack. Any | | defense pool. Each � result cancels one damage (�) from the attack. Any |
| damage not canceled by a � is suffered by the defending figure. Ignore any | | damage not canceled by a � is suffered by the defending figure. Ignore any |
| excess � results. | | excess � results. |
| The defending player tracks the damage by placing damage tokens on his | | The defending player tracks the damage by placing damage tokens on his |
| Hero sheet (in the case of heroes) or near the monster figure (in the case | | Hero sheet (in the case of heroes) or near the monster figure (in the case |
| of the overlord). If this damage ever equals or exceeds the figure’s Health, | | of the overlord). If this damage ever equals or exceeds the figure’s Health, |
| the figure is defeated (see “Defeated” on page 15). | | the figure is defeated (see “Defeated” on page 15). |
| Example: Avric Albright attacks a goblin archer on his turn, obtaining three | | Example: Avric Albright attacks a goblin archer on his turn, obtaining three |
| � results from his attack roll. The overlord rolls the defense pool for the | | � results from his attack roll. The overlord rolls the defense pool for the |
| goblin archer, obtaining two � results. Since only two � results are canceled, | | goblin archer, obtaining two � results. Since only two � results are canceled, |
| the goblin archer suffers one damage. The overlord player takes one damage | | the goblin archer suffers one damage. The overlord player takes one damage |
| token from the supply and places it near the goblin archer’s figure. | | token from the supply and places it near the goblin archer’s figure. |
| Note: Defense dice are used to cancel damage only during an attack. If | | Note: Defense dice are used to cancel damage only during an attack. If |
| an ability causes a figure to suffer damage for any other reason, that figure | | an ability causes a figure to suffer damage for any other reason, that figure |
| cannot roll defense dice to cancel any of that damage. | | cannot roll defense dice to cancel any of that damage. |
| ATTACK KEYWORDS | | ATTACK KEYWORDS |
| Some abilities are abbreviated on cards through the use of keywords, | | Some abilities are abbreviated on cards through the use of keywords, |
| which are explained below. | | which are explained below. |
| BLAST | | BLAST |
| On a Blast attack, all spaces adjacent to the targeted space are also affected | | On a Blast attack, all spaces adjacent to the targeted space are also affected |
| by the attack. The attacker rolls his attack pool once and applies the | | by the attack. The attacker rolls his attack pool once and applies the |
| result to each affected figure, but each affected figure individually rolls its | | result to each affected figure, but each affected figure individually rolls its |
| defense pool separately. Only the target space needs to be in range and in | | defense pool separately. Only the target space needs to be in range and in |
| line of sight of the attacker. Blast attacks affect both enemy and friendly | | line of sight of the attacker. Blast attacks affect both enemy and friendly |
| figures, and a figure can only be affected by Blast once per attack. | | figures, and a figure can only be affected by Blast once per attack. |
| PIERCE | | PIERCE |
| On a Pierce attack, the attack ignores a number of � results generated by | | On a Pierce attack, the attack ignores a number of � results generated by |
| the defending player (either through their defense roll or other abilities) | | the defending player (either through their defense roll or other abilities) |
| equal to the rating of Pierce. Pierce from multiple sources are added | | equal to the rating of Pierce. Pierce from multiple sources are added |
| together, which means that an attack with both “Pierce 1” and “Pierce 2” | | together, which means that an attack with both “Pierce 1” and “Pierce 2” |
| ignores up to 3 �. | | ignores up to 3 �. |
| REACH | | REACH |
| The Reach keyword allows the figure to use a Melee attack to target a | | The Reach keyword allows the figure to use a Melee attack to target a |
| figure up to two spaces away, rather than only adjacent spaces. The target | | figure up to two spaces away, rather than only adjacent spaces. The target |
| still needs to be in line of sight. | | still needs to be in line of sight. |
| Damage and Health | | Damage and Health |
| Attacks, skills, and abilities can deal damage (�) to heroes and monsters. | | Attacks, skills, and abilities can deal damage (�) to heroes and monsters. |
| The total amount of damage a hero or a monster can suffer is equal to | | The total amount of damage a hero or a monster can suffer is equal to |
| its Health (listed on the Hero sheet or Monster card). When a hero or | | its Health (listed on the Hero sheet or Monster card). When a hero or |
| monster suffers damage equal to its Health, that figure is immediately | | monster suffers damage equal to its Health, that figure is immediately |
| defeated (see “Defeated” on page 15). Ignore any damage suffered in | | defeated (see “Defeated” on page 15). Ignore any damage suffered in |
| excess of a figure’s Health. | | excess of a figure’s Health. |
| Fatigue and Stamina | | Fatigue and Stamina |
| Heroes voluntarily suffer fatigue (�) in order to use skills or move | | Heroes voluntarily suffer fatigue (�) in order to use skills or move |
| additional spaces. To suffer fatigue, the player takes the number of fatigue | | additional spaces. To suffer fatigue, the player takes the number of fatigue |
| tokens equal to the cost and places them on his Hero sheet. When using | | tokens equal to the cost and places them on his Hero sheet. When using |
| skills or moving, a hero may only suffer fatigue up to an amount equal | | skills or moving, a hero may only suffer fatigue up to an amount equal |
| to his Stamina. If any other game effect forces a hero to suffer fatigue in | | to his Stamina. If any other game effect forces a hero to suffer fatigue in |
| excess of his Stamina, he instead suffers damage equal to the excess fatigue | | excess of his Stamina, he instead suffers damage equal to the excess fatigue |
| that would have been suffered. | | that would have been suffered. |
| Since monsters do not have a Stamina value, if a monster suffers any | | Since monsters do not have a Stamina value, if a monster suffers any |
| amount of fatigue, it suffers that amount of damage instead. | | amount of fatigue, it suffers that amount of damage instead. |
| Example: Tomble has a Stamina of “5” and has already suffered four fatigue | | Example: Tomble has a Stamina of “5” and has already suffered four fatigue |
| due to various game effects. He would like to use his “Unseen” skill, but this | | due to various game effects. He would like to use his “Unseen” skill, but this |
| skill has a fatigue cost of “2,” which would take Tomble past his Stamina. | | skill has a fatigue cost of “2,” which would take Tomble past his Stamina. |
| As a result, he cannot use the skill. Later, he is struck by Lord Merick’s “Wither” | | As a result, he cannot use the skill. Later, he is struck by Lady Eliza's "Wail" |
| effect, which causes Tomble to suffer two fatigue. He suffers one fatigue and | | effect, which causes Tomble to suffer two fatigue. He suffers one fatigue and |
| one damage, as the second fatigue would take him past his Stamina value. | | one damage, as the second fatigue would take him past his Stamina value. |
| Recovering Damage | | Recovering Damage |
| and Fatigue | | and Fatigue |
| When a hero suffers damage or fatigue, the hero player takes | | When a hero suffers damage or fatigue, the hero player takes |
| the appropriate number of damage or fatigue tokens from the | | the appropriate number of damage or fatigue tokens from the |
| supply and places them on his Hero sheet. If that hero later | | supply and places them on his Hero sheet. If that hero later |
| recovers damage or fatigue, he discards the appropriate number | | recovers damage or fatigue, he discards the appropriate number |
| of damage or fatigue tokens from his Hero sheet and returns | | of damage or fatigue tokens from his Hero sheet and returns |
| them to the supply. | | them to the supply. |
| 14 | | 14 |
| Combat Example | | Combat Example |
| 1. Declare weapon and target: Tomble | | 1. Declare weapon and target: Tomble |
| decides to perform an attack. He declares | | decides to perform an attack. He declares |
| his equipped weapon, which is a Ranged | | his equipped weapon, which is a Ranged |
| weapon, as shown by the icon on the card. | | weapon, as shown by the icon on the card. |
| Since this is a Ranged attack, Tomble may | | Since this is a Ranged attack, Tomble may |
| target any space in his line of sight (see“Line | | target any space in his line of sight (see“Line |
| of Sight” on page 12). He declares his | | of Sight” on page 12). He declares his |
| target to be the master zombie. | | target to be the master zombie. |
| Attack Pool Defense Pool | | Attack Pool Defense Pool |
| 2. Roll Dice: After declaring his weapon and target, Tomble | | 2. Roll Dice: After declaring his weapon and target, Tomble |
| creates his attack pool. The dice used for the attack are listed | | creates his attack pool. The dice used for the attack are listed |
| on the chosen weapon's card. The overlord player creates his | | on the chosen weapon's card. The overlord player creates his |
| defense pool for the attack. Because the zombie is a master | | defense pool for the attack. Because the zombie is a master |
| monster, he references the master section (bottom) of the | | monster, he references the master section (bottom) of the |
| Monster card. Both players simultaneously roll their dice. | | Monster card. Both players simultaneously roll their dice. |
| 3. Check Range: Since this is a Ranged attack, Tomble must | | 3. Check Range: Since this is a Ranged attack, Tomble must |
| roll enough range in order to not miss his target. Starting with | | roll enough range in order to not miss his target. Starting with |
| an adjacent space of his choice, Tomble counts the spaces to his | | an adjacent space of his choice, Tomble counts the spaces to his |
| target. His target is three spaces away. He then adds up the range | | target. His target is three spaces away. He then adds up the range |
| rolled on his attack roll, which is four. Tomble has sufficient | | rolled on his attack roll, which is four. Tomble has sufficient |
| range to hit his target. | | range to hit his target. |
| 4. Spend Surges: Tomble now has a | | 4. Spend Surges: Tomble now has a |
| chance to spend any � rolled on the | | chance to spend any � rolled on the |
| attack roll to trigger any abilities he | | attack roll to trigger any abilities he |
| might have. His weapon card has two | | might have. His weapon card has two |
| abilities listed; “�: +1 Range, +1 �” | | abilities listed; “�: +1 Range, +1 �” |
| and “�: Stun.” He rolled 1 � on his | | and “�: Stun.” He rolled 1 � on his |
| attack roll and decides to spend it to | | attack roll and decides to spend it to |
| deal +1 � on the attack. | | deal +1 � on the attack. |
| 5. Deal Damage: Tomble now counts up all � rolled on the | | 5. Deal Damage: Tomble now counts up all � rolled on the |
| attack, including any abilities that add additional � to the attack. | | attack, including any abilities that add additional � to the attack. |
| Tomble rolled 3 � on his attack roll and spent 1 � to trigger an | | Tomble rolled 3 � on his attack roll and spent 1 � to trigger an |
| ability that added +1 � to the attack, giving him a total of 4 � | | ability that added +1 � to the attack, giving him a total of 4 � |
| for this attack. The overlord counts up all � rolled on his defense | | for this attack. The overlord counts up all � rolled on his defense |
| roll. He only rolled 1 � on his defense roll, canceling 1 � from | | roll. He only rolled 1 � on his defense roll, canceling 1 � from |
| the attack. The master zombie suffers 3 �. Since he has 6 Health, | | the attack. The master zombie suffers 3 �. Since he has 6 Health, |
| he is not defeated by the attack. The overlord places 3 damage | | he is not defeated by the attack. The overlord places 3 damage |
| tokens near the zombie figure. | | tokens near the zombie figure. |
| 4 � – 1 � = 3 � | | 4 � – 1 � = 3 � |
| 1 | | 1 |
| 2 | | 2 |
| 5 | | 5 |
| 1 | | 1 |
| 2 | | 2 |
| 3 | | 3 |
| 3 | | 3 |
| 4 | | 4 |
| 15 | | 15 |
| Defeated | | Defeated |
| When a hero or monster suffers damage equal to or greater than its | | When a hero or monster suffers damage equal to or greater than its |
| Health, it is defeated. Unless specified differently in a given quest, when a | | Health, it is defeated. Unless specified differently in a given quest, when a |
| monster is defeated, it is simply removed from the map and is no longer in | | monster is defeated, it is simply removed from the map and is no longer in |
| play. When a hero is defeated, he is knocked out. | | play. When a hero is defeated, he is knocked out. If a hero is defeated at |
| | | any point during his own turn, that hero's turn immediately ends. |
| KNOCKED OUT | | KNOCKED OUT |
| When a hero is defeated, he immediately suffers fatigue up to his Stamina, | | When a hero is defeated, he immediately suffers fatigue up to his Stamina, |
| damage up to his Health (if defeated by some other effect), and the | | damage up to his Health (if defeated by some other effect), and the |
| controlling player removes his figure from the map, replacing it with | | controlling player removes his figure from the map, replacing it with |
| one of his hero tokens. The hero player discards any Condition cards he | | one of his hero tokens. The hero player discards any Condition cards he |
| has and the overlord player may immediately draw one Overlord card. | | has and the overlord player may immediately draw one Overlord card. |
| A hero cannot use skills or abilities while knocked out, unless an effect | | A hero cannot use skills or abilities while knocked out, unless an effect |
| specifically allows it. | | specifically allows it. |
| Heroes cannot suffer fatigue past their Stamina value, nor damage past | | Heroes cannot suffer fatigue past their Stamina value, nor damage past |
| their Health value—even when knocked out. A knocked out hero cannot | | their Health value—even when knocked out. A knocked out hero cannot |
| receive any Condition cards and is immune to all attacks and most hero | | receive any Condition cards and is immune to all attacks and most hero |
| abilities. | | abilities. |
| A space containing a knocked out hero (represented by a hero token) is | | A space containing a knocked out hero (represented by a hero token) is |
| considered to be empty to other figures for the purposes of movement. In | | considered to be empty to other figures for the purposes of movement. In |
| other words, any figure may move through and end its movement in that | | other words, any figure may move through and end its movement in that |
| space. Also, knocked out heroes do not block line of sight. | | space. Also, knocked out heroes do not block line of sight. |
| Unless revived by another hero, a knocked out hero may only perform | | Unless revived by another hero, a knocked out hero may only perform |
| one action on his next turn, and that action must be to stand back up (see | | one action on his next turn, and that action must be to stand back up (see |
| “Stand Up” on page 10). | | “Stand Up” on page 10). |
| A knocked out hero may still recover damage from other heroes through | | A knocked out hero may still recover damage from other heroes through |
| the use of skills, potions, and being revived (see “Revive a Hero” on page | | the use of skills, potions, and being revived (see “Revive a Hero” on page |
| 10). If a knocked out hero recovers at least one damage, he immediately | | 10). If a knocked out hero recovers at least one damage, he immediately |
| replaces his hero token with his figure and may perform actions as normal | | replaces his hero token with his figure and may perform actions as normal |
| on his next turn. | | on his next turn. |
| Conditions | | Conditions |
| Some abilities and effects have the chance of inflicting conditions, such as | | Some abilities and effects have the chance of inflicting conditions, such as |
| Poisoned, upon heroes and monsters. Additionally, some attacks have a | | Poisoned, upon heroes and monsters. Additionally, some attacks have a |
| � ability featuring a condition (such as Disease, Immobilize, Poison, or | | � ability featuring a condition (such as Disease, Immobilize, Poison, or |
| Stun). If the attack deals at least 1 �(after rolling defense dice), the target | | Stun). If the attack deals at least 1 �(after rolling defense dice), the target |
| suffers the listed condition. | | suffers the listed condition. |
| When a hero is affected by a condition, the controlling player takes the | | When a hero is affected by a condition, the controlling player takes the |
| corresponding Condition card and places it near his Hero sheet. If a | | corresponding Condition card and places it near his Hero sheet. If a |
| monster is affected by a condition, the overlord player places a condition | | monster is affected by a condition, the overlord player places a condition |
| token next to the monster figure. Refer to the rules on the Condition card | | token next to the monster figure. Refer to the rules on the Condition card |
| for the specific effects of that condition. A figure cannot be affected by | | for the specific effects of that condition. A figure cannot be affected by |
| the same condition more than once at any given time. | | the same condition more than once at any given time. |
| Trading Items | | Trading Items |
| Heroes may give or receive Shop Item cards, Relic cards, and Search | | Heroes may give or receive Shop Item cards, Relic cards, and Search |
| cards to or from each other during a move action. At any point during | | cards to or from each other during a move action. At any point during |
| his move action, a hero may trade any number of Shop Item cards, Relic | | his move action, a hero may trade any number of Shop Item cards, Relic |
| cards, or Search cards with an adjacent hero. Trading does not require an | | cards, or Search cards with an adjacent hero. Trading does not require an |
| additional action or the expense of movement points. | | additional action or the expense of movement points. |
| A hero must still wait to equip any cards he receives until the start of | | A hero must still wait to equip any cards he receives until the start of |
| his next turn. Heroes cannot trade Class cards (including their starting | | his next turn. Heroes cannot trade Class cards (including their starting |
| equipment) with each other. A hero may give another hero a card without | | equipment) with each other. A hero may give another hero a card without |
| receiving one in return; likewise, a hero may receive a card without giving | | receiving one in return; likewise, a hero may receive a card without giving |
| one in return. | | one in return. |
| Carrying Objective Tokens | | Carrying Objective Tokens |
| Certain quests allow heroes or monsters to pick up objective tokens. | | Certain quests allow heroes or monsters to pick up objective tokens. |
| Figures may pick up these objective tokens by performing a special | | Figures may pick up these objective tokens by performing a special |
| action while adjacent to or in the same space as the objective token. The | | action while adjacent to or in the same space as the objective token. The |
| objective token is then placed on either the Hero sheet (if carried by a | | objective token is then placed on either the Hero sheet (if carried by a |
| hero) or on the monster figure’s base (if carried by a monster). While a | | hero) or on the monster figure’s base (if carried by a monster). While a |
| figure is carrying an objective token, no other figure can pick it up. A | | figure is carrying an objective token, no other figure can pick it up. A |
| figure can drop an objective token in an adjacent space by performing an | | figure can drop an objective token in an adjacent space by performing an |
| action. When a figure carrying an objective is defeated, place the token in | | action. When a figure carrying an objective is defeated, place the token in |
| that figure’s space. It may now be picked up by another figure. | | that figure’s space. It may now be picked up by another figure. |
| Heroic Feats | | Heroic Feats |
| Each hero player has access to a heroic feat as listed on his Hero sheet. | | Each hero player has access to a heroic feat as listed on his Hero sheet. |
| These are powerful, once-per-encounter abilities that let hero players do | | These are powerful, once-per-encounter abilities that let hero players do |
| something spectacular. Some heroic feats require an action to perform and | | something spectacular. Some heroic feats require an action to perform and |
| are denoted with a �. Regardless of when it is performed, a heroic feat | | are denoted with a �. Regardless of when it is performed, a heroic feat |
| can only be performed once per encounter. After a hero player performs | | can only be performed once per encounter. After a hero player performs |
| his heroic feat, he flips his Hero sheet facedown to indicate that it has | | his heroic feat, he flips his Hero sheet facedown to indicate that it has |
| been used during this encounter. At the start of the next encounter, the | | been used during this encounter. At the start of the next encounter, the |
| hero player flips his Hero sheet so that his heroic feat is available again. | | hero player flips his Hero sheet so that his heroic feat is available again. |
| Attribute Tests | | Attribute Tests |
| Heroes are often required to test attributes at different points throughout | | Heroes are often required to test attributes at different points throughout |
| the game. All heroes have four attributes listed on their Hero sheets (see | | the game. All heroes have four attributes listed on their Hero sheets (see |
| “Hero Sheet Anatomy” on page 7). To test an attribute, the hero | | “Hero Sheet Anatomy” on page 7). To test an attribute, the hero |
| player must roll one gray defense die and one black defense die together. | | player must roll one gray defense die and one black defense die together. |
| He must roll a number of � equal to or less than his hero’s attribute to | | He must roll a number of � equal to or less than his hero’s attribute to |
| pass the test. Otherwise, he fails the test. The card or ability that requires | | pass the test. Otherwise, he fails the test. The card or ability that requires |
| the attribute test will specify a result dependent upon whether the test | | the attribute test will specify a result dependent upon whether the test |
| passed or failed. | | passed or failed. |
| Lieutenants have attributes and make attribute tests, just like heroes. | | Lieutenants have attributes and make attribute tests, just like heroes. |
| However, minion and master monsters do not have attributes. If a minion | | However, minion and master monsters do not have attributes. If a minion |
| or master monster is required to make an attribute test, it automatically | | or master monster is required to make an attribute test, it automatically |
| fails the test. Remember, cards or abilities that reference defense dice do | | fails the test. Remember, cards or abilities that reference defense dice do |
| not apply to attribute tests unless specifically noted. | | not apply to attribute tests unless specifically noted. |
| Attributes | | Attributes |
| �: Might is a measure of a character’s strength, toughness, and | | �: Might is a measure of a character’s strength, toughness, and |
| his ability to overcome physical obstacles. | | his ability to overcome physical obstacles. |
| �: Knowledge is a measure of a character’s education, | | �: Knowledge is a measure of a character’s education, |
| experience, and general intelligence. | | experience, and general intelligence. |
| �: Willpower is a measure of a character’s mental constitution, | | �: Willpower is a measure of a character’s mental constitution, |
| devotion, and discipline. | | devotion, and discipline. |
| �: Awareness is a measure of a character’s dexterity, vigilance, | | �: Awareness is a measure of a character’s dexterity, vigilance, |
| and perception. | | and perception. |
| Knocked Out Heroes | | Knocked Out Heroes |
| While monster attacks cannot target or affect a knocked out | | While monster attacks cannot target or affect a knocked out |
| hero, hero players may only target a knocked out hero with an | | hero, hero players may only target a knocked out hero with an |
| ability that would allow the knocked out hero to recover any | | ability that would allow the knocked out hero to recover any |
| amount of damage. For this exception, the knocked out hero’s | | amount of damage. For this exception, the knocked out hero’s |
| hero token is treated as a hero even if another figure occupies | | hero token is treated as a hero even if another figure occupies |
| the space containing the hero token. | | the space containing the hero token. |
| 16 | | 16 |
| Overlord Cards | | Overlord Cards |
| Overlord cards represent the different powers of | | Overlord cards represent the different powers of |
| the overlord and provide an element of surprise to | | the overlord and provide an element of surprise to |
| the heroes. The Overlord deck consists of 15 basic | | the heroes. The Overlord deck consists of 15 basic |
| Overlord cards. If players use the Epic Play or | | Overlord cards. If players use the Epic Play or |
| campaign rules, the overlord player may modify | | campaign rules, the overlord player may modify |
| his deck with upgraded cards (see “Spending | | his deck with upgraded cards (see “Spending |
| Experience Points: Overlord” on page 20). | | Experience Points: Overlord” on page 20). |
| At the beginning of his turn, the overlord player | | At the beginning of his turn, the overlord player |
| draws one Overlord card. He adds this card to his | | draws one Overlord card. He adds this card to his |
| hand, which is kept hidden from the hero players. There is no cost to play | | hand, which is kept hidden from the hero players. There is no cost to play |
| an Overlord card and no limit to how many cards the overlord player can | | an Overlord card and no limit to how many cards the overlord player can |
| play during his turn. | | play during his turn. |
| Each card specifies when it may be played. Two Overlord cards with the | | Each card specifies when it may be played. Two Overlord cards with the |
| same name cannot be played on the same target in response to the same | | same name cannot be played on the same target in response to the same |
| triggering condition. After resolving the effects of an Overlord card, place | | triggering condition. After resolving the effects of an Overlord card, place |
| it faceup in the discard pile. | | it faceup in the discard pile. |
| Example: During his turn, the overlord player decides to activate his zombie | | Example: During his turn, the overlord player decides to activate his zombie |
| monster group. After moving one of his zombie figures, he plays “Frenzy” | | monster group. After moving one of his zombie figures, he plays “Frenzy” |
| on that figure, which reads “Play this card on a monster during your turn.” | | on that figure, which reads “Play this card when activating a monster during your turn.” |
| The overlord player cannot play an additional “Frenzy” on that particular | | The overlord player cannot play an additional “Frenzy” on that particular |
| zombie during his turn. However, he may play another “Frenzy” card on a | | zombie during his turn. However, he may play another “Frenzy” card on a |
| different zombie during his turn. | | different zombie during his turn. |
| In certain quests, the overlord player may discard Overlord cards to | | In certain quests, the overlord player may discard Overlord cards to |
| trigger special abilities. Refer to the text in the Quest Guide for any | | trigger special abilities. Refer to the text in the Quest Guide for any |
| special abilities related to the quest. | | special abilities related to the quest. |
| The overlord player has no hand limit for Overlord cards. When the | | The overlord player has no hand limit for Overlord cards. When the |
| overlord player draws the last card from his deck, he simply shuffles the | | overlord player draws the last card from his deck, he simply shuffles the |
| discard pile to create a new deck. | | discard pile to create a new deck. |
| Monsters | | Monsters |
| Monsters are the overlord’s primary weapon against heroes and the tools | | Monsters are the overlord’s primary weapon against heroes and the tools |
| used to complete his objective. Each type of monster has a Monster card | | used to complete his objective. Each type of monster has a Monster card |
| associated with that monster type. Monsters are placed and activated in | | associated with that monster type. Monsters are placed and activated in |
| groups. The size of the monster group is determined by the number of | | groups. The size of the monster group is determined by the number of |
| heroes in the game. Each Monster card lists the number of monsters in a | | heroes in the game. Each Monster card lists the number of monsters in a |
| group based on the number of heroes. All monsters of a given type are | | group based on the number of heroes. All monsters of a given type are |
| considered to be part of the same monster group. Any game effect that | | considered to be part of the same monster group. Any game effect that |
| affects a monster group affects each monster within that group. | | affects a monster group affects each monster within that group. |
| For each monster type in the game, there are two different varieties: | | For each monster type in the game, there are two different varieties: |
| minions and masters. Minions are represented by tan monster figures and | | minions and masters. Minions are represented by tan monster figures and |
| are the basic monsters. Master monsters are represented by red monster | | are the basic monsters. Master monsters are represented by red monster |
| figures and are more powerful than minions. Monster cards list the | | figures and are more powerful than minions. Monster cards list the |
| information for both minion and master monsters of each monster type. | | information for both minion and master monsters of each monster type. |
| Unless playing a campaign or Epic Play, always use Act I Monster cards. | | Unless playing a campaign or Epic Play, always use Act I Monster cards. |
| Large Monsters | | Large Monsters |
| Some monster figures occupy more than one space on the map. These | | Some monster figures occupy more than one space on the map. These |
| are known as large monsters. When determining movement for | | are known as large monsters. When determining movement for |
| large monsters, the overlord player chooses one of the spaces that the | | large monsters, the overlord player chooses one of the spaces that the |
| monster occupies and counts movement from the chosen space as if the | | monster occupies and counts movement from the chosen space as if the |
| figure occupied one space. When the monster ends (or interrupts) its | | figure occupied one space. When the monster ends (or interrupts) its |
| movement, the overlord player places the large monster figure so that one | | movement, the overlord player places the large monster figure so that one |
| of the spaces its base occupies includes the space where the monster ended | | of the spaces its base occupies includes the space where the monster ended |
| its movement. The monster may change the orientation of its base relative | | its movement. The monster may change the orientation of its base relative |
| to its starting position, but if the monster cannot fit its entire base on the | | to its starting position, but if the monster cannot fit its entire base on the |
| map, then it cannot end (or interrupt) its movement in that space. | | map, then it cannot end (or interrupt) its movement in that space. |
| The monster is only considered to have entered the one space in which it | | The monster is only considered to have entered the one space in which it |
| ended its movement. In other words, large monsters “shrink” to move as | | ended its movement. In other words, large monsters “shrink” to move as |
| if they were normal-sized monsters, then “expand” again when they are | | if they were normal-sized monsters, then “expand” again when they are |
| done moving. | | done moving. |
| When large monsters enter a space containing terrain, they are affected | | When large monsters enter a space containing terrain, they are affected |
| just like any single-spaced figure. When large monsters end their | | just like any single-spaced figure. When large monsters end their |
| movement and their bases are placed on terrain that they did not move | | movement and their bases are placed on terrain that they did not move |
| through, refer to the individual terrain rules for what effects, if any, apply | | through, refer to the individual terrain rules for what effects, if any, apply |
| to the large monster. | | to the large monster. |
| | | When interrupting a large monster’s movement to perform an action, |
| | | the overlord must be able to declare the action that the large monster will |
| | | perform before placing the monster’s figure on the map. |
| For an example of large monster movement, see “Large Monster | | For an example of large monster movement, see “Large Monster |
| Movement” on page 17. | | Movement” on page 17. |
| Monster Card Anatomy | | Monster Card Anatomy |
| 1. Characteristics: The top of the card lists the | | 1. Characteristics: The top of the card lists the |
| characteristics (Speed, Health, and Defense) of the | | characteristics (Speed, Health, and Defense) of the |
| minion monster. The bottom of the card lists the same | | minion monster. The bottom of the card lists the same |
| information for the master monster. | | information for the master monster. |
| 2. Abilities: This area lists any abilities the monster has. | | 2. Abilities: This area lists any abilities the monster has. |
| The minion monster abilities are listed in the yellow box | | The minion monster abilities are listed in the yellow box |
| near the top of the card and the master monster abilities | | near the top of the card and the master monster abilities |
| are listed in the red box near the bottom of the card. | | are listed in the red box near the bottom of the card. |
| 3. Dice: This area shows the dice types used when the | | 3. Dice: This area shows the dice types used when the |
| monster performs an attack. The dice for the minion | | monster performs an attack. The dice for the minion |
| monster are listed above the art and the dice for the | | monster are listed above the art and the dice for the |
| master monster are listed under the monster name. | | master monster are listed under the monster name. |
| 4. Attack Type Icon: This icon shows the type of attack | | 4. Attack Type Icon: This icon shows the type of attack |
| (Melee or Ranged) the monster has. | | (Melee or Ranged) the monster has. |
| 5. Monster Name: This area lists the name of the monster. | | 5. Monster Name: This area lists the name of the monster. |
| 6. Act Icon: This icon shows the Act (I or II) in which the | | 6. Act Icon: This icon shows the Act (I or II) in which the |
| Monster card is used. | | Monster card is used. |
| 7. Trait Icons: This area in the upper corners of the card | | 7. Trait Icons: This area in the upper corners of the card |
| back lists the monster trait icons. | | back lists the monster trait icons. |
| 8. Ability Rules: This area explains the full details of the | | 8. Ability Rules: This area explains the full details of the |
| monster’s abilities. | | monster’s abilities. |
| 9. Monster Group: This section displays the monster | | 9. Monster Group: This section displays the monster |
| group limit, depending on the number of heroes playing | | group limit, depending on the number of heroes playing |
| (see Quest Guide). The number of heroes is represented | | (see Quest Guide). The number of heroes is represented |
| by the gray silhouettes. The yellow box shows the | | by the gray silhouettes. The yellow box shows the |
| number of minion monsters in the group, and the | | number of minion monsters in the group, and the |
| orange box shows the number of master monsters. | | orange box shows the number of master monsters. |
| Monster card front Monster card back | | Monster card front Monster card back |
| 5 | | 5 |
| 3 5 | | 3 5 |
| 4 6 | | 4 6 |
| 1 6 | | 1 6 |
| 1 | | 1 |
| 2 | | 2 |
| 2 7 | | 2 7 |
| 8 | | 8 |
| 9 | | 9 |
| 3 | | 3 |
| 7 | | 7 |
| 17 | | 17 |
| Lieutenants | | Lieutenants |
| Lieutenants are powerful characters controlled by the overlord player. | | Lieutenants are powerful characters controlled by the overlord player. |
| The Quest Guide specifies which, if any, lieutenant to use and any special | | The Quest Guide specifies which, if any, lieutenant to use and any special |
| rules concerning the lieutenant in that particular quest. Lieutenants | | rules concerning the lieutenant in that particular quest. Lieutenants |
| are represented on the map by lieutenant tokens, but they are treated | | are represented on the map by lieutenant tokens, but they are treated |
| as monster figures for all purposes—including figure activations, unless | | as monster figures for all purposes—including figure activations, unless |
| specified otherwise. Lieutenants have attributes and perform attribute | | specified otherwise. Lieutenants have attributes and perform attribute |
| tests, just like heroes. Like Monster cards, Lieutenant cards also list the | | tests, just like heroes. Like Monster cards, Lieutenant cards also list the |
| dice used when lieutenants attack or defend. Each lieutenant is treated as | | dice used when lieutenants attack or defend. Each lieutenant is treated as |
| its own monster group. | | its own monster group. |
| Familiars | | Familiars |
| Some hero abilities and class skills give heroes | | Some hero abilities and class skills give heroes |
| control over creatures known as familiars. These | | control over creatures known as familiars. These |
| familiars are represented by a token on the map | | familiars are represented by a token on the map |
| and cannot be targeted or affected by any attack | | and cannot be targeted or affected by any attack |
| (unless otherwise noted, see “Familiars Treated as | | (unless otherwise noted, see “Familiars Treated as |
| Figures” on page 18). | | Figures” on page 18). |
| A hero player may activate each familiar his hero controls once during | | A hero player may activate each familiar his hero controls once during |
| his hero turn (either before or after resolving all of his hero’s actions). | | his hero turn (either before or after resolving all of his hero’s actions). |
| Activating a familiar does not require an action, but it may not interrupt | | Activating a familiar does not require an action, but it may not interrupt |
| any other action. Essentially, a hero player with a familiar must choose | | any other action. Essentially, a hero player with a familiar must choose |
| whether to activate his hero first or his familiar first. Regardless, both may | | whether to activate his hero first or his familiar first. Regardless, both may |
| be activated during his turn. | | be activated during his turn. |
| When activated, a familiar may perform a move action following the same | | When activated, a familiar may perform a move action following the same |
| rules as heroes. Familiars treat any special terrain (other than obstacles) | | rules as heroes. Familiars treat any special terrain (other than obstacles) |
| as water during their movement. The familiar may perform additional | | as water during their movement. The familiar may perform additional |
| types of actions during its activation, as noted on its Familiar card. These | | types of actions during its activation, as noted on its Familiar card. These |
| additional actions, unless otherwise noted, may be performed in addition | | additional actions, unless otherwise noted, may be performed in addition |
| to the move action and may interrupt the move action in a way similar to | | to the move action and may interrupt the move action in a way similar to |
| hero move actions. If no such other actions are noted, then all the familiar | | hero move actions. If no such other actions are noted, then all the familiar |
| can do on its turn is move up to its Speed value. | | can do on its turn is move up to its Speed value. |
| Normally, a space containing a familiar does not block line of sight or | | Normally, a space containing a familiar does not block line of sight or |
| movement, unless otherwise noted on its Familiar card. Any figure may | | movement, unless otherwise noted on its Familiar card. Any figure may |
| end its movement in a space with a familiar. Likewise, a familiar may end | | end its movement in a space with a familiar. Likewise, a familiar may end |
| its movement in a space containing a figure. | | its movement in a space containing a figure. |
| Example: During her turn, Widow Tarha decides to activate her Reanimate | | Example: During her turn, Widow Tarha decides to activate her Reanimate |
| before her activation. Tarha moves the Reanimate up to its Speed of “3,” | | before her activation. Tarha moves the Reanimate up to its Speed of “3,” |
| attacks a barghest, and then proceeds with her activation. | | attacks a barghest, and then proceeds with her activation. |
| Large Monster Movement | | Large Monster Movement |
| 1. The overlord player has just attacked Widow Tarha | | 1. The overlord player has just attacked Widow Tarha |
| with his master ettin. He then decides to move the ettin. | | with his master ettin. He then decides to move the ettin. |
| 2. The ettin has a Speed of “3,” so the overlord player | | 2. The ettin has a Speed of “3,” so the overlord player |
| chooses a space occupied by the ettin to count | | chooses a space occupied by the ettin to count |
| movement from and counts three spaces. With the ettin | | movement from and counts three spaces. With the ettin |
| out of the way, the overlord may now move his shadow | | out of the way, the overlord may now move his shadow |
| dragon into a space adjacent to Tarha. | | dragon into a space adjacent to Tarha. |
| 3. The shadow dragon also has a Speed of “3,” so the | | 3. The shadow dragon also has a Speed of “3,” so the |
| overlord counts three spaces from one of the spaces the | | overlord counts three spaces from one of the spaces the |
| shadow dragon occupies (of his own choice) and, with | | shadow dragon occupies (of his own choice) and, with |
| the ettin now in the other corner of the tile, there are | | the ettin now in the other corner of the tile, there are |
| enough free spaces for the shadow dragon to end its | | enough free spaces for the shadow dragon to end its |
| movement adjacent to Widow Tarha. | | movement adjacent to Widow Tarha. |
| Lieutenant Card Anatomy | | Lieutenant Card Anatomy |
| 1. Name: This area lists the name of the lieutenant. | | 1. Name: This area lists the name of the lieutenant. |
| 2. Attributes: This area lists all the attributes for the | | 2. Attributes: This area lists all the attributes for the |
| lieutenant (Might, Knowledge, Willpower, and | | lieutenant (Might, Knowledge, Willpower, and |
| Awareness). | | Awareness). |
| 3. Abilities: This area lists all the abilities for the | | 3. Abilities: This area lists all the abilities for the |
| lieutenant. | | lieutenant. |
| 4. Characteristics: This area lists the characteristics | | 4. Characteristics: This area lists the characteristics |
| (Speed, Health, and Defense) of the lieutenant. The | | (Speed, Health, and Defense) of the lieutenant. The |
| lieutenant's characteristics differ depending on the | | lieutenant's characteristics differ depending on the |
| number of heroes playing (represented by the gray | | number of heroes playing (represented by the gray |
| silhouettes). | | silhouettes). |
| 5. Attack Type Icon: This icon shows the type of attack | | 5. Attack Type Icon: This icon shows the type of attack |
| (Melee or Ranged) the lieutenant has. | | (Melee or Ranged) the lieutenant has. |
| 6. Dice: This area lists the dice use by the lieutenant when | | 6. Dice: This area lists the dice use by the lieutenant when |
| performing an attack. | | performing an attack. |
| 7. Act Icon: This icon shows the Act (I or II) in which the | | 7. Act Icon: This icon shows the Act (I or II) in which the |
| Lieutenant card is used. | | Lieutenant card is used. |
| 8. Ability Rules: This area explains the full details of the | | 8. Ability Rules: This area explains the full details of the |
| lieutenant’s abilities. | | lieutenant’s abilities. |
| Familiar token | | Familiar token |
| 2 | | 2 |
| 1 | | 1 |
| 1 | | 1 |
| 2 | | 2 |
| 3 | | 3 |
| Lieutenant card front Lieutenant card back | | Lieutenant card front Lieutenant card back |
| 1 | | 1 |
| 6 | | 6 |
| 1 | | 1 |
| 2 | | 2 |
| 3 | | 3 |
| 4 | | 4 |
| 5 7 | | 5 7 |
| 8 | | 8 |
| 7 | | 7 |
| 18 | | 18 |
| FAMILIARS TREATED AS FIGURES | | FAMILIARS TREATED AS FIGURES |
| Some familiars, such as the Reanimate, are treated as figures (as indicated | | Some familiars, such as the Reanimate, are treated as figures (as indicated |
| by its Familiar card). These familiars block line of sight and movement, | | by its Familiar card). These familiars block line of sight and movement, |
| but are considered friendly figures for hero movement. They may be | | but are considered friendly figures for hero movement. They may be |
| targeted and affected by monster attacks, hero abilities, and Overlord | | targeted and affected by monster attacks, hero abilities, and Overlord |
| cards that target a hero. Similar to monsters, if they are required to | | cards that target a hero. Similar to monsters, if they are required to |
| make an attribute test, they automatically fail. Unlike normal familiars, | | make an attribute test, they automatically fail. Unlike normal familiars, |
| these types of familiars are susceptible to the effects of terrain during | | these types of familiars are susceptible to the effects of terrain during |
| their movement and may be affected by conditions. When a familiar is | | their movement and may be affected by conditions. When a familiar is |
| defeated, remove it from the map. | | defeated, remove it from the map. |
| Terrain | | Terrain |
| Some spaces on the map have a terrain type as defined by the color-coded | | Some spaces on the map have a terrain type as defined by the color-coded |
| line around the space or spaces. These spaces have effects on gameplay as | | line around the space or spaces. These spaces have effects on gameplay as |
| listed below. Sometimes a colored line will surround multiple spaces. All | | listed below. Sometimes a colored line will surround multiple spaces. All |
| spaces surrounded by a colored line follow the rules for that terrain type. | | spaces surrounded by a colored line follow the rules for that terrain type. |
| Examples of the artwork are also listed below. Many map tiles also feature | | Examples of the artwork are also listed below. Many map tiles also feature |
| artwork that does not directly affect gameplay. All spaces on a map tile | | artwork that does not directly affect gameplay. All spaces on a map tile |
| that are not surrounded by a specific colored line as listed here are treated | | that are not surrounded by a specific colored line as listed here are treated |
| as normal spaces regardless of the artwork. | | as normal spaces regardless of the artwork. |
| Obstacles | | Obstacles |
| Obstacles are defined by a red line surrounding | | Obstacles are defined by a red line surrounding |
| their spaces. These spaces are treated as blocked | | their spaces. These spaces are treated as blocked |
| spaces; they block movement and line of sight. | | spaces; they block movement and line of sight. |
| Water | | Water |
| Water spaces are defined by a blue line | | Water spaces are defined by a blue line |
| surrounding them. A space containing water | | surrounding them. A space containing water |
| costs two movement points to enter (instead of | | costs two movement points to enter (instead of |
| the normal cost of one). Any figure entering a | | the normal cost of one). Any figure entering a |
| water space must spend two movement points to | | water space must spend two movement points to |
| enter or it cannot enter that space. When a large | | enter or it cannot enter that space. When a large |
| monster ends its movement adjacent to a water | | monster ends its movement adjacent to a water |
| space, it may freely place its base in the water | | space, it may freely place its base in the water |
| spaces without suffering any movement penalty. | | spaces without suffering any movement penalty. |
| Pit | | Pit |
| Pit spaces are defined by a green line surrounding | | Pit spaces are defined by a green line surrounding |
| them. If a figure enters a space containing a pit, | | them. Each time a figure enters a pit space, |
| that figure falls into the pit, suffers two damage, | | that figure suffers 2 �. A figure in a pit space cannot |
| and ends its move action. A figure in a pit only | | spend movement points. Other game effects |
| has line of sight to adjacent figures, and only | | that move a figure a number of spaces or place |
| adjacent figures have line of sight to a figure in | | a figure in a different space without spending |
| a pit. While in a pit, the only action the figure can perform is a special | | movement points can be used to exit a pit space. A figure in a pit space only |
| action to climb out of the pit. After performing one action to climb out of | | has line of sight to adjacent figures, and only figures adjacent to a |
| the pit, place the figure in the closest available empty adjacent space of the | | pit space have line of sight to a figure in that pit space. As an action, a |
| controlling player’s choice. Figures cannot jump over a pit space. Large | | figure in a pit space may remove his figure from the map and place it in |
| monsters are only affected by pits if they end their movement and all | | an adjacent empty space; if there is no adjacent empty space, the figure |
| spaces they occupy are pit spaces. | | cannot perform this action. Large monsters suffer the effects of entering |
| | | and being in a pit space only if their movement ends or is interrupted so |
| | | that each space they occupy is a pit space. |
| Lava | | Lava |
| Lava spaces are defined by a yellow line | | Lava spaces are defined by a yellow line |
| surrounding them. A figure entering a space | | surrounding them. A figure entering a space |
| containing lava immediately suffers one damage. | | containing lava immediately suffers one damage. |
| Any figure that ends its turn in a lava space is | | Any figure that ends its turn in a lava space is |
| immediately defeated. Heroes that are defeated | | immediately defeated. Heroes that are defeated |
| in this way place their hero token in the nearest | | in this way place their hero token in the nearest |
| empty space (from where they were defeated) | | empty space (from where they were defeated) |
| that does not contain lava. A large monster | | that does not contain lava. A large monster |
| is immediately defeated only if all spaces it | | is immediately defeated only if all spaces it |
| occupies are lava spaces. | | occupies are lava spaces. |
| Quests | | Quests |
| The Quest Guide contains 20 unique quests. Sixteen of these quests may | | The Quest Guides contain nineteen unique quests. Sixteen of these quests may |
| be played individually, each in a single game session. The special Interlude | | be played individually, each in a single game session. The special Interlude |
| and Finale quests in the Quest Guide can only be played as part of the | | and Finale quests in the Quest Guide can only be played as part of the |
| campaign (see “Campaign Rules” on page 19) and are not intended to | | campaign (see “Campaign Rules” on page 19) and are not intended to |
| be played as single game sessions. | | be played as single game sessions. |
| Each quest has a unique map setup, as well as rules specific to that | | Each quest has a unique map setup, as well as rules specific to that |
| quest. Most quests include multiple parts known as encounters. Each | | quest. Some quests include multiple parts known as encounters. Each |
| encounter within a quest has its own map layout, rules, and objectives. | | encounter within a quest has its own map layout, rules, and objectives. |
| The Quest Guide lists the objectives for both the hero players and | | The Quest Guide lists the objectives for both the hero players and |
| the overlord player. When one side completes its objective, the quest | | the overlord player. When one side completes its objective, the quest |
| immediately transitions to the next encounter, or ends if the players are | | immediately transitions to the next encounter, or ends if the players are |
| already on the last encounter. | | already on the last encounter. |
| When players transition from one encounter of a quest to another, they | | When players transition from one encounter of a quest to another, they |
| perform the following steps: | | perform the following steps: |
| • Heroes keep all damage suffered during Encounter 1. | | • Heroes keep all damage suffered during Encounter 1. |
| • Heroes recover all fatigue suffered during Encounter 1. | | • Heroes recover all fatigue suffered during Encounter 1. |
| • Heroes keep all conditions they had at the end of Encounter 1. | | • Heroes keep all conditions they had at the end of Encounter 1. |
| • Each hero player flips his Hero sheet faceup. | | • Each hero player flips his Hero sheet faceup. |
| • Heroes keep all search cards; any flipped cards remain flipped. | | • Heroes keep all search cards; any flipped cards remain flipped. |
| • Any knocked out heroes may perform a stand up action for free. | | • Any knocked out heroes may perform a stand up action for free. |
| • The overlord player keeps his current hand of Overlord cards. | | • The overlord player keeps his current hand of Overlord cards. |
| • Players disassemble the map for Encounter 1 and refer to the Quest | | • Players disassemble the map for Encounter 1 and refer to the Quest |
| Guide in order to set up the map for Encounter 2. | | Guide in order to set up the map for Encounter 2. |
| The last encounter of a quest ends when one side meets the victory | | The last encounter of a quest ends when one side meets the victory |
| condition. | | condition. |
| | | Two-Hero Games |
| | | When playing with two heroes, the heroes receive an additional advantage. |
| | | Once during each hero’s turn, that hero may perform one attack that does |
| | | not require an action. This attack cannot be a special action that includes |
| | | an attack ("Rage" or "Exploding Rune" for example); the attack must be |
| | | a regular attack action. This attack can only be performed during the |
| | | “Perform Actions” step of the hero turn, and can be performed before or |
| | | after either of his actions. |
| | | At the end of each hero's turn, if that hero did not or could not perform |
| | | the free attack during his turn, he may instead recover 2 �. |
| Two-player Game | | Two-player Game |
| In a two-player game, the hero player controls two heroes. Each hero | | In a two-player game, the hero player controls two heroes. Each hero |
| takes his turn independently and is treated as if he is an individual hero | | takes his turn independently and is treated as if he is an individual hero |
| controlled by a different player. The only difference is that the same player | | controlled by a different player. The only difference is that the same player |
| makes all decisions for both heroes. | | makes all decisions for both heroes. |
| The Golden Rules | | The Golden Rules |
| There are a few very important rules that players should always | | There are a few very important rules that players should always |
| keep in mind when playing Descent: Journeys in the Dark | | keep in mind when playing Descent: Journeys in the Dark |
| Second Edition. These rules are as follows: | | Second Edition. These rules are as follows: |
| • Many quest rules listed in the Quest Guide come | | • Some cards and abilities come |
| in direct conflict with the rules found in this | | in direct conflict with the rules found in this |
| rulebook. The quest rules listed in the Quest Guide | | rulebook. Cards and abilities |
| take precedence over the rules in this rulebook. | | take precedence over the rules in this rulebook. |
| Furthermore, some cards and abilities will come in | | Furthermore, many quest rules listed in the Quest Guides come in |
| direct conflict with rules found in this rulebook and | | direct conflict with cards, abilities, and the rules found in this rulebook. |
| the Quest Guide. Cards and abilities take precedence | | The quest rules listed in the Quest Guides take precedence |
| over both the Quest Guide and this rulebook. | | over cards, abilities, and the rulebook. |
| • Timing conflicts may arise when two or more players | | • Timing conflicts may arise when two or more players |
| wish to use an ability with the same triggering | | wish to use an ability with the same triggering |
| condition. In these situations, the current player (the | | condition. In these situations, the current player (the |
| player who is currently taking his turn) decides the | | player who is currently taking his turn) decides the |
| order in which the abilities are resolved. | | order in which the abilities are resolved. |
| • Players are not always limited by the number of | | • Players are not always limited by the number of |
| damage, fatigue, or condition tokens found in the | | damage, fatigue, or condition tokens found in the |
| game. If players run out, they may use coins, beads, or | | game. If players run out, they may use coins, beads, or |
| any other suitable replacements. | | any other suitable replacements. |
| 19 | | 19 |
| Advanced Rules | | Advanced Rules |
| Players now have a basic understanding of how to play Descent: Journeys | | Players now have a basic understanding of how to play Descent: Journeys |
| in the Dark Second Edition and may now begin playing the game. The | | in the Dark Second Edition and may now begin playing the game. The |
| following section contains advanced rules such as Epic Play and campaign | | following section contains advanced rules such as Epic Play and campaign |
| rules to enhance the game. | | rules to enhance the game. |
| Epic Play | | Epic Play |
| This optional rule is for players who wish to access high level Class, Shop | | This optional rule is for players who wish to access high level Class, Shop |
| Item, and Overlord cards outside of a campaign setting. When using this | | Item, and Overlord cards outside of a campaign setting. When using this |
| option, all players must agree upon a power level (listed below) after | | option, all players must agree upon a power level (listed below) after |
| choosing a quest. For rules on spending experience points, see “Spend | | choosing a quest. For rules on spending experience points, see “Spend |
| Experience Points” on page 20. | | Experience Points” on page 20. |
| Basic Level: Follow normal setup. | | Basic Level: Follow normal setup. |
| Advanced Level: Each hero receives 3 experience points worth of Class | | Advanced Level: Each hero receives 3 experience points worth of Class |
| cards and 150 gold worth of Act I Shop Item cards (of their choice— | | cards and 150 gold worth of Act I Shop Item cards (of their choice— |
| heroes may share gold). The overlord receives 4 experience points worth | | heroes may share gold). The overlord receives 4 experience points worth |
| of Overlord cards. | | of Overlord cards. |
| Expert Level: Each hero receives 6 experience points worth of Class cards | | Expert Level: Each hero receives 6 experience points worth of Class cards |
| and 250 gold worth of Act I or Act II Shop Item cards (of their choice— | | and 250 gold worth of Act I or Act II Shop Item cards (of their choice— |
| heroes may share gold). The overlord receives 8 experience points worth | | heroes may share gold). The overlord receives 8 experience points worth |
| of Overlord cards. The overlord uses his Act II Monster and Lieutenant | | of Overlord cards. The overlord uses his Act II Monster and Lieutenant |
| cards. | | cards. |
| Campaign Rules | | Campaign Rules |
| This section describes the rules for playing the quests in a series as part of | | This section describes the rules for playing the quests in a series as part of |
| a larger campaign. | | a larger campaign. |
| Campaign Overview | | Campaign Overview |
| The twin baronies of Rhynn and Carthridge lie on the outskirts | | The lost kingdom of Saradyn has remained hidden and quite for |
| of Terrinoth, far from the Free Cities. Baron Greigory often hosts | | hundreds of years. Only when the heirs are gathered can the |
| his friend and ally, Baron Zachareth, at his seat in the capital city | | throne's power and authority be passed to the next generation. |
| of Arhynn, and, over the years the two baronies have aided one | | Since the death of her father, Lady Eliza Farrow has scoured |
| another in times of both war and peace. But now, both baronies | | the world for the other heirs, ensuring that when the seals to the |
| are in peril. Monsters stalk their forests and mountains, moving | | kingdom are finally broken, only she can inherit its glory. |
| with more purpose and coordination than ever before. A new | | The great fortresses and towers of Saradyn lay in ruins. Its only |
| Overlord is rising, a wicked and dangerous foe, hidden in the | | defense, an ancient order of monks and dwindling militia, stands |
| shadows, manipulating events according to his master plan. If the | | powerless to oppose the mounting darkness that builds just |
| Overlord isn’t stopped, Rhynn and Carthridge alike will fall into | | beyond the borders. Amidst whispers of Eliza's return, a small |
| darkness, and the rest of Terrinoth will soon follow. Fortunately, | | group of monks hurries to secure what aid they can find. Should |
| a small group of heroes are on the road to Arhynn… | | their gambit fail, Eliza's rise to power will not end with Saradyn. |
| | | Over these next few months, the fate of all of Terrinoth hangs in |
| | | the balance. The time for heroes has come… |
| Descent: Journeys in the Dark Second Edition is designed to be played | | Descent: Journeys in the Dark Second Edition is designed to be played |
| through the course of a campaign over several sessions. The campaign | | through the course of a campaign over several sessions. The campaign |
| follows the adventures of a dedicated group of heroes as they oppose | | follows the adventures of a dedicated group of heroes as they oppose |
| the malevolent overlord through a series of quests. After each quest, the | | the malevolent overlord through a series of quests. After each quest, the |
| heroes and the overlord receive rewards (such as skills, items, Overlord | | heroes and the overlord receive rewards (such as skills, items, Overlord |
| cards, or relics) based on their performance during that quest, which can | | cards, or relics) based on their performance during that quest, which can |
| help them in future quests. The entire campaign is played over two Acts | | help them in future quests. The entire campaign is played over two Acts |
| and builds to a dramatic and exciting finale where the ultimate victor is | | and builds to a dramatic and exciting finale where the ultimate victor is |
| determined! | | determined! |
| This core set of Descent: Journeys in the Dark Second Edition features a | | This core set of Descent: Journeys in the Dark Second Edition features a |
| campaign entitled “The Shadow Rune,” which is described in detail in the | | campaign entitled “Heirs of Blood,” which is described in detail in the |
| included Quest Guide. A complete campaign of “The Shadow Rune” is | | included Quest Guides. A complete campaign of “Heirs of Blood” is |
| played over nine separate quests and will take approximately 20 hours of | | played over nine separate quests and will take approximately 20 hours of |
| gameplay to complete. | | gameplay to complete. |
| Starting a New Campaign | | Starting a New Campaign |
| To start a new campaign, the players must assign roles for the campaign. | | To start a new campaign, the players must assign roles for the campaign. |
| One player takes the role of the overlord. The other players take the roles | | One player takes the role of the overlord. The other players take the roles |
| of the heroes. This process is identical to the rules described in “Setup” | | of the heroes. This process is identical to the rules described in “Setup” |
| on page 4, with exceptions as noted here. It’s important to note that | | on page 4, with exceptions as noted here. It’s important to note that |
| the choices the players make now are permanent for the duration of the | | the choices the players make now are permanent for the duration of the |
| campaign. Make sure that each player is happy with his choice before | | campaign. Make sure that each player is happy with his choice before |
| proceeding, because choosing heroes and classes is only performed at | | proceeding, because choosing heroes and classes is only performed at |
| the start of the campaign. If players cannot agree on which roles to play, | | the start of the campaign. If players cannot agree on which roles to play, |
| randomly determine roles. | | randomly determine roles. |
| New campaigns begin at Basic Level. The heroes have only the basic skill | | New campaigns begin at Basic Level. The heroes have only the basic skill |
| and starting equipment for their class, and the overlord has only his basic | | and starting equipment for their class, and the overlord has only his basic |
| Overlord deck. Note that during the Choose Skills step of setup, hero | | Overlord deck. Note that during the Choose Skills step of setup, hero |
| players do not return their Class deck to the box. Each hero player should | | players do not return their Class deck to the box. Each hero player should |
| keep his Class deck facedown in his play area; he’ll continue to choose | | keep his Class deck facedown in his play area; he’ll continue to choose |
| new skills from this deck as the campaign progresses. | | new skills from this deck as the campaign progresses. |
| THE SHOP ITEM DECK | | THE SHOP ITEM DECK |
| At the beginning of a new campaign, separate the Shop Item deck into | | At the beginning of a new campaign, separate the Shop Item deck into |
| two piles: Act I and Act II. Place the Act II Item cards back in the game | | two piles: Act I and Act II. Place the Act II Item cards back in the game |
| box. They will not be needed until the campaign moves into Act II (see | | box. They will not be needed until the campaign moves into Act II (see |
| “Act II” on page 22). | | “Act II” on page 22). |
| MONSTERS & LIEUTENANTS | | MONSTERS & LIEUTENANTS |
| At the beginning of a new campaign, separate the Monster and | | At the beginning of a new campaign, separate the Monster and |
| Lieutenant cards into two piles: Act I and Act II. Place the Act II cards | | Lieutenant cards into two piles: Act I and Act II. Place the Act II cards |
| back in the game box; they will not be needed until the campaign moves | | back in the game box; they will not be needed until the campaign moves |
| into Act II (see “Act II” on page 22). | | into Act II (see “Act II” on page 22). |
| CAMPAIGN MAP | | CAMPAIGN MAP |
| The last page of the Quest Guide features a map of the land where the | | The back page of both Quest Guides features a map of the land where the |
| campaign takes place. Each quest location is labeled on the map connected | | campaign takes place. Each quest location is labeled on the map connected |
| by paths that the heroes use to travel. Each path has an icon representing | | by paths that the heroes use to travel. Each path has an icon representing |
| what type of travel event might happen while traveling on that path (see | | what type of travel event might happen while traveling on that path (see |
| “Travel” on page 22). | | “Travel” on page 22). |
| Quests in a Campaign | | Quests in a Campaign |
| After player roles, heroes, and classes have been selected, players set up the | | After player roles, heroes, and classes have been selected, players set up the |
| first quest, labeled “First Blood” in the Quest Guide. The introduction | | first quest, labeled “Acolyte of Saradyn” in the Act I Quest Guide. The introduction |
| quest is short, relatively simple, and is an ideal way for new players to | | quest is short, relatively simple, and is an ideal way for new players to |
| learn the game. The first quest, and each quest thereafter, is played exactly | | learn the game. The first quest, and each quest thereafter, is played exactly |
| as normal with few exceptions. However, after each quest, players gain | | as normal with few exceptions. However, after each quest, players gain |
| rewards that they may use to customize or modify their hero or deck. | | rewards that they may use to customize or modify their hero or deck. |
| Ending a Session | | Ending a Session |
| Since a campaign can take up to 20 hours to complete, it is | | Since a campaign can take up to 20 hours to complete, it is |
| intended to be played over the course of several game sessions. | | intended to be played over the course of several game sessions. |
| When the time comes to end the current session, players should | | When the time comes to end the current session, players should |
| record all important information on the Campaign sheet (see | | record all important information on the Campaign sheet (see |
| “Record-Keeping and Storage” on page 21). A good time to | | “Record-Keeping and Storage” on page 21). A good time to |
| end a session is after the Shopping step of the Campaign phase | | end a session is after the Spend Experience Points step of the Campaign phase |
| (see “The Campaign Phase” on page 20). | | (see “The Campaign Phase” on page 20). |
| 20 | | 20 |
| The Campaign Phase | | The Campaign Phase |
| After each quest of a campaign, there is a Campaign phase during which | | After each quest of a campaign, there is a Campaign phase during which |
| players may make decisions on how to upgrade their heroes and prepare | | players may make decisions on how to upgrade their heroes and prepare |
| for the next quest. It is important to note that most quests have two | | for the next quest. It is important to note that some quests have two |
| encounters and the Campaign phase does not take place until the entire | | encounters and the Campaign phase does not take place until the entire |
| quest is finished. During the Campaign phase, all players may spend | | quest is finished. During the Campaign phase, all players may spend |
| experience points to enhance their abilities. Also, the heroes may visit | | experience points to enhance their abilities. Also, the heroes may visit |
| the shop in Arhynn to purchase new equipment. The following steps are | | the shop to purchase new equipment. The following steps are |
| performed during each Campaign phase. | | performed during each Campaign phase. |
| 1. Receive Gold from Search Cards: Record the total gold value of | | 1. Receive Gold from Search Cards: Record the total gold value of |
| every Search card the heroes acquired over the course of this quest | | every Search card the heroes acquired over the course of this quest |
| on the Campaign sheet (even if the Search card was used during the | | on the Campaign sheet (even if the Search card was used during the |
| quest). Then return all Search cards to the deck (even if the heroes | | quest). Then return all Search cards to the deck (even if the heroes |
| didn’t use their abilities). The heroes are assumed to sell their newly | | didn’t use their abilities). The heroes are assumed to sell their newly |
| discovered treasures in Arhynn. | | discovered treasures. |
| 2. Cleanup: All heroes recover all damage and all fatigue. The overlord | | 2. Cleanup: All heroes recover all damage and all fatigue. The overlord |
| combines his draw and discard pile into one deck. All Condition cards | | combines his draw and discard pile into one deck. All Condition cards |
| are discarded, all effects end, the map is disassembled, and the quest is | | are discarded, all effects end, the map is disassembled, and the quest is |
| generally cleaned up as the players prepare for the next one. | | generally cleaned up as the players prepare for the next one. |
| 3. Receive Rewards: The overlord player and hero players each receive | | 3. Receive Rewards: The overlord player and hero players each receive |
| one experience point, regardless of who won the quest (as listed in the | | one experience point, regardless of who won the quest (as listed in the |
| Quest Guide). Record this on the Campaign sheet. The winner of the | | Quest Guide). Record this on the Campaign sheet. The winner of the |
| quest receives additional rewards as noted in the Quest Guide. | | quest receives additional rewards as noted in the Quest Guide. |
| 4. Spend Experience Points: Players may spend any experience points | | 4. Shopping: Hero players may spend any gold they have acquired to |
| | | purchase new Shop Item cards (see “Shopping” on page 20). |
| | | 5. Spend Experience Points: Players may spend any experience points |
| they have earned at this time. Experience points are spent on new | | they have earned at this time. Experience points are spent on new |
| skills for heroes and new Overlord cards for the overlord. | | skills for heroes and new Overlord cards for the overlord. |
| 5. Shopping: Hero players may spend any gold they have acquired to | | |
| purchase new Shop Item cards (see “Shopping” on page 20). | | |
| 6. Choose Next Quest: The winner of the quest chooses which quest, | | 6. Choose Next Quest: The winner of the quest chooses which quest, |
| from those available, will be played next (see “Choose Next Quest” on | | from those available, will be played next (see “Choose Next Quest” on |
| page 21). | | page 21). |
| 7. Set Up Quest: The players begin setting up the next quest following | | 7. Set Up Quest: The players begin setting up the next quest following |
| the standard rules for setting up a quest. The overlord player should | | the standard rules for setting up a quest. The overlord player should |
| remember to shuffle his Overlord deck, including any new cards just | | remember to shuffle his Overlord deck, including any new cards just |
| purchased, to create a new deck before drawing his starting hand. | | purchased, to create a new deck before drawing his starting hand. |
| 8. Travel: Heroes travel to the next quest location and then play the | | 8. Travel: Heroes travel to the next quest location and then play the |
| next quest (see “Travel” on page 22). | | next quest (see “Travel” on page 22). |
| SPEND EXPERIENCE POINTS | | SPEND EXPERIENCE POINTS |
| As heroes complete quests, they acquire experience points (XP), which | | As heroes complete quests, they acquire experience points (XP), which |
| are a measure of how much they have learned in their travels. As they | | are a measure of how much they have learned in their travels. As they |
| accumulate experience, heroes become more powerful by gaining access to | | accumulate experience, heroes become more powerful by gaining access to |
| new (and more powerful) hero skills. The overlord, too, grows in his dark | | new (and more powerful) hero skills. The overlord, too, grows in his dark |
| power as he learns from his own experiences, uncovering deadly new spells | | power as he learns from his own experiences, uncovering deadly new spells |
| and developing dangerous new tricks and traps. | | and developing dangerous new tricks and traps. |
| Every player gains one experience point at the end of each quest, as | | Every player gains one experience point at the end of each quest, as |
| detailed under the “Receive Rewards” step. During the Campaign phase, | | detailed under the “Receive Rewards” step. During the Campaign phase, |
| each player may choose to spend experience points to purchase upgrades. | | each player may choose to spend experience points to purchase upgrades. |
| The details of this process vary depending on whether the player is a hero | | The details of this process vary depending on whether the player is a hero |
| player or the overlord player. Experience points are not transferable— | | player or the overlord player. Experience points are not transferable— |
| players cannot pool their resources together to purchase an expensive skill | | players cannot pool their resources together to purchase an expensive skill |
| for one of them. | | for one of them. |
| SPENDING EXPERIENCE POINTS: HEROES | | SPENDING EXPERIENCE POINTS: HEROES |
| A hero may spend experience points to purchase new hero skills from his | | A hero may spend experience points to purchase new hero skills from his |
| Class deck. His first skill from that deck, his basic class skill, is always free. | | Class deck. His first skill from that deck, his basic class skill, is always free. |
| Other skills have their experience point cost listed on the Class card on | | Other skills have their experience point cost listed on the Class card on |
| the experience icon in the upper right corner. When a character purchases | | the experience icon in the upper right corner. When a character purchases |
| a new skill, he deducts the amount of experience points (as shown on the | | a new skill, he deducts the amount of experience points (as shown on the |
| Class card) from his total, records it on the Campaign sheet, and places | | Class card) from his total, records it on the Campaign sheet, and places |
| the Class card near his Hero sheet. He can then use that skill in all future | | the Class card near his Hero sheet. He can then use that skill in all future |
| quests he undertakes over the course of the campaign. | | quests he undertakes over the course of the campaign. |
| Players are not required to spend all (or any) of their experience points | | Players are not required to spend all (or any) of their experience points |
| during the Campaign phase. They may save experience points in order to | | during the Campaign phase. They may save experience points in order to |
| purchase more expensive skills during a future Campaign phase. A hero | | purchase more expensive skills during a future Campaign phase. A hero |
| may purchase any number of skills during this phase, as long as he has | | may purchase any number of skills during this phase, as long as he has |
| enough experience points to purchase them. | | enough experience points to purchase them. |
| SPENDING EXPERIENCE POINTS: OVERLORD | | SPENDING EXPERIENCE POINTS: OVERLORD |
| Like the hero players, the overlord may spend experience points to | | Like the hero players, the overlord may spend experience points to |
| purchase new abilities. In the overlord’s case, he may purchase new cards | | purchase new abilities. In the overlord’s case, he may purchase new cards |
| for his Overlord deck. When he purchases a new card, that new card is | | for his Overlord deck. When he purchases a new card, that new card is |
| added to his deck and the overlord records the experience points he spent | | added to his deck and the overlord records the experience points he spent |
| on the Campaign sheet. Cards that have not been purchased are returned | | on the Campaign sheet. Cards that have not been purchased are returned |
| to the game box to avoid confusing the supply of available Overlord cards | | to the game box to avoid confusing the supply of available Overlord cards |
| with the current overlord deck. | | with the current overlord deck. |
| There are three different classes of upgraded Overlord cards; Warlord, | | There are three different classes of upgraded Overlord cards; Warlord, |
| Saboteur, and Magus. Within each class, there are three levels of cards | | Saboteur, and Magus. Within each class, there are three levels of cards |
| available to the overlord player (such as “Warlord 1” or “Magus 3”). | | available to the overlord player (such as “Warlord 1” or “Magus 3”). |
| Level 1 cards cost one experience point, level 2 cards cost two experience | | Level 1 cards cost one experience point, level 2 cards cost two experience |
| points, and level 3 cards cost three experience points. Level 1 cards are | | points, and level 3 cards cost three experience points. Level 1 cards are |
| always available for the overlord player to purchase. In order to purchase | | always available for the overlord player to purchase. In order to purchase |
| a level 2 card, the overlord player must first currently have two Level 1 | | a level 2 card, the overlord player must first currently have two Level 1 |
| cards of that class in his deck. He must have three cards of a class in his | | cards of that class in his deck. He must have three cards of a class in his |
| deck (which can be any combination of Level 1 and Level 2 cards) before | | deck (which can be any combination of Level 1 and Level 2 cards) before |
| purchasing a level 3 card of that class. Unlike heroes, the overlord may | | purchasing a level 3 card of that class. Unlike heroes, the overlord may |
| purchase cards from multiple classes. Universal cards are always available | | purchase cards from multiple classes. Universal cards are always available |
| for purchase. | | for purchase. |
| The overlord is not required to spend all (or any) of his experience points | | The overlord is not required to spend all (or any) of his experience points |
|