-204 Removals
+243 Additions
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IntroductionIntroduction
They crept down the stone stairs as silently as possible, not daring to announceThey 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 fromtheir 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 slowlyLeoric’s enchanted stone did little to illuminate the gathering dark. Jain slowly
notched an arrow, gracefully pulling her bowstring taut as the small silhouette ofnotched an arrow, gracefully pulling her bowstring taut as the small silhouette of
Tomble spun his knives behind her. “He is here somewhere,” Avric whispered, “beTomble 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 thedarkness. “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 emergedvoice 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 OverviewGame Overview
Descent: Journeys in the Dark Second Edition is a game for two to five playersDescent: 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 playersin 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 queststake on the roles of heroes. During each game, the heroes undertake quests
by venturing into dangerous caves, ancient ruins, dark dungeons, andby 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 GameObject 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 theEach 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 anThe 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 courseepic 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 areof 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 thisplaying 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 ListComponent List
This game includes the following:This game includes the following:
• This Rulebook• This Rulebook
1 Quest Guide2 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
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Component OverviewComponent Overview
This section describes the various components in detail.This section describes the various components in detail.
Quest GuideQuest 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 objectivesincluding setup, special rules, and the objectives
for each quest. Players will refer to this guide whenfor each quest. Players will refer to these guides when
choosing and setting up each quest.choosing and setting up each quest.
Plastic FiguresPlastic Figures
Heroes and monsters are representedHeroes and monsters are represented
on the game board by plastic figures.on the game board by plastic figures.
Hero figures are gray, while eachHero figures are gray, while each
monster is either tan or red. Tanmonster is either tan or red. Tan
monsters represent minion monstersmonsters represent minion monsters
and red monsters represent masterand red monsters represent master
monsters, more powerful versions ofmonsters, more powerful versions of
the minion monsters.the minion monsters.
Custom DiceCustom Dice
These dice are used to resolve attacks, tests, and otherThese dice are used to resolve attacks, tests, and other
similar game elements which rely on a randomlysimilar game elements which rely on a randomly
determined outcome.determined outcome.
Hero SheetsHero Sheets
Each Hero sheet contains all the information theEach 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 CardsClass Cards
These cards are divided into eight separate decksThese cards are divided into eight separate decks
that represent the eight different hero classes in thethat represent the eight different hero classes in the
game. Each deck contains all the skills and startinggame. Each deck contains all the skills and starting
equipment belonging to that class.equipment belonging to that class.
Shop Item CardsShop Item Cards
These cards represent the different items heroes canThese cards represent the different items heroes can
find or purchase in the game. They are divided intofind or purchase in the game. They are divided into
Act I items and Act II items.Act I items and Act II items.
Condition CardsCondition Cards
The rules for the different ongoing effects in theThe rules for the different ongoing effects in the
game are listed on these cards. When a figure isgame are listed on these cards. When a figure is
inflicted with a condition, players use these cards toinflicted with a condition, players use these cards to
reference the effects of that condition.reference the effects of that condition.
Search CardsSearch Cards
These cards represent useful items that heroes mayThese cards represent useful items that heroes may
discover during a quest. Search cards are drawndiscover during a quest. Search cards are drawn
when a hero performs a search action. Duringwhen a hero performs a search action. During
campaign play, heroes also receive the amount ofcampaign play, heroes also receive the amount of
gold listed on the card.gold listed on the card.
Relic CardsRelic Cards
Relic cards represent unique and powerful items inRelic cards represent unique and powerful items in
the campaign. These items can be acquired by eitherthe campaign. These items can be acquired by either
the hero players or the overlord player.the hero players or the overlord player.
Overlord CardsOverlord Cards
The overlord player uses these cards toThe overlord player uses these cards to
perform various abilities, such as benefitingperform 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, whichThere are both basic Overlord cards, which
the overlord player begins the game with, asthe overlord player begins the game with, as
well as upgrade cards, which he can purchasewell as upgrade cards, which he can purchase
with experience points when playing the campaign.with experience points when playing the campaign.
Monster CardsMonster Cards
These cards list all the information for theThese cards list all the information for the
different monsters in the game. The facedifferent monsters in the game. The face
of the card shows the monster’s importantof the card shows the monster’s important
characteristics and abilities, while the backcharacteristics and abilities, while the back
of the card lists detailed rules for all theof the card lists detailed rules for all the
monster’s abilities as well as the number ofmonster’s abilities as well as the number of
figures used based on the number of heroesfigures used based on the number of heroes
in the game. Each monster has both an Act Iin the game. Each monster has both an Act I
card and an Act II card.card and an Act II card.
Lieutenant CardsLieutenant Cards
Similar to the Monster cards, these cards listSimilar to the Monster cards, these cards list
the information of the overlord’s powerfulthe information of the overlord’s powerful
allies known as lieutenants. Each lieutenantallies 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 CardsTravel Event Cards
During campaign play, these cards determineDuring campaign play, these cards determine
if there is an event for the heroes while theyif there is an event for the heroes while they
travel.travel.
Activation CardsReference Cards
These cards list a summary of the hero andThese cards list a summary of the hero and
overlord turns, and they mark which heroesoverlord turns, and they mark which heroes
have completed their turn. There are fourhave completed their turn. There are four
different colors of these cards and each colordifferent colors of these cards and each color
corresponds to a color of hero token.corresponds to a color of hero token.
Map TilesMap Tiles
These puzzle-cut tiles representThese puzzle-cut tiles represent
different locations heroes exploredifferent locations heroes explore
during the game. Each quest has aduring the game. Each quest has a
unique layout that uses differentunique layout that uses different
combinations of map tiles. All mapcombinations of map tiles. All map
tiles are double-sided, with one sidetiles are double-sided, with one side
showing an indoor location andshowing an indoor location and
the other side showing an outdoorthe other side showing an outdoor
environment.environment.
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Damage and FatigueDamage and Fatigue
TokensTokens
These tokens track the amount of damageThese tokens track the amount of damage
or fatigue heroes suffer during a quest. Theor fatigue heroes suffer during a quest. The
damage tokens are also used to track damagedamage tokens are also used to track damage
monsters and lieutenants have suffered.monsters and lieutenants have suffered.
Doors and PlasticDoors and Plastic
StandsStands
These doors are placed on the map inThese doors are placed on the map in
some quests. There are both normalsome quests. There are both normal
doors and locked doors. Before playingdoors and locked doors. Before playing
the game, insert each door token intothe game, insert each door token into
one plastic stand.one plastic stand.
Hero TokensHero Tokens
These tokens are useful for keeping track of importantThese 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 TokensSearch Tokens
These tokens mark the spaces in a quest where heroes canThese tokens mark the spaces in a quest where heroes can
search for items, potions, and quest specific articles. Onesearch for items, potions, and quest specific articles. One
of these tokens has a unique back and is only used duringof these tokens has a unique back and is only used during
specific quests.specific quests.
Lieutenant TokensLieutenant Tokens
These tokens represent lieutenants on the map. TheThese tokens represent lieutenants on the map. The
art on the token matches the art on the correspondingart on the token matches the art on the corresponding
Lieutenant card.Lieutenant card.
Objective TokensObjective Tokens
Many quests in the game have different objectives forMany quests in the game have different objectives for
both the overlord player and the hero players. Theseboth 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 inObjective tokens have a unique colored back for use in
specific quests.specific quests.
Villager TokensVillager Tokens
These tokens represent the different characters thatThese 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 particularguards, or other characters important to a particular
quest. The Quest Guide lists any special rules regardingquest. The Quest Guides list any special rules regarding
these characters.these characters.
Condition TokensCondition Tokens
These tokens are used to signify when monsters areThese tokens are used to signify when monsters are
affected by ongoing effects. These tokens correspond toaffected by ongoing effects. These tokens correspond to
various Condition cards.various Condition cards.
Familiar TokenFamiliar Token
This token is used to represent a familiar controlled by aThis 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 PlayBefore Play
Before playing Descent: Journeys in the Dark Second Edition, carefullyBefore 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. PlayersSome of the larger monster figures may require a little basic assembly. Players
should simply insert the appropriate monster figure pieces into theshould simply insert the appropriate monster figure pieces into the
corresponding monster figure. If players wish, they may use a smallcorresponding 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.
SetupSetup
Setting up a game of Descent: Journeys in the Dark Second EditionSetting 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 theCertain quests may also have quest specific setup instructions listed in the
Quest Guide. The following instructions are written assuming playersQuest Guides. The following instructions are written assuming players
are playing the basic game. The basic game is a single quest played overare 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 athe 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 “Epiccampaign or using the Epic Play variant (see “Campaign Rules” and “Epic
Play” on page 19).Play” on page 19).
General SetupGeneral 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 Edition1. 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 andwith specific setup instructions and objectives for both the heroes and
the overlord. When choosing which quest to play, refer to the Questthe overlord. When choosing which quest to play, refer to the Quest
Guide. For a player’s first game, we suggest choosing “First Blood,” anGuides. 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 doorsdiagram 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 the3. Choose Player Roles: Players decide who will take on the role of the
overlord. It is recommended that the most experienced player take onoverlord. It is recommended that the most experienced player take on
this role. All other players take on the roles of the heroes. If all playersthis 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 rollingdo 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 tokens4. Prepare Tokens: Sort all damage, fatigue, hero, and condition tokens
into piles by type. Place each pile of tokens within easy reach of allinto 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 Search5. Assemble Search Deck and Condition Cards: Take all the Search
cards and shuffle them together. Place the Search deck facedowncards and shuffle them together. Place the Search deck facedown
within easy reach of the hero players. Place the Condition cards inwithin 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 ArchetypesHero 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 ScoutWarrior Healer Mage Scout
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Hero SetupHero Setup
After completing General Setup, the hero players continue setupAfter completing General Setup, the hero players continue setup
as follows. The overlord player then performs Overlord Setup (seeas follows. The overlord player then performs Overlord Setup (see
“Overlord Setup”).“Overlord Setup”).
1. Take Activation Cards and Hero Tokens: Each hero player chooses1. Take Reference Cards and Hero Tokens: Each hero player chooses
one Activation card and takes the hero tokens of the correspondingone Reference card and takes the hero tokens of the corresponding
color.color.
2. Choose Heroes: All hero players must agree on which player controls2. Choose Heroes: All hero players must agree on which player controls
which hero. Each hero player chooses one Hero sheet and takes thewhich hero. Each hero player chooses one Hero sheet and takes the
corresponding hero figure. In a two-player game, the lone hero playercorresponding 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 matching3. Choose Classes: Each hero player chooses one Class deck matching
his chosen hero’s archetype icon (printed on his Hero sheet; seehis 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 archetypeclasses available; there are two such classes available for each archetype
in the game, each one defining which skills are available to a hero ofin 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 returnedthat 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 cardsWhen 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 Classfor that class (see “Class Card Anatomy” on page 8). This Class
deck includes the starting equipment for the hero, as well as all ofdeck includes the starting equipment for the hero, as well as all of
the skills associated with that class. A player may not select a herothe skills associated with that class. A player may not select a hero
class that does not match the archetype icon shown on the hero’sclass that does not match the archetype icon shown on the hero’s
Hero sheet. Furthermore, a player may not select a class that has beenHero 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 (the4. Choose Skills: Every hero begins the game with the basic skill (the
skill card with no experience icon) and starting equipment from hisskill 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 gameWhen 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 Epicbox. 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 the5. 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 anarea indicated by the quest rules for hero setup. This is typically on an
entrance tile.entrance tile.
Map Tile BreakdownMap Tile Breakdown
1. Map Tile: A map tile is a single large token used with1. 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 spaces2. 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 tile3. Tile Code: All map tiles are labeled with a unique tile
code for easy identification. Each tile code consists ofcode 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 to4. Edge: Each map tile features a puzzle-cut edge used to
connect other tiles. The black borders of a tile representconnect other tiles. The black borders of a tile represent
impassable walls that cannot normally be movedimpassable 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 SetupOverlord Setup
The overlord player performs the following steps after hero playersThe 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 options1. Choose Monsters: The Quest Guide lists the monster group options
available to the overlord for the chosen quest. He takes the Act Iavailable to the overlord for the chosen quest. He takes the Act I
Monster cards and figures for the chosen monster groups and placesMonster cards and figures for the chosen monster groups and places
them in front of him. See “Monsters” on page 2 of the Quest Guidethem 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 usesMany quests also feature a specific lieutenant that the overlord uses
during the quest. The overlord player takes the appropriate Act Iduring 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 of2. Perform Quest Setup: The overlord refers to the “Setup” section of
the chosen quest and follows the instructions listed. This includesthe chosen quest and follows the instructions listed. This includes
placing monster figures, objective tokens, search tokens, and villagerplacing 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 basic3. 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 returnedWhen playing the basic game, all other Overlord cards are returned
to the game box. These cards are only used if playing a campaign or ifto 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” onusing 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 of4. Draw Overlord Cards: The overlord player draws a number of
Overlord cards equal to the number of heroes into his hand (seeOverlord 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 areAfter players have finished Hero Setup and Overlord Setup, they are
ready to begin playing the game.ready to begin playing the game.
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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 the1. Map: The map is set up in the center of the play area with the
hero and monster figures, search tokens, and any objectivehero and monster figures, search tokens, and any objective
tokens placed in the appropriate spaces described in the Questtokens placed in the appropriate spaces described in the Quest
Guide.Guide.
2. Hero Sheets: Hero players place their Hero sheets faceup in2. 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 front3. 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 their4. Reference Cards and Hero Tokens: Hero players place their
Activation cards with the corresponding hero tokens in front ofReference 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 of5. 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 cards6. Monster Cards: The overlord player takes all Monster cards
needed for the quest, specified in the Quest Guide, and placesneeded 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 and7. 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 it8. 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 and9. 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 within10. Dice: Place all of the dice near the center of the play area within
easy reach of all players.easy reach of all players.
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6 56 5
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8 28
2
22
33
33
3 43 4
44
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Playing the GamePlaying the Game
Descent: Journeys in the Dark Second Edition is played over a number ofDescent: Journeys in the Dark Second Edition is played over a number of
game rounds. A round consists of each player taking one turn, beginninggame rounds. A round consists of each player taking one turn, beginning
with one of the heroes. Each player completes his entire turn beforewith one of the heroes. Each player completes his entire turn before
another player begins his turn. Each round, the hero players decide as aanother 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 differentgroup 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 heroesstarting with the player seated to the left of the overlord. After all heroes
have completed their turns, the overlord’s turn begins. After the overlordhave 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 SummaryHero Turn Summary
During each hero turn, the active hero player performs the following stepsDuring 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 hero1. 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 playerthat 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.” Thenmay use any abilities that trigger “at the start of your turn.” Then
the hero player refreshes his exhausted cards (see “Exhausting andthe 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 must2. Equip Items: If the player wishes to equip different items, he must
do so during this step. The Equipment section of the rulebook givesdo so during this step. The Equipment section of the rulebook gives
full details about equipping cards and the limits of what a hero canfull details about equipping cards and the limits of what a hero can
have equipped (see “Equipment” on page 11). Any excess items arehave 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 notHe may perform these actions in any order he chooses, and he is not
required to perform both actions. Unless noted otherwise, an actionrequired 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, andThe 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 interruptspaces equal to the hero’s Speed. The hero may interrupt
his movement with another action and then complete hishis 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 herohero may perform during his turn. This action allows the hero
to recover damage and prepare to be activated as normal nextto 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 clearlyunique 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 his4. Flip Reference Card: After a hero player has finished performing his
actions, that hero player flips his Activation card facedown to indicateactions, 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 overlordAfter all heroes’ Reference cards are facedown (showing the overlord
turn summary), proceed to the overlord turn (see “Overlord Turnturn summary), proceed to the overlord turn (see “Overlord Turn
Summary” on page 8).Summary” on page 8).
Hero Sheet AnatomyHero Sheet Anatomy
1. Hero Name and Archetype: This area displays the1. Hero Name and Archetype: This area displays the
name of the hero and the archetype that hero isname of the hero and the archetype that hero is
associated with. When choosing a class, the archetypeassociated with. When choosing a class, the archetype
icon must match the corresponding Class deck in ordericon 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 are2. Characteristics: All of the hero’s characteristics are
shown here. The listed characteristics are, from topshown 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 figureSpeed determines how many movement points a figure
receives when performing a move action. A figure’sreceives when performing a move action. A figure’s
Health is the amount of damage it can suffer beforeHealth is the amount of damage it can suffer before
being defeated, while Stamina represents the maximumbeing defeated, while Stamina represents the maximum
amount of fatigue it may suffer (see “Damage andamount of fatigue it may suffer (see “Damage and
Health” and “Fatigue and Stamina” on page 13). AHealth” and “Fatigue and Stamina” on page 13). A
hero’s Defense value shows the type of defense dice hehero’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 is3. Hero Ability: All heroes have a unique ability that is
displayed here.displayed here.
4. Attributes: Hero attributes are shown in this area. The4. Attributes: Hero attributes are shown in this area. The
listed attributes are Might �, Knowledge�,listed attributes are Might �, Knowledge�,
Willpower�, and Awareness�. These attributesWillpower�, and Awareness�. These attributes
are often tested at different times to see if the hero isare often tested at different times to see if the hero is
able to perform a particular skill, resist a special monsterable to perform a particular skill, resist a special monster
attack, or avoid a trap played by the overlord (seeattack, 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 flipsWhen a hero uses his heroic feat, the hero player flips
his Hero sheet over to indicate that the hero has usedhis 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 backHero sheet back
33
55
11
22
44
88
Overlord Turn SummaryOverlord Turn Summary
During each overlord turn, the overlord player performs the followingDuring 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 that1. Start of Turn: During this step, any effects affecting the overlord that
last “until the start of your next turn” end. Then, the overlord playerlast “until the start of your next turn” end. Then, the overlord player
draws one Overlord card, and he may play any number of Overlorddraws one Overlord card, and he may play any number of Overlord
cards that specifically state they may be played “at the start of yourcards that specifically state they may be played “at the start of your
turn.” Then the overlord player refreshes his exhausted cards (seeturn.” 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 monster2. Activate Monsters: The overlord activates each of his monster
groups, one at a time, in any order he chooses. Monsters are groupedgroups, one at a time, in any order he chooses. Monsters are grouped
together by type, and a monster group can contain both minion andtogether 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 next3. 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 GameWinning the Game
Each quest provides specific victory conditions for both the overlordEach quest provides specific victory conditions for both the overlord
player and the hero players. It is important to note that most questsplayer and the hero players. It is important to note that some quests
consist of two parts, called Encounters. Completing Encounter 1 of aconsist of two parts, called Encounters. Completing Encounter 1 of a
two-part quest does not determine a winner of the entire game. The firsttwo-part quest does not determine a winner of the entire game. The first
side (heroes or overlord) to satisfy the final encounter’s victory conditionside (heroes or overlord) to satisfy the final encounter’s victory condition
wins the game!wins the game!
Hero Turn in DetailHero Turn in Detail
During each hero turn, the hero may perform any two actions of hisDuring 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.
MoveMove
When a hero player performs a move action, he receives a number ofWhen a hero player performs a move action, he receives a number of
movement points equal to his hero’s Speed (represented by a � on themovement points equal to his hero’s Speed (represented by a � on the
Hero sheet). Moving into an adjacent space costs one movement pointHero 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’spage 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 orFigures cannot move into or through spaces containing figures or
obstacles (see “Terrain” on page 18). These spaces are known asobstacles (see “Terrain” on page 18). These spaces are known as
blocked spaces. However, figures may move diagonally (includingblocked spaces. However, figures may move diagonally (including
around corners and between two blocked spaces) and through friendlyaround corners and between two blocked spaces) and through friendly
figures. A hero treats all other heroes as friendly figures, while a monsterfigures. A hero treats all other heroes as friendly figures, while a monster
treats all other monsters as friendly figures. A figure cannot end itstreats 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 performA hero performing a move action may interrupt his movement to perform
another action, such as attacking, and continue the rest of his movementanother 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 morecould 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 exceptMonsters follow the same movement rules as heroes when moving except
that monsters cannot suffer fatigue to receive additional movement pointsthat monsters cannot suffer fatigue to receive additional movement points
(see “Additional Movement” below).(see “Additional Movement” below).
ADDITIONAL MOVEMENTADDITIONAL MOVEMENT
A hero may suffer fatigue to receive additional movement points duringA 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 sufferIf the hero already has fatigue equal to his Stamina, he may not suffer
any more fatigue to receive additional movement points (see “Fatigueany more fatigue to receive additional movement points (see “Fatigue
and Stamina” on page 13). A hero player is not required to perform aand 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 ormove 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 fatigueafter resolving an action or during a move action, a hero may suffer fatigue
to gain movement points.to gain movement points.
Exhausting andExhausting and
Refreshing CardsRefreshing Cards
Some cards require the player to exhaust them when they areSome cards require the player to exhaust them when they are
used. When a player exhausts a card, he simply rotates the cardused. When a player exhausts a card, he simply rotates the card
sideways to indicate that he has used its ability. At the startsideways to indicate that he has used its ability. At the start
of a player’s turn, he refreshes all of his exhausted cards byof a player’s turn, he refreshes all of his exhausted cards by
returning them to their upright position. A player cannot usereturning 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 AnatomyClass Card Anatomy
1. Archetype Icon: This icon shows which archetype the1. Archetype Icon: This icon shows which archetype the
class belongs to. A hero must have a matching archetypeclass belongs to. A hero must have a matching archetype
icon on his Hero sheet to choose this class (see “Heroicon 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 Class2. Class Name: This is the name of the class. All Class
cards with a matching name belong to the same Classcards with a matching name belong to the same Class
deck.deck.
3. Skill Name: The skill name is listed at the top of the3. 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 many4. Experience Icon: This number shows how many
experience points it costs to purchase the skill. Heroesexperience 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 suffer6. Fatigue Cost: Some skills require the hero to suffer
fatigue to use. That amount of fatigue is listed here withfatigue to use. That amount of fatigue is listed here with
the fatigue icon. Any Class card without a fatigue costthe fatigue icon. Any Class card without a fatigue cost
may be used without suffering fatigue.may be used without suffering fatigue.
Exhausted Card Refreshed CardExhausted Card Refreshed Card
Class card back Class card frontClass card back Class card front
11
22
33
44
55
66
99
MOVING OFF THE MAPMOVING OFF THE MAP
Normally figures cannot move through the walls along the edge of aNormally figures cannot move through the walls along the edge of a
map tile. Some quests allow figures to move off the map. This usuallymap 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) onthe 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 forthe entrance or exit tile and then spend one movement point. Except for
entrance or exit tiles, figures may not move through the black borders ofentrance or exit tiles, figures may not move through the black borders of
the map tile, as these represent impassable walls. The Quest Guide definesthe 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).
AttackAttack
When a hero player performs an attack action, he may use one of hisWhen a hero player performs an attack action, he may use one of his
equipped weapons to attack a space containing a monster. The hero’sequipped weapons to attack a space containing a monster. The hero’s
equipped weapon determines which spaces the hero may target for theequipped weapon determines which spaces the hero may target for the
attack. A weapon with the Melee icon may only target a space adjacentattack. 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 attackingwith 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 thatMonster attacks follow the same rules when attacking heroes, except that
monsters don’t have equipped weapons. Instead, the type of attack (Meleemonsters 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 theor 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 stepCombat 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 which1. Declare Weapon and Target: The attacking player chooses which
of his equipped weapons to use for this attack and declares the targetof his equipped weapons to use for this attack and declares the target
of the attack (a space containing an enemy figure). The player thenof 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 defending2. Roll Dice: The attacking player rolls his dice pool while the defending
player rolls all necessary defense dice. If an attack affects multipleplayer 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 attacking3. 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 spend4. 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 other5. 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 SkillUse 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 thelisted 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 anrules 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 thisMany 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 triggeramount 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 thisan ability that requires the player to “exhaust this card,” or “use this
card.” See “Fatigue and Stamina” on page 13 for more information oncard.” 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 hisWhen 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 ifStamina. 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.
RestRest
When a hero performs a rest action, he will recover all fatigue at the endWhen 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 aof 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 herohero 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 fromflips his Reference card, he discards the hero token and all fatigue from
his Hero sheet.his Hero sheet.
Movement ExampleMovement Example
1. Grisban the Thirsty needs to move past the goblin1. Grisban the Thirsty needs to move past the goblin
archers in this room, but monster figures blockarchers in this room, but monster figures block
movement for heroes, so he must find a way aroundmovement for heroes, so he must find a way around
them.them.
2. His Speed is “3,” so he could move straight ahead, but2. His Speed is “3,” so he could move straight ahead, but
that move would not get him much closer to the hallwaythat 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. Players3. He can move diagonally to cover more ground. Players
should note that the black edge of the map tile does notshould note that the black edge of the map tile does not
block diagonal movement around corners.block diagonal movement around corners.
Empty SpacesEmpty Spaces
Some card effects and abilities refer to empty spaces. An emptySome card effects and abilities refer to empty spaces. An empty
space is defined as a space that contains no figures and thatspace is defined as a space that contains no figures and that
blocks neither line of sight nor movement. Unless otherwiseblocks neither line of sight nor movement. Unless otherwise
noted, spaces containing tokens are still considered to be emptynoted, spaces containing tokens are still considered to be empty
for the purposes of these effects.for the purposes of these effects.
Melee RangedMelee Ranged
22
33
11
Edge spaces of Entrance and Exit tilesEdge spaces of Entrance and Exit tiles
1010
SearchSearch
If a hero is adjacent to or in a space that contains a search token, he mayIf 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 theperform 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 playersearch 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 thedraws the top Search card from the Search deck. Some quests use the
unique search token to represent items unique to that quest. If the herounique search token to represent items unique to that quest. If the hero
reveals the unique search token, do not draw a Search card. Instead, referreveals 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 theSome 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 andcard). 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 UpStand Up
When a hero is knocked out, he can only perform a stand up action (seeWhen 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 twoperformed by a hero that is knocked out. To stand up, the player rolls two
red power dice, recovers damage equal to the � rolled, recovers fatiguered power dice, recovers damage equal to the � rolled, recovers fatigue
equal to the � rolled, replaces his hero token with his hero figure, andequal to the � rolled, replaces his hero token with his hero figure, and
then flips his Activation card facedown to indicate his turn is over (hethen flips his Reference card facedown to indicate his turn is over (he
may not perform an additional action). If another figure occupies themay not perform an additional action). If another figure occupies the
space containing the hero token, the standing hero figure is placed in thespace 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 HeroRevive a Hero
When a hero performs a revive a hero action, he may revive a knockedWhen 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 anout hero (see “Knocked Out” on page 15) whose hero token is in an
adjacent space. The knocked out hero rolls two red power dice, recoversadjacent space. The knocked out hero rolls two red power dice, recovers
damage equal to the � rolled, recovers fatigue equal to the � rolled, anddamage equal to the � rolled, recovers fatigue equal to the � rolled, and
then replaces his hero token with his figure. If another figure occupies thethen replaces his hero token with his figure. If another figure occupies the
space containing the hero token, he places his figure in the closest emptyspace 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 DoorOpen or Close a Door
When a hero or monster performs an open or close a door action, heWhen 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 otherwisemay 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 Questsealed 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 laterremove 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 moveclosed, return the door to its original location. Figures cannot move
or trace line of sight through doors. Spaces separated by a door are notor trace line of sight through doors. Spaces separated by a door are not
considered to be adjacent.considered to be adjacent.
SpecialSpecial
During quests and campaigns, heroes may acquire Search cards, ShopDuring quests and campaigns, heroes may acquire Search cards, Shop
Item cards, or Relic cards that contain actions denoted with a �. TheseItem 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 Classactions 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 actioncard. 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 beCertain quest rules also provide quest-specific actions that may be
performed by the heroes during the quest. Refer to the Quest Guide forperformed 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 DetailOverlord Turn in Detail
The overlord player takes his turn after all hero players have completedThe overlord player takes his turn after all hero players have completed
their turns. At the beginning of his turn, the overlord player drawstheir turns. At the beginning of his turn, the overlord player draws
one card from the top of the Overlord deck. After drawing a card, theone 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 “atoverlord 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 cardsthe start of your turn,” including the card just drawn. All Overlord cards
specify the timing in which they may be played (see “Overlord Cards” onspecify 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 onceThe overlord player may activate each of his monsters on the map once
during his turn. He may perform up to two actions with each monsterduring his turn. He may perform up to two actions with each monster
he activates. Each monster may only perform one attack action perhe activates. Each monster may only perform one attack action per
activation.activation.
Adjacent SpacesAdjacent Spaces
Any space that shares an edge or corner with another space isAny 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 spacesall of the red spaces are adjacent to Avric Albright. All spaces
adjacent to a figure are also in line of sight of that figure (seeadjacent 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 AnatomySearch 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 do2. Traits: This area lists the traits for the item. Traits do
not have any rules themselves, but other rules or abilitiesnot 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 shows4. Gold: When playing the campaign, this number shows
how much gold the players have earned, in addition tohow much gold the players have earned, in addition to
the abilities listed on the card.the abilities listed on the card.
11
22
33
44
UniqueUnique
search tokensearch token
search tokensearch token
1111
Monsters are activated by groups. In other words, all monsters of oneMonsters are activated by groups. In other words, all monsters of one
type must be activated before moving on to the next group. The overlordtype must be activated before moving on to the next group. The overlord
player must activate all monster groups during his turn, even if theplayer 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 ofExample: The overlord player has one group of zombies and one group of
flesh moulders on the map. He decides to activate his zombies first. Theflesh 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 ofoverlord 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 theMonsters 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 toMonster card with a �. If any special action allows the monster to
perform an attack, it counts as the monster’s one attack action forperform 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 RulesCore 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 DiceThe 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 therequire 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 comegame: attack dice, power dice, and defense dice. Some types of dice come
in different varieties (such as red and yellow power dice). Usually thesein different varieties (such as red and yellow power dice). Usually these
dice are mixed and rolled together as a single pool of dice. Players aredice 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 arenot 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 theneeded 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 theresults, 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 attackX: 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 how2–6: 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).
EquipmentEquipment
Each hero can carry any number of Shop Item, Class, and Search cardsEach 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 ishe chooses. However, the number of these cards that a hero may equip is
limited. Hero players indicate which items are not equipped by flippinglimited. Hero players indicate which items are not equipped by flipping
them facedown or placing them under their Hero sheet. Any Shop Itemthem facedown or placing them under their Hero sheet. Any Shop Item
or Class cards (such as starting equipment) can only be used while a heroor Class cards (such as starting equipment) can only be used while a hero
has that card equipped.has that card equipped.
EQUIPMENT LIMITSEQUIPMENT LIMITS
These equip icons represent certain equipping restrictions:These equip icons represent certain equipping restrictions:
Hands Armor OtherHands 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 equippedCards that do not contain at least one of these icons can be equipped
without restriction. These cards remain faceup near the Hero sheet andwithout 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 AnatomyShop 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 a2. Attack Type: This icon defines the item as either a
Melee weapon or a Ranged weapon (see “Attack” onMelee weapon or a Ranged weapon (see “Attack” on
page 9). Cards without one of these icons are notpage 9). Cards without one of these icons are not
considered weapons.considered weapons.
3. Equip Icon: These icons limit how many items the hero3. 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 the4. Dice Icons: This area lists the dice associated with the
item. If the item is a weapon, these dice are used whenitem. If the item is a weapon, these dice are used when
attacking with the weapon. If the item is Armor, they areattacking 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 item5. 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 do6. Traits: This area lists the traits for the item. Traits do
not have any rules themselves, but other rules or abilitiesnot 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.
11
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3 43 4
55
66
77
Attack die Power dice Defense diceAttack die Power dice Defense dice
1212
CombatCombat
Listed below are the expanded rules for combat. These rules furtherListed 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 TARGET1. DECLARE WEAPON AND TARGET
The attacking player declares which space his figure is attacking. TheThe 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 moreWhen heroes attack large monsters (monster figures that occupy more
than one space), it is important for the player to declare which specificthan one space), it is important for the player to declare which specific
space he is targeting because of attacks with the Blast keyword. A figurespace 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 pagemay 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 sightA 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 spaceA 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 theand rolls only the blue attack die for his attack. Only abilities on the
chosen weapon may be used; if equipped with two weapons, abilities onchosen 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 athe 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 goblinExample: 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 spacesarchers 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 targetaway. Since she has a Ranged weapon equipped, she may choose to target
either goblin archer.either goblin archer.
LINE OF SIGHTLINE OF SIGHT
In order for a figure to have line of sight to a space, a player must be ableIn 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’sto 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 spaceIf 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 SightIf 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 passingif 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 spacethere 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 DICE2. ROLL DICE
The attacking player creates his attack pool by gathering all the diceThe attacking player creates his attack pool by gathering all the dice
listed on his equipped weapon or Monster card, and then rolls them forlisted 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 musthis 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 andIf 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 addsall 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 dealtup 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 theThe defending player—any player controlling a figure affected by the
attack—creates his defense pool by gathering all the defense dice listedattack—creates his defense pool by gathering all the defense dice listed
on his Hero sheet (in addition to any dice provided by equipment andon 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 ancard 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 determineThe defending player adds up all of the � results on the dice to determine
how much damage is canceled on this attack. If multiple figures arehow 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 anyAfter all attack and defense dice have been rolled, players may use any
abilities that allow them to reroll dice. Players should note that some cardsabilities that allow them to reroll dice. Players should note that some cards
and abilities specifically refer to defense dice. Unless specifically statedand abilities specifically refer to defense dice. Unless specifically stated
otherwise, these references apply only to defense dice rolled as part of anotherwise, these references apply only to defense dice rolled as part of an
attack. For example, a player cannot use the "Iron Shield" card to allowattack. 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 yellowExample: Jain's Yew Shortbow uses the blue attack die and one yellow
power die. The player controlling Jain Fairwood gathers these dice while thepower die. The player controlling Jain Fairwood gathers these dice while the
overlord player takes one gray defense die available to the goblin archer. Bothoverlord 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 RANGE3. CHECK RANGE
Even though Ranged attacks may target any space in the attacker's line ofEven 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 tosight, 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 attackerdeal 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 thenumber is the distance between the spaces. The numbers rolled on the
dice are the maximum range of the attack. If the total range obtained fromdice 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 herExample: 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 twoyellow 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 ExampleLine of Sight Example
1. Leoric of the Book is equipped with a Ranged weapon1. Leoric of the Book is equipped with a Ranged weapon
and wants to perform an attack. He chooses to targetand wants to perform an attack. He chooses to target
the minion zombie with his attack. When tracing linethe minion zombie with his attack. When tracing line
of sight, the line touches only the corners of the blockedof sight, the line touches only the corners of the blocked
spaces and does not pass through either of them. Leoricspaces 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 weapon2. Jain Fairwood is also equipped with a Ranged weapon
and wants to attack the zombie as well. However, whenand wants to attack the zombie as well. However, when
tracing line of sight from any corner of her space, thetracing line of sight from any corner of her space, the
line passes either through or along the edge of a blockedline passes either through or along the edge of a blocked
space. Remember that when tracing a line along the edgespace. 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 cannotThe zombie is not in Jain's line of sight and she cannot
target it with her attack.target it with her attack.
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COUNTING SPACESCOUNTING SPACES
Some abilities require players to count the spaces from a figure to theSome 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” onplayers 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 forpage 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 specifiedthe 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 spacesHowever, 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 SURGES4. SPEND SURGES
If there are any surge results (�) obtained during the attack roll, theIf 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 attackingskills, hero abilities, and items may all have surge abilities for the attacking
player to choose from. An attacking monster can spend surges to triggerplayer 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 toEach individual � rolled during the attack roll may be spent once to
trigger surge abilities. Each surge ability may only be triggered once pertrigger surge abilities. Each surge ability may only be triggered once per
attack. However, if the attacker has access to two different surge abilitiesattack. However, if the attacker has access to two different surge abilities
with identical effects, he can trigger both effects if he obtained enoughwith 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 oneUp 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 unlessNote: 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 sameHis Chipped Greataxe has two different surge abilities that have the same
effect (“�: +1 �”). He decides to spend one � from his attack roll toeffect (“�: +1 �”). He decides to spend one � from his attack roll to
trigger one of the abilities on his Chipped Greataxe. He could trigger thetrigger one of the abilities on his Chipped Greataxe. He could trigger the
second surge ability to add another “+1 �” to his attack, but he wouldsecond surge ability to add another “+1 �” to his attack, but he would
rather recover fatigue. He decides to spend his remaining � to recover onerather recover fatigue. He decides to spend his remaining � to recover one
fatigue.fatigue.
5. DEAL DAMAGE5. DEAL DAMAGE
The target of an attack has the chance to cancel some or all of the damageThe 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 hisfrom the attack. The defending player adds up all the � results in his
defense pool. Each � result cancels one damage (�) from the attack. Anydefense pool. Each � result cancels one damage (�) from the attack. Any
damage not canceled by a � is suffered by the defending figure. Ignore anydamage 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 hisThe 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 caseHero 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 threeExample: 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 damagethe 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. IfNote: 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 figurean 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 KEYWORDSATTACK 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.
BLASTBLAST
On a Blast attack, all spaces adjacent to the targeted space are also affectedOn 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 theby the attack. The attacker rolls his attack pool once and applies the
result to each affected figure, but each affected figure individually rolls itsresult to each affected figure, but each affected figure individually rolls its
defense pool separately. Only the target space needs to be in range and indefense 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 friendlyline 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.
PIERCEPIERCE
On a Pierce attack, the attack ignores a number of � results generated byOn 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 addedequal 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 �.
REACHREACH
The Reach keyword allows the figure to use a Melee attack to target aThe 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 targetfigure 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 HealthDamage 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 toThe 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 orits Health (listed on the Hero sheet or Monster card). When a hero or
monster suffers damage equal to its Health, that figure is immediatelymonster suffers damage equal to its Health, that figure is immediately
defeated (see “Defeated” on page 15). Ignore any damage suffered indefeated (see “Defeated” on page 15). Ignore any damage suffered in
excess of a figure’s Health.excess of a figure’s Health.
Fatigue and StaminaFatigue and Stamina
Heroes voluntarily suffer fatigue (�) in order to use skills or moveHeroes voluntarily suffer fatigue (�) in order to use skills or move
additional spaces. To suffer fatigue, the player takes the number of fatigueadditional spaces. To suffer fatigue, the player takes the number of fatigue
tokens equal to the cost and places them on his Hero sheet. When usingtokens 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 equalskills 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 into 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 fatigueexcess 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 anySince 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 fatigueExample: 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 thisdue 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 andeffect, 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 DamageRecovering Damage
and Fatigueand Fatigue
When a hero suffers damage or fatigue, the hero player takesWhen a hero suffers damage or fatigue, the hero player takes
the appropriate number of damage or fatigue tokens from thethe appropriate number of damage or fatigue tokens from the
supply and places them on his Hero sheet. If that hero latersupply and places them on his Hero sheet. If that hero later
recovers damage or fatigue, he discards the appropriate numberrecovers damage or fatigue, he discards the appropriate number
of damage or fatigue tokens from his Hero sheet and returnsof damage or fatigue tokens from his Hero sheet and returns
them to the supply.them to the supply.
1414
Combat ExampleCombat Example
1. Declare weapon and target: Tomble1. Declare weapon and target: Tomble
decides to perform an attack. He declaresdecides to perform an attack. He declares
his equipped weapon, which is a Rangedhis 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 maySince this is a Ranged attack, Tomble may
target any space in his line of sight (see“Linetarget any space in his line of sight (see“Line
of Sight” on page 12). He declares hisof Sight” on page 12). He declares his
target to be the master zombie.target to be the master zombie.
Attack Pool Defense PoolAttack Pool Defense Pool
2. Roll Dice: After declaring his weapon and target, Tomble2. Roll Dice: After declaring his weapon and target, Tomble
creates his attack pool. The dice used for the attack are listedcreates his attack pool. The dice used for the attack are listed
on the chosen weapon's card. The overlord player creates hison the chosen weapon's card. The overlord player creates his
defense pool for the attack. Because the zombie is a masterdefense pool for the attack. Because the zombie is a master
monster, he references the master section (bottom) of themonster, 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 must3. Check Range: Since this is a Ranged attack, Tomble must
roll enough range in order to not miss his target. Starting withroll enough range in order to not miss his target. Starting with
an adjacent space of his choice, Tomble counts the spaces to hisan adjacent space of his choice, Tomble counts the spaces to his
target. His target is three spaces away. He then adds up the rangetarget. His target is three spaces away. He then adds up the range
rolled on his attack roll, which is four. Tomble has sufficientrolled 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 a4. Spend Surges: Tomble now has a
chance to spend any � rolled on thechance to spend any � rolled on the
attack roll to trigger any abilities heattack roll to trigger any abilities he
might have. His weapon card has twomight have. His weapon card has two
abilities listed; “�: +1 Range, +1 �”abilities listed; “�: +1 Range, +1 �”
and “�: Stun.” He rolled 1 � on hisand “�: Stun.” He rolled 1 � on his
attack roll and decides to spend it toattack 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 the5. 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 anTomble 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 defensefor this attack. The overlord counts up all � rolled on his defense
roll. He only rolled 1 � on his defense roll, canceling 1 � fromroll. 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 damagehe 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 �
11
22
55
11
22
33
33
44
1515
DefeatedDefeated
When a hero or monster suffers damage equal to or greater than itsWhen a hero or monster suffers damage equal to or greater than its
Health, it is defeated. Unless specified differently in a given quest, when aHealth, 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 inmonster 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 OUTKNOCKED 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 thedamage up to his Health (if defeated by some other effect), and the
controlling player removes his figure from the map, replacing it withcontrolling player removes his figure from the map, replacing it with
one of his hero tokens. The hero player discards any Condition cards heone 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 effectA 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 pastHeroes cannot suffer fatigue past their Stamina value, nor damage past
their Health value—even when knocked out. A knocked out hero cannottheir Health value—even when knocked out. A knocked out hero cannot
receive any Condition cards and is immune to all attacks and most heroreceive 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) isA space containing a knocked out hero (represented by a hero token) is
considered to be empty to other figures for the purposes of movement. Inconsidered to be empty to other figures for the purposes of movement. In
other words, any figure may move through and end its movement in thatother 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 performUnless 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 (seeone 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 throughA knocked out hero may still recover damage from other heroes through
the use of skills, potions, and being revived (see “Revive a Hero” on pagethe 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 immediately10). If a knocked out hero recovers at least one damage, he immediately
replaces his hero token with his figure and may perform actions as normalreplaces his hero token with his figure and may perform actions as normal
on his next turn.on his next turn.
ConditionsConditions
Some abilities and effects have the chance of inflicting conditions, such asSome abilities and effects have the chance of inflicting conditions, such as
Poisoned, upon heroes and monsters. Additionally, some attacks have aPoisoned, 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 targetStun). 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 theWhen a hero is affected by a condition, the controlling player takes the
corresponding Condition card and places it near his Hero sheet. If acorresponding Condition card and places it near his Hero sheet. If a
monster is affected by a condition, the overlord player places a conditionmonster is affected by a condition, the overlord player places a condition
token next to the monster figure. Refer to the rules on the Condition cardtoken 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 byfor 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 ItemsTrading Items
Heroes may give or receive Shop Item cards, Relic cards, and SearchHeroes may give or receive Shop Item cards, Relic cards, and Search
cards to or from each other during a move action. At any point duringcards 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, Relichis 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 ancards, 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 ofA hero must still wait to equip any cards he receives until the start of
his next turn. Heroes cannot trade Class cards (including their startinghis next turn. Heroes cannot trade Class cards (including their starting
equipment) with each other. A hero may give another hero a card withoutequipment) with each other. A hero may give another hero a card without
receiving one in return; likewise, a hero may receive a card without givingreceiving one in return; likewise, a hero may receive a card without giving
one in return.one in return.
Carrying Objective TokensCarrying 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 specialFigures may pick up these objective tokens by performing a special
action while adjacent to or in the same space as the objective token. Theaction 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 aobjective 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 ahero) 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. Afigure 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 anfigure can drop an objective token in an adjacent space by performing an
action. When a figure carrying an objective is defeated, place the token inaction. 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 FeatsHeroic 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 doThese are powerful, once-per-encounter abilities that let hero players do
something spectacular. Some heroic feats require an action to perform andsomething spectacular. Some heroic feats require an action to perform and
are denoted with a �. Regardless of when it is performed, a heroic featare denoted with a �. Regardless of when it is performed, a heroic feat
can only be performed once per encounter. After a hero player performscan only be performed once per encounter. After a hero player performs
his heroic feat, he flips his Hero sheet facedown to indicate that it hashis 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, thebeen 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 TestsAttribute Tests
Heroes are often required to test attributes at different points throughoutHeroes are often required to test attributes at different points throughout
the game. All heroes have four attributes listed on their Hero sheets (seethe 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 toHe 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 requirespass the test. Otherwise, he fails the test. The card or ability that requires
the attribute test will specify a result dependent upon whether the testthe 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 minionHowever, minion and master monsters do not have attributes. If a minion
or master monster is required to make an attribute test, it automaticallyor master monster is required to make an attribute test, it automatically
fails the test. Remember, cards or abilities that reference defense dice dofails 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.
AttributesAttributes
�: 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 HeroesKnocked Out Heroes
While monster attacks cannot target or affect a knocked outWhile monster attacks cannot target or affect a knocked out
hero, hero players may only target a knocked out hero with anhero, hero players may only target a knocked out hero with an
ability that would allow the knocked out hero to recover anyability that would allow the knocked out hero to recover any
amount of damage. For this exception, the knocked out hero’samount of damage. For this exception, the knocked out hero’s
hero token is treated as a hero even if another figure occupieshero token is treated as a hero even if another figure occupies
the space containing the hero token.the space containing the hero token.
1616
Overlord CardsOverlord Cards
Overlord cards represent the different powers ofOverlord cards represent the different powers of
the overlord and provide an element of surprise tothe overlord and provide an element of surprise to
the heroes. The Overlord deck consists of 15 basicthe heroes. The Overlord deck consists of 15 basic
Overlord cards. If players use the Epic Play orOverlord cards. If players use the Epic Play or
campaign rules, the overlord player may modifycampaign rules, the overlord player may modify
his deck with upgraded cards (see “Spendinghis 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 playerAt the beginning of his turn, the overlord player
draws one Overlord card. He adds this card to hisdraws one Overlord card. He adds this card to his
hand, which is kept hidden from the hero players. There is no cost to playhand, 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 canan 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 theEach 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 samesame name cannot be played on the same target in response to the same
triggering condition. After resolving the effects of an Overlord card, placetriggering 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 zombieExample: 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 particularThe overlord player cannot play an additional “Frenzy” on that particular
zombie during his turn. However, he may play another “Frenzy” card on azombie 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 toIn certain quests, the overlord player may discard Overlord cards to
trigger special abilities. Refer to the text in the Quest Guide for anytrigger 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 theThe overlord player has no hand limit for Overlord cards. When the
overlord player draws the last card from his deck, he simply shuffles theoverlord 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.
MonstersMonsters
Monsters are the overlord’s primary weapon against heroes and the toolsMonsters are the overlord’s primary weapon against heroes and the tools
used to complete his objective. Each type of monster has a Monster cardused to complete his objective. Each type of monster has a Monster card
associated with that monster type. Monsters are placed and activated inassociated with that monster type. Monsters are placed and activated in
groups. The size of the monster group is determined by the number ofgroups. 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 aheroes 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 aregroup 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 thatconsidered 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 andminions and masters. Minions are represented by tan monster figures and
are the basic monsters. Master monsters are represented by red monsterare the basic monsters. Master monsters are represented by red monster
figures and are more powerful than minions. Monster cards list thefigures 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 MonstersLarge Monsters
Some monster figures occupy more than one space on the map. TheseSome monster figures occupy more than one space on the map. These
are known as large monsters. When determining movement forare known as large monsters. When determining movement for
large monsters, the overlord player chooses one of the spaces that thelarge monsters, the overlord player chooses one of the spaces that the
monster occupies and counts movement from the chosen space as if themonster occupies and counts movement from the chosen space as if the
figure occupied one space. When the monster ends (or interrupts) itsfigure occupied one space. When the monster ends (or interrupts) its
movement, the overlord player places the large monster figure so that onemovement, the overlord player places the large monster figure so that one
of the spaces its base occupies includes the space where the monster endedof the spaces its base occupies includes the space where the monster ended
its movement. The monster may change the orientation of its base relativeits 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 theto 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 itThe monster is only considered to have entered the one space in which it
ended its movement. In other words, large monsters “shrink” to move asended its movement. In other words, large monsters “shrink” to move as
if they were normal-sized monsters, then “expand” again when they areif 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 affectedWhen large monsters enter a space containing terrain, they are affected
just like any single-spaced figure. When large monsters end theirjust like any single-spaced figure. When large monsters end their
movement and their bases are placed on terrain that they did not movemovement and their bases are placed on terrain that they did not move
through, refer to the individual terrain rules for what effects, if any, applythrough, 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 MonsterFor an example of large monster movement, see “Large Monster
Movement” on page 17.Movement” on page 17.
Monster Card AnatomyMonster Card Anatomy
1. Characteristics: The top of the card lists the1. Characteristics: The top of the card lists the
characteristics (Speed, Health, and Defense) of thecharacteristics (Speed, Health, and Defense) of the
minion monster. The bottom of the card lists the sameminion 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 boxThe minion monster abilities are listed in the yellow box
near the top of the card and the master monster abilitiesnear 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 the3. Dice: This area shows the dice types used when the
monster performs an attack. The dice for the minionmonster performs an attack. The dice for the minion
monster are listed above the art and the dice for themonster 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 attack4. 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 the6. 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 card7. 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 the8. Ability Rules: This area explains the full details of the
monster’s abilities.monster’s abilities.
9. Monster Group: This section displays the monster9. Monster Group: This section displays the monster
group limit, depending on the number of heroes playinggroup 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 theby the gray silhouettes. The yellow box shows the
number of minion monsters in the group, and thenumber 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 backMonster card front Monster card back
55
3 53 5
4 64 6
1 61 6
11
22
2 72 7
88
99
33
77
1717
LieutenantsLieutenants
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 specialThe Quest Guide specifies which, if any, lieutenant to use and any special
rules concerning the lieutenant in that particular quest. Lieutenantsrules concerning the lieutenant in that particular quest. Lieutenants
are represented on the map by lieutenant tokens, but they are treatedare represented on the map by lieutenant tokens, but they are treated
as monster figures for all purposes—including figure activations, unlessas monster figures for all purposes—including figure activations, unless
specified otherwise. Lieutenants have attributes and perform attributespecified otherwise. Lieutenants have attributes and perform attribute
tests, just like heroes. Like Monster cards, Lieutenant cards also list thetests, just like heroes. Like Monster cards, Lieutenant cards also list the
dice used when lieutenants attack or defend. Each lieutenant is treated asdice used when lieutenants attack or defend. Each lieutenant is treated as
its own monster group.its own monster group.
FamiliarsFamiliars
Some hero abilities and class skills give heroesSome hero abilities and class skills give heroes
control over creatures known as familiars. Thesecontrol over creatures known as familiars. These
familiars are represented by a token on the mapfamiliars are represented by a token on the map
and cannot be targeted or affected by any attackand 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 duringA 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 interruptActivating a familiar does not require an action, but it may not interrupt
any other action. Essentially, a hero player with a familiar must chooseany other action. Essentially, a hero player with a familiar must choose
whether to activate his hero first or his familiar first. Regardless, both maywhether 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 sameWhen 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 additionalas water during their movement. The familiar may perform additional
types of actions during its activation, as noted on its Familiar card. Thesetypes of actions during its activation, as noted on its Familiar card. These
additional actions, unless otherwise noted, may be performed in additionadditional actions, unless otherwise noted, may be performed in addition
to the move action and may interrupt the move action in a way similar toto 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 familiarhero 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 orNormally, a space containing a familiar does not block line of sight or
movement, unless otherwise noted on its Familiar card. Any figure maymovement, unless otherwise noted on its Familiar card. Any figure may
end its movement in a space with a familiar. Likewise, a familiar may endend 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 ReanimateExample: 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 MovementLarge Monster Movement
1. The overlord player has just attacked Widow Tarha1. 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 player2. The ettin has a Speed of “3,” so the overlord player
chooses a space occupied by the ettin to countchooses a space occupied by the ettin to count
movement from and counts three spaces. With the ettinmovement from and counts three spaces. With the ettin
out of the way, the overlord may now move his shadowout 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 the3. The shadow dragon also has a Speed of “3,” so the
overlord counts three spaces from one of the spaces theoverlord counts three spaces from one of the spaces the
shadow dragon occupies (of his own choice) and, withshadow dragon occupies (of his own choice) and, with
the ettin now in the other corner of the tile, there arethe ettin now in the other corner of the tile, there are
enough free spaces for the shadow dragon to end itsenough free spaces for the shadow dragon to end its
movement adjacent to Widow Tarha.movement adjacent to Widow Tarha.
Lieutenant Card AnatomyLieutenant 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 the2. Attributes: This area lists all the attributes for the
lieutenant (Might, Knowledge, Willpower, andlieutenant (Might, Knowledge, Willpower, and
Awareness).Awareness).
3. Abilities: This area lists all the abilities for the3. Abilities: This area lists all the abilities for the
lieutenant.lieutenant.
4. Characteristics: This area lists the characteristics4. 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 thelieutenant's characteristics differ depending on the
number of heroes playing (represented by the graynumber of heroes playing (represented by the gray
silhouettes).silhouettes).
5. Attack Type Icon: This icon shows the type of attack5. 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 when6. 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 the7. 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 the8. Ability Rules: This area explains the full details of the
lieutenant’s abilities.lieutenant’s abilities.
Familiar tokenFamiliar token
22
11
11
22
33
Lieutenant card front Lieutenant card backLieutenant card front Lieutenant card back
11
66
11
22
33
44
5 75 7
88
77
1818
FAMILIARS TREATED AS FIGURESFAMILIARS TREATED AS FIGURES
Some familiars, such as the Reanimate, are treated as figures (as indicatedSome 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 bebut are considered friendly figures for hero movement. They may be
targeted and affected by monster attacks, hero abilities, and Overlordtargeted and affected by monster attacks, hero abilities, and Overlord
cards that target a hero. Similar to monsters, if they are required tocards 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 duringthese types of familiars are susceptible to the effects of terrain during
their movement and may be affected by conditions. When a familiar istheir movement and may be affected by conditions. When a familiar is
defeated, remove it from the map.defeated, remove it from the map.
TerrainTerrain
Some spaces on the map have a terrain type as defined by the color-codedSome 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 asline around the space or spaces. These spaces have effects on gameplay as
listed below. Sometimes a colored line will surround multiple spaces. Alllisted 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 featureExamples of the artwork are also listed below. Many map tiles also feature
artwork that does not directly affect gameplay. All spaces on a map tileartwork 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 treatedthat 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.
ObstaclesObstacles
Obstacles are defined by a red line surroundingObstacles are defined by a red line surrounding
their spaces. These spaces are treated as blockedtheir spaces. These spaces are treated as blocked
spaces; they block movement and line of sight.spaces; they block movement and line of sight.
WaterWater
Water spaces are defined by a blue lineWater spaces are defined by a blue line
surrounding them. A space containing watersurrounding them. A space containing water
costs two movement points to enter (instead ofcosts two movement points to enter (instead of
the normal cost of one). Any figure entering athe normal cost of one). Any figure entering a
water space must spend two movement points towater space must spend two movement points to
enter or it cannot enter that space. When a largeenter or it cannot enter that space. When a large
monster ends its movement adjacent to a watermonster ends its movement adjacent to a water
space, it may freely place its base in the waterspace, it may freely place its base in the water
spaces without suffering any movement penalty.spaces without suffering any movement penalty.
PitPit
Pit spaces are defined by a green line surroundingPit 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 onlyspend movement points. Other game effects
has line of sight to adjacent figures, and onlythat move a figure a number of spaces or place
adjacent figures have line of sight to a figure ina figure in a different space without spending
a pit. While in a pit, the only action the figure can perform is a specialmovement 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 ofhas 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 thepit 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. Largefigure 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 allan 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.
LavaLava
Lava spaces are defined by a yellow lineLava spaces are defined by a yellow line
surrounding them. A figure entering a spacesurrounding 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 isAny figure that ends its turn in a lava space is
immediately defeated. Heroes that are defeatedimmediately defeated. Heroes that are defeated
in this way place their hero token in the nearestin 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 monsterthat does not contain lava. A large monster
is immediately defeated only if all spaces itis immediately defeated only if all spaces it
occupies are lava spaces.occupies are lava spaces.
QuestsQuests
The Quest Guide contains 20 unique quests. Sixteen of these quests mayThe Quest Guides contain nineteen unique quests. Sixteen of these quests may
be played individually, each in a single game session. The special Interludebe 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 theand 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 tocampaign (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 thatEach quest has a unique map setup, as well as rules specific to that
quest. Most quests include multiple parts known as encounters. Eachquest. 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 andThe Quest Guide lists the objectives for both the hero players and
the overlord player. When one side completes its objective, the questthe overlord player. When one side completes its objective, the quest
immediately transitions to the next encounter, or ends if the players areimmediately 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, theyWhen 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 victoryThe 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 GameTwo-player Game
In a two-player game, the hero player controls two heroes. Each heroIn 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 herotakes 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 playercontrolled 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 RulesThe Golden Rules
There are a few very important rules that players should alwaysThere are a few very important rules that players should always
keep in mind when playing Descent: Journeys in the Darkkeep 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 comeSome cards and abilities come
in direct conflict with the rules found in thisin direct conflict with the rules found in this
rulebook. The quest rules listed in the Quest Guiderulebook. 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 inFurthermore, many quest rules listed in the Quest Guides come in
direct conflict with rules found in this rulebook anddirect conflict with cards, abilities, and the rules found in this rulebook.
the Quest Guide. Cards and abilities take precedenceThe 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 triggeringwish to use an ability with the same triggering
condition. In these situations, the current player (thecondition. In these situations, the current player (the
player who is currently taking his turn) decides theplayer 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 thedamage, fatigue, or condition tokens found in the
game. If players run out, they may use coins, beads, orgame. If players run out, they may use coins, beads, or
any other suitable replacements.any other suitable replacements.
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Advanced RulesAdvanced Rules
Players now have a basic understanding of how to play Descent: JourneysPlayers now have a basic understanding of how to play Descent: Journeys
in the Dark Second Edition and may now begin playing the game. Thein the Dark Second Edition and may now begin playing the game. The
following section contains advanced rules such as Epic Play and campaignfollowing section contains advanced rules such as Epic Play and campaign
rules to enhance the game.rules to enhance the game.
Epic PlayEpic Play
This optional rule is for players who wish to access high level Class, ShopThis optional rule is for players who wish to access high level Class, Shop
Item, and Overlord cards outside of a campaign setting. When using thisItem, and Overlord cards outside of a campaign setting. When using this
option, all players must agree upon a power level (listed below) afteroption, all players must agree upon a power level (listed below) after
choosing a quest. For rules on spending experience points, see “Spendchoosing 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 ClassAdvanced 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 worthheroes 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 cardsExpert 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 worthheroes may share gold). The overlord receives 8 experience points worth
of Overlord cards. The overlord uses his Act II Monster and Lieutenantof Overlord cards. The overlord uses his Act II Monster and Lieutenant
cards.cards.
Campaign RulesCampaign Rules
This section describes the rules for playing the quests in a series as part ofThis section describes the rules for playing the quests in a series as part of
a larger campaign.a larger campaign.
Campaign OverviewCampaign Overview
The twin baronies of Rhynn and Carthridge lie on the outskirtsThe lost kingdom of Saradyn has remained hidden and quite for
of Terrinoth, far from the Free Cities. Baron Greigory often hostshundreds of years. Only when the heirs are gathered can the
his friend and ally, Baron Zachareth, at his seat in the capital citythrone's power and authority be passed to the next generation.
of Arhynn, and, over the years the two baronies have aided oneSince the death of her father, Lady Eliza Farrow has scoured
another in times of both war and peace. But now, both baroniesthe world for the other heirs, ensuring that when the seals to the
are in peril. Monsters stalk their forests and mountains, movingkingdom are finally broken, only she can inherit its glory.
with more purpose and coordination than ever before. A newThe great fortresses and towers of Saradyn lay in ruins. Its only
Overlord is rising, a wicked and dangerous foe, hidden in thedefense, an ancient order of monks and dwindling militia, stands
shadows, manipulating events according to his master plan. If thepowerless to oppose the mounting darkness that builds just
Overlord isn’t stopped, Rhynn and Carthridge alike will fall intobeyond 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 playedDescent: Journeys in the Dark Second Edition is designed to be played
through the course of a campaign over several sessions. The campaignthrough the course of a campaign over several sessions. The campaign
follows the adventures of a dedicated group of heroes as they opposefollows the adventures of a dedicated group of heroes as they oppose
the malevolent overlord through a series of quests. After each quest, thethe malevolent overlord through a series of quests. After each quest, the
heroes and the overlord receive rewards (such as skills, items, Overlordheroes and the overlord receive rewards (such as skills, items, Overlord
cards, or relics) based on their performance during that quest, which cancards, or relics) based on their performance during that quest, which can
help them in future quests. The entire campaign is played over two Actshelp them in future quests. The entire campaign is played over two Acts
and builds to a dramatic and exciting finale where the ultimate victor isand 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 aThis core set of Descent: Journeys in the Dark Second Edition features a
campaign entitled “The Shadow Rune,” which is described in detail in thecampaign entitled “Heirs of Blood,” which is described in detail in the
included Quest Guide. A complete campaign of “The Shadow Rune” isincluded Quest Guides. A complete campaign of “Heirs of Blood” is
played over nine separate quests and will take approximately 20 hours ofplayed over nine separate quests and will take approximately 20 hours of
gameplay to complete.gameplay to complete.
Starting a New CampaignStarting 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 rolesOne 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 thaton 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 thethe choices the players make now are permanent for the duration of the
campaign. Make sure that each player is happy with his choice beforecampaign. Make sure that each player is happy with his choice before
proceeding, because choosing heroes and classes is only performed atproceeding, 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 skillNew campaigns begin at Basic Level. The heroes have only the basic skill
and starting equipment for their class, and the overlord has only his basicand starting equipment for their class, and the overlord has only his basic
Overlord deck. Note that during the Choose Skills step of setup, heroOverlord deck. Note that during the Choose Skills step of setup, hero
players do not return their Class deck to the box. Each hero player shouldplayers 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 choosekeep 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 DECKTHE SHOP ITEM DECK
At the beginning of a new campaign, separate the Shop Item deck intoAt 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 gametwo 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 (seebox. They will not be needed until the campaign moves into Act II (see
“Act II” on page 22).“Act II” on page 22).
MONSTERS & LIEUTENANTSMONSTERS & LIEUTENANTS
At the beginning of a new campaign, separate the Monster andAt the beginning of a new campaign, separate the Monster and
Lieutenant cards into two piles: Act I and Act II. Place the Act II cardsLieutenant 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 movesback 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 MAPCAMPAIGN MAP
The last page of the Quest Guide features a map of the land where theThe 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 connectedcampaign takes place. Each quest location is labeled on the map connected
by paths that the heroes use to travel. Each path has an icon representingby 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 (seewhat type of travel event might happen while traveling on that path (see
“Travel” on page 22).“Travel” on page 22).
Quests in a CampaignQuests in a Campaign
After player roles, heroes, and classes have been selected, players set up theAfter player roles, heroes, and classes have been selected, players set up the
first quest, labeled “First Blood” in the Quest Guide. The introductionfirst 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 toquest 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 exactlylearn the game. The first quest, and each quest thereafter, is played exactly
as normal with few exceptions. However, after each quest, players gainas 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 SessionEnding a Session
Since a campaign can take up to 20 hours to complete, it isSince 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 shouldWhen the time comes to end the current session, players should
record all important information on the Campaign sheet (seerecord 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 phaseend 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).
2020
The Campaign PhaseThe Campaign Phase
After each quest of a campaign, there is a Campaign phase during whichAfter each quest of a campaign, there is a Campaign phase during which
players may make decisions on how to upgrade their heroes and prepareplayers may make decisions on how to upgrade their heroes and prepare
for the next quest. It is important to note that most quests have twofor the next quest. It is important to note that some quests have two
encounters and the Campaign phase does not take place until the entireencounters and the Campaign phase does not take place until the entire
quest is finished. During the Campaign phase, all players may spendquest is finished. During the Campaign phase, all players may spend
experience points to enhance their abilities. Also, the heroes may visitexperience points to enhance their abilities. Also, the heroes may visit
the shop in Arhynn to purchase new equipment. The following steps arethe 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 of1. Receive Gold from Search Cards: Record the total gold value of
every Search card the heroes acquired over the course of this questevery Search card the heroes acquired over the course of this quest
on the Campaign sheet (even if the Search card was used during theon the Campaign sheet (even if the Search card was used during the
quest). Then return all Search cards to the deck (even if the heroesquest). Then return all Search cards to the deck (even if the heroes
didn’t use their abilities). The heroes are assumed to sell their newlydidn’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 overlord2. Cleanup: All heroes recover all damage and all fatigue. The overlord
combines his draw and discard pile into one deck. All Condition cardscombines his draw and discard pile into one deck. All Condition cards
are discarded, all effects end, the map is disassembled, and the quest isare 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 receive3. Receive Rewards: The overlord player and hero players each receive
one experience point, regardless of who won the quest (as listed in theone experience point, regardless of who won the quest (as listed in the
Quest Guide). Record this on the Campaign sheet. The winner of theQuest 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 points4. 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 newthey 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” onfrom 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 following7. Set Up Quest: The players begin setting up the next quest following
the standard rules for setting up a quest. The overlord player shouldthe standard rules for setting up a quest. The overlord player should
remember to shuffle his Overlord deck, including any new cards justremember 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 the8. 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 POINTSSPEND EXPERIENCE POINTS
As heroes complete quests, they acquire experience points (XP), whichAs heroes complete quests, they acquire experience points (XP), which
are a measure of how much they have learned in their travels. As theyare a measure of how much they have learned in their travels. As they
accumulate experience, heroes become more powerful by gaining access toaccumulate experience, heroes become more powerful by gaining access to
new (and more powerful) hero skills. The overlord, too, grows in his darknew (and more powerful) hero skills. The overlord, too, grows in his dark
power as he learns from his own experiences, uncovering deadly new spellspower 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, asEvery 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 heroThe 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 skillplayers cannot pool their resources together to purchase an expensive skill
for one of them.for one of them.
SPENDING EXPERIENCE POINTS: HEROESSPENDING EXPERIENCE POINTS: HEROES
A hero may spend experience points to purchase new hero skills from hisA 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 onOther skills have their experience point cost listed on the Class card on
the experience icon in the upper right corner. When a character purchasesthe experience icon in the upper right corner. When a character purchases
a new skill, he deducts the amount of experience points (as shown on thea 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 placesClass 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 futurethe 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 pointsPlayers are not required to spend all (or any) of their experience points
during the Campaign phase. They may save experience points in order toduring the Campaign phase. They may save experience points in order to
purchase more expensive skills during a future Campaign phase. A heropurchase more expensive skills during a future Campaign phase. A hero
may purchase any number of skills during this phase, as long as he hasmay 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: OVERLORDSPENDING EXPERIENCE POINTS: OVERLORD
Like the hero players, the overlord may spend experience points toLike the hero players, the overlord may spend experience points to
purchase new abilities. In the overlord’s case, he may purchase new cardspurchase 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 isfor 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 spentadded to his deck and the overlord records the experience points he spent
on the Campaign sheet. Cards that have not been purchased are returnedon the Campaign sheet. Cards that have not been purchased are returned
to the game box to avoid confusing the supply of available Overlord cardsto 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 cardsSaboteur, 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 experienceLevel 1 cards cost one experience point, level 2 cards cost two experience
points, and level 3 cards cost three experience points. Level 1 cards arepoints, and level 3 cards cost three experience points. Level 1 cards are
always available for the overlord player to purchase. In order to purchasealways available for the overlord player to purchase. In order to purchase
a level 2 card, the overlord player must first currently have two Level 1a 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 hiscards 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) beforedeck (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 maypurchasing a level 3 card of that class. Unlike heroes, the overlord may
purchase cards from multiple classes. Universal cards are always availablepurchase 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 pointsThe overlord is not required to spend all (or any) of his experience points
during the Campaign phase. He may save experience points and use themduring the Campaign phase. He may save experience points and use them
during a future Campaign phase. The overlord player may purchase anyduring a future Campaign phase. The overlord player may purchase any
number of Overlord cards during this phase, as long as he has enoughnumber of Overlord cards during this phase, as long as he has enough
experience points to purchase each one.experience points to purchase each one.
Before each quest (but not each encounter), the overlord player mayBefore each quest (but not each encounter), the overlord player may
choose to temporarily remove a number of cards from his deck in orderchoose to temporarily remove a number of cards from his deck in order
to optimize his strategy for the quest. This is done in secret so the heroto optimize his strategy for the quest. This is done in secret so the hero
players do not know which cards the overlord player has removed.players do not know which cards the overlord player has removed.
He must keep a deck of at least 15 Overlord cards for each quest. AnyHe must keep a deck of at least 15 Overlord cards for each quest. Any
removed cards are set aside for the duration of the quest. After the questremoved cards are set aside for the duration of the quest. After the quest
ends, return any removed cards to his deck of Overlord cards.ends, return any removed cards to his deck of Overlord cards.
SHOPPINGSHOPPING
In addition to experience points, gold is the other major way that heroesIn addition to experience points, gold is the other major way that heroes
improve their capabilities. Heroes earn gold from Search cards during theimprove their capabilities. Heroes earn gold from Search cards during the
quests, and they may also receive gold as a reward for certain quests.quests, and they may also receive gold as a reward for certain quests.
Heroes share their gold, meaning they collectively have a single pool ofHeroes share their gold, meaning they collectively have a single pool of
gold from which to purchase new equipment for heroes; the hero playersgold from which to purchase new equipment for heroes; the hero players
may distribute this equipment among the heroes however they want.may distribute this equipment among the heroes however they want.
Heroes are not required to spend all their gold during the CampaignHeroes are not required to spend all their gold during the Campaign
phase; they can keep any amount of their gold and spend it during aphase; they can keep any amount of their gold and spend it during a
future Campaign phase.future Campaign phase.
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After each quest, the heroes visit the shop in Arhynn to see what it hasAfter each quest, the heroes visit the shop to see what it has
in stock. Shuffle the Shop Item cards and reveal one Shop Item card perin stock. Shuffle the Shop Item cards and reveal five Shop Item cards
hero, plus one additional card (see “Shop Item Card Anatomy” on page(see “Shop Item Card Anatomy” on page
11). The Shop deck is determined by the current act. Act I cards are11). The Shop deck is determined by the current act. Act I cards are