204 removals
243 additions
1.1.
2.22.2
3.Introduction3.Introduction
4.They crept down the stone stairs as silently as possible, not daring to announce4.They crept down the stone stairs as silently as possible, not daring to announce
5.their presence to whatever foul minions lurked in the shadows. The faint glow from5.their presence to whatever foul minions lurked in the shadows. The faint glow from
6.Leoric’s enchanted stone did little to illuminate the gathering dark. Jain slowly6.Leoric’s enchanted stone did little to illuminate the gathering dark. Jain slowly
7.notched an arrow, gracefully pulling her bowstring taut as the small silhouette of7.notched an arrow, gracefully pulling her bowstring taut as the small silhouette of
8.Tomble spun his knives behind her. “He is here somewhere,” Avric whispered, “be8.Tomble spun his knives behind her. “He is here somewhere,” Avric whispered, “be
9.prepared.”9.prepared.”
10.“Greetings, brave heroes,” a boisterous voice suddenly announced from the10.“Greetings, brave heroes,” a boisterous voice suddenly announced from the
11.darkness. “You have come so far! ‘Tis a shame your journey ends here...” As the11.darkness. “You have come so far! ‘Tis a shame your journey ends here...” As the
12.voice faded to the sound of distant cackling, dozens of monstrous shapes emerged12.voice faded to the sound of distant cackling, dozens of monstrous shapes emerged
13.to surround the heroes. The chamber soon rang with the sounds of battle...13.to surround the heroes. The chamber soon rang with the sounds of battle...
14.Game Overview14.Game Overview
15.Descent: Journeys in the Dark Second Edition is a game for two to five players15.Descent: Journeys in the Dark Second Edition is a game for two to five players
16.in which one player takes on the role of the overlord, while all other players16.in which one player takes on the role of the overlord, while all other players
17.take on the roles of heroes. During each game, the heroes undertake quests17.take on the roles of heroes. During each game, the heroes undertake quests
18.by venturing into dangerous caves, ancient ruins, dark dungeons, and18.by venturing into dangerous caves, ancient ruins, dark dungeons, and
19.cursed forests. Along the way, they will battle monsters, earn riches,19.cursed forests. Along the way, they will battle monsters, earn riches,
20.and attempt to stop the overlord from carrying out his evil plot.20.and attempt to stop the overlord from carrying out his evil plot.
21.Object of the Game21.Object of the Game
22.Before each game, the players select one of the quests listed in the Quest Guide.22.Before each game, the players select one of the quests listed in the Quest Guides.
23.Each quest presents the players with specific objectives they need to complete to win the23.Each quest presents the players with specific objectives they need to complete to win the
24.game. The heroes will either win or lose as a team, while the overlord wins or loses individually.24.game. The heroes will either win or lose as a team, while the overlord wins or loses individually.
25.The game can also be played as a campaign with multiple quests linked together to form an25.The game can also be played as a campaign with multiple quests linked together to form an
26.epic story. During a campaign, players earn upgrades and increase in power over the course26.epic story. During a campaign, players earn upgrades and increase in power over the course
27.of several play sessions. The majority of this rulebook is written assuming that players are27.of several play sessions. The majority of this rulebook is written assuming that players are
28.playing a single scenario (and not the campaign). Campaign rules are explained later in this28.playing a single scenario (and not the campaign). Campaign rules are explained later in this
29.rulebook (see “Campaign Rules” on page 19).29.rulebook (see “Campaign Rules” on page 19).
30.Component List30.Component List
31.This game includes the following:31.This game includes the following:
32.• This Rulebook32.• This Rulebook
33.1 Quest Guide33.2 Quest Guides
34.• 8 Hero Figures34.• 8 Hero Figures
35.• 31 Monster Figures, consisting of:35.• 31 Monster Figures, consisting of:
36.– 5 Zombies; 4 tan and 1 red36.– 5 Zombies; 4 tan and 1 red
37.– 5 Goblin Archers; 4 tan and 1 red37.– 5 Goblin Archers; 4 tan and 1 red
38.– 5 Cave Spiders; 4 tan and 1 red38.– 5 Cave Spiders; 4 tan and 1 red
39.– 4 Flesh Moulders; 3 tan and 1 red39.– 4 Flesh Moulders; 3 tan and 1 red
40.– 4 Barghests; 3 tan and 1 red40.– 4 Barghests; 3 tan and 1 red
41.– 2 Ettins; 1 tan and 1 red41.– 2 Ettins; 1 tan and 1 red
42.– 2 Elementals; 1 tan and 1 red42.– 2 Elementals; 1 tan and 1 red
43.– 2 Merriods; 1 tan and 1 red43.– 2 Merriods; 1 tan and 1 red
44.– 2 Shadow Dragons; 1 tan and 1 red44.– 2 Shadow Dragons; 1 tan and 1 red
45.• 9 Custom Six–sided Dice, consisting of:45.• 9 Custom Six–sided Dice, consisting of:
46.– 1 Blue Attack Die46.– 1 Blue Attack Die
47.– 2 Red Power Dice47.– 2 Red Power Dice
48.– 2 Yellow Power Dice48.– 2 Yellow Power Dice
49.– 1 Brown Defense Die49.– 1 Brown Defense Die
50.– 2 Gray Defense Dice50.– 2 Gray Defense Dice
51.– 1 Black Defense Die51.– 1 Black Defense Die
52.• 7 Plastic Stands52.• 7 Plastic Stands
53.• 8 Hero Sheets53.• 8 Hero Sheets
54.• 1 Pad of Campaign Sheets
55.• 152 Small Cards, consisting of:54.• 152 Small Cards, consisting of:
56.– 84 Class Cards55.– 84 Class Cards
57.– 20 Act I Shop Item Cards56.– 20 Act I Shop Item Cards
58.– 14 Act II Shop Item Cards57.– 14 Act II Shop Item Cards
59.– 16 Condition Cards58.– 16 Condition Cards
60.– 12 Search Cards59.– 12 Search Cards
61.– 6 Relic Cards60.– 6 Relic Cards
62.• 84 Bridge-sized Cards, consisting of:61.• 84 Bridge-sized Cards, consisting of:
63.– 40 Overlord Cards62.– 40 Overlord Cards
64.– 18 Monster Cards63.– 18 Monster Cards
65.– 12 Lieutenant Cards64.– 12 Lieutenant Cards
66.– 10 Travel Event Cards65.– 10 Travel Event Cards
67.– 4 Activation Cards66.– 4 Reference Cards
68.• 205 Tokens, consisting of:67.• 205 Tokens, consisting of:
69.– 48 Map Tiles68.– 48 Map Tiles
70.– 45 Damage Tokens69.– 45 Damage Tokens
71.– 35 Fatigue Tokens70.– 35 Fatigue Tokens
72.– 7 Doors71.– 7 Doors
73.– 16 Hero Tokens72.– 16 Hero Tokens
74.– 9 Search Tokens73.– 9 Search Tokens
75.– 6 Lieutenant Tokens74.– 6 Lieutenant Tokens
76.– 10 Objective Tokens75.– 10 Objective Tokens
77.– 8 Villager Tokens76.– 8 Villager Tokens
78.– 20 Condition Tokens77.– 20 Condition Tokens
79.– 1 Reanimate Familiar Token78.– 1 Reanimate Familiar Token
80.379.3
81.Component Overview80.Component Overview
82.This section describes the various components in detail.81.This section describes the various components in detail.
83.Quest Guide82.Quest Guides
84.The Quest Guide lists all of the quests in the game,83.The Quest Guides list all of the quests in the game,
85.including setup, special rules, and the objectives84.including setup, special rules, and the objectives
86.for each quest. Players will refer to this guide when85.for each quest. Players will refer to these guides when
87.choosing and setting up each quest.86.choosing and setting up each quest.
88.Plastic Figures87.Plastic Figures
89.Heroes and monsters are represented88.Heroes and monsters are represented
90.on the game board by plastic figures.89.on the game board by plastic figures.
91.Hero figures are gray, while each90.Hero figures are gray, while each
92.monster is either tan or red. Tan91.monster is either tan or red. Tan
93.monsters represent minion monsters92.monsters represent minion monsters
94.and red monsters represent master93.and red monsters represent master
95.monsters, more powerful versions of94.monsters, more powerful versions of
96.the minion monsters.95.the minion monsters.
97.Custom Dice96.Custom Dice
98.These dice are used to resolve attacks, tests, and other97.These dice are used to resolve attacks, tests, and other
99.similar game elements which rely on a randomly98.similar game elements which rely on a randomly
100.determined outcome.99.determined outcome.
101.Hero Sheets100.Hero Sheets
102.Each Hero sheet contains all the information the101.Each Hero sheet contains all the information the
103.player needs to play a particular hero.102.player needs to play a particular hero.
104.Campaign Sheets
105.These sheets are used during campaign play. Players use
106.these sheets to track important information between game
107.sessions within a campaign.
108.Class Cards103.Class Cards
109.These cards are divided into eight separate decks104.These cards are divided into eight separate decks
110.that represent the eight different hero classes in the105.that represent the eight different hero classes in the
111.game. Each deck contains all the skills and starting106.game. Each deck contains all the skills and starting
112.equipment belonging to that class.107.equipment belonging to that class.
113.Shop Item Cards108.Shop Item Cards
114.These cards represent the different items heroes can109.These cards represent the different items heroes can
115.find or purchase in the game. They are divided into110.find or purchase in the game. They are divided into
116.Act I items and Act II items.111.Act I items and Act II items.
117.Condition Cards112.Condition Cards
118.The rules for the different ongoing effects in the113.The rules for the different ongoing effects in the
119.game are listed on these cards. When a figure is114.game are listed on these cards. When a figure is
120.inflicted with a condition, players use these cards to115.inflicted with a condition, players use these cards to
121.reference the effects of that condition.116.reference the effects of that condition.
122.Search Cards117.Search Cards
123.These cards represent useful items that heroes may118.These cards represent useful items that heroes may
124.discover during a quest. Search cards are drawn119.discover during a quest. Search cards are drawn
125.when a hero performs a search action. During120.when a hero performs a search action. During
126.campaign play, heroes also receive the amount of121.campaign play, heroes also receive the amount of
127.gold listed on the card.122.gold listed on the card.
128.Relic Cards123.Relic Cards
129.Relic cards represent unique and powerful items in124.Relic cards represent unique and powerful items in
130.the campaign. These items can be acquired by either125.the campaign. These items can be acquired by either
131.the hero players or the overlord player.126.the hero players or the overlord player.
132.Overlord Cards127.Overlord Cards
133.The overlord player uses these cards to128.The overlord player uses these cards to
134.perform various abilities, such as benefiting129.perform various abilities, such as benefiting
135.monsters or springing a trap on the heroes.130.monsters or springing a trap on the heroes.
136.There are both basic Overlord cards, which131.There are both basic Overlord cards, which
137.the overlord player begins the game with, as132.the overlord player begins the game with, as
138.well as upgrade cards, which he can purchase133.well as upgrade cards, which he can purchase
139.with experience points when playing the campaign.134.with experience points when playing the campaign.
140.Monster Cards135.Monster Cards
141.These cards list all the information for the136.These cards list all the information for the
142.different monsters in the game. The face137.different monsters in the game. The face
143.of the card shows the monster’s important138.of the card shows the monster’s important
144.characteristics and abilities, while the back139.characteristics and abilities, while the back
145.of the card lists detailed rules for all the140.of the card lists detailed rules for all the
146.monster’s abilities as well as the number of141.monster’s abilities as well as the number of
147.figures used based on the number of heroes142.figures used based on the number of heroes
148.in the game. Each monster has both an Act I143.in the game. Each monster has both an Act I
149.card and an Act II card.144.card and an Act II card.
150.Lieutenant Cards145.Lieutenant Cards
151.Similar to the Monster cards, these cards list146.Similar to the Monster cards, these cards list
152.the information of the overlord’s powerful147.the information of the overlord’s powerful
153.allies known as lieutenants. Each lieutenant148.allies known as lieutenants. Each lieutenant
154.has both an Act I card and an Act II card.149.has both an Act I card and an Act II card.
155.Travel Event Cards150.Travel Event Cards
156.During campaign play, these cards determine151.During campaign play, these cards determine
157.if there is an event for the heroes while they152.if there is an event for the heroes while they
158.travel.153.travel.
159.Activation Cards154.Reference Cards
160.These cards list a summary of the hero and155.These cards list a summary of the hero and
161.overlord turns, and they mark which heroes156.overlord turns, and they mark which heroes
162.have completed their turn. There are four157.have completed their turn. There are four
163.different colors of these cards and each color158.different colors of these cards and each color
164.corresponds to a color of hero token.159.corresponds to a color of hero token.
165.Map Tiles160.Map Tiles
166.These puzzle-cut tiles represent161.These puzzle-cut tiles represent
167.different locations heroes explore162.different locations heroes explore
168.during the game. Each quest has a163.during the game. Each quest has a
169.unique layout that uses different164.unique layout that uses different
170.combinations of map tiles. All map165.combinations of map tiles. All map
171.tiles are double-sided, with one side166.tiles are double-sided, with one side
172.showing an indoor location and167.showing an indoor location and
173.the other side showing an outdoor168.the other side showing an outdoor
174.environment.169.environment.
175.4170.4
176.Damage and Fatigue171.Damage and Fatigue
177.Tokens172.Tokens
178.These tokens track the amount of damage173.These tokens track the amount of damage
179.or fatigue heroes suffer during a quest. The174.or fatigue heroes suffer during a quest. The
180.damage tokens are also used to track damage175.damage tokens are also used to track damage
181.monsters and lieutenants have suffered.176.monsters and lieutenants have suffered.
182.Doors and Plastic177.Doors and Plastic
183.Stands178.Stands
184.These doors are placed on the map in179.These doors are placed on the map in
185.some quests. There are both normal180.some quests. There are both normal
186.doors and locked doors. Before playing181.doors and locked doors. Before playing
187.the game, insert each door token into182.the game, insert each door token into
188.one plastic stand.183.one plastic stand.
189.Hero Tokens184.Hero Tokens
190.These tokens are useful for keeping track of important185.These tokens are useful for keeping track of important
191.information as instructed by the rules or card effects.186.information as instructed by the rules or card effects.
192.Search Tokens187.Search Tokens
193.These tokens mark the spaces in a quest where heroes can188.These tokens mark the spaces in a quest where heroes can
194.search for items, potions, and quest specific articles. One189.search for items, potions, and quest specific articles. One
195.of these tokens has a unique back and is only used during190.of these tokens has a unique back and is only used during
196.specific quests.191.specific quests.
197.Lieutenant Tokens192.Lieutenant Tokens
198.These tokens represent lieutenants on the map. The193.These tokens represent lieutenants on the map. The
199.art on the token matches the art on the corresponding194.art on the token matches the art on the corresponding
200.Lieutenant card.195.Lieutenant card.
201.Objective Tokens196.Objective Tokens
202.Many quests in the game have different objectives for197.Many quests in the game have different objectives for
203.both the overlord player and the hero players. These198.both the overlord player and the hero players. These
204.tokens mark the locations of objectives on the map.199.tokens mark the locations of objectives on the map.
205.Objective tokens have a unique colored back for use in200.Objective tokens have a unique colored back for use in
206.specific quests.201.specific quests.
207.Villager Tokens202.Villager Tokens
208.These tokens represent the different characters that203.These tokens represent the different characters that
209.heroes can encounter in quests, such as villagers,204.heroes can encounter in quests, such as villagers,
210.guards, or other characters important to a particular205.guards, or other characters important to a particular
211.quest. The Quest Guide lists any special rules regarding206.quest. The Quest Guides list any special rules regarding
212.these characters.207.these characters.
213.Condition Tokens208.Condition Tokens
214.These tokens are used to signify when monsters are209.These tokens are used to signify when monsters are
215.affected by ongoing effects. These tokens correspond to210.affected by ongoing effects. These tokens correspond to
216.various Condition cards.211.various Condition cards.
217.Familiar Token212.Familiar Token
218.This token is used to represent a familiar controlled by a213.This token is used to represent a familiar controlled by a
219.hero player. In this case, the Necromancer's Reanimate.214.hero player. In this case, the Necromancer's Reanimate.
220.Before Play215.Before Play
221.Before playing Descent: Journeys in the Dark Second Edition, carefully216.Before playing Descent: Journeys in the Dark Second Edition, carefully
222.punch out all tokens and map tiles from the cardboard frames. Then,217.punch out all tokens and map tiles from the cardboard frames. Then,
223.insert the door tokens into the plastic stands.218.insert the door tokens into the plastic stands.
224.Some of the larger monster figures require a little basic assembly. Players219.Some of the larger monster figures may require a little basic assembly. Players
225.should simply insert the appropriate monster figure pieces into the220.should simply insert the appropriate monster figure pieces into the
226.corresponding monster figure. If players wish, they may use a small221.corresponding monster figure. If players wish, they may use a small
227.amount of hobby glue when assembling the figures.222.amount of hobby glue when assembling the figures.
228.Setup223.Setup
229.Setting up a game of Descent: Journeys in the Dark Second Edition224.Setting up a game of Descent: Journeys in the Dark Second Edition
230.involves different steps for the overlord player and the hero players.225.involves different steps for the overlord player and the hero players.
231.Certain quests may also have quest specific setup instructions listed in the226.Certain quests may also have quest specific setup instructions listed in the
232.Quest Guide. The following instructions are written assuming players227.Quest Guides. The following instructions are written assuming players
233.are playing the basic game. The basic game is a single quest played over228.are playing the basic game. The basic game is a single quest played over
234.the course of a single play session. Players may also play quests as part of a229.the course of a single play session. Players may also play quests as part of a
235.campaign or using the Epic Play variant (see “Campaign Rules” and “Epic230.campaign or using the Epic Play variant (see “Campaign Rules” and “Epic
236.Play” on page 19).231.Play” on page 19).
237.General Setup232.General Setup
238.Before playing, set up the game as follows:233.Before playing, set up the game as follows:
239.1. Choose Quest: Descent: Journeys in the Dark Second Edition234.1. Choose Quest: Descent: Journeys in the Dark Second Edition
240.includes 16 unique quests (along with 4 campaign-specific quests)235.includes 16 unique quests (along with 3 campaign-specific quests)
241.with specific setup instructions and objectives for both the heroes and236.with specific setup instructions and objectives for both the heroes and
242.the overlord. When choosing which quest to play, refer to the Quest237.the overlord. When choosing which quest to play, refer to the Quest
243.Guide. For a player’s first game, we suggest choosing “First Blood,” an238.Guides. For a player’s first game, we suggest choosing “Acolyte of Saradyn,” an
244.introductory quest.239.introductory quest.
245.2. Assemble Map: Players refer to the chosen quest’s “Encounter 1”240.2. Assemble Map: Players refer to the chosen quest’s “Encounter 1”
246.diagram in the Quest Guide to assemble the map. Place any doors241.diagram in the Quest Guide to assemble the map. Place any doors
247.used in the quest as indicated in the Quest Guide.242.used in the quest as indicated in the Quest Guide.
248.3. Choose Player Roles: Players decide who will take on the role of the243.3. Choose Player Roles: Players decide who will take on the role of the
249.overlord. It is recommended that the most experienced player take on244.overlord. It is recommended that the most experienced player take on
250.this role. All other players take on the roles of the heroes. If all players245.this role. All other players take on the roles of the heroes. If all players
251.do not agree, then this decision is made randomly (such as by rolling246.do not agree, then this decision is made randomly (such as by rolling
252.a die).247.a die).
253.4. Prepare Tokens: Sort all damage, fatigue, hero, and condition tokens248.4. Prepare Tokens: Sort all damage, fatigue, hero, and condition tokens
254.into piles by type. Place each pile of tokens within easy reach of all249.into piles by type. Place each pile of tokens within easy reach of all
255.players.250.players.
256.5. Assemble Search Deck and Condition Cards: Take all the Search251.5. Assemble Search Deck and Condition Cards: Take all the Search
257.cards and shuffle them together. Place the Search deck facedown252.cards and shuffle them together. Place the Search deck facedown
258.within easy reach of the hero players. Place the Condition cards in253.within easy reach of the hero players. Place the Condition cards in
259.separate piles based on their type, within easy reach of all players.254.separate piles based on their type, within easy reach of all players.
260.Hero Archetypes255.Hero Archetypes
261.Every hero has an archetype that is printed on his Hero sheet.256.Every hero has an archetype that is printed on his Hero sheet.
262.This archetype defines what classes are available to that hero.257.This archetype defines what classes are available to that hero.
263.These archetypes are:258.These archetypes are:
264.Warrior Healer Mage Scout259.Warrior Healer Mage Scout
265.5260.5
266.Hero Setup261.Hero Setup
267.After completing General Setup, the hero players continue setup262.After completing General Setup, the hero players continue setup
268.as follows. The overlord player then performs Overlord Setup (see263.as follows. The overlord player then performs Overlord Setup (see
269.“Overlord Setup”).264.“Overlord Setup”).
270.1. Take Activation Cards and Hero Tokens: Each hero player chooses265.1. Take Reference Cards and Hero Tokens: Each hero player chooses
271.one Activation card and takes the hero tokens of the corresponding266.one Reference card and takes the hero tokens of the corresponding
272.color.267.color.
273.2. Choose Heroes: All hero players must agree on which player controls268.2. Choose Heroes: All hero players must agree on which player controls
274.which hero. Each hero player chooses one Hero sheet and takes the269.which hero. Each hero player chooses one Hero sheet and takes the
275.corresponding hero figure. In a two-player game, the lone hero player270.corresponding hero figure. In a two-player game, the lone hero player
276.controls two different heroes (see “Two-player Game” on page 18).271.controls two different heroes (see “Two-player Game” on page 18).
277.3. Choose Classes: Each hero player chooses one Class deck matching272.3. Choose Classes: Each hero player chooses one Class deck matching
278.his chosen hero’s archetype icon (printed on his Hero sheet; see273.his chosen hero’s archetype icon (printed on his Hero sheet; see
279.“Hero Archetypes” on page 4). Each archetype has different274.“Hero Archetypes” on page 4). Each archetype has different
280.classes available; there are two such classes available for each archetype275.classes available; there are two such classes available for each archetype
281.in the game, each one defining which skills are available to a hero of276.in the game, each one defining which skills are available to a hero of
282.that class. Any Class deck belonging to a class not chosen is returned277.that class. Any Class deck belonging to a class not chosen is returned
283.to the game box.278.to the game box.
284.When a player chooses a class for his hero, he takes the deck of cards279.When a player chooses a class for his hero, he takes the deck of cards
285.for that class (see “Class Card Anatomy” on page 8). This Class280.for that class (see “Class Card Anatomy” on page 8). This Class
286.deck includes the starting equipment for the hero, as well as all of281.deck includes the starting equipment for the hero, as well as all of
287.the skills associated with that class. A player may not select a hero282.the skills associated with that class. A player may not select a hero
288.class that does not match the archetype icon shown on the hero’s283.class that does not match the archetype icon shown on the hero’s
289.Hero sheet. Furthermore, a player may not select a class that has been284.Hero sheet. Furthermore, a player may not select a class that has been
290.chosen by another player.285.chosen by another player.
291.4. Choose Skills: Every hero begins the game with the basic skill (the286.4. Choose Skills: Every hero begins the game with the basic skill (the
292.skill card with no experience icon) and starting equipment from his287.skill card with no experience icon) and starting equipment from his
293.Class deck.288.Class deck.
294.When playing the basic game, all other skills are returned to the game289.When playing the basic game, all other skills are returned to the game
295.box. These skills are only used if playing a campaign or using the Epic290.box. These skills are only used if playing a campaign or using the Epic
296.Play variant (see “Campaign Rules” and “Epic Play” on page 19).291.Play variant (see “Campaign Rules” and “Epic Play” on page 19).
297.5. Place Heroes: Each player places his hero figure on the map in the292.5. Place Heroes: Each player places his hero figure on the map in the
298.area indicated by the quest rules for hero setup. This is typically on an293.area indicated by the quest rules for hero setup. This is typically on an
299.entrance tile.294.entrance tile.
300.Map Tile Breakdown295.Map Tile Breakdown
301.1. Map Tile: A map tile is a single large token used with296.1. Map Tile: A map tile is a single large token used with
302.other map tiles to build the quest map.297.other map tiles to build the quest map.
303.2. Space: Each map tile consists of several square spaces298.2. Space: Each map tile consists of several square spaces
304.(such as the one marked in red). Spaces may have special299.(such as the one marked in red). Spaces may have special
305.rules depending on their contents.300.rules depending on their contents.
306.3. Tile Code: All map tiles are labeled with a unique tile301.3. Tile Code: All map tiles are labeled with a unique tile
307.code for easy identification. Each tile code consists of302.code for easy identification. Each tile code consists of
308.one number and one letter.303.one number and one letter.
309.4. Edge: Each map tile features a puzzle-cut edge used to304.4. Edge: Each map tile features a puzzle-cut edge used to
310.connect other tiles. The black borders of a tile represent305.connect other tiles. The black borders of a tile represent
311.impassable walls that cannot normally be moved306.impassable walls that cannot normally be moved
312.through (see “Moving Off the Map” on page 9).307.through (see “Moving Off the Map” on page 9).
313.Overlord Setup308.Overlord Setup
314.The overlord player performs the following steps after hero players309.The overlord player performs the following steps after hero players
315.perform Hero Setup (see “Hero Setup”).310.perform Hero Setup (see “Hero Setup”).
316.1. Choose Monsters: The Quest Guide lists the monster group options311.1. Choose Monsters: The Quest Guide lists the monster group options
317.available to the overlord for the chosen quest. He takes the Act I312.available to the overlord for the chosen quest. He takes the Act I
318.Monster cards and figures for the chosen monster groups and places313.Monster cards and figures for the chosen monster groups and places
319.them in front of him. See “Monsters” on page 2 of the Quest Guide314.them in front of him. See “Monsters” on page 2 of the Act I Quest Guide
320.for more rules on choosing monsters.315.for more rules on choosing monsters.
321.Many quests also feature a specific lieutenant that the overlord uses316.Many quests also feature a specific lieutenant that the overlord uses
322.during the quest. The overlord player takes the appropriate Act I317.during the quest. The overlord player takes the appropriate Act I
323.Lieutenant card and token and places them in front of him.318.Lieutenant card and token and places them in front of him.
324.2. Perform Quest Setup: The overlord refers to the “Setup” section of319.2. Perform Quest Setup: The overlord refers to the “Setup” section of
325.the chosen quest and follows the instructions listed. This includes320.the chosen quest and follows the instructions listed. This includes
326.placing monster figures, objective tokens, search tokens, and villager321.placing monster figures, objective tokens, search tokens, and villager
327.tokens as indicated on the quest map.322.tokens as indicated on the quest map.
328.3. Create Overlord Deck: The overlord player shuffles the 15 basic323.3. Create Overlord Deck: The overlord player shuffles the 15 basic
329.Overlord cards to create his Overlord deck.324.Overlord cards to create his Overlord deck.
330.When playing the basic game, all other Overlord cards are returned325.When playing the basic game, all other Overlord cards are returned
331.to the game box. These cards are only used if playing a campaign or if326.to the game box. These cards are only used if playing a campaign or if
332.using the Epic Play variant (see “Campaign Rules” and “Epic Play” on327.using the Epic Play variant (see “Campaign Rules” and “Epic Play” on
333.page 19).328.page 19).
334.4. Draw Overlord Cards: The overlord player draws a number of329.4. Draw Overlord Cards: The overlord player draws a number of
335.Overlord cards equal to the number of heroes into his hand (see330.Overlord cards equal to the number of heroes into his hand (see
336.“Overlord Cards” on page 16).331.“Overlord Cards” on page 16).
337.After players have finished Hero Setup and Overlord Setup, they are332.After players have finished Hero Setup and Overlord Setup, they are
338.ready to begin playing the game.333.ready to begin playing the game.
339.1334.1
340.3335.3
341.4336.4
342.2337.2
343.6338.6
344.Setup Diagram (Four-player Game)339.Setup Diagram (Four-player Game)
345.1. Map: The map is set up in the center of the play area with the340.1. Map: The map is set up in the center of the play area with the
346.hero and monster figures, search tokens, and any objective341.hero and monster figures, search tokens, and any objective
347.tokens placed in the appropriate spaces described in the Quest342.tokens placed in the appropriate spaces described in the Quest
348.Guide.343.Guide.
349.2. Hero Sheets: Hero players place their Hero sheets faceup in344.2. Hero Sheets: Hero players place their Hero sheets faceup in
350.front of them.345.front of them.
351.3. Class Cards: Hero players place their Class cards faceup in front346.3. Class Cards: Hero players place their Class cards faceup in front
352.of them, next to their Hero sheets.347.of them, next to their Hero sheets.
353.4. Activation Cards and Hero Tokens: Hero players place their348.4. Reference Cards and Hero Tokens: Hero players place their
354.Activation cards with the corresponding hero tokens in front of349.Reference cards with the corresponding hero tokens in front of
355.them, for easy reference.350.them, for easy reference.
356.5. Overlord Cards: The overlord player shuffles his deck of351.5. Overlord Cards: The overlord player shuffles his deck of
357.Overlord cards and places it facedown in front of him.352.Overlord cards and places it facedown in front of him.
358.6. Monster Cards: The overlord player takes all Monster cards353.6. Monster Cards: The overlord player takes all Monster cards
359.needed for the quest, specified in the Quest Guide, and places354.needed for the quest, specified in the Quest Guide, and places
360.them in front of him.355.them in front of him.
361.7. Damage and Fatigue Token Supplies: Place all damage and356.7. Damage and Fatigue Token Supplies: Place all damage and
362.fatigue tokens in separate piles within easy reach of all players.357.fatigue tokens in separate piles within easy reach of all players.
363.8. Search Cards: Shuffle the deck of Search cards and place it358.8. Search Cards: Shuffle the deck of Search cards and place it
364.facedown near the map within easy reach of the hero players.359.facedown near the map within easy reach of the hero players.
365.9. Condition Cards and Tokens: Place all Condition cards and360.9. Condition Cards and Tokens: Place all Condition cards and
366.tokens within easy reach of all players.361.tokens within easy reach of all players.
367.10. Dice: Place all of the dice near the center of the play area within362.10. Dice: Place all of the dice near the center of the play area within
368.easy reach of all players.363.easy reach of all players.
369.1364.1
370.2365.2
371.9366.9
372.4367.4
373.6 5368.6 5
374.7369.7
375.8 2370.8
371.2
376.2372.2
377.3373.3
378.3374.3
379.3 4375.3 4
380.4376.4
381.10377.10
382.7378.7
383.Playing the Game379.Playing the Game
384.Descent: Journeys in the Dark Second Edition is played over a number of380.Descent: Journeys in the Dark Second Edition is played over a number of
385.game rounds. A round consists of each player taking one turn, beginning381.game rounds. A round consists of each player taking one turn, beginning
386.with one of the heroes. Each player completes his entire turn before382.with one of the heroes. Each player completes his entire turn before
387.another player begins his turn. Each round, the hero players decide as a383.another player begins his turn. Each round, the hero players decide as a
388.group the order in which they wish to act. This order may be different384.group the order in which they wish to act. This order may be different
389.each round. If they cannot all agree on an order, they proceed clockwise,385.each round. If they cannot all agree on an order, they proceed clockwise,
390.starting with the player seated to the left of the overlord. After all heroes386.starting with the player seated to the left of the overlord. After all heroes
391.have completed their turns, the overlord’s turn begins. After the overlord387.have completed their turns, the overlord’s turn begins. After the overlord
392.player finishes his turn, the round ends and a new round begins.388.player finishes his turn, the round ends and a new round begins.
393.Hero Turn Summary389.Hero Turn Summary
394.During each hero turn, the active hero player performs the following steps390.During each hero turn, the active hero player performs the following steps
395.in order.391.in order.
396.1. Start of Turn: During this step, any effects affecting the active hero392.1. Start of Turn: During this step, any effects affecting the active hero
397.that last “until the start of your next turn” end. Also, the hero player393.that last “until the start of your next turn” end. Also, the hero player
398.may use any abilities that trigger “at the start of your turn.” Then394.may use any abilities that trigger “at the start of your turn.” Then
399.the hero player refreshes his exhausted cards (see “Exhausting and395.the hero player refreshes his exhausted cards (see “Exhausting and
400.Refreshing Cards” on page 8).396.Refreshing Cards” on page 8).
401.2. Equip Items: If the player wishes to equip different items, he must397.2. Equip Items: If the player wishes to equip different items, he must
402.do so during this step. The Equipment section of the rulebook gives398.do so during this step. The Equipment section of the rulebook gives
403.full details about equipping cards and the limits of what a hero can399.full details about equipping cards and the limits of what a hero can
404.have equipped (see “Equipment” on page 11). Any excess items are400.have equipped (see “Equipment” on page 11). Any excess items are
405.flipped facedown and may not be used until they are equipped.401.flipped facedown and may not be used until they are equipped.
406.3. Perform Actions: During each hero’s turn, he receives two actions.402.3. Perform Actions: During each hero’s turn, he receives two actions.
407.He may perform these actions in any order he chooses, and he is not403.He may perform these actions in any order he chooses, and he is not
408.required to perform both actions. Unless noted otherwise, an action404.required to perform both actions. Unless noted otherwise, an action
409.must be resolved completely before the hero performs his next action.405.must be resolved completely before the hero performs his next action.
410.The player may perform any of the actions summarized below, and406.The player may perform any of the actions summarized below, and
411.may even perform the same action twice. See “Hero Turn in Detail”407.may even perform the same action twice. See “Hero Turn in Detail”
412.on page 8 for more details on these actions.408.on page 8 for more details on these actions.
413.• Move: The hero moves his hero figure up to a number of409.• Move: The hero moves his hero figure up to a number of
414.spaces equal to the hero’s Speed. The hero may interrupt410.spaces equal to the hero’s Speed. The hero may interrupt
415.his movement with another action and then complete his411.his movement with another action and then complete his
416.movement after the other action is resolved.412.movement after the other action is resolved.
417.• Attack: The hero attacks a monster.413.• Attack: The hero attacks a monster.
418.• Use a Skill: The hero uses a skill listed on one of his Class cards414.• Use a Skill: The hero uses a skill listed on one of his Class cards
419.that requires an action. These actions are denoted with a �.415.that requires an action. These actions are denoted with a �.
420.• Rest: The hero will recover all fatigue at the end of this turn.416.• Rest: The hero will recover all fatigue at the end of this turn.
421.• Search: If the hero is adjacent to or in a space containing a417.• Search: If the hero is adjacent to or in a space containing a
422.search token, he may reveal the search token.418.search token, he may reveal the search token.
423.• Stand Up: This is the one and only action that a knocked out419.• Stand Up: This is the one and only action that a knocked out
424.hero may perform during his turn. This action allows the hero420.hero may perform during his turn. This action allows the hero
425.to recover damage and prepare to be activated as normal next421.to recover damage and prepare to be activated as normal next
426.round.422.round.
427.• Revive a Hero: The hero restores health to a knocked out hero423.• Revive a Hero: The hero restores health to a knocked out hero
428.in an adjacent space.424.in an adjacent space.
429.• Open or Close a Door: The hero opens or closes one adjacent425.• Open or Close a Door: The hero opens or closes one adjacent
430.door.426.door.
431.• Special: Different cards or quests may provide heroes with427.• Special: Different cards or quests may provide heroes with
432.unique actions to perform. These actions are either clearly428.unique actions to perform. These actions are either clearly
433.stated “as an action” or noted with a �.429.stated “as an action” or noted with a �.
434.4. Flip Activation Card: After a hero player has finished performing his430.4. Flip Reference Card: After a hero player has finished performing his
435.actions, that hero player flips his Activation card facedown to indicate431.actions, that hero player flips his Reference card facedown to indicate
436.that his turn is over.432.that his turn is over.
437.After the player flips his Activation card, another hero begins his turn.433.After the player flips his Reference card, another hero begins his turn.
438.After all heroes’ Activation cards are facedown (showing the overlord434.After all heroes’ Reference cards are facedown (showing the overlord
439.turn summary), proceed to the overlord turn (see “Overlord Turn435.turn summary), proceed to the overlord turn (see “Overlord Turn
440.Summary” on page 8).436.Summary” on page 8).
441.Hero Sheet Anatomy437.Hero Sheet Anatomy
442.1. Hero Name and Archetype: This area displays the438.1. Hero Name and Archetype: This area displays the
443.name of the hero and the archetype that hero is439.name of the hero and the archetype that hero is
444.associated with. When choosing a class, the archetype440.associated with. When choosing a class, the archetype
445.icon must match the corresponding Class deck in order441.icon must match the corresponding Class deck in order
446.for that class to be chosen.442.for that class to be chosen.
447.2. Characteristics: All of the hero’s characteristics are443.2. Characteristics: All of the hero’s characteristics are
448.shown here. The listed characteristics are, from top444.shown here. The listed characteristics are, from top
449.to bottom, Speed, Health, Stamina, and Defense.445.to bottom, Speed, Health, Stamina, and Defense.
450.Speed determines how many movement points a figure446.Speed determines how many movement points a figure
451.receives when performing a move action. A figure’s447.receives when performing a move action. A figure’s
452.Health is the amount of damage it can suffer before448.Health is the amount of damage it can suffer before
453.being defeated, while Stamina represents the maximum449.being defeated, while Stamina represents the maximum
454.amount of fatigue it may suffer (see “Damage and450.amount of fatigue it may suffer (see “Damage and
455.Health” and “Fatigue and Stamina” on page 13). A451.Health” and “Fatigue and Stamina” on page 13). A
456.hero’s Defense value shows the type of defense dice he452.hero’s Defense value shows the type of defense dice he
457.rolls when attacked.453.rolls when attacked.
458.3. Hero Ability: All heroes have a unique ability that is454.3. Hero Ability: All heroes have a unique ability that is
459.displayed here.455.displayed here.
460.4. Attributes: Hero attributes are shown in this area. The456.4. Attributes: Hero attributes are shown in this area. The
461.listed attributes are Might �, Knowledge�,457.listed attributes are Might �, Knowledge�,
462.Willpower�, and Awareness�. These attributes458.Willpower�, and Awareness�. These attributes
463.are often tested at different times to see if the hero is459.are often tested at different times to see if the hero is
464.able to perform a particular skill, resist a special monster460.able to perform a particular skill, resist a special monster
465.attack, or avoid a trap played by the overlord (see461.attack, or avoid a trap played by the overlord (see
466.“Attribute Tests” on page 15).462.“Attribute Tests” on page 15).
467.5. Heroic Feat: This area displays the hero’s heroic feat.463.5. Heroic Feat: This area displays the hero’s heroic feat.
468.When a hero uses his heroic feat, the hero player flips464.When a hero uses his heroic feat, the hero player flips
469.his Hero sheet over to indicate that the hero has used465.his Hero sheet over to indicate that the hero has used
470.his heroic feat (see “Heroic Feats” on page 15).466.his heroic feat (see “Heroic Feats” on page 15).
471.Hero sheet back467.Hero sheet back
472.3468.3
473.5469.5
474.1470.1
475.2471.2
476.4472.4
477.8473.8
478.Overlord Turn Summary474.Overlord Turn Summary
479.During each overlord turn, the overlord player performs the following475.During each overlord turn, the overlord player performs the following
480.steps in order.476.steps in order.
481.1. Start of Turn: During this step, any effects affecting the overlord that477.1. Start of Turn: During this step, any effects affecting the overlord that
482.last “until the start of your next turn” end. Then, the overlord player478.last “until the start of your next turn” end. Then, the overlord player
483.draws one Overlord card, and he may play any number of Overlord479.draws one Overlord card, and he may play any number of Overlord
484.cards that specifically state they may be played “at the start of your480.cards that specifically state they may be played “at the start of your
485.turn.” Then the overlord player refreshes his exhausted cards (see481.turn.” Then the overlord player refreshes his exhausted cards (see
486.“Exhausting and Refreshing Cards” on page 8).482.“Exhausting and Refreshing Cards” on page 8).
487.2. Activate Monsters: The overlord activates each of his monster483.2. Activate Monsters: The overlord activates each of his monster
488.groups, one at a time, in any order he chooses. Monsters are grouped484.groups, one at a time, in any order he chooses. Monsters are grouped
489.together by type, and a monster group can contain both minion and485.together by type, and a monster group can contain both minion and
490.master monsters (see “Monsters” on page 16).486.master monsters (see “Monsters” on page 16).
491.3. End of Round: Each hero flips his Activation card faceup. The next487.3. End of Round: Each hero flips his Reference card faceup. The next
492.game round then begins, starting with a hero player’s turn.488.game round then begins, starting with a hero player’s turn.
493.Winning the Game489.Winning the Game
494.Each quest provides specific victory conditions for both the overlord490.Each quest provides specific victory conditions for both the overlord
495.player and the hero players. It is important to note that most quests491.player and the hero players. It is important to note that some quests
496.consist of two parts, called Encounters. Completing Encounter 1 of a492.consist of two parts, called Encounters. Completing Encounter 1 of a
497.two-part quest does not determine a winner of the entire game. The first493.two-part quest does not determine a winner of the entire game. The first
498.side (heroes or overlord) to satisfy the final encounter’s victory condition494.side (heroes or overlord) to satisfy the final encounter’s victory condition
499.wins the game!495.wins the game!
500.Hero Turn in Detail496.Hero Turn in Detail
501.During each hero turn, the hero may perform any two actions of his497.During each hero turn, the hero may perform any two actions of his
502.choice. This section explains detailed rules for actions.498.choice. This section explains detailed rules for actions.
503.Move499.Move
504.When a hero player performs a move action, he receives a number of500.When a hero player performs a move action, he receives a number of
505.movement points equal to his hero’s Speed (represented by a � on the501.movement points equal to his hero’s Speed (represented by a � on the
506.Hero sheet). Moving into an adjacent space costs one movement point502.Hero sheet). Moving into an adjacent space costs one movement point
507.(with the exception of entering certain types of terrain; see “Terrain” on503.(with the exception of entering certain types of terrain; see “Terrain” on
508.page 18). The player may choose to move fewer spaces than his hero’s504.page 18). The player may choose to move fewer spaces than his hero’s
509.Speed. A hero may also decide to perform two move actions consecutively,505.Speed. A hero may also decide to perform two move actions consecutively,
510.in which case the hero receives movement points equal to twice his Speed.506.in which case the hero receives movement points equal to twice his Speed.
511.Figures cannot move into or through spaces containing figures or507.Figures cannot move into or through spaces containing figures or
512.obstacles (see “Terrain” on page 18). These spaces are known as508.obstacles (see “Terrain” on page 18). These spaces are known as
513.blocked spaces. However, figures may move diagonally (including509.blocked spaces. However, figures may move diagonally (including
514.around corners and between two blocked spaces) and through friendly510.around corners and between two blocked spaces) and through friendly
515.figures. A hero treats all other heroes as friendly figures, while a monster511.figures. A hero treats all other heroes as friendly figures, while a monster
516.treats all other monsters as friendly figures. A figure cannot end its512.treats all other monsters as friendly figures. A figure cannot end its
517.movement in the same space as another figure.513.movement in the same space as another figure.
518.A hero performing a move action may interrupt his movement to perform514.A hero performing a move action may interrupt his movement to perform
519.another action, such as attacking, and continue the rest of his movement515.another action, such as attacking, and continue the rest of his movement
520.after resolving the other action. For example, a hero with a Speed of “4”516.after resolving the other action. For example, a hero with a Speed of “4”
521.could move two spaces, perform an attack, and then move two more517.could move two spaces, perform an attack, and then move two more
522.spaces after resolving the attack.518.spaces after resolving the attack.
523.Monsters follow the same movement rules as heroes when moving except519.Monsters follow the same movement rules as heroes when moving except
524.that monsters cannot suffer fatigue to receive additional movement points520.that monsters cannot suffer fatigue to receive additional movement points
525.(see “Additional Movement” below).521.(see “Additional Movement” below).
526.ADDITIONAL MOVEMENT522.ADDITIONAL MOVEMENT
527.A hero may suffer fatigue to receive additional movement points during523.A hero may suffer fatigue to receive additional movement points during
528.his turn. For each fatigue suffered, the hero receives one movement point.524.his turn. For each fatigue suffered, the hero receives one movement point.
529.If the hero already has fatigue equal to his Stamina, he may not suffer525.If the hero already has fatigue equal to his Stamina, he may not suffer
530.any more fatigue to receive additional movement points (see “Fatigue526.any more fatigue to receive additional movement points (see “Fatigue
531.and Stamina” on page 13). A hero player is not required to perform a527.and Stamina” on page 13). A hero player is not required to perform a
532.move action in order to suffer fatigue to move. During his turn, before or528.move action in order to suffer fatigue to move. During his turn, before or
533.after resolving an action or during a move action, a hero may suffer fatigue529.after resolving an action or during a move action, a hero may suffer fatigue
534.to gain movement points.530.to gain movement points.
535.Exhausting and531.Exhausting and
536.Refreshing Cards532.Refreshing Cards
537.Some cards require the player to exhaust them when they are533.Some cards require the player to exhaust them when they are
538.used. When a player exhausts a card, he simply rotates the card534.used. When a player exhausts a card, he simply rotates the card
539.sideways to indicate that he has used its ability. At the start535.sideways to indicate that he has used its ability. At the start
540.of a player’s turn, he refreshes all of his exhausted cards by536.of a player’s turn, he refreshes all of his exhausted cards by
541.returning them to their upright position. A player cannot use537.returning them to their upright position. A player cannot use
542.an exhausted card until it is refreshed.538.an exhausted card until it is refreshed.
543.Class Card Anatomy539.Class Card Anatomy
544.1. Archetype Icon: This icon shows which archetype the540.1. Archetype Icon: This icon shows which archetype the
545.class belongs to. A hero must have a matching archetype541.class belongs to. A hero must have a matching archetype
546.icon on his Hero sheet to choose this class (see “Hero542.icon on his Hero sheet to choose this class (see “Hero
547.Sheet Anatomy” on page 7).543.Sheet Anatomy” on page 7).
548.2. Class Name: This is the name of the class. All Class544.2. Class Name: This is the name of the class. All Class
549.cards with a matching name belong to the same Class545.cards with a matching name belong to the same Class
550.deck.546.deck.
551.3. Skill Name: The skill name is listed at the top of the547.3. Skill Name: The skill name is listed at the top of the
552.card along with the class name.548.card along with the class name.
553.4. Experience Icon: This number shows how many549.4. Experience Icon: This number shows how many
554.experience points it costs to purchase the skill. Heroes550.experience points it costs to purchase the skill. Heroes
555.begin play their basic skill cards and starting equipment.551.begin play their basic skill cards and starting equipment.
556.These basic cards have no experience icon on them.552.These basic cards have no experience icon on them.
557.5. Rules: This area lists the rules for the skill.553.5. Rules: This area lists the rules for the skill.
558.6. Fatigue Cost: Some skills require the hero to suffer554.6. Fatigue Cost: Some skills require the hero to suffer
559.fatigue to use. That amount of fatigue is listed here with555.fatigue to use. That amount of fatigue is listed here with
560.the fatigue icon. Any Class card without a fatigue cost556.the fatigue icon. Any Class card without a fatigue cost
561.may be used without suffering fatigue.557.may be used without suffering fatigue.
562.Exhausted Card Refreshed Card558.Exhausted Card Refreshed Card
563.Class card back Class card front559.Class card back Class card front
564.1560.1
565.2561.2
566.3562.3
567.4563.4
568.5564.5
569.6565.6
570.9566.9
571.MOVING OFF THE MAP567.MOVING OFF THE MAP
572.Normally figures cannot move through the walls along the edge of a568.Normally figures cannot move through the walls along the edge of a
573.map tile. Some quests allow figures to move off the map. This usually569.map tile. Some quests allow figures to move off the map. This usually
574.requires either an entrance or exit tile (see below). To move off the map,570.requires either an entrance or exit tile (see below). To move off the map,
575.the figure must move to one of the edge spaces (marked below in red) on571.the figure must move to one of the edge spaces (marked below in red) on
576.the entrance or exit tile and then spend one movement point. Except for572.the entrance or exit tile and then spend one movement point. Except for
577.entrance or exit tiles, figures may not move through the black borders of573.entrance or exit tiles, figures may not move through the black borders of
578.the map tile, as these represent impassable walls. The Quest Guide defines574.the map tile, as these represent impassable walls. The Quest Guides define
579.which tile is an entrance and which is an exit (if any).575.which tile is an entrance and which is an exit (if any).
580.Attack576.Attack
581.When a hero player performs an attack action, he may use one of his577.When a hero player performs an attack action, he may use one of his
582.equipped weapons to attack a space containing a monster. The hero’s578.equipped weapons to attack a space containing a monster. The hero’s
583.equipped weapon determines which spaces the hero may target for the579.equipped weapon determines which spaces the hero may target for the
584.attack. A weapon with the Melee icon may only target a space adjacent580.attack. A weapon with the Melee icon may only target a space adjacent
585.(see “Adjacent Spaces” on page 10) to the attacking hero. A weapon581.(see “Adjacent Spaces” on page 10) to the attacking hero. A weapon
586.with the Ranged icon may target any space in line of sight of the attacking582.with the Ranged icon may target any space in line of sight of the attacking
587.hero (see “Combat” on page 12).583.hero (see “Combat” on page 12).
588.Monster attacks follow the same rules when attacking heroes, except that584.Monster attacks follow the same rules when attacking heroes, except that
589.monsters don’t have equipped weapons. Instead, the type of attack (Melee585.monsters don’t have equipped weapons. Instead, the type of attack (Melee
590.or Ranged) is listed on its Monster card (along with the dice used in the586.or Ranged) is listed on its Monster card (along with the dice used in the
591.attack).587.attack).
592.Combat is performed by resolving the following steps in order. Each step588.Combat is performed by resolving the following steps in order. Each step
593.is detailed in a later section (see “Combat” on page 12):589.is detailed in a later section (see “Combat” on page 12):
594.1. Declare Weapon and Target: The attacking player chooses which590.1. Declare Weapon and Target: The attacking player chooses which
595.of his equipped weapons to use for this attack and declares the target591.of his equipped weapons to use for this attack and declares the target
596.of the attack (a space containing an enemy figure). The player then592.of the attack (a space containing an enemy figure). The player then
597.compiles his attack dice into a pool.593.compiles his attack dice into a pool.
598.2. Roll Dice: The attacking player rolls his dice pool while the defending594.2. Roll Dice: The attacking player rolls his dice pool while the defending
599.player rolls all necessary defense dice. If an attack affects multiple595.player rolls all necessary defense dice. If an attack affects multiple
600.figures, each figure rolls its defense dice separately.596.figures, each figure rolls its defense dice separately.
601.3. Check Range: When performing a Ranged attack, the attacking597.3. Check Range: When performing a Ranged attack, the attacking
602.player must roll enough range to reach the target.598.player must roll enough range to reach the target.
603.4. Spend Surges: After rolling the dice, the attacking player may spend599.4. Spend Surges: After rolling the dice, the attacking player may spend
604.any surge results to trigger special abilities.600.any surge results to trigger special abilities.
605.5. Deal Damage: Any damage not canceled by defense dice or other601.5. Deal Damage: Any damage not canceled by defense dice or other
606.effects is applied to each affected figure.602.effects is applied to each affected figure.
607.Use a Skill603.Use a Skill
608.When a hero performs a use a skill action, he may use a skill that has a �604.When a hero performs a use a skill action, he may use a skill that has a �
609.listed on his Class card. The player then resolves the skill by following the605.listed on his Class card. The player then resolves the skill by following the
610.rules listed on the Class card. If the skill allows the hero to perform an606.rules listed on the Class card. If the skill allows the hero to perform an
611.attack, the normal rules for performing an attack action apply.607.attack, the normal rules for performing an attack action apply.
612.Many skills also show a fatigue cost on the card. The hero must suffer this608.Many skills also show a fatigue cost on the card. The hero must suffer this
613.amount of fatigue in order to perform the � listed on the card or trigger609.amount of fatigue in order to perform the � listed on the card or trigger
614.an ability that requires the player to “exhaust this card,” or “use this610.an ability that requires the player to “exhaust this card,” or “use this
615.card.” See “Fatigue and Stamina” on page 13 for more information on611.card.” See “Fatigue and Stamina” on page 13 for more information on
616.suffering fatigue.612.suffering fatigue.
617.When using a skill, a hero cannot suffer fatigue that would exceed his613.When using a skill, a hero cannot suffer fatigue that would exceed his
618.Stamina. If a hero has already suffered fatigue equal to his Stamina, or if614.Stamina. If a hero has already suffered fatigue equal to his Stamina, or if
619.the skill would cause him to suffer more fatigue than his Stamina allows,615.the skill would cause him to suffer more fatigue than his Stamina allows,
620.he cannot use the skill until he recovers enough fatigue.616.he cannot use the skill until he recovers enough fatigue.
621.Rest617.Rest
622.When a hero performs a rest action, he will recover all fatigue at the end618.When a hero performs a rest action, he will recover all fatigue at the end
623.of his turn. As a reminder that he has rested during his turn, he places a619.of his turn. As a reminder that he has rested during his turn, he places a
624.hero token on his Activation card. At the end of his turn, after the hero620.hero token on his Reference card. At the end of his turn, after the hero
625.flips his Activation card, he discards the hero token and all fatigue from621.flips his Reference card, he discards the hero token and all fatigue from
626.his Hero sheet.622.his Hero sheet.
627.Movement Example623.Movement Example
628.1. Grisban the Thirsty needs to move past the goblin624.1. Grisban the Thirsty needs to move past the goblin
629.archers in this room, but monster figures block625.archers in this room, but monster figures block
630.movement for heroes, so he must find a way around626.movement for heroes, so he must find a way around
631.them.627.them.
632.2. His Speed is “3,” so he could move straight ahead, but628.2. His Speed is “3,” so he could move straight ahead, but
633.that move would not get him much closer to the hallway629.that move would not get him much closer to the hallway
634.where he wants to go.630.where he wants to go.
635.3. He can move diagonally to cover more ground. Players631.3. He can move diagonally to cover more ground. Players
636.should note that the black edge of the map tile does not632.should note that the black edge of the map tile does not
637.block diagonal movement around corners.633.block diagonal movement around corners.
638.Empty Spaces634.Empty Spaces
639.Some card effects and abilities refer to empty spaces. An empty635.Some card effects and abilities refer to empty spaces. An empty
640.space is defined as a space that contains no figures and that636.space is defined as a space that contains no figures and that
641.blocks neither line of sight nor movement. Unless otherwise637.blocks neither line of sight nor movement. Unless otherwise
642.noted, spaces containing tokens are still considered to be empty638.noted, spaces containing tokens are still considered to be empty
643.for the purposes of these effects.639.for the purposes of these effects.
644.Melee Ranged640.Melee Ranged
645.2641.2
646.3642.3
647.1643.1
648.Edge spaces of Entrance and Exit tiles644.Edge spaces of Entrance and Exit tiles
649.10645.10
650.Search646.Search
651.If a hero is adjacent to or in a space that contains a search token, he may647.If a hero is adjacent to or in a space that contains a search token, he may
652.perform a search action to search that space. The hero player flips the648.perform a search action to search that space. The hero player flips the
653.search token faceup and discards it. If the token is not unique, the player649.search token faceup and discards it. If the token is not unique, the player
654.draws the top Search card from the Search deck. Some quests use the650.draws the top Search card from the Search deck. Some quests use the
655.unique search token to represent items unique to that quest. If the hero651.unique search token to represent items unique to that quest. If the hero
656.reveals the unique search token, do not draw a Search card. Instead, refer652.reveals the unique search token, do not draw a Search card. Instead, refer
657.to the Quest Guide for details on what the hero discovers.653.to the Quest Guide for details on what the hero discovers.
658.Some Search cards may be used for a one-time effect (as listed on the654.Some Search cards may be used for a one-time effect (as listed on the
659.card). After using a Search card, the player flips the card facedown and655.card). After using a Search card, the player flips the card facedown and
660.keeps it in his play area (see “Search Card Anatomy” on page 10).656.keeps it in his play area (see “Search Card Anatomy” on page 10).
661.Stand Up657.Stand Up
662.When a hero is knocked out, he can only perform a stand up action (see658.When a hero is knocked out, he can only perform a stand up action (see
663.“Knocked Out” on page 15). In addition, this action may only be659.“Knocked Out” on page 15). In addition, this action may only be
664.performed by a hero that is knocked out. To stand up, the player rolls two660.performed by a hero that is knocked out. To stand up, the player rolls two
665.red power dice, recovers damage equal to the � rolled, recovers fatigue661.red power dice, recovers damage equal to the � rolled, recovers fatigue
666.equal to the � rolled, replaces his hero token with his hero figure, and662.equal to the � rolled, replaces his hero token with his hero figure, and
667.then flips his Activation card facedown to indicate his turn is over (he663.then flips his Reference card facedown to indicate his turn is over (he
668.may not perform an additional action). If another figure occupies the664.may not perform an additional action). If another figure occupies the
669.space containing the hero token, the standing hero figure is placed in the665.space containing the hero token, the standing hero figure is placed in the
670.closest empty space to his hero token of that hero player's choice.666.closest empty space to his hero token of that hero player's choice.
671.Revive a Hero667.Revive a Hero
672.When a hero performs a revive a hero action, he may revive a knocked668.When a hero performs a revive a hero action, he may revive a knocked
673.out hero (see “Knocked Out” on page 15) whose hero token is in an669.out hero (see “Knocked Out” on page 15) whose hero token is in an
674.adjacent space. The knocked out hero rolls two red power dice, recovers670.adjacent space. The knocked out hero rolls two red power dice, recovers
675.damage equal to the � rolled, recovers fatigue equal to the � rolled, and671.damage equal to the � rolled, recovers fatigue equal to the � rolled, and
676.then replaces his hero token with his figure. If another figure occupies the672.then replaces his hero token with his figure. If another figure occupies the
677.space containing the hero token, he places his figure in the closest empty673.space containing the hero token, he places his figure in the closest empty
678.space to his hero token of that hero player's choice.674.space to his hero token of that hero player's choice.
679.Open or Close a Door675.Open or Close a Door
680.When a hero or monster performs an open or close a door action, he676.When a hero or monster performs an open or close a door action, he
681.may open or close one adjacent door. Some doors are locked or otherwise677.may open or close one adjacent door. Some doors are locked or otherwise
682.sealed in a unique way and cannot be opened normally. Refer to the Quest678.sealed in a unique way and cannot be opened normally. Refer to the Quest
683.Guide for special instructions in these cases. When a door is opened,679.Guide for special instructions in these cases. When a door is opened,
684.remove it from the map and set it near its original location. If it is later680.remove it from the map and set it near its original location. If it is later
685.closed, return the door to its original location. Figures cannot move681.closed, return the door to its original location. Figures cannot move
686.or trace line of sight through doors. Spaces separated by a door are not682.or trace line of sight through doors. Spaces separated by a door are not
687.considered to be adjacent.683.considered to be adjacent.
688.Special684.Special
689.During quests and campaigns, heroes may acquire Search cards, Shop685.During quests and campaigns, heroes may acquire Search cards, Shop
690.Item cards, or Relic cards that contain actions denoted with a �. These686.Item cards, or Relic cards that contain actions denoted with a �. These
691.actions may be performed in the same manner as using a skill on a Class687.actions may be performed in the same manner as using a skill on a Class
692.card. Some heroic feats are also denoted with a � and require an action688.card. Some heroic feats are also denoted with a � and require an action
693.to perform (see “Heroic Feats” on page 15).689.to perform (see “Heroic Feats” on page 15).
694.Certain quest rules also provide quest-specific actions that may be690.Certain quest rules also provide quest-specific actions that may be
695.performed by the heroes during the quest. Refer to the Quest Guide for691.performed by the heroes during the quest. Refer to the Quest Guide for
696.any actions available to the heroes.692.any actions available to the heroes.
697.Overlord Turn in Detail693.Overlord Turn in Detail
698.The overlord player takes his turn after all hero players have completed694.The overlord player takes his turn after all hero players have completed
699.their turns. At the beginning of his turn, the overlord player draws695.their turns. At the beginning of his turn, the overlord player draws
700.one card from the top of the Overlord deck. After drawing a card, the696.one card from the top of the Overlord deck. After drawing a card, the
701.overlord player may play any number of cards that state they are played “at697.overlord player may play any number of cards that state they are played “at
702.the start of your turn,” including the card just drawn. All Overlord cards698.the start of your turn,” including the card just drawn. All Overlord cards
703.specify the timing in which they may be played (see “Overlord Cards” on699.specify the timing in which they may be played (see “Overlord Cards” on
704.page 16).700.page 16).
705.The majority of the overlord’s turn is spent activating his monsters.701.The majority of the overlord’s turn is spent activating his monsters.
706.The overlord player may activate each of his monsters on the map once702.The overlord player may activate each of his monsters on the map once
707.during his turn. He may perform up to two actions with each monster703.during his turn. He may perform up to two actions with each monster
708.he activates. Each monster may only perform one attack action per704.he activates. Each monster may only perform one attack action per
709.activation.705.activation.
710.Adjacent Spaces706.Adjacent Spaces
711.Any space that shares an edge or corner with another space is707.Any space that shares an edge or corner with another space is
712.defined as being adjacent to that space. In the example above,708.defined as being adjacent to that space. In the example above,
713.all of the red spaces are adjacent to Avric Albright. All spaces709.all of the red spaces are adjacent to Avric Albright. All spaces
714.adjacent to a figure are also in line of sight of that figure (see710.adjacent to a figure are also in line of sight of that figure (see
715.“Line of Sight” on page 12).711.“Line of Sight” on page 12).
716.Search Card Anatomy712.Search Card Anatomy
717.1. Name: This area lists the name of the Search card.713.1. Name: This area lists the name of the Search card.
718.2. Traits: This area lists the traits for the item. Traits do714.2. Traits: This area lists the traits for the item. Traits do
719.not have any rules themselves, but other rules or abilities715.not have any rules themselves, but other rules or abilities
720.might refer to traits.716.might refer to traits.
721.3. Ability: This section lists any rules or abilities.717.3. Ability: This section lists any rules or abilities.
722.4. Gold: When playing the campaign, this number shows718.4. Gold: When playing the campaign, this number shows
723.how much gold the players have earned, in addition to719.how much gold the players have earned, in addition to
724.the abilities listed on the card.720.the abilities listed on the card.
725.1721.1
726.2722.2
727.3723.3
728.4724.4
729.Unique725.Unique
730.search token726.search token
731.search token727.search token
732.11728.11
733.Monsters are activated by groups. In other words, all monsters of one729.Monsters are activated by groups. In other words, all monsters of one
734.type must be activated before moving on to the next group. The overlord730.type must be activated before moving on to the next group. The overlord
735.player must activate all monster groups during his turn, even if the731.player must activate all monster groups during his turn, even if the
736.activated monsters perform no actions.732.activated monsters perform no actions.
737.Example: The overlord player has one group of zombies and one group of733.Example: The overlord player has one group of zombies and one group of
738.flesh moulders on the map. He decides to activate his zombies first. The734.flesh moulders on the map. He decides to activate his zombies first. The
739.overlord player must activate all the zombies before moving on to the group of735.overlord player must activate all the zombies before moving on to the group of
740.flesh moulders.736.flesh moulders.
741.Monsters may perform the following actions, which are similar to the737.Monsters may perform the following actions, which are similar to the
742.hero actions (see “Hero Turn in Detail” on page 8):738.hero actions (see “Hero Turn in Detail” on page 8):
743.• Move: The monster moves a number of spaces up to its Speed (see739.• Move: The monster moves a number of spaces up to its Speed (see
744.“Move” on page 8).740.“Move” on page 8).
745.• Attack: The monster attacks a hero (see “Attack” on page 9).741.• Attack: The monster attacks a hero (see “Attack” on page 9).
746.Unlike heroes, a monster can attack only once during its activation.742.Unlike heroes, a monster can attack only once during its activation.
747.• Monster Action: Some monsters have unique actions listed on their743.• Monster Action: Some monsters have unique actions listed on their
748.Monster card with a �. If any special action allows the monster to744.Monster card with a �. If any special action allows the monster to
749.perform an attack, it counts as the monster’s one attack action for745.perform an attack, it counts as the monster’s one attack action for
750.that activation.746.that activation.
751.• Open or Close a Door: The monster opens or closes one adjacent door747.• Open or Close a Door: The monster opens or closes one adjacent door
752.(see “Open or Close a Door” on page 10).748.(see “Open or Close a Door” on page 10).
753.• Special: Different cards or quests may provide monsters with unique749.• Special: Different cards or quests may provide monsters with unique
754.actions to perform. These actions are either clearly stated “as an action”750.actions to perform. These actions are either clearly stated “as an action”
755.or noted with a �.751.or noted with a �.
756.Core Rules752.Core Rules
757.This section describes core concepts and mechanics, including combat,753.This section describes core concepts and mechanics, including combat,
758.using items, defeated figures, and more.754.using items, defeated figures, and more.
759.The Dice755.The Dice
760.Many situations during gameplay—such as combat or attribute tests—756.Many situations during gameplay—such as combat or attribute tests—
761.require dice rolls to resolve. There are three different types of dice in the757.require dice rolls to resolve. There are three different types of dice in the
762.game: attack dice, power dice, and defense dice. Some types of dice come758.game: attack dice, power dice, and defense dice. Some types of dice come
763.in different varieties (such as red and yellow power dice). Usually these759.in different varieties (such as red and yellow power dice). Usually these
764.dice are mixed and rolled together as a single pool of dice. Players are760.dice are mixed and rolled together as a single pool of dice. Players are
765.not limited to the number of dice included in the game. If more dice are761.not limited to the number of dice included in the game. If more dice are
766.needed for a roll, the player simply rolls all the dice he can, records the762.needed for a roll, the player simply rolls all the dice he can, records the
767.results, and rerolls any other dice needed. Below are the symbols on the763.results, and rerolls any other dice needed. Below are the symbols on the
768.various dice within the game:764.various dice within the game:
769.�: This symbol represents damage being dealt on an attack roll, or765.�: This symbol represents damage being dealt on an attack roll, or
770.damage being recovered.766.damage being recovered.
771.�: This symbol, called a surge, allows players to trigger powerful767.�: This symbol, called a surge, allows players to trigger powerful
772.abilities, or recover fatigue (see “4. Spend Surges” on page 13).768.abilities, or recover fatigue (see “4. Spend Surges” on page 13).
773.X: The attack die features a “X” on one side, which results in the attack769.X: The attack die features a “X” on one side, which results in the attack
774.being a miss (see “2. Roll Dice” on page 12).770.being a miss (see “2. Roll Dice” on page 12).
775.2–6: Some dice also have a number on them, which determines how771.2–6: Some dice also have a number on them, which determines how
776.much range a given attack has (see “3. Check Range” on page 12).772.much range a given attack has (see “3. Check Range” on page 12).
777.�: This symbol appears on defense dice and allows the player rolling the773.�: This symbol appears on defense dice and allows the player rolling the
778.dice to cancel damage (see “5. Deal Damage” on page 13).774.dice to cancel damage (see “5. Deal Damage” on page 13).
779.Equipment775.Equipment
780.Each hero can carry any number of Shop Item, Class, and Search cards776.Each hero can carry any number of Shop Item, Class, and Search cards
781.he chooses. However, the number of these cards that a hero may equip is777.he chooses. However, the number of these cards that a hero may equip is
782.limited. Hero players indicate which items are not equipped by flipping778.limited. Hero players indicate which items are not equipped by flipping
783.them facedown or placing them under their Hero sheet. Any Shop Item779.them facedown or placing them under their Hero sheet. Any Shop Item
784.or Class cards (such as starting equipment) can only be used while a hero780.or Class cards (such as starting equipment) can only be used while a hero
785.has that card equipped.781.has that card equipped.
786.EQUIPMENT LIMITS782.EQUIPMENT LIMITS
787.These equip icons represent certain equipping restrictions:783.These equip icons represent certain equipping restrictions:
788.Hands Armor Other784.Hands Armor Other
789.• Heroes have two hands. The combination of items they equip cannot785.• Heroes have two hands. The combination of items they equip cannot
790.have more than two hand icons in total.786.have more than two hand icons in total.
791.• A hero can equip only 1 Armor item.787.• A hero can equip only 1 Armor item.
792.• A hero can equip up to 2 Other items.788.• A hero can equip up to 2 Other items.
793.Cards that do not contain at least one of these icons can be equipped789.Cards that do not contain at least one of these icons can be equipped
794.without restriction. These cards remain faceup near the Hero sheet and790.without restriction. These cards remain faceup near the Hero sheet and
795.can be used as specified on the card.791.can be used as specified on the card.
796.Shop Item Card Anatomy792.Shop Item Card Anatomy
797.1. Name: This area lists the name of the item.793.1. Name: This area lists the name of the item.
798.2. Attack Type: This icon defines the item as either a794.2. Attack Type: This icon defines the item as either a
799.Melee weapon or a Ranged weapon (see “Attack” on795.Melee weapon or a Ranged weapon (see “Attack” on
800.page 9). Cards without one of these icons are not796.page 9). Cards without one of these icons are not
801.considered weapons.797.considered weapons.
802.3. Equip Icon: These icons limit how many items the hero798.3. Equip Icon: These icons limit how many items the hero
803.can equip (see “Equipment” on page 11).799.can equip (see “Equipment” on page 11).
804.4. Dice Icons: This area lists the dice associated with the800.4. Dice Icons: This area lists the dice associated with the
805.item. If the item is a weapon, these dice are used when801.item. If the item is a weapon, these dice are used when
806.attacking with the weapon. If the item is Armor, they are802.attacking with the weapon. If the item is Armor, they are
807.added to the player’s defense pool.803.added to the player’s defense pool.
808.5. Cost: This number shows how much gold the item804.5. Cost: This number shows how much gold the item
809.costs when shopping.805.costs when shopping.
810.6. Traits: This area lists the traits for the item. Traits do806.6. Traits: This area lists the traits for the item. Traits do
811.not have any rules themselves, but other rules or abilities807.not have any rules themselves, but other rules or abilities
812.might refer to traits.808.might refer to traits.
813.7. Rules: This section lists any special rules or abilities.809.7. Rules: This section lists any special rules or abilities.
814.1810.1
815.2811.2
816.3 4812.3 4
817.5813.5
818.6814.6
819.7815.7
820.Attack die Power dice Defense dice816.Attack die Power dice Defense dice
821.12817.12
822.Combat818.Combat
823.Listed below are the expanded rules for combat. These rules further819.Listed below are the expanded rules for combat. These rules further
824.explain the Attack steps explained earlier.820.explain the Attack steps explained earlier.
825.1. DECLARE WEAPON AND TARGET821.1. DECLARE WEAPON AND TARGET
826.The attacking player declares which space his figure is attacking. The822.The attacking player declares which space his figure is attacking. The
827.target space must contain one enemy figure as the target of the attack.823.target space must contain one enemy figure as the target of the attack.
828.When heroes attack large monsters (monster figures that occupy more824.When heroes attack large monsters (monster figures that occupy more
829.than one space), it is important for the player to declare which specific825.than one space), it is important for the player to declare which specific
830.space he is targeting because of attacks with the Blast keyword. A figure826.space he is targeting because of attacks with the Blast keyword. A figure
831.may only target a space in his line of sight (see “Line of Sight” on page827.may only target a space in his line of sight (see “Line of Sight” on page
832.12). A figure making a Melee attack can only target an adjacent space.828.12). A figure making a Melee attack can only target an adjacent space.
833.A figure making a Ranged attack may target any figure in its line of sight829.A figure making a Ranged attack may target any figure in its line of sight
834.(including adjacent spaces).830.(including adjacent spaces).
835.The player must also declare which equipped weapon his hero is using.831.The player must also declare which equipped weapon his hero is using.
836.Heroes may either attack with one equipped weapon or their bare hands.832.Heroes may either attack with one equipped weapon or their bare hands.
837.A hero attacking with his bare hands can only target an adjacent space833.A hero attacking with his bare hands can only target an adjacent space
838.and rolls only the blue attack die for his attack. Only abilities on the834.and rolls only the blue attack die for his attack. Only abilities on the
839.chosen weapon may be used; if equipped with two weapons, abilities on835.chosen weapon may be used; if equipped with two weapons, abilities on
840.the other weapon are ignored for the attack. If the hero wishes to make a836.the other weapon are ignored for the attack. If the hero wishes to make a
841.Ranged attack, he must choose an equipped Ranged weapon.837.Ranged attack, he must choose an equipped Ranged weapon.
842.Monsters cannot equip weapons. The dice rolled for the monster’s attack,838.Monsters cannot equip weapons. The dice rolled for the monster’s attack,
843.as well as the type of attack, are listed on its Monster card.839.as well as the type of attack, are listed on its Monster card.
844.Example: Jain Fairwood has her Yew Shortbow equipped, and two goblin840.Example: Jain Fairwood has her Yew Shortbow equipped, and two goblin
845.archers are in her line of sight—one is adjacent and the other is two spaces841.archers are in her line of sight—one is adjacent and the other is two spaces
846.away. Since she has a Ranged weapon equipped, she may choose to target842.away. Since she has a Ranged weapon equipped, she may choose to target
847.either goblin archer.843.either goblin archer.
848.LINE OF SIGHT844.LINE OF SIGHT
849.In order for a figure to have line of sight to a space, a player must be able845.In order for a figure to have line of sight to a space, a player must be able
850.to trace an uninterrupted, straight line from any corner of that figure’s846.to trace an uninterrupted, straight line from any corner of that figure’s
851.space to any corner of the target space.847.space to any corner of the target space.
852.If the line passes through the edge of a map tile, a door, or a blocked space848.If the line passes through the edge of a map tile, a door, or a blocked space
853.(a space containing a figure or obstacle), the target space is not in line of849.(a space containing a figure or obstacle), the target space is not in line of
854.sight (see “Line of Sight Example” on page 12).850.sight (see “Line of Sight Example” on page 12).
855.If the line passes along the edge of a blocked space (see “Line of Sight851.If the line passes along the edge of a blocked space (see “Line of Sight
856.Example” on page 12), the target space is not in line of sight. However,852.Example” on page 12), the target space is not in line of sight. However,
857.if the line only touches the corner of a blocked space (without passing853.if the line only touches the corner of a blocked space (without passing
858.through the space itself ), the target space is in line of sight.854.through the space itself ), the target space is in line of sight.
859.Since adjacent spaces always share at least one common edge or corner,855.Since adjacent spaces always share at least one common edge or corner,
860.there is no need to trace line of sight between adjacent spaces. A space856.there is no need to trace line of sight between adjacent spaces. A space
861.adjacent to a figure is in line of sight.857.adjacent to a figure is in line of sight.
862.2. ROLL DICE858.2. ROLL DICE
863.The attacking player creates his attack pool by gathering all the dice859.The attacking player creates his attack pool by gathering all the dice
864.listed on his equipped weapon or Monster card, and then rolls them for860.listed on his equipped weapon or Monster card, and then rolls them for
865.his attack roll. If an ability allows a player to add dice to this pool, he must861.his attack roll. If an ability allows a player to add dice to this pool, he must
866.do so before the roll.862.do so before the roll.
867.If an X is rolled on the blue attack die, the attack is considered a miss and863.If an X is rolled on the blue attack die, the attack is considered a miss and
868.all other results are ignored. If an X is not rolled, the attacking player adds864.all other results are ignored. If an X is not rolled, the attacking player adds
869.up all of the � results on the dice to determine how much damage is dealt865.up all of the � results on the dice to determine how much damage is dealt
870.by this attack.866.by this attack.
871.The defending player—any player controlling a figure affected by the867.The defending player—any player controlling a figure affected by the
872.attack—creates his defense pool by gathering all the defense dice listed868.attack—creates his defense pool by gathering all the defense dice listed
873.on his Hero sheet (in addition to any dice provided by equipment and869.on his Hero sheet (in addition to any dice provided by equipment and
874.card effects) or Monster card and rolls them for his defense roll. If an870.card effects) or Monster card and rolls them for his defense roll. If an
875.ability allows a player to add dice to this roll, he does so before the roll.871.ability allows a player to add dice to this roll, he does so before the roll.
876.The defending player adds up all of the � results on the dice to determine872.The defending player adds up all of the � results on the dice to determine
877.how much damage is canceled on this attack. If multiple figures are873.how much damage is canceled on this attack. If multiple figures are
878.affected by the attack, each affected figure rolls its defense pool separately,874.affected by the attack, each affected figure rolls its defense pool separately,
879.keeping track of its own results.875.keeping track of its own results.
880.After all attack and defense dice have been rolled, players may use any876.After all attack and defense dice have been rolled, players may use any
881.abilities that allow them to reroll dice. Players should note that some cards877.abilities that allow them to reroll dice. Players should note that some cards
882.and abilities specifically refer to defense dice. Unless specifically stated878.and abilities specifically refer to defense dice. Unless specifically stated
883.otherwise, these references apply only to defense dice rolled as part of an879.otherwise, these references apply only to defense dice rolled as part of an
884.attack. For example, a player cannot use the "Iron Shield" card to allow880.attack. For example, a player cannot use the "Iron Shield" card to allow
885.him to reroll an attribute test.881.him to reroll an attribute test.
886.Example: Jain's Yew Shortbow uses the blue attack die and one yellow882.Example: Jain's Yew Shortbow uses the blue attack die and one yellow
887.power die. The player controlling Jain Fairwood gathers these dice while the883.power die. The player controlling Jain Fairwood gathers these dice while the
888.overlord player takes one gray defense die available to the goblin archer. Both884.overlord player takes one gray defense die available to the goblin archer. Both
889.players roll their respective dice pools.885.players roll their respective dice pools.
890.3. CHECK RANGE886.3. CHECK RANGE
891.Even though Ranged attacks may target any space in the attacker's line of887.Even though Ranged attacks may target any space in the attacker's line of
892.sight, the attacker must roll enough range on his attack roll in order to888.sight, the attacker must roll enough range on his attack roll in order to
893.deal damage to the target. Starting with the space adjacent to the attacker889.deal damage to the target. Starting with the space adjacent to the attacker
894.(of his choice), count the number of spaces to the target space. This890.(of his choice), count the number of spaces to the target space. This
895.number is the distance between the spaces. The numbers rolled on the891.number is the distance between the spaces. The numbers rolled on the
896.dice are the maximum range of the attack. If the total range obtained from892.dice are the maximum range of the attack. If the total range obtained from
897.the attack roll does not equal or exceed the distance between the spaces,893.the attack roll does not equal or exceed the distance between the spaces,
898.the attack is considered a miss unless the range can be increased (see “4.894.the attack is considered a miss unless the range can be increased (see “4.
899.Spend Surges” on page 13).895.Spend Surges” on page 13).
900.Example: Jain rolls “3” range on her blue attack die and “2” range on her896.Example: Jain rolls “3” range on her blue attack die and “2” range on her
901.yellow power die, for a total of “5” range. Since the goblin archer is only two897.yellow power die, for a total of “5” range. Since the goblin archer is only two
902.spaces away, there is plenty of range for the attack to hit the target.898.spaces away, there is plenty of range for the attack to hit the target.
903.Line of Sight Example899.Line of Sight Example
904.1. Leoric of the Book is equipped with a Ranged weapon900.1. Leoric of the Book is equipped with a Ranged weapon
905.and wants to perform an attack. He chooses to target901.and wants to perform an attack. He chooses to target
906.the minion zombie with his attack. When tracing line902.the minion zombie with his attack. When tracing line
907.of sight, the line touches only the corners of the blocked903.of sight, the line touches only the corners of the blocked
908.spaces and does not pass through either of them. Leoric904.spaces and does not pass through either of them. Leoric
909.has line of sight to the zombie's space.905.has line of sight to the zombie's space.
910.2. Jain Fairwood is also equipped with a Ranged weapon906.2. Jain Fairwood is also equipped with a Ranged weapon
911.and wants to attack the zombie as well. However, when907.and wants to attack the zombie as well. However, when
912.tracing line of sight from any corner of her space, the908.tracing line of sight from any corner of her space, the
913.line passes either through or along the edge of a blocked909.line passes either through or along the edge of a blocked
914.space. Remember that when tracing a line along the edge910.space. Remember that when tracing a line along the edge
915.of a blocked space, the target space is not in line of sight.911.of a blocked space, the target space is not in line of sight.
916.The zombie is not in Jain's line of sight and she cannot912.The zombie is not in Jain's line of sight and she cannot
917.target it with her attack.913.target it with her attack.
918.1914.1
919.2915.2
920.13916.13
921.COUNTING SPACES917.COUNTING SPACES
922.Some abilities require players to count the spaces from a figure to the918.Some abilities require players to count the spaces from a figure to the
923.target of the ability. When counting spaces for attacks and abilities,919.target of the ability. When counting spaces for attacks and abilities,
924.players ignore any non-obstacle terrain in those spaces (see “Terrain” on920.players ignore any non-obstacle terrain in those spaces (see “Terrain” on
925.page 18). The player just needs to verify that his target is in range for921.page 18). The player just needs to verify that his target is in range for
926.the ability to reach the target. If an ability affects figures within a specified922.the ability to reach the target. If an ability affects figures within a specified
927.number of spaces, line of sight is not needed unless specifically noted.923.number of spaces, line of sight is not needed unless specifically noted.
928.However, when counting spaces for an ability, players cannot count spaces924.However, when counting spaces for an ability, players cannot count spaces
929.through a door because the spaces are not considered adjacent.925.through a door because the spaces are not considered adjacent.
930.4. SPEND SURGES926.4. SPEND SURGES
931.If there are any surge results (�) obtained during the attack roll, the927.If there are any surge results (�) obtained during the attack roll, the
932.attacking player may spend these surges on different abilities. Weapons,928.attacking player may spend these surges on different abilities. Weapons,
933.skills, hero abilities, and items may all have surge abilities for the attacking929.skills, hero abilities, and items may all have surge abilities for the attacking
934.player to choose from. An attacking monster can spend surges to trigger930.player to choose from. An attacking monster can spend surges to trigger
935.certain abilities listed on its Monster card (see “Monster Card Anatomy”931.certain abilities listed on its Monster card (see “Monster Card Anatomy”
936.on page 16).932.on page 16).
937.Each individual � rolled during the attack roll may be spent once to933.Each individual � rolled during the attack roll may be spent once to
938.trigger surge abilities. Each surge ability may only be triggered once per934.trigger surge abilities. Each surge ability may only be triggered once per
939.attack. However, if the attacker has access to two different surge abilities935.attack. However, if the attacker has access to two different surge abilities
940.with identical effects, he can trigger both effects if he obtained enough936.with identical effects, he can trigger both effects if he obtained enough
941.�results.937.�results.
942.Up to one unused � may be used by an attacking hero to recover one938.Up to one unused � may be used by an attacking hero to recover one
943.fatigue. Monsters cannot use a � to recover fatigue.939.fatigue. Monsters cannot use a � to recover fatigue.
944.Note: Surge abilities may only be triggered during attacks unless940.Note: Surge abilities may only be triggered during attacks unless
945.otherwise specified.941.otherwise specified.
946.Example: Grisban the Thirsty obtains two � results from his attack roll.942.Example: Grisban the Thirsty obtains two � results from his attack roll.
947.His Chipped Greataxe has two different surge abilities that have the same943.His Chipped Greataxe has two different surge abilities that have the same
948.effect (“�: +1 �”). He decides to spend one � from his attack roll to944.effect (“�: +1 �”). He decides to spend one � from his attack roll to
949.trigger one of the abilities on his Chipped Greataxe. He could trigger the945.trigger one of the abilities on his Chipped Greataxe. He could trigger the
950.second surge ability to add another “+1 �” to his attack, but he would946.second surge ability to add another “+1 �” to his attack, but he would
951.rather recover fatigue. He decides to spend his remaining � to recover one947.rather recover fatigue. He decides to spend his remaining � to recover one
952.fatigue.948.fatigue.
953.5. DEAL DAMAGE949.5. DEAL DAMAGE
954.The target of an attack has the chance to cancel some or all of the damage950.The target of an attack has the chance to cancel some or all of the damage
955.from the attack. The defending player adds up all the � results in his951.from the attack. The defending player adds up all the � results in his
956.defense pool. Each � result cancels one damage (�) from the attack. Any952.defense pool. Each � result cancels one damage (�) from the attack. Any
957.damage not canceled by a � is suffered by the defending figure. Ignore any953.damage not canceled by a � is suffered by the defending figure. Ignore any
958.excess � results.954.excess � results.
959.The defending player tracks the damage by placing damage tokens on his955.The defending player tracks the damage by placing damage tokens on his
960.Hero sheet (in the case of heroes) or near the monster figure (in the case956.Hero sheet (in the case of heroes) or near the monster figure (in the case
961.of the overlord). If this damage ever equals or exceeds the figure’s Health,957.of the overlord). If this damage ever equals or exceeds the figure’s Health,
962.the figure is defeated (see “Defeated” on page 15).958.the figure is defeated (see “Defeated” on page 15).
963.Example: Avric Albright attacks a goblin archer on his turn, obtaining three959.Example: Avric Albright attacks a goblin archer on his turn, obtaining three
964.� results from his attack roll. The overlord rolls the defense pool for the960.� results from his attack roll. The overlord rolls the defense pool for the
965.goblin archer, obtaining two � results. Since only two � results are canceled,961.goblin archer, obtaining two � results. Since only two � results are canceled,
966.the goblin archer suffers one damage. The overlord player takes one damage962.the goblin archer suffers one damage. The overlord player takes one damage
967.token from the supply and places it near the goblin archer’s figure.963.token from the supply and places it near the goblin archer’s figure.
968.Note: Defense dice are used to cancel damage only during an attack. If964.Note: Defense dice are used to cancel damage only during an attack. If
969.an ability causes a figure to suffer damage for any other reason, that figure965.an ability causes a figure to suffer damage for any other reason, that figure
970.cannot roll defense dice to cancel any of that damage.966.cannot roll defense dice to cancel any of that damage.
971.ATTACK KEYWORDS967.ATTACK KEYWORDS
972.Some abilities are abbreviated on cards through the use of keywords,968.Some abilities are abbreviated on cards through the use of keywords,
973.which are explained below.969.which are explained below.
974.BLAST970.BLAST
975.On a Blast attack, all spaces adjacent to the targeted space are also affected971.On a Blast attack, all spaces adjacent to the targeted space are also affected
976.by the attack. The attacker rolls his attack pool once and applies the972.by the attack. The attacker rolls his attack pool once and applies the
977.result to each affected figure, but each affected figure individually rolls its973.result to each affected figure, but each affected figure individually rolls its
978.defense pool separately. Only the target space needs to be in range and in974.defense pool separately. Only the target space needs to be in range and in
979.line of sight of the attacker. Blast attacks affect both enemy and friendly975.line of sight of the attacker. Blast attacks affect both enemy and friendly
980.figures, and a figure can only be affected by Blast once per attack.976.figures, and a figure can only be affected by Blast once per attack.
981.PIERCE977.PIERCE
982.On a Pierce attack, the attack ignores a number of � results generated by978.On a Pierce attack, the attack ignores a number of � results generated by
983.the defending player (either through their defense roll or other abilities)979.the defending player (either through their defense roll or other abilities)
984.equal to the rating of Pierce. Pierce from multiple sources are added980.equal to the rating of Pierce. Pierce from multiple sources are added
985.together, which means that an attack with both “Pierce 1” and “Pierce 2”981.together, which means that an attack with both “Pierce 1” and “Pierce 2”
986.ignores up to 3 �.982.ignores up to 3 �.
987.REACH983.REACH
988.The Reach keyword allows the figure to use a Melee attack to target a984.The Reach keyword allows the figure to use a Melee attack to target a
989.figure up to two spaces away, rather than only adjacent spaces. The target985.figure up to two spaces away, rather than only adjacent spaces. The target
990.still needs to be in line of sight.986.still needs to be in line of sight.
991.Damage and Health987.Damage and Health
992.Attacks, skills, and abilities can deal damage (�) to heroes and monsters.988.Attacks, skills, and abilities can deal damage (�) to heroes and monsters.
993.The total amount of damage a hero or a monster can suffer is equal to989.The total amount of damage a hero or a monster can suffer is equal to
994.its Health (listed on the Hero sheet or Monster card). When a hero or990.its Health (listed on the Hero sheet or Monster card). When a hero or
995.monster suffers damage equal to its Health, that figure is immediately991.monster suffers damage equal to its Health, that figure is immediately
996.defeated (see “Defeated” on page 15). Ignore any damage suffered in992.defeated (see “Defeated” on page 15). Ignore any damage suffered in
997.excess of a figure’s Health.993.excess of a figure’s Health.
998.Fatigue and Stamina994.Fatigue and Stamina
999.Heroes voluntarily suffer fatigue (�) in order to use skills or move995.Heroes voluntarily suffer fatigue (�) in order to use skills or move
1000.additional spaces. To suffer fatigue, the player takes the number of fatigue996.additional spaces. To suffer fatigue, the player takes the number of fatigue
1001.tokens equal to the cost and places them on his Hero sheet. When using997.tokens equal to the cost and places them on his Hero sheet. When using
1002.skills or moving, a hero may only suffer fatigue up to an amount equal998.skills or moving, a hero may only suffer fatigue up to an amount equal
1003.to his Stamina. If any other game effect forces a hero to suffer fatigue in999.to his Stamina. If any other game effect forces a hero to suffer fatigue in
1004.excess of his Stamina, he instead suffers damage equal to the excess fatigue1000.excess of his Stamina, he instead suffers damage equal to the excess fatigue
1005.that would have been suffered.1001.that would have been suffered.
1006.Since monsters do not have a Stamina value, if a monster suffers any1002.Since monsters do not have a Stamina value, if a monster suffers any
1007.amount of fatigue, it suffers that amount of damage instead.1003.amount of fatigue, it suffers that amount of damage instead.
1008.Example: Tomble has a Stamina of “5” and has already suffered four fatigue1004.Example: Tomble has a Stamina of “5” and has already suffered four fatigue
1009.due to various game effects. He would like to use his “Unseen” skill, but this1005.due to various game effects. He would like to use his “Unseen” skill, but this
1010.skill has a fatigue cost of “2,” which would take Tomble past his Stamina.1006.skill has a fatigue cost of “2,” which would take Tomble past his Stamina.
1011.As a result, he cannot use the skill. Later, he is struck by Lord Merick’s “Wither”1007.As a result, he cannot use the skill. Later, he is struck by Lady Eliza's "Wail"
1012.effect, which causes Tomble to suffer two fatigue. He suffers one fatigue and1008.effect, which causes Tomble to suffer two fatigue. He suffers one fatigue and
1013.one damage, as the second fatigue would take him past his Stamina value.1009.one damage, as the second fatigue would take him past his Stamina value.
1014.Recovering Damage1010.Recovering Damage
1015.and Fatigue1011.and Fatigue
1016.When a hero suffers damage or fatigue, the hero player takes1012.When a hero suffers damage or fatigue, the hero player takes
1017.the appropriate number of damage or fatigue tokens from the1013.the appropriate number of damage or fatigue tokens from the
1018.supply and places them on his Hero sheet. If that hero later1014.supply and places them on his Hero sheet. If that hero later
1019.recovers damage or fatigue, he discards the appropriate number1015.recovers damage or fatigue, he discards the appropriate number
1020.of damage or fatigue tokens from his Hero sheet and returns1016.of damage or fatigue tokens from his Hero sheet and returns
1021.them to the supply.1017.them to the supply.
1022.141018.14
1023.Combat Example1019.Combat Example
1024.1. Declare weapon and target: Tomble1020.1. Declare weapon and target: Tomble
1025.decides to perform an attack. He declares1021.decides to perform an attack. He declares
1026.his equipped weapon, which is a Ranged1022.his equipped weapon, which is a Ranged
1027.weapon, as shown by the icon on the card.1023.weapon, as shown by the icon on the card.
1028.Since this is a Ranged attack, Tomble may1024.Since this is a Ranged attack, Tomble may
1029.target any space in his line of sight (see“Line1025.target any space in his line of sight (see“Line
1030.of Sight” on page 12). He declares his1026.of Sight” on page 12). He declares his
1031.target to be the master zombie.1027.target to be the master zombie.
1032.Attack Pool Defense Pool1028.Attack Pool Defense Pool
1033.2. Roll Dice: After declaring his weapon and target, Tomble1029.2. Roll Dice: After declaring his weapon and target, Tomble
1034.creates his attack pool. The dice used for the attack are listed1030.creates his attack pool. The dice used for the attack are listed
1035.on the chosen weapon's card. The overlord player creates his1031.on the chosen weapon's card. The overlord player creates his
1036.defense pool for the attack. Because the zombie is a master1032.defense pool for the attack. Because the zombie is a master
1037.monster, he references the master section (bottom) of the1033.monster, he references the master section (bottom) of the
1038.Monster card. Both players simultaneously roll their dice.1034.Monster card. Both players simultaneously roll their dice.
1039.3. Check Range: Since this is a Ranged attack, Tomble must1035.3. Check Range: Since this is a Ranged attack, Tomble must
1040.roll enough range in order to not miss his target. Starting with1036.roll enough range in order to not miss his target. Starting with
1041.an adjacent space of his choice, Tomble counts the spaces to his1037.an adjacent space of his choice, Tomble counts the spaces to his
1042.target. His target is three spaces away. He then adds up the range1038.target. His target is three spaces away. He then adds up the range
1043.rolled on his attack roll, which is four. Tomble has sufficient1039.rolled on his attack roll, which is four. Tomble has sufficient
1044.range to hit his target.1040.range to hit his target.
1045.4. Spend Surges: Tomble now has a1041.4. Spend Surges: Tomble now has a
1046.chance to spend any � rolled on the1042.chance to spend any � rolled on the
1047.attack roll to trigger any abilities he1043.attack roll to trigger any abilities he
1048.might have. His weapon card has two1044.might have. His weapon card has two
1049.abilities listed; “�: +1 Range, +1 �”1045.abilities listed; “�: +1 Range, +1 �”
1050.and “�: Stun.” He rolled 1 � on his1046.and “�: Stun.” He rolled 1 � on his
1051.attack roll and decides to spend it to1047.attack roll and decides to spend it to
1052.deal +1 � on the attack.1048.deal +1 � on the attack.
1053.5. Deal Damage: Tomble now counts up all � rolled on the1049.5. Deal Damage: Tomble now counts up all � rolled on the
1054.attack, including any abilities that add additional � to the attack.1050.attack, including any abilities that add additional � to the attack.
1055.Tomble rolled 3 � on his attack roll and spent 1 � to trigger an1051.Tomble rolled 3 � on his attack roll and spent 1 � to trigger an
1056.ability that added +1 � to the attack, giving him a total of 4 �1052.ability that added +1 � to the attack, giving him a total of 4 �
1057.for this attack. The overlord counts up all � rolled on his defense1053.for this attack. The overlord counts up all � rolled on his defense
1058.roll. He only rolled 1 � on his defense roll, canceling 1 � from1054.roll. He only rolled 1 � on his defense roll, canceling 1 � from
1059.the attack. The master zombie suffers 3 �. Since he has 6 Health,1055.the attack. The master zombie suffers 3 �. Since he has 6 Health,
1060.he is not defeated by the attack. The overlord places 3 damage1056.he is not defeated by the attack. The overlord places 3 damage
1061.tokens near the zombie figure.1057.tokens near the zombie figure.
1062. 4 � – 1 � = 3 �1058. 4 � – 1 � = 3 �
1063.11059.1
1064.21060.2
1065.51061.5
1066.11062.1
1067.21063.2
1068.31064.3
1069.31065.3
1070.41066.4
1071.151067.15
1072.Defeated1068.Defeated
1073.When a hero or monster suffers damage equal to or greater than its1069.When a hero or monster suffers damage equal to or greater than its
1074.Health, it is defeated. Unless specified differently in a given quest, when a1070.Health, it is defeated. Unless specified differently in a given quest, when a
1075.monster is defeated, it is simply removed from the map and is no longer in1071.monster is defeated, it is simply removed from the map and is no longer in
1076.play. When a hero is defeated, he is knocked out.1072.play. When a hero is defeated, he is knocked out. If a hero is defeated at
1073.any point during his own turn, that hero's turn immediately ends.
1077.KNOCKED OUT1074.KNOCKED OUT
1078.When a hero is defeated, he immediately suffers fatigue up to his Stamina,1075.When a hero is defeated, he immediately suffers fatigue up to his Stamina,
1079.damage up to his Health (if defeated by some other effect), and the1076.damage up to his Health (if defeated by some other effect), and the
1080.controlling player removes his figure from the map, replacing it with1077.controlling player removes his figure from the map, replacing it with
1081.one of his hero tokens. The hero player discards any Condition cards he1078.one of his hero tokens. The hero player discards any Condition cards he
1082.has and the overlord player may immediately draw one Overlord card.1079.has and the overlord player may immediately draw one Overlord card.
1083.A hero cannot use skills or abilities while knocked out, unless an effect1080.A hero cannot use skills or abilities while knocked out, unless an effect
1084.specifically allows it.1081.specifically allows it.
1085.Heroes cannot suffer fatigue past their Stamina value, nor damage past1082.Heroes cannot suffer fatigue past their Stamina value, nor damage past
1086.their Health value—even when knocked out. A knocked out hero cannot1083.their Health value—even when knocked out. A knocked out hero cannot
1087.receive any Condition cards and is immune to all attacks and most hero1084.receive any Condition cards and is immune to all attacks and most hero
1088.abilities.1085.abilities.
1089.A space containing a knocked out hero (represented by a hero token) is1086.A space containing a knocked out hero (represented by a hero token) is
1090.considered to be empty to other figures for the purposes of movement. In1087.considered to be empty to other figures for the purposes of movement. In
1091.other words, any figure may move through and end its movement in that1088.other words, any figure may move through and end its movement in that
1092.space. Also, knocked out heroes do not block line of sight.1089.space. Also, knocked out heroes do not block line of sight.
1093.Unless revived by another hero, a knocked out hero may only perform1090.Unless revived by another hero, a knocked out hero may only perform
1094.one action on his next turn, and that action must be to stand back up (see1091.one action on his next turn, and that action must be to stand back up (see
1095.“Stand Up” on page 10).1092.“Stand Up” on page 10).
1096.A knocked out hero may still recover damage from other heroes through1093.A knocked out hero may still recover damage from other heroes through
1097.the use of skills, potions, and being revived (see “Revive a Hero” on page1094.the use of skills, potions, and being revived (see “Revive a Hero” on page
1098.10). If a knocked out hero recovers at least one damage, he immediately1095.10). If a knocked out hero recovers at least one damage, he immediately
1099.replaces his hero token with his figure and may perform actions as normal1096.replaces his hero token with his figure and may perform actions as normal
1100.on his next turn.1097.on his next turn.
1101.Conditions1098.Conditions
1102.Some abilities and effects have the chance of inflicting conditions, such as1099.Some abilities and effects have the chance of inflicting conditions, such as
1103.Poisoned, upon heroes and monsters. Additionally, some attacks have a1100.Poisoned, upon heroes and monsters. Additionally, some attacks have a
1104.� ability featuring a condition (such as Disease, Immobilize, Poison, or1101.� ability featuring a condition (such as Disease, Immobilize, Poison, or
1105.Stun). If the attack deals at least 1 �(after rolling defense dice), the target1102.Stun). If the attack deals at least 1 �(after rolling defense dice), the target
1106.suffers the listed condition.1103.suffers the listed condition.
1107.When a hero is affected by a condition, the controlling player takes the1104.When a hero is affected by a condition, the controlling player takes the
1108.corresponding Condition card and places it near his Hero sheet. If a1105.corresponding Condition card and places it near his Hero sheet. If a
1109.monster is affected by a condition, the overlord player places a condition1106.monster is affected by a condition, the overlord player places a condition
1110.token next to the monster figure. Refer to the rules on the Condition card1107.token next to the monster figure. Refer to the rules on the Condition card
1111.for the specific effects of that condition. A figure cannot be affected by1108.for the specific effects of that condition. A figure cannot be affected by
1112.the same condition more than once at any given time.1109.the same condition more than once at any given time.
1113.Trading Items1110.Trading Items
1114.Heroes may give or receive Shop Item cards, Relic cards, and Search1111.Heroes may give or receive Shop Item cards, Relic cards, and Search
1115.cards to or from each other during a move action. At any point during1112.cards to or from each other during a move action. At any point during
1116.his move action, a hero may trade any number of Shop Item cards, Relic1113.his move action, a hero may trade any number of Shop Item cards, Relic
1117.cards, or Search cards with an adjacent hero. Trading does not require an1114.cards, or Search cards with an adjacent hero. Trading does not require an
1118.additional action or the expense of movement points.1115.additional action or the expense of movement points.
1119.A hero must still wait to equip any cards he receives until the start of1116.A hero must still wait to equip any cards he receives until the start of
1120.his next turn. Heroes cannot trade Class cards (including their starting1117.his next turn. Heroes cannot trade Class cards (including their starting
1121.equipment) with each other. A hero may give another hero a card without1118.equipment) with each other. A hero may give another hero a card without
1122.receiving one in return; likewise, a hero may receive a card without giving1119.receiving one in return; likewise, a hero may receive a card without giving
1123.one in return.1120.one in return.
1124.Carrying Objective Tokens1121.Carrying Objective Tokens
1125.Certain quests allow heroes or monsters to pick up objective tokens.1122.Certain quests allow heroes or monsters to pick up objective tokens.
1126.Figures may pick up these objective tokens by performing a special1123.Figures may pick up these objective tokens by performing a special
1127.action while adjacent to or in the same space as the objective token. The1124.action while adjacent to or in the same space as the objective token. The
1128.objective token is then placed on either the Hero sheet (if carried by a1125.objective token is then placed on either the Hero sheet (if carried by a
1129.hero) or on the monster figure’s base (if carried by a monster). While a1126.hero) or on the monster figure’s base (if carried by a monster). While a
1130.figure is carrying an objective token, no other figure can pick it up. A1127.figure is carrying an objective token, no other figure can pick it up. A
1131.figure can drop an objective token in an adjacent space by performing an1128.figure can drop an objective token in an adjacent space by performing an
1132.action. When a figure carrying an objective is defeated, place the token in1129.action. When a figure carrying an objective is defeated, place the token in
1133.that figure’s space. It may now be picked up by another figure.1130.that figure’s space. It may now be picked up by another figure.
1134.Heroic Feats1131.Heroic Feats
1135.Each hero player has access to a heroic feat as listed on his Hero sheet.1132.Each hero player has access to a heroic feat as listed on his Hero sheet.
1136.These are powerful, once-per-encounter abilities that let hero players do1133.These are powerful, once-per-encounter abilities that let hero players do
1137.something spectacular. Some heroic feats require an action to perform and1134.something spectacular. Some heroic feats require an action to perform and
1138.are denoted with a �. Regardless of when it is performed, a heroic feat1135.are denoted with a �. Regardless of when it is performed, a heroic feat
1139.can only be performed once per encounter. After a hero player performs1136.can only be performed once per encounter. After a hero player performs
1140.his heroic feat, he flips his Hero sheet facedown to indicate that it has1137.his heroic feat, he flips his Hero sheet facedown to indicate that it has
1141.been used during this encounter. At the start of the next encounter, the1138.been used during this encounter. At the start of the next encounter, the
1142.hero player flips his Hero sheet so that his heroic feat is available again.1139.hero player flips his Hero sheet so that his heroic feat is available again.
1143.Attribute Tests1140.Attribute Tests
1144.Heroes are often required to test attributes at different points throughout1141.Heroes are often required to test attributes at different points throughout
1145.the game. All heroes have four attributes listed on their Hero sheets (see1142.the game. All heroes have four attributes listed on their Hero sheets (see
1146.“Hero Sheet Anatomy” on page 7). To test an attribute, the hero1143.“Hero Sheet Anatomy” on page 7). To test an attribute, the hero
1147.player must roll one gray defense die and one black defense die together.1144.player must roll one gray defense die and one black defense die together.
1148.He must roll a number of � equal to or less than his hero’s attribute to1145.He must roll a number of � equal to or less than his hero’s attribute to
1149.pass the test. Otherwise, he fails the test. The card or ability that requires1146.pass the test. Otherwise, he fails the test. The card or ability that requires
1150.the attribute test will specify a result dependent upon whether the test1147.the attribute test will specify a result dependent upon whether the test
1151.passed or failed.1148.passed or failed.
1152.Lieutenants have attributes and make attribute tests, just like heroes.1149.Lieutenants have attributes and make attribute tests, just like heroes.
1153.However, minion and master monsters do not have attributes. If a minion1150.However, minion and master monsters do not have attributes. If a minion
1154.or master monster is required to make an attribute test, it automatically1151.or master monster is required to make an attribute test, it automatically
1155.fails the test. Remember, cards or abilities that reference defense dice do1152.fails the test. Remember, cards or abilities that reference defense dice do
1156.not apply to attribute tests unless specifically noted.1153.not apply to attribute tests unless specifically noted.
1157.Attributes1154.Attributes
1158.�: Might is a measure of a character’s strength, toughness, and1155.�: Might is a measure of a character’s strength, toughness, and
1159.his ability to overcome physical obstacles.1156.his ability to overcome physical obstacles.
1160.�: Knowledge is a measure of a character’s education,1157.�: Knowledge is a measure of a character’s education,
1161.experience, and general intelligence.1158.experience, and general intelligence.
1162.�: Willpower is a measure of a character’s mental constitution,1159.�: Willpower is a measure of a character’s mental constitution,
1163.devotion, and discipline.1160.devotion, and discipline.
1164.�: Awareness is a measure of a character’s dexterity, vigilance,1161.�: Awareness is a measure of a character’s dexterity, vigilance,
1165.and perception.1162.and perception.
1166.Knocked Out Heroes1163.Knocked Out Heroes
1167.While monster attacks cannot target or affect a knocked out1164.While monster attacks cannot target or affect a knocked out
1168.hero, hero players may only target a knocked out hero with an1165.hero, hero players may only target a knocked out hero with an
1169.ability that would allow the knocked out hero to recover any1166.ability that would allow the knocked out hero to recover any
1170.amount of damage. For this exception, the knocked out hero’s1167.amount of damage. For this exception, the knocked out hero’s
1171.hero token is treated as a hero even if another figure occupies1168.hero token is treated as a hero even if another figure occupies
1172.the space containing the hero token.1169.the space containing the hero token.
1173.161170.16
1174.Overlord Cards1171.Overlord Cards
1175.Overlord cards represent the different powers of1172.Overlord cards represent the different powers of
1176.the overlord and provide an element of surprise to1173.the overlord and provide an element of surprise to
1177.the heroes. The Overlord deck consists of 15 basic1174.the heroes. The Overlord deck consists of 15 basic
1178.Overlord cards. If players use the Epic Play or1175.Overlord cards. If players use the Epic Play or
1179.campaign rules, the overlord player may modify1176.campaign rules, the overlord player may modify
1180.his deck with upgraded cards (see “Spending1177.his deck with upgraded cards (see “Spending
1181.Experience Points: Overlord” on page 20).1178.Experience Points: Overlord” on page 20).
1182.At the beginning of his turn, the overlord player1179.At the beginning of his turn, the overlord player
1183.draws one Overlord card. He adds this card to his1180.draws one Overlord card. He adds this card to his
1184.hand, which is kept hidden from the hero players. There is no cost to play1181.hand, which is kept hidden from the hero players. There is no cost to play
1185.an Overlord card and no limit to how many cards the overlord player can1182.an Overlord card and no limit to how many cards the overlord player can
1186.play during his turn.1183.play during his turn.
1187.Each card specifies when it may be played. Two Overlord cards with the1184.Each card specifies when it may be played. Two Overlord cards with the
1188.same name cannot be played on the same target in response to the same1185.same name cannot be played on the same target in response to the same
1189.triggering condition. After resolving the effects of an Overlord card, place1186.triggering condition. After resolving the effects of an Overlord card, place
1190.it faceup in the discard pile.1187.it faceup in the discard pile.
1191.Example: During his turn, the overlord player decides to activate his zombie1188.Example: During his turn, the overlord player decides to activate his zombie
1192.monster group. After moving one of his zombie figures, he plays “Frenzy”1189.monster group. After moving one of his zombie figures, he plays “Frenzy”
1193.on that figure, which reads “Play this card on a monster during your turn.”1190.on that figure, which reads “Play this card when activating a monster during your turn.”
1194.The overlord player cannot play an additional “Frenzy” on that particular1191.The overlord player cannot play an additional “Frenzy” on that particular
1195.zombie during his turn. However, he may play another “Frenzy” card on a1192.zombie during his turn. However, he may play another “Frenzy” card on a
1196.different zombie during his turn.1193.different zombie during his turn.
1197.In certain quests, the overlord player may discard Overlord cards to1194.In certain quests, the overlord player may discard Overlord cards to
1198.trigger special abilities. Refer to the text in the Quest Guide for any1195.trigger special abilities. Refer to the text in the Quest Guide for any
1199.special abilities related to the quest.1196.special abilities related to the quest.
1200.The overlord player has no hand limit for Overlord cards. When the1197.The overlord player has no hand limit for Overlord cards. When the
1201.overlord player draws the last card from his deck, he simply shuffles the1198.overlord player draws the last card from his deck, he simply shuffles the
1202.discard pile to create a new deck.1199.discard pile to create a new deck.
1203.Monsters1200.Monsters
1204.Monsters are the overlord’s primary weapon against heroes and the tools1201.Monsters are the overlord’s primary weapon against heroes and the tools
1205.used to complete his objective. Each type of monster has a Monster card1202.used to complete his objective. Each type of monster has a Monster card
1206.associated with that monster type. Monsters are placed and activated in1203.associated with that monster type. Monsters are placed and activated in
1207.groups. The size of the monster group is determined by the number of1204.groups. The size of the monster group is determined by the number of
1208.heroes in the game. Each Monster card lists the number of monsters in a1205.heroes in the game. Each Monster card lists the number of monsters in a
1209.group based on the number of heroes. All monsters of a given type are1206.group based on the number of heroes. All monsters of a given type are
1210.considered to be part of the same monster group. Any game effect that1207.considered to be part of the same monster group. Any game effect that
1211.affects a monster group affects each monster within that group.1208.affects a monster group affects each monster within that group.
1212.For each monster type in the game, there are two different varieties:1209.For each monster type in the game, there are two different varieties:
1213.minions and masters. Minions are represented by tan monster figures and1210.minions and masters. Minions are represented by tan monster figures and
1214.are the basic monsters. Master monsters are represented by red monster1211.are the basic monsters. Master monsters are represented by red monster
1215.figures and are more powerful than minions. Monster cards list the1212.figures and are more powerful than minions. Monster cards list the
1216.information for both minion and master monsters of each monster type.1213.information for both minion and master monsters of each monster type.
1217.Unless playing a campaign or Epic Play, always use Act I Monster cards.1214.Unless playing a campaign or Epic Play, always use Act I Monster cards.
1218.Large Monsters1215.Large Monsters
1219.Some monster figures occupy more than one space on the map. These1216.Some monster figures occupy more than one space on the map. These
1220.are known as large monsters. When determining movement for1217.are known as large monsters. When determining movement for
1221.large monsters, the overlord player chooses one of the spaces that the1218.large monsters, the overlord player chooses one of the spaces that the
1222.monster occupies and counts movement from the chosen space as if the1219.monster occupies and counts movement from the chosen space as if the
1223.figure occupied one space. When the monster ends (or interrupts) its1220.figure occupied one space. When the monster ends (or interrupts) its
1224.movement, the overlord player places the large monster figure so that one1221.movement, the overlord player places the large monster figure so that one
1225.of the spaces its base occupies includes the space where the monster ended1222.of the spaces its base occupies includes the space where the monster ended
1226.its movement. The monster may change the orientation of its base relative1223.its movement. The monster may change the orientation of its base relative
1227.to its starting position, but if the monster cannot fit its entire base on the1224.to its starting position, but if the monster cannot fit its entire base on the
1228.map, then it cannot end (or interrupt) its movement in that space.1225.map, then it cannot end (or interrupt) its movement in that space.
1229.The monster is only considered to have entered the one space in which it1226.The monster is only considered to have entered the one space in which it
1230.ended its movement. In other words, large monsters “shrink” to move as1227.ended its movement. In other words, large monsters “shrink” to move as
1231.if they were normal-sized monsters, then “expand” again when they are1228.if they were normal-sized monsters, then “expand” again when they are
1232.done moving.1229.done moving.
1233.When large monsters enter a space containing terrain, they are affected1230.When large monsters enter a space containing terrain, they are affected
1234.just like any single-spaced figure. When large monsters end their1231.just like any single-spaced figure. When large monsters end their
1235.movement and their bases are placed on terrain that they did not move1232.movement and their bases are placed on terrain that they did not move
1236.through, refer to the individual terrain rules for what effects, if any, apply1233.through, refer to the individual terrain rules for what effects, if any, apply
1237.to the large monster.1234.to the large monster.
1235.When interrupting a large monster’s movement to perform an action,
1236.the overlord must be able to declare the action that the large monster will
1237.perform before placing the monster’s figure on the map.
1238.For an example of large monster movement, see “Large Monster1238.For an example of large monster movement, see “Large Monster
1239.Movement” on page 17.1239.Movement” on page 17.
1240.Monster Card Anatomy1240.Monster Card Anatomy
1241.1. Characteristics: The top of the card lists the1241.1. Characteristics: The top of the card lists the
1242.characteristics (Speed, Health, and Defense) of the1242.characteristics (Speed, Health, and Defense) of the
1243.minion monster. The bottom of the card lists the same1243.minion monster. The bottom of the card lists the same
1244.information for the master monster.1244.information for the master monster.
1245.2. Abilities: This area lists any abilities the monster has.1245.2. Abilities: This area lists any abilities the monster has.
1246.The minion monster abilities are listed in the yellow box1246.The minion monster abilities are listed in the yellow box
1247.near the top of the card and the master monster abilities1247.near the top of the card and the master monster abilities
1248.are listed in the red box near the bottom of the card.1248.are listed in the red box near the bottom of the card.
1249.3. Dice: This area shows the dice types used when the1249.3. Dice: This area shows the dice types used when the
1250.monster performs an attack. The dice for the minion1250.monster performs an attack. The dice for the minion
1251.monster are listed above the art and the dice for the1251.monster are listed above the art and the dice for the
1252.master monster are listed under the monster name.1252.master monster are listed under the monster name.
1253.4. Attack Type Icon: This icon shows the type of attack1253.4. Attack Type Icon: This icon shows the type of attack
1254.(Melee or Ranged) the monster has.1254.(Melee or Ranged) the monster has.
1255.5. Monster Name: This area lists the name of the monster.1255.5. Monster Name: This area lists the name of the monster.
1256.6. Act Icon: This icon shows the Act (I or II) in which the1256.6. Act Icon: This icon shows the Act (I or II) in which the
1257.Monster card is used.1257.Monster card is used.
1258.7. Trait Icons: This area in the upper corners of the card1258.7. Trait Icons: This area in the upper corners of the card
1259.back lists the monster trait icons.1259.back lists the monster trait icons.
1260.8. Ability Rules: This area explains the full details of the1260.8. Ability Rules: This area explains the full details of the
1261.monster’s abilities.1261.monster’s abilities.
1262.9. Monster Group: This section displays the monster1262.9. Monster Group: This section displays the monster
1263.group limit, depending on the number of heroes playing1263.group limit, depending on the number of heroes playing
1264.(see Quest Guide). The number of heroes is represented1264.(see Quest Guide). The number of heroes is represented
1265.by the gray silhouettes. The yellow box shows the1265.by the gray silhouettes. The yellow box shows the
1266.number of minion monsters in the group, and the1266.number of minion monsters in the group, and the
1267.orange box shows the number of master monsters.1267.orange box shows the number of master monsters.
1268.Monster card front Monster card back1268.Monster card front Monster card back
1269.51269.5
1270.3 51270.3 5
1271.4 61271.4 6
1272.1 61272.1 6
1273.11273.1
1274.21274.2
1275.2 71275.2 7
1276.81276.8
1277.91277.9
1278.31278.3
1279.71279.7
1280.171280.17
1281.Lieutenants1281.Lieutenants
1282.Lieutenants are powerful characters controlled by the overlord player.1282.Lieutenants are powerful characters controlled by the overlord player.
1283.The Quest Guide specifies which, if any, lieutenant to use and any special1283.The Quest Guide specifies which, if any, lieutenant to use and any special
1284.rules concerning the lieutenant in that particular quest. Lieutenants1284.rules concerning the lieutenant in that particular quest. Lieutenants
1285.are represented on the map by lieutenant tokens, but they are treated1285.are represented on the map by lieutenant tokens, but they are treated
1286.as monster figures for all purposes—including figure activations, unless1286.as monster figures for all purposes—including figure activations, unless
1287.specified otherwise. Lieutenants have attributes and perform attribute1287.specified otherwise. Lieutenants have attributes and perform attribute
1288.tests, just like heroes. Like Monster cards, Lieutenant cards also list the1288.tests, just like heroes. Like Monster cards, Lieutenant cards also list the
1289.dice used when lieutenants attack or defend. Each lieutenant is treated as1289.dice used when lieutenants attack or defend. Each lieutenant is treated as
1290.its own monster group.1290.its own monster group.
1291.Familiars1291.Familiars
1292.Some hero abilities and class skills give heroes1292.Some hero abilities and class skills give heroes
1293.control over creatures known as familiars. These1293.control over creatures known as familiars. These
1294.familiars are represented by a token on the map1294.familiars are represented by a token on the map
1295.and cannot be targeted or affected by any attack1295.and cannot be targeted or affected by any attack
1296.(unless otherwise noted, see “Familiars Treated as1296.(unless otherwise noted, see “Familiars Treated as
1297.Figures” on page 18).1297.Figures” on page 18).
1298.A hero player may activate each familiar his hero controls once during1298.A hero player may activate each familiar his hero controls once during
1299.his hero turn (either before or after resolving all of his hero’s actions).1299.his hero turn (either before or after resolving all of his hero’s actions).
1300.Activating a familiar does not require an action, but it may not interrupt1300.Activating a familiar does not require an action, but it may not interrupt
1301.any other action. Essentially, a hero player with a familiar must choose1301.any other action. Essentially, a hero player with a familiar must choose
1302.whether to activate his hero first or his familiar first. Regardless, both may1302.whether to activate his hero first or his familiar first. Regardless, both may
1303.be activated during his turn.1303.be activated during his turn.
1304.When activated, a familiar may perform a move action following the same1304.When activated, a familiar may perform a move action following the same
1305.rules as heroes. Familiars treat any special terrain (other than obstacles)1305.rules as heroes. Familiars treat any special terrain (other than obstacles)
1306.as water during their movement. The familiar may perform additional1306.as water during their movement. The familiar may perform additional
1307.types of actions during its activation, as noted on its Familiar card. These1307.types of actions during its activation, as noted on its Familiar card. These
1308.additional actions, unless otherwise noted, may be performed in addition1308.additional actions, unless otherwise noted, may be performed in addition
1309.to the move action and may interrupt the move action in a way similar to1309.to the move action and may interrupt the move action in a way similar to
1310.hero move actions. If no such other actions are noted, then all the familiar1310.hero move actions. If no such other actions are noted, then all the familiar
1311.can do on its turn is move up to its Speed value.1311.can do on its turn is move up to its Speed value.
1312.Normally, a space containing a familiar does not block line of sight or1312.Normally, a space containing a familiar does not block line of sight or
1313.movement, unless otherwise noted on its Familiar card. Any figure may1313.movement, unless otherwise noted on its Familiar card. Any figure may
1314.end its movement in a space with a familiar. Likewise, a familiar may end1314.end its movement in a space with a familiar. Likewise, a familiar may end
1315.its movement in a space containing a figure.1315.its movement in a space containing a figure.
1316.Example: During her turn, Widow Tarha decides to activate her Reanimate1316.Example: During her turn, Widow Tarha decides to activate her Reanimate
1317.before her activation. Tarha moves the Reanimate up to its Speed of “3,”1317.before her activation. Tarha moves the Reanimate up to its Speed of “3,”
1318.attacks a barghest, and then proceeds with her activation.1318.attacks a barghest, and then proceeds with her activation.
1319.Large Monster Movement1319.Large Monster Movement
1320.1. The overlord player has just attacked Widow Tarha1320.1. The overlord player has just attacked Widow Tarha
1321.with his master ettin. He then decides to move the ettin.1321.with his master ettin. He then decides to move the ettin.
1322.2. The ettin has a Speed of “3,” so the overlord player1322.2. The ettin has a Speed of “3,” so the overlord player
1323.chooses a space occupied by the ettin to count1323.chooses a space occupied by the ettin to count
1324.movement from and counts three spaces. With the ettin1324.movement from and counts three spaces. With the ettin
1325.out of the way, the overlord may now move his shadow1325.out of the way, the overlord may now move his shadow
1326.dragon into a space adjacent to Tarha.1326.dragon into a space adjacent to Tarha.
1327.3. The shadow dragon also has a Speed of “3,” so the1327.3. The shadow dragon also has a Speed of “3,” so the
1328.overlord counts three spaces from one of the spaces the1328.overlord counts three spaces from one of the spaces the
1329.shadow dragon occupies (of his own choice) and, with1329.shadow dragon occupies (of his own choice) and, with
1330.the ettin now in the other corner of the tile, there are1330.the ettin now in the other corner of the tile, there are
1331.enough free spaces for the shadow dragon to end its1331.enough free spaces for the shadow dragon to end its
1332.movement adjacent to Widow Tarha.1332.movement adjacent to Widow Tarha.
1333.Lieutenant Card Anatomy1333.Lieutenant Card Anatomy
1334.1. Name: This area lists the name of the lieutenant.1334.1. Name: This area lists the name of the lieutenant.
1335.2. Attributes: This area lists all the attributes for the1335.2. Attributes: This area lists all the attributes for the
1336.lieutenant (Might, Knowledge, Willpower, and1336.lieutenant (Might, Knowledge, Willpower, and
1337.Awareness).1337.Awareness).
1338.3. Abilities: This area lists all the abilities for the1338.3. Abilities: This area lists all the abilities for the
1339.lieutenant.1339.lieutenant.
1340.4. Characteristics: This area lists the characteristics1340.4. Characteristics: This area lists the characteristics
1341.(Speed, Health, and Defense) of the lieutenant. The1341.(Speed, Health, and Defense) of the lieutenant. The
1342.lieutenant's characteristics differ depending on the1342.lieutenant's characteristics differ depending on the
1343.number of heroes playing (represented by the gray1343.number of heroes playing (represented by the gray
1344.silhouettes).1344.silhouettes).
1345.5. Attack Type Icon: This icon shows the type of attack1345.5. Attack Type Icon: This icon shows the type of attack
1346.(Melee or Ranged) the lieutenant has.1346.(Melee or Ranged) the lieutenant has.
1347.6. Dice: This area lists the dice use by the lieutenant when1347.6. Dice: This area lists the dice use by the lieutenant when
1348.performing an attack.1348.performing an attack.
1349.7. Act Icon: This icon shows the Act (I or II) in which the1349.7. Act Icon: This icon shows the Act (I or II) in which the
1350.Lieutenant card is used.1350.Lieutenant card is used.
1351.8. Ability Rules: This area explains the full details of the1351.8. Ability Rules: This area explains the full details of the
1352.lieutenant’s abilities.1352.lieutenant’s abilities.
1353.Familiar token1353.Familiar token
1354.21354.2
1355.11355.1
1356.11356.1
1357.21357.2
1358.31358.3
1359.Lieutenant card front Lieutenant card back1359.Lieutenant card front Lieutenant card back
1360.11360.1
1361.61361.6
1362.11362.1
1363.21363.2
1364.31364.3
1365.41365.4
1366.5 71366.5 7
1367.81367.8
1368.71368.7
1369.181369.18
1370.FAMILIARS TREATED AS FIGURES1370.FAMILIARS TREATED AS FIGURES
1371.Some familiars, such as the Reanimate, are treated as figures (as indicated1371.Some familiars, such as the Reanimate, are treated as figures (as indicated
1372.by its Familiar card). These familiars block line of sight and movement,1372.by its Familiar card). These familiars block line of sight and movement,
1373.but are considered friendly figures for hero movement. They may be1373.but are considered friendly figures for hero movement. They may be
1374.targeted and affected by monster attacks, hero abilities, and Overlord1374.targeted and affected by monster attacks, hero abilities, and Overlord
1375.cards that target a hero. Similar to monsters, if they are required to1375.cards that target a hero. Similar to monsters, if they are required to
1376.make an attribute test, they automatically fail. Unlike normal familiars,1376.make an attribute test, they automatically fail. Unlike normal familiars,
1377.these types of familiars are susceptible to the effects of terrain during1377.these types of familiars are susceptible to the effects of terrain during
1378.their movement and may be affected by conditions. When a familiar is1378.their movement and may be affected by conditions. When a familiar is
1379.defeated, remove it from the map.1379.defeated, remove it from the map.
1380.Terrain1380.Terrain
1381.Some spaces on the map have a terrain type as defined by the color-coded1381.Some spaces on the map have a terrain type as defined by the color-coded
1382.line around the space or spaces. These spaces have effects on gameplay as1382.line around the space or spaces. These spaces have effects on gameplay as
1383.listed below. Sometimes a colored line will surround multiple spaces. All1383.listed below. Sometimes a colored line will surround multiple spaces. All
1384.spaces surrounded by a colored line follow the rules for that terrain type.1384.spaces surrounded by a colored line follow the rules for that terrain type.
1385.Examples of the artwork are also listed below. Many map tiles also feature1385.Examples of the artwork are also listed below. Many map tiles also feature
1386.artwork that does not directly affect gameplay. All spaces on a map tile1386.artwork that does not directly affect gameplay. All spaces on a map tile
1387.that are not surrounded by a specific colored line as listed here are treated1387.that are not surrounded by a specific colored line as listed here are treated
1388.as normal spaces regardless of the artwork.1388.as normal spaces regardless of the artwork.
1389.Obstacles1389.Obstacles
1390.Obstacles are defined by a red line surrounding1390.Obstacles are defined by a red line surrounding
1391.their spaces. These spaces are treated as blocked1391.their spaces. These spaces are treated as blocked
1392.spaces; they block movement and line of sight.1392.spaces; they block movement and line of sight.
1393.Water1393.Water
1394.Water spaces are defined by a blue line1394.Water spaces are defined by a blue line
1395.surrounding them. A space containing water1395.surrounding them. A space containing water
1396.costs two movement points to enter (instead of1396.costs two movement points to enter (instead of
1397.the normal cost of one). Any figure entering a1397.the normal cost of one). Any figure entering a
1398.water space must spend two movement points to1398.water space must spend two movement points to
1399.enter or it cannot enter that space. When a large1399.enter or it cannot enter that space. When a large
1400.monster ends its movement adjacent to a water1400.monster ends its movement adjacent to a water
1401.space, it may freely place its base in the water1401.space, it may freely place its base in the water
1402.spaces without suffering any movement penalty.1402.spaces without suffering any movement penalty.
1403.Pit1403.Pit
1404.Pit spaces are defined by a green line surrounding1404.Pit spaces are defined by a green line surrounding
1405.them. If a figure enters a space containing a pit,1405.them. Each time a figure enters a pit space,
1406.that figure falls into the pit, suffers two damage,1406.that figure suffers 2 �. A figure in a pit space cannot
1407.and ends its move action. A figure in a pit only1407.spend movement points. Other game effects
1408.has line of sight to adjacent figures, and only1408.that move a figure a number of spaces or place
1409.adjacent figures have line of sight to a figure in1409.a figure in a different space without spending
1410.a pit. While in a pit, the only action the figure can perform is a special1410.movement points can be used to exit a pit space. A figure in a pit space only
1411.action to climb out of the pit. After performing one action to climb out of1411.has line of sight to adjacent figures, and only figures adjacent to a
1412.the pit, place the figure in the closest available empty adjacent space of the1412.pit space have line of sight to a figure in that pit space. As an action, a
1413.controlling player’s choice. Figures cannot jump over a pit space. Large1413.figure in a pit space may remove his figure from the map and place it in
1414.monsters are only affected by pits if they end their movement and all1414.an adjacent empty space; if there is no adjacent empty space, the figure
1415.spaces they occupy are pit spaces.1415.cannot perform this action. Large monsters suffer the effects of entering
1416.and being in a pit space only if their movement ends or is interrupted so
1417.that each space they occupy is a pit space.
1416.Lava1418.Lava
1417.Lava spaces are defined by a yellow line1419.Lava spaces are defined by a yellow line
1418.surrounding them. A figure entering a space1420.surrounding them. A figure entering a space
1419.containing lava immediately suffers one damage.1421.containing lava immediately suffers one damage.
1420.Any figure that ends its turn in a lava space is1422.Any figure that ends its turn in a lava space is
1421.immediately defeated. Heroes that are defeated1423.immediately defeated. Heroes that are defeated
1422.in this way place their hero token in the nearest1424.in this way place their hero token in the nearest
1423.empty space (from where they were defeated)1425.empty space (from where they were defeated)
1424.that does not contain lava. A large monster1426.that does not contain lava. A large monster
1425.is immediately defeated only if all spaces it1427.is immediately defeated only if all spaces it
1426.occupies are lava spaces.1428.occupies are lava spaces.
1427.Quests1429.Quests
1428.The Quest Guide contains 20 unique quests. Sixteen of these quests may1430.The Quest Guides contain nineteen unique quests. Sixteen of these quests may
1429.be played individually, each in a single game session. The special Interlude1431.be played individually, each in a single game session. The special Interlude
1430.and Finale quests in the Quest Guide can only be played as part of the1432.and Finale quests in the Quest Guide can only be played as part of the
1431.campaign (see “Campaign Rules” on page 19) and are not intended to1433.campaign (see “Campaign Rules” on page 19) and are not intended to
1432.be played as single game sessions.1434.be played as single game sessions.
1433.Each quest has a unique map setup, as well as rules specific to that1435.Each quest has a unique map setup, as well as rules specific to that
1434.quest. Most quests include multiple parts known as encounters. Each1436.quest. Some quests include multiple parts known as encounters. Each
1435.encounter within a quest has its own map layout, rules, and objectives.1437.encounter within a quest has its own map layout, rules, and objectives.
1436.The Quest Guide lists the objectives for both the hero players and1438.The Quest Guide lists the objectives for both the hero players and
1437.the overlord player. When one side completes its objective, the quest1439.the overlord player. When one side completes its objective, the quest
1438.immediately transitions to the next encounter, or ends if the players are1440.immediately transitions to the next encounter, or ends if the players are
1439.already on the last encounter.1441.already on the last encounter.
1440.When players transition from one encounter of a quest to another, they1442.When players transition from one encounter of a quest to another, they
1441.perform the following steps:1443.perform the following steps:
1442.• Heroes keep all damage suffered during Encounter 1.1444.• Heroes keep all damage suffered during Encounter 1.
1443.• Heroes recover all fatigue suffered during Encounter 1.1445.• Heroes recover all fatigue suffered during Encounter 1.
1444.• Heroes keep all conditions they had at the end of Encounter 1.1446.• Heroes keep all conditions they had at the end of Encounter 1.
1445.• Each hero player flips his Hero sheet faceup.1447.• Each hero player flips his Hero sheet faceup.
1446.• Heroes keep all search cards; any flipped cards remain flipped.1448.• Heroes keep all search cards; any flipped cards remain flipped.
1447.• Any knocked out heroes may perform a stand up action for free.1449.• Any knocked out heroes may perform a stand up action for free.
1448.• The overlord player keeps his current hand of Overlord cards.1450.• The overlord player keeps his current hand of Overlord cards.
1449.• Players disassemble the map for Encounter 1 and refer to the Quest1451.• Players disassemble the map for Encounter 1 and refer to the Quest
1450.Guide in order to set up the map for Encounter 2.1452.Guide in order to set up the map for Encounter 2.
1451.The last encounter of a quest ends when one side meets the victory1453.The last encounter of a quest ends when one side meets the victory
1452.condition.1454.condition.
1455.Two-Hero Games
1456.When playing with two heroes, the heroes receive an additional advantage.
1457.Once during each hero’s turn, that hero may perform one attack that does
1458.not require an action. This attack cannot be a special action that includes
1459.an attack ("Rage" or "Exploding Rune" for example); the attack must be
1460.a regular attack action. This attack can only be performed during the
1461.“Perform Actions” step of the hero turn, and can be performed before or
1462.after either of his actions.
1463.At the end of each hero's turn, if that hero did not or could not perform
1464.the free attack during his turn, he may instead recover 2 �.
1453.Two-player Game1465.Two-player Game
1454.In a two-player game, the hero player controls two heroes. Each hero1466.In a two-player game, the hero player controls two heroes. Each hero
1455.takes his turn independently and is treated as if he is an individual hero1467.takes his turn independently and is treated as if he is an individual hero
1456.controlled by a different player. The only difference is that the same player1468.controlled by a different player. The only difference is that the same player
1457.makes all decisions for both heroes.1469.makes all decisions for both heroes.
1458.The Golden Rules1470.The Golden Rules
1459.There are a few very important rules that players should always1471.There are a few very important rules that players should always
1460.keep in mind when playing Descent: Journeys in the Dark1472.keep in mind when playing Descent: Journeys in the Dark
1461.Second Edition. These rules are as follows:1473.Second Edition. These rules are as follows:
1462.Many quest rules listed in the Quest Guide come1474.Some cards and abilities come
1463.in direct conflict with the rules found in this1475.in direct conflict with the rules found in this
1464.rulebook. The quest rules listed in the Quest Guide1476.rulebook. Cards and abilities
1465.take precedence over the rules in this rulebook.1477.take precedence over the rules in this rulebook.
1466.Furthermore, some cards and abilities will come in1478.Furthermore, many quest rules listed in the Quest Guides come in
1467.direct conflict with rules found in this rulebook and1479.direct conflict with cards, abilities, and the rules found in this rulebook.
1468.the Quest Guide. Cards and abilities take precedence1480.The quest rules listed in the Quest Guides take precedence
1469.over both the Quest Guide and this rulebook.1481.over cards, abilities, and the rulebook.
1470.• Timing conflicts may arise when two or more players1482.• Timing conflicts may arise when two or more players
1471.wish to use an ability with the same triggering1483.wish to use an ability with the same triggering
1472.condition. In these situations, the current player (the1484.condition. In these situations, the current player (the
1473.player who is currently taking his turn) decides the1485.player who is currently taking his turn) decides the
1474.order in which the abilities are resolved.1486.order in which the abilities are resolved.
1475.• Players are not always limited by the number of1487.• Players are not always limited by the number of
1476.damage, fatigue, or condition tokens found in the1488.damage, fatigue, or condition tokens found in the
1477.game. If players run out, they may use coins, beads, or1489.game. If players run out, they may use coins, beads, or
1478.any other suitable replacements.1490.any other suitable replacements.
1479.191491.19
1480.Advanced Rules1492.Advanced Rules
1481.Players now have a basic understanding of how to play Descent: Journeys1493.Players now have a basic understanding of how to play Descent: Journeys
1482.in the Dark Second Edition and may now begin playing the game. The1494.in the Dark Second Edition and may now begin playing the game. The
1483.following section contains advanced rules such as Epic Play and campaign1495.following section contains advanced rules such as Epic Play and campaign
1484.rules to enhance the game.1496.rules to enhance the game.
1485.Epic Play1497.Epic Play
1486.This optional rule is for players who wish to access high level Class, Shop1498.This optional rule is for players who wish to access high level Class, Shop
1487.Item, and Overlord cards outside of a campaign setting. When using this1499.Item, and Overlord cards outside of a campaign setting. When using this
1488.option, all players must agree upon a power level (listed below) after1500.option, all players must agree upon a power level (listed below) after
1489.choosing a quest. For rules on spending experience points, see “Spend1501.choosing a quest. For rules on spending experience points, see “Spend
1490.Experience Points” on page 20.1502.Experience Points” on page 20.
1491.Basic Level: Follow normal setup.1503.Basic Level: Follow normal setup.
1492.Advanced Level: Each hero receives 3 experience points worth of Class1504.Advanced Level: Each hero receives 3 experience points worth of Class
1493.cards and 150 gold worth of Act I Shop Item cards (of their choice—1505.cards and 150 gold worth of Act I Shop Item cards (of their choice—
1494.heroes may share gold). The overlord receives 4 experience points worth1506.heroes may share gold). The overlord receives 4 experience points worth
1495.of Overlord cards.1507.of Overlord cards.
1496.Expert Level: Each hero receives 6 experience points worth of Class cards1508.Expert Level: Each hero receives 6 experience points worth of Class cards
1497.and 250 gold worth of Act I or Act II Shop Item cards (of their choice—1509.and 250 gold worth of Act I or Act II Shop Item cards (of their choice—
1498.heroes may share gold). The overlord receives 8 experience points worth1510.heroes may share gold). The overlord receives 8 experience points worth
1499.of Overlord cards. The overlord uses his Act II Monster and Lieutenant1511.of Overlord cards. The overlord uses his Act II Monster and Lieutenant
1500.cards.1512.cards.
1501.Campaign Rules1513.Campaign Rules
1502.This section describes the rules for playing the quests in a series as part of1514.This section describes the rules for playing the quests in a series as part of
1503.a larger campaign.1515.a larger campaign.
1504.Campaign Overview1516.Campaign Overview
1505.The twin baronies of Rhynn and Carthridge lie on the outskirts1517.The lost kingdom of Saradyn has remained hidden and quite for
1506.of Terrinoth, far from the Free Cities. Baron Greigory often hosts1518.hundreds of years. Only when the heirs are gathered can the
1507.his friend and ally, Baron Zachareth, at his seat in the capital city1519.throne's power and authority be passed to the next generation.
1508.of Arhynn, and, over the years the two baronies have aided one1520.Since the death of her father, Lady Eliza Farrow has scoured
1509.another in times of both war and peace. But now, both baronies1521.the world for the other heirs, ensuring that when the seals to the
1510.are in peril. Monsters stalk their forests and mountains, moving1522.kingdom are finally broken, only she can inherit its glory.
1511.with more purpose and coordination than ever before. A new1523.The great fortresses and towers of Saradyn lay in ruins. Its only
1512.Overlord is rising, a wicked and dangerous foe, hidden in the1524.defense, an ancient order of monks and dwindling militia, stands
1513.shadows, manipulating events according to his master plan. If the1525.powerless to oppose the mounting darkness that builds just
1514.Overlord isn’t stopped, Rhynn and Carthridge alike will fall into1526.beyond the borders. Amidst whispers of Eliza's return, a small
1515.darkness, and the rest of Terrinoth will soon follow. Fortunately,1527.group of monks hurries to secure what aid they can find. Should
1516.a small group of heroes are on the road to Arhynn…1528.their gambit fail, Eliza's rise to power will not end with Saradyn.
1529.Over these next few months, the fate of all of Terrinoth hangs in
1530.the balance. The time for heroes has come…
1517.Descent: Journeys in the Dark Second Edition is designed to be played1531.Descent: Journeys in the Dark Second Edition is designed to be played
1518.through the course of a campaign over several sessions. The campaign1532.through the course of a campaign over several sessions. The campaign
1519.follows the adventures of a dedicated group of heroes as they oppose1533.follows the adventures of a dedicated group of heroes as they oppose
1520.the malevolent overlord through a series of quests. After each quest, the1534.the malevolent overlord through a series of quests. After each quest, the
1521.heroes and the overlord receive rewards (such as skills, items, Overlord1535.heroes and the overlord receive rewards (such as skills, items, Overlord
1522.cards, or relics) based on their performance during that quest, which can1536.cards, or relics) based on their performance during that quest, which can
1523.help them in future quests. The entire campaign is played over two Acts1537.help them in future quests. The entire campaign is played over two Acts
1524.and builds to a dramatic and exciting finale where the ultimate victor is1538.and builds to a dramatic and exciting finale where the ultimate victor is
1525.determined!1539.determined!
1526.This core set of Descent: Journeys in the Dark Second Edition features a1540.This core set of Descent: Journeys in the Dark Second Edition features a
1527.campaign entitled “The Shadow Rune,” which is described in detail in the1541.campaign entitled “Heirs of Blood,” which is described in detail in the
1528.included Quest Guide. A complete campaign of “The Shadow Rune” is1542.included Quest Guides. A complete campaign of “Heirs of Blood” is
1529.played over nine separate quests and will take approximately 20 hours of1543.played over nine separate quests and will take approximately 20 hours of
1530.gameplay to complete.1544.gameplay to complete.
1531.Starting a New Campaign1545.Starting a New Campaign
1532.To start a new campaign, the players must assign roles for the campaign.1546.To start a new campaign, the players must assign roles for the campaign.
1533.One player takes the role of the overlord. The other players take the roles1547.One player takes the role of the overlord. The other players take the roles
1534.of the heroes. This process is identical to the rules described in “Setup”1548.of the heroes. This process is identical to the rules described in “Setup”
1535.on page 4, with exceptions as noted here. It’s important to note that1549.on page 4, with exceptions as noted here. It’s important to note that
1536.the choices the players make now are permanent for the duration of the1550.the choices the players make now are permanent for the duration of the
1537.campaign. Make sure that each player is happy with his choice before1551.campaign. Make sure that each player is happy with his choice before
1538.proceeding, because choosing heroes and classes is only performed at1552.proceeding, because choosing heroes and classes is only performed at
1539.the start of the campaign. If players cannot agree on which roles to play,1553.the start of the campaign. If players cannot agree on which roles to play,
1540.randomly determine roles.1554.randomly determine roles.
1541.New campaigns begin at Basic Level. The heroes have only the basic skill1555.New campaigns begin at Basic Level. The heroes have only the basic skill
1542.and starting equipment for their class, and the overlord has only his basic1556.and starting equipment for their class, and the overlord has only his basic
1543.Overlord deck. Note that during the Choose Skills step of setup, hero1557.Overlord deck. Note that during the Choose Skills step of setup, hero
1544.players do not return their Class deck to the box. Each hero player should1558.players do not return their Class deck to the box. Each hero player should
1545.keep his Class deck facedown in his play area; he’ll continue to choose1559.keep his Class deck facedown in his play area; he’ll continue to choose
1546.new skills from this deck as the campaign progresses.1560.new skills from this deck as the campaign progresses.
1547.THE SHOP ITEM DECK1561.THE SHOP ITEM DECK
1548.At the beginning of a new campaign, separate the Shop Item deck into1562.At the beginning of a new campaign, separate the Shop Item deck into
1549.two piles: Act I and Act II. Place the Act II Item cards back in the game1563.two piles: Act I and Act II. Place the Act II Item cards back in the game
1550.box. They will not be needed until the campaign moves into Act II (see1564.box. They will not be needed until the campaign moves into Act II (see
1551.“Act II” on page 22).1565.“Act II” on page 22).
1552.MONSTERS & LIEUTENANTS1566.MONSTERS & LIEUTENANTS
1553.At the beginning of a new campaign, separate the Monster and1567.At the beginning of a new campaign, separate the Monster and
1554.Lieutenant cards into two piles: Act I and Act II. Place the Act II cards1568.Lieutenant cards into two piles: Act I and Act II. Place the Act II cards
1555.back in the game box; they will not be needed until the campaign moves1569.back in the game box; they will not be needed until the campaign moves
1556.into Act II (see “Act II” on page 22).1570.into Act II (see “Act II” on page 22).
1557.CAMPAIGN MAP1571.CAMPAIGN MAP
1558.The last page of the Quest Guide features a map of the land where the1572.The back page of both Quest Guides features a map of the land where the
1559.campaign takes place. Each quest location is labeled on the map connected1573.campaign takes place. Each quest location is labeled on the map connected
1560.by paths that the heroes use to travel. Each path has an icon representing1574.by paths that the heroes use to travel. Each path has an icon representing
1561.what type of travel event might happen while traveling on that path (see1575.what type of travel event might happen while traveling on that path (see
1562.“Travel” on page 22).1576.“Travel” on page 22).
1563.Quests in a Campaign1577.Quests in a Campaign
1564.After player roles, heroes, and classes have been selected, players set up the1578.After player roles, heroes, and classes have been selected, players set up the
1565.first quest, labeled “First Blood” in the Quest Guide. The introduction1579.first quest, labeled “Acolyte of Saradyn” in the Act I Quest Guide. The introduction
1566.quest is short, relatively simple, and is an ideal way for new players to1580.quest is short, relatively simple, and is an ideal way for new players to
1567.learn the game. The first quest, and each quest thereafter, is played exactly1581.learn the game. The first quest, and each quest thereafter, is played exactly
1568.as normal with few exceptions. However, after each quest, players gain1582.as normal with few exceptions. However, after each quest, players gain
1569.rewards that they may use to customize or modify their hero or deck.1583.rewards that they may use to customize or modify their hero or deck.
1570.Ending a Session1584.Ending a Session
1571.Since a campaign can take up to 20 hours to complete, it is1585.Since a campaign can take up to 20 hours to complete, it is
1572.intended to be played over the course of several game sessions.1586.intended to be played over the course of several game sessions.
1573.When the time comes to end the current session, players should1587.When the time comes to end the current session, players should
1574.record all important information on the Campaign sheet (see1588.record all important information on the Campaign sheet (see
1575.“Record-Keeping and Storage” on page 21). A good time to1589.“Record-Keeping and Storage” on page 21). A good time to
1576.end a session is after the Shopping step of the Campaign phase1590.end a session is after the Spend Experience Points step of the Campaign phase
1577.(see “The Campaign Phase” on page 20).1591.(see “The Campaign Phase” on page 20).
1578.201592.20
1579.The Campaign Phase1593.The Campaign Phase
1580.After each quest of a campaign, there is a Campaign phase during which1594.After each quest of a campaign, there is a Campaign phase during which
1581.players may make decisions on how to upgrade their heroes and prepare1595.players may make decisions on how to upgrade their heroes and prepare
1582.for the next quest. It is important to note that most quests have two1596.for the next quest. It is important to note that some quests have two
1583.encounters and the Campaign phase does not take place until the entire1597.encounters and the Campaign phase does not take place until the entire
1584.quest is finished. During the Campaign phase, all players may spend1598.quest is finished. During the Campaign phase, all players may spend
1585.experience points to enhance their abilities. Also, the heroes may visit1599.experience points to enhance their abilities. Also, the heroes may visit
1586.the shop in Arhynn to purchase new equipment. The following steps are1600.the shop to purchase new equipment. The following steps are
1587.performed during each Campaign phase.1601.performed during each Campaign phase.
1588.1. Receive Gold from Search Cards: Record the total gold value of1602.1. Receive Gold from Search Cards: Record the total gold value of
1589.every Search card the heroes acquired over the course of this quest1603.every Search card the heroes acquired over the course of this quest
1590.on the Campaign sheet (even if the Search card was used during the1604.on the Campaign sheet (even if the Search card was used during the
1591.quest). Then return all Search cards to the deck (even if the heroes1605.quest). Then return all Search cards to the deck (even if the heroes
1592.didn’t use their abilities). The heroes are assumed to sell their newly1606.didn’t use their abilities). The heroes are assumed to sell their newly
1593.discovered treasures in Arhynn.1607.discovered treasures.
1594.2. Cleanup: All heroes recover all damage and all fatigue. The overlord1608.2. Cleanup: All heroes recover all damage and all fatigue. The overlord
1595.combines his draw and discard pile into one deck. All Condition cards1609.combines his draw and discard pile into one deck. All Condition cards
1596.are discarded, all effects end, the map is disassembled, and the quest is1610.are discarded, all effects end, the map is disassembled, and the quest is
1597.generally cleaned up as the players prepare for the next one.1611.generally cleaned up as the players prepare for the next one.
1598.3. Receive Rewards: The overlord player and hero players each receive1612.3. Receive Rewards: The overlord player and hero players each receive
1599.one experience point, regardless of who won the quest (as listed in the1613.one experience point, regardless of who won the quest (as listed in the
1600.Quest Guide). Record this on the Campaign sheet. The winner of the1614.Quest Guide). Record this on the Campaign sheet. The winner of the
1601.quest receives additional rewards as noted in the Quest Guide.1615.quest receives additional rewards as noted in the Quest Guide.
1602.4. Spend Experience Points: Players may spend any experience points1616.4. Shopping: Hero players may spend any gold they have acquired to
1617.purchase new Shop Item cards (see “Shopping” on page 20).
1618.5. Spend Experience Points: Players may spend any experience points
1603.they have earned at this time. Experience points are spent on new1619.they have earned at this time. Experience points are spent on new
1604.skills for heroes and new Overlord cards for the overlord.1620.skills for heroes and new Overlord cards for the overlord.
1605.5. Shopping: Hero players may spend any gold they have acquired to
1606.purchase new Shop Item cards (see “Shopping” on page 20).
1607.6. Choose Next Quest: The winner of the quest chooses which quest,1621.6. Choose Next Quest: The winner of the quest chooses which quest,
1608.from those available, will be played next (see “Choose Next Quest” on1622.from those available, will be played next (see “Choose Next Quest” on
1609.page 21).1623.page 21).
1610.7. Set Up Quest: The players begin setting up the next quest following1624.7. Set Up Quest: The players begin setting up the next quest following
1611.the standard rules for setting up a quest. The overlord player should1625.the standard rules for setting up a quest. The overlord player should
1612.remember to shuffle his Overlord deck, including any new cards just1626.remember to shuffle his Overlord deck, including any new cards just
1613.purchased, to create a new deck before drawing his starting hand.1627.purchased, to create a new deck before drawing his starting hand.
1614.8. Travel: Heroes travel to the next quest location and then play the1628.8. Travel: Heroes travel to the next quest location and then play the
1615.next quest (see “Travel” on page 22).1629.next quest (see “Travel” on page 22).
1616.SPEND EXPERIENCE POINTS1630.SPEND EXPERIENCE POINTS
1617.As heroes complete quests, they acquire experience points (XP), which1631.As heroes complete quests, they acquire experience points (XP), which
1618.are a measure of how much they have learned in their travels. As they1632.are a measure of how much they have learned in their travels. As they
1619.accumulate experience, heroes become more powerful by gaining access to1633.accumulate experience, heroes become more powerful by gaining access to
1620.new (and more powerful) hero skills. The overlord, too, grows in his dark1634.new (and more powerful) hero skills. The overlord, too, grows in his dark
1621.power as he learns from his own experiences, uncovering deadly new spells1635.power as he learns from his own experiences, uncovering deadly new spells
1622.and developing dangerous new tricks and traps.1636.and developing dangerous new tricks and traps.
1623.Every player gains one experience point at the end of each quest, as1637.Every player gains one experience point at the end of each quest, as
1624.detailed under the “Receive Rewards” step. During the Campaign phase,1638.detailed under the “Receive Rewards” step. During the Campaign phase,
1625.each player may choose to spend experience points to purchase upgrades.1639.each player may choose to spend experience points to purchase upgrades.
1626.The details of this process vary depending on whether the player is a hero1640.The details of this process vary depending on whether the player is a hero
1627.player or the overlord player. Experience points are not transferable—1641.player or the overlord player. Experience points are not transferable—
1628.players cannot pool their resources together to purchase an expensive skill1642.players cannot pool their resources together to purchase an expensive skill
1629.for one of them.1643.for one of them.
1630.SPENDING EXPERIENCE POINTS: HEROES1644.SPENDING EXPERIENCE POINTS: HEROES
1631.A hero may spend experience points to purchase new hero skills from his1645.A hero may spend experience points to purchase new hero skills from his
1632.Class deck. His first skill from that deck, his basic class skill, is always free.1646.Class deck. His first skill from that deck, his basic class skill, is always free.
1633.Other skills have their experience point cost listed on the Class card on1647.Other skills have their experience point cost listed on the Class card on
1634.the experience icon in the upper right corner. When a character purchases1648.the experience icon in the upper right corner. When a character purchases
1635.a new skill, he deducts the amount of experience points (as shown on the1649.a new skill, he deducts the amount of experience points (as shown on the
1636.Class card) from his total, records it on the Campaign sheet, and places1650.Class card) from his total, records it on the Campaign sheet, and places
1637.the Class card near his Hero sheet. He can then use that skill in all future1651.the Class card near his Hero sheet. He can then use that skill in all future
1638.quests he undertakes over the course of the campaign.1652.quests he undertakes over the course of the campaign.
1639.Players are not required to spend all (or any) of their experience points1653.Players are not required to spend all (or any) of their experience points
1640.during the Campaign phase. They may save experience points in order to1654.during the Campaign phase. They may save experience points in order to
1641.purchase more expensive skills during a future Campaign phase. A hero1655.purchase more expensive skills during a future Campaign phase. A hero
1642.may purchase any number of skills during this phase, as long as he has1656.may purchase any number of skills during this phase, as long as he has
1643.enough experience points to purchase them.1657.enough experience points to purchase them.
1644.SPENDING EXPERIENCE POINTS: OVERLORD1658.SPENDING EXPERIENCE POINTS: OVERLORD
1645.Like the hero players, the overlord may spend experience points to1659.Like the hero players, the overlord may spend experience points to
1646.purchase new abilities. In the overlord’s case, he may purchase new cards1660.purchase new abilities. In the overlord’s case, he may purchase new cards
1647.for his Overlord deck. When he purchases a new card, that new card is1661.for his Overlord deck. When he purchases a new card, that new card is
1648.added to his deck and the overlord records the experience points he spent1662.added to his deck and the overlord records the experience points he spent
1649.on the Campaign sheet. Cards that have not been purchased are returned1663.on the Campaign sheet. Cards that have not been purchased are returned
1650.to the game box to avoid confusing the supply of available Overlord cards1664.to the game box to avoid confusing the supply of available Overlord cards
1651.with the current overlord deck.1665.with the current overlord deck.
1652.There are three different classes of upgraded Overlord cards; Warlord,1666.There are three different classes of upgraded Overlord cards; Warlord,
1653.Saboteur, and Magus. Within each class, there are three levels of cards1667.Saboteur, and Magus. Within each class, there are three levels of cards
1654.available to the overlord player (such as “Warlord 1” or “Magus 3”).1668.available to the overlord player (such as “Warlord 1” or “Magus 3”).
1655.Level 1 cards cost one experience point, level 2 cards cost two experience1669.Level 1 cards cost one experience point, level 2 cards cost two experience
1656.points, and level 3 cards cost three experience points. Level 1 cards are1670.points, and level 3 cards cost three experience points. Level 1 cards are
1657.always available for the overlord player to purchase. In order to purchase1671.always available for the overlord player to purchase. In order to purchase
1658.a level 2 card, the overlord player must first currently have two Level 11672.a level 2 card, the overlord player must first currently have two Level 1
1659.cards of that class in his deck. He must have three cards of a class in his1673.cards of that class in his deck. He must have three cards of a class in his
1660.deck (which can be any combination of Level 1 and Level 2 cards) before1674.deck (which can be any combination of Level 1 and Level 2 cards) before
1661.purchasing a level 3 card of that class. Unlike heroes, the overlord may1675.purchasing a level 3 card of that class. Unlike heroes, the overlord may
1662.purchase cards from multiple classes. Universal cards are always available1676.purchase cards from multiple classes. Universal cards are always available
1663.for purchase.1677.for purchase.
1664.The overlord is not required to spend all (or any) of his experience points1678.The overlord is not required to spend all (or any) of his experience points
1665.during the Campaign phase. He may save experience points and use them1679.during the Campaign phase. He may save experience points and use them
1666.during a future Campaign phase. The overlord player may purchase any1680.during a future Campaign phase. The overlord player may purchase any
1667.number of Overlord cards during this phase, as long as he has enough1681.number of Overlord cards during this phase, as long as he has enough
1668.experience points to purchase each one.1682.experience points to purchase each one.
1669.Before each quest (but not each encounter), the overlord player may1683.Before each quest (but not each encounter), the overlord player may
1670.choose to temporarily remove a number of cards from his deck in order1684.choose to temporarily remove a number of cards from his deck in order
1671.to optimize his strategy for the quest. This is done in secret so the hero1685.to optimize his strategy for the quest. This is done in secret so the hero
1672.players do not know which cards the overlord player has removed.1686.players do not know which cards the overlord player has removed.
1673.He must keep a deck of at least 15 Overlord cards for each quest. Any1687.He must keep a deck of at least 15 Overlord cards for each quest. Any
1674.removed cards are set aside for the duration of the quest. After the quest1688.removed cards are set aside for the duration of the quest. After the quest
1675.ends, return any removed cards to his deck of Overlord cards.1689.ends, return any removed cards to his deck of Overlord cards.
1676.SHOPPING1690.SHOPPING
1677.In addition to experience points, gold is the other major way that heroes1691.In addition to experience points, gold is the other major way that heroes
1678.improve their capabilities. Heroes earn gold from Search cards during the1692.improve their capabilities. Heroes earn gold from Search cards during the
1679.quests, and they may also receive gold as a reward for certain quests.1693.quests, and they may also receive gold as a reward for certain quests.
1680.Heroes share their gold, meaning they collectively have a single pool of1694.Heroes share their gold, meaning they collectively have a single pool of
1681.gold from which to purchase new equipment for heroes; the hero players1695.gold from which to purchase new equipment for heroes; the hero players
1682.may distribute this equipment among the heroes however they want.1696.may distribute this equipment among the heroes however they want.
1683.Heroes are not required to spend all their gold during the Campaign1697.Heroes are not required to spend all their gold during the Campaign
1684.phase; they can keep any amount of their gold and spend it during a1698.phase; they can keep any amount of their gold and spend it during a
1685.future Campaign phase.1699.future Campaign phase.
1686.211700.21
1687.After each quest, the heroes visit the shop in Arhynn to see what it has1701.After each quest, the heroes visit the shop to see what it has
1688.in stock. Shuffle the Shop Item cards and reveal one Shop Item card per1702.in stock. Shuffle the Shop Item cards and reveal five Shop Item cards
1689.hero, plus one additional card (see “Shop Item Card Anatomy” on page1703.(see “Shop Item Card Anatomy” on page
1690.11). The Shop deck is determined by the current act. Act I cards are1704.11). The Shop deck is determined by the current act. Act I cards are
1691.used until players have completed the Interlude, at which point players1705.used until players have completed the Interlude, at which point players
1692.switch to Act II cards (see “Act II” on page 22).1706.switch to Act II cards (see “Act II” on page 22).
1693.The hero players may choose to purchase as many or few of these items as1707.The hero players may choose to purchase as many or few of these items as
1694.they want and can afford (or none at all, if they cannot afford or do not1708.they want and can afford (or none at all, if they cannot afford or do not
1695.want any of the cards revealed in this way).1709.want any of the cards revealed in this way).
1696.Shop Item cards that the heroes purchase are removed from the common1710.Shop Item cards that the heroes purchase are removed from the common
1697.play area and added to the cards carried by one of the heroes. Hero players1711.play area and added to the cards carried by one of the heroes. Hero players
1698.must then subtract the gold spent from the Campaign sheet. After the1712.must then subtract the gold spent from the Campaign sheet. After the
1699.heroes are done shopping, shuffle the unpurchased Shop Item cards back1713.heroes are done shopping, shuffle the unpurchased Shop Item cards back
1700.into the Shop Item deck.1714.into the Shop Item deck.
1701.Example: Andrew, Beth, Colin, and Daphne are hero players. During the1715.Example: Andrew, Beth, Colin, and Daphne are hero players. During the
1702.Campaign phase, they elect to go shopping. They shuffle the Act 1 Shop Item1716.Campaign phase, they elect to go shopping. They shuffle the Act 1 Shop Item
1703.deck and deal out five items: Leather Armor, Sling, Iron Battleaxe, Iron1717.deck and deal out five items: Leather Armor, Sling, Iron Battleaxe, Iron
1704.Spear, and Lucky Charm. They collectively decide to buy the Iron Battleaxe1718.Spear, and Lucky Charm. They collectively decide to buy the Iron Battleaxe
1705.( for 100 gold), the Leather Armor ( for 75 gold), and the Lucky Charm1719.( for 100 gold), the Leather Armor ( for 75 gold), and the Lucky Charm
1706.( for 100 gold). They subtract 275 gold from their remaining supply on the1720.( for 100 gold). They subtract 275 gold from their remaining supply on the
1707.Campaign sheet, claim these Shop Item cards, and distribute their purchases1721.Campaign sheet, claim these Shop Item cards, and distribute their purchases
1708.among themselves.1722.among themselves.
1709.SELLING BACK ITEM CARDS1723.SELLING BACK ITEM CARDS
1710.While shopping, heroes may sell Shop Item cards back to the shop. The1724.While shopping, heroes may sell Shop Item cards back to the shop. The
1711.heroes receive half the value of any individual Shop Item card sold back1725.heroes receive half the value of any individual Shop Item card sold back
1712.to the shop in gold, rounding down to the closest multiple of 25 gold.1726.to the shop in gold, rounding down to the closest multiple of 25 gold.
1713.Starting equipment may be sold back as well for the price of 25 gold each.1727.Starting equipment may be sold back as well for the price of 25 gold each.
1714.A Shop Item card that is sold back is shuffled back into the its1728.A Shop Item card that is sold back is shuffled back into the its
1715.corresponding Shop Item card deck. Return sold Starting equipment to1729.corresponding Shop Item card deck. Return sold Starting equipment to
1716.the game box since it will not be used again during this campaign. Heroes1730.the game box since it will not be used again during this campaign. Heroes
1717.cannot sell relics back to the shop.1731.cannot sell relics back to the shop.
1718.TRADING ITEMS1732.TRADING ITEMS
1719.During the Campaign phase, heroes may freely exchange their Shop Item1733.During the Campaign phase, heroes may freely exchange their Shop Item
1720.cards among themselves. They may do this at any time until the next quest1734.cards among themselves. They may do this at any time until the next quest
1721.begins, except during travel.1735.begins, except during travel.
1722.Note: Heroes cannot trade starting equipment. However, they may sell1736.Note: Heroes cannot trade starting equipment. However, they may sell
1723.these cards, as described above.1737.these cards, as described above.
1724.CHOOSE NEXT QUEST1738.CHOOSE NEXT QUEST
1725.After spending experience points and shopping, players now select the1739.After spending experience points and shopping, players now select the
1726.next quest. In most cases, the winner of the previous quest will choose1740.next quest. In most cases, the winner of the previous quest will choose
1727.the next quest from among those available to them (see “Record-Keeping1741.the next quest from among those available to them (see “Record-Keeping
1728.and Storage” on page 21). Quests are divided into Act I and Act II1742.and Storage” on page 21).
1729.quests, and the players must choose a quest from the current Act. A single1743.A single
1730.campaign consists of nine quests as follows:1744.campaign consists of nine quests as follows:
1731.• The Introduction1745.• The Introduction
1732.• Three Act I quests1746.• Three Act I quests
1733.• The Interlude1747.• The Interlude
1734.• Three Act II quests1748.• Three Act II quests
1735.• The Finale1749.• The Finale
1736.After choosing the quest, set it up and play through it as described in the1750.After choosing the quest, set it up and play through it as described in the
1737.Quest Guide. This is followed by another Campaign phase, after which1751.Quest Guide. This is followed by another Campaign phase, after which
1738.the players choose the next quest.1752.the players choose the next quest.
1739.In “The Shadow Rune” campaign, there are twice as many quests in Act
1740.II as presented in Act I. The winner of each Act I quest determines which
1741.of the two corresponding Act II quests is available (see “Record-Keeping
1742.and Storage” on page 21). It’s important to note that, for the purposes
1743.of determining which Act II quest is available, any Act I quest that the
1744.heroes did not attempt is assumed to have ended in an overlord victory.
1745.Record-Keeping and Storage1753.Record-Keeping and Storage
1746.Included in this game is a pad of Campaign sheets with which1754.The Campaign Log for the "Heirs of Blood" campaign can be
1747.you can track the results of “The Shadow Rune” campaign.1755.found on page 37 of the Act I Quest Guide. The Campaign
1748.As players complete quests, they mark who won each quest1756.Log is a useful tool for tracking and planning the players'
1749.on the quest log side of the Campaign sheet. All Act I quests1757.progression through the campaign. The availability of most
1750.correspond with certain Act II quests, and the winner of1758.quests is dependent on the outcome of other quests, and the
1751.the Act I quest will determine which of the Act II quests1759."Rewards" section of each quest designates which quests are
1752.are available for the players to choose during Act II of the1760.available to be chosen next.
1753.campaign. The Act II quests listed on the left side of the Quest1761.Players start with the Introduction at the top of the Campaign
1754.Log are quests available if the heroes won the corresponding1762.Log and work their way down, playing one quest per row. The
1755.quest in Act I. The Act II quests listed on the right side are1763.arrows on the Campaign Log point toward the few quests that
1756.available if the overlord won the Act I quest. If a certain Act1764.are only available if the connected quest is played first. If no
1757.I quest was not played during the campaign, it is considered1765.arrows are present between two rows, any of the quests in the
1758.to be won by the overlord for purposes of choosing the1766.following row may become available, but are still frequently
1759.corresponding Act II quest.1767.dependent on the outcome of the quest in the previous row.
1760.Example: The Quest Log above shows a campaign in progress,1768.Players should always reference the "Rewards" section of the
1761.which is now in Act II. The overlord player is choosing a quest in1769.previous quest to understand which quests are currently
1762.the Campaign phase. Since the heroes won “A Fat Goblin” during1770.available. The outcome of most quests determine the outcome
1763.Act I, “The Monster's Hoard” is available to choose during Act II.1771.of the following row.
1764.“The Frozen Spire” is not available during Act II.1772.Which Interlude is available is determined by how many quests
1765.The Interlude and Finale quests are determined by how many1773.the heroes and overlord win during Act I (see “Interlude” on
1766.quests the heroes and overlord win during Act I and Act II (see1774.page 22).
1767.“Interlude” on page 22 and “Finale” on page 22).1775.Example: The Campaign Log above shows a campaign in
1776.progress. The overlord has just won "Rellegar's Rest" and is
1777.deciding which quest to play next. "Blood Will Tell" and "The
1778.Baron Returns" are both available, as is stated in the "Rewards"
1779.section of "Rellegar's Rest." He chooses "The Baron Returns"
1780.because he will receive "The Shadow Rune" relic if he wins.
1768.Between sessions, players should use plastic bags to keep their1781.Between sessions, players should use plastic bags to keep their
1769.components organized and separated. Keeping them stored this1782.components organized and separated. Players can also record
1783.purchased cards and any unspent gold and XP at the bottom
1784.of the Campaign Log. Keeping things recorded and stored this
1770.way will help players remember which cards are currently in1785.way will help players remember which cards are currently in
1771.play, or have been purchased by each hero and the overlord.1786.play, or have been purchased by each hero and the overlord.
1772.The Shadow Rune Quest Log1787.Acolyte of Saradyn
1773.1788.Rellegar’s Rest
1774.1789.Blood Will Tell The Baron Returns
1775.1790.Siege of Skytower
1791.Archive of Arrizon
1792.Rise of Urthko Caladen’s Crossing
1793.From the Wreckage
1794.Army of Dal’Zunm
1795.Lord of Flame Dead or Drowning
1796.Edge of Dawn Piercing Darkness
1797.Blood and Betrayal
1798.Rite of the Red Dawn
1799.Saradyn in Flames
1800.Prison of Khinn
1801.Shadowfall Mountain
1802.Interlude 1 Interlude 2
1803.Finale
1804.Introduction
1805.Hero XP
1806.Hero Gold Overlord XP
1807.© Fantasy Flight Games 2014. Permission granted to photocopy for personal use only.
1808.Campaign log also available for download at www.FantasyFlightGames.com
1809.Heirs of Blood Campaign Log
1776.1810.
1777.1811.
1778.221812.22
1779.TRAVEL1813.TRAVEL
1780.Heroes must travel to new locations in order to undertake quests. All1814.Heroes must travel to new locations in order to undertake quests. All
1781.travel is done by referencing the campaign map on the back page of1815.travel is done by referencing the campaign map on the back page of
1782.the Quest Guide. After choosing and setting up the next quest, players1816.the current Act's Quest Guide. After choosing and setting up the next quest, players
1783.perform the travel step. Heroes always begin the travel step at Arhynn1817.perform the travel step. Heroes always begin the travel step at the Kethiri Ruins
1784.and must follow a continuous path to the chosen quest location shown1818.and must follow a continuous path to the chosen quest location shown
1785.on the campaign map. After completing a quest, heroes are assumed to1819.on the campaign map. After completing a quest, heroes are assumed to
1786.travel back to Arhynn with more caution and less haste, so no travel step1820.travel back to the Kathiri Ruins with more caution and less haste, so no travel step
1787.is necessary.1821.is necessary.
1788.Before travel begins, the overlord player may customize his deck. He then1822.Before travel begins, the overlord player may customize his deck. He then
1789.draws his starting hand of Overlord cards—one card per hero. These1823.draws his starting hand of Overlord cards—one card per hero. These
1790.cards are not played during the travel step, but may be affected by certain1824.cards are not played during the travel step, but may be affected by certain
1791.events. These Overlord cards are the overlord player’s starting hand for1825.events. These Overlord cards are the overlord player’s starting hand for
1792.the upcoming quest, so he does not draw any additional cards at the1826.the upcoming quest, so he does not draw any additional cards at the
1793.beginning of the quest.1827.beginning of the quest.
1794.Each quest location is labeled by name on the campaign map and is1828.Each quest location is labeled by name on the campaign map and is
1795.connected by paths with travel icons on them. When traveling along a1829.connected by paths with travel icons on them. When traveling along a
1796.path, players must stop at each travel icon. For each travel icon the heroes1830.path, players must stop at each travel icon. For each travel icon the heroes
1797.stop at along their way to a location, the overlord player must draw one1831.stop at along their way to a location, the overlord player must draw one
1798.Travel Event card. He checks for the matching event icon and resolves the1832.Travel Event card. He checks for the matching event icon and resolves the
1799.event. If the event icon that matches the icon on the map has no event,1833.event. If the event icon that matches the icon on the map has no event,
1800.the card is discarded, and the heroes continue traveling. If the matching1834.the card is discarded, and the heroes continue traveling. If the matching
1801.event icon has an event listed, the heroes must resolve the event before1835.event icon has an event listed, the heroes must resolve the event before
1802.continuing to the next location. Some events include choices for the1836.continuing to the next location. Some events include choices for the
1803.heroes to make. All hero players must agree when making any choices1837.heroes to make. All hero players must agree when making any choices
1804.listed on the card. Any damage, fatigue, or condition the heroes suffer1838.listed on the card. Any damage, fatigue, or condition the heroes suffer
1805.from events is carried over to the quest.1839.from events is carried over to the quest.
1806.Example: The heroes are traveling to the Castle Daerion quest. The first icon1840.Example: The heroes are traveling to the Rellegar's Rest quest. The first icon
1807.on their path is the road icon. The overlord player draws one Travel Event1841.on their path is the road icon. The overlord player draws one Travel Event
1808.card and reads the event corresponding to the road icon. After resolving the1842.card and reads the event corresponding to the road icon. After resolving the
1809.event, the Event card is discarded and another Travel Event card is drawn.1843.event, the Event card is discarded and another Travel Event card is drawn.
1810.Looking at the map, the heroes see that the next icon on their path is another1844.Looking at the map, the heroes see that the next icon on their path is another
1811.road. The overlord reads and resolves the event corresponding to the road1845.road. The overlord reads and resolves the event corresponding to the road
1812.icon on the new Travel Event card drawn. After resolving the second Travel1846.icon on the new Travel Event card drawn. After resolving the second Travel
1813.Event card, the heroes have reached the location of their quest, and the travel1847.Event card, the heroes have reached the location of their quest, and the travel
1814.step is complete.1848.step is complete.
1815.Relics1849.Relics
1816.Relics are a special type of item that are unique to the campaign. Except as1850.Relics are a special type of item that are unique to the campaign. Except as
1817.noted here, relics follow all the normal rules for items. Relics are not Shop1851.noted here, relics follow all the normal rules for items. Relics are not Shop
1818.Items and may never be purchased or sold; they are only given as quest1852.Items and may never be purchased or sold; they are only given as quest
1819.rewards or by special rules for a quest.1853.rewards or by special rules for a quest.
1820.Relic cards are double-sided with different versions of the relic on each1854.Relic cards are double-sided with different versions of the relic on each
1821.side; there is one version of a relic for the heroes to use and another for1855.side; there is one version of a relic for the heroes to use and another for
1822.the overlord. If the heroes have a relic, it is placed with its hero side faceup1856.the overlord. If the heroes have a relic, it is placed with its hero side faceup
1823.and functions just like a Shop Item card. If the overlord has the relic, it is1857.and functions just like a Shop Item card. If the overlord has the relic, it is
1824.placed with its overlord side faceup.1858.placed with its overlord side faceup.
1825.The overlord version of a relic may be wielded by any lieutenant, and1859.The overlord version of a relic may be wielded by any lieutenant, and
1826.this is the only way the relic’s abilities can be used by the overlord. If the1860.this is the only way the relic’s abilities can be used by the overlord. If the
1827.overlord has no lieutenant in a given quest, or if he opts to leave his relic1861.overlord has no lieutenant in a given quest, or if he opts to leave his relic
1828.behind (see below), he receives no benefit for the relic’s abilities. Each1862.behind (see below), he receives no benefit for the relic’s abilities. Each
1829.lieutenant can wield only one relic.1863.lieutenant can wield only one relic.
1830.During the setup step of each quest, the overlord chooses which relic (if1864.During the setup step of each quest, the overlord chooses which relic (if
1831.any) each of his lieutenants wields during the quest. Place the chosen1865.any) each of his lieutenants wields during the quest. Place the chosen
1832.Relic card next to the Lieutenant card. If the relic is not wielded by a1866.Relic card next to the Lieutenant card. If the relic is not wielded by a
1833.lieutenant, the overlord keeps the card near his Overlord deck and its1867.lieutenant, the overlord keeps the card near his Overlord deck and its
1834.abilities are ignored during this quest. If a lieutenant wielding a relic1868.abilities are ignored during this quest. If a lieutenant wielding a relic
1835.is defeated during a quest, the abilities of that relic are ignored for the1869.is defeated during a quest, the abilities of that relic are ignored for the
1836.remainder of the quest but the overlord keeps the relic.1870.remainder of the quest but the overlord keeps the relic.
1837.Interlude1871.Interlude
1838.The Interlude is a special quest that marks the transition from Act I1872.After completing the Introduction and three Act I quests, it is time for
1839.to Act II of the campaign. It is considered to be an Act I quest. After1873.the Interlude. The interlude is a special quest that marks the transition
1840.completing three Act I quests, the Interlude must be chosen as the next1874.from Act I to Act II of the campaign. There are two different Interludes,
1841.quest.1875.“From the Wreckage” and “Saradyn in Flames.” If the heroes won at least
1842.There are two different Interlude quests. If the heroes have won at least1876.two of the Act I quests (excluding the Introduction), then the heroes
1843.two of the Act I quests (not including the Introduction), then the players1877.choose which Interlude to play. If the overlord won at least two of the
1844.must choose “The Shadow Vault” as the Interlude quest. If the overlord1878.Act I quests (excluding the Introduction), then the overlord chooses
1845.has won at least two of the Act I quests, then the players must choose1879.which Interlude to play. Each Interlude is treated as an Act I quest.
1846.“The Overlord Revealed” as the Interlude quest. Refer to the Quest
1847.Guide for detailed instructions.
1848.Except as noted here and in the Quest Guide, the Interlude is a normal
1849.quest and plays just like any other quest. Some Interludes have only one
1850.encounter, rather than the typical two encounters.
1851.Act II1880.Act II
1852.After completing the Interlude, the campaign transitions to Act II. From1881.After completing the Interlude, the campaign transitions to Act II. From
1853.now on, players choose quests from among the Act II options and prepare1882.now on, players choose quests from among the Act II options and prepare
1854.themselves for the Finale.1883.themselves for the Finale.
1855.Immediately after completing the Interlude, follow these steps:1884.Immediately after completing the Interlude, read the act transition found
1856.1. Return the Act I Monster and Lieutenant cards to the box and1885.on page 2 of the Act II Quest Guide and then perform follow these steps:
1857.retrieve the Act II Monster and Lieutenant cards. From now on, all1886.1. Perform steps 1-3 of the campaign phase found on page 20
1858.monsters and lieutenants use their Act II characteristics.1887.2. Instead of performing a normal shopping step, the heroes can now
1859.2. Hero players now have a chance to visit the shop and purchase any1888.purchase anyAct I Shop cards. Deal out all remaining Act I Shop
1860.Act I Shop Item cards. Deal out all remaining Act I Shop Item cards1889.Item cards faceup. The hero players may purchase any number of
1861.faceup. The hero players may purchase any number of Act I Shop1890.these cards as long as they can afford them.
1862.Item cards they are able to afford.1891.3. Return all unpurchased Act I Shop Item cards, Act I Monster cards,
1863.3. Return all unpurchased Act I Shop Item cards to the game box and1892.and Act I Lieutenant cards to the box. Retrieve the Act II Shop
1864.retrieve the Act II Shop Item cards. From now on, use the Act II Shop1893.Item cards, Act II Monster cards, and Act II Lieutenant cards from
1865.Item cards. Act I Shop Item cards currently in possession of the heroes1894.the box. From now on, all monsters and lieutenants use their Act II
1866.are unaffected. Any Act I Shop Item card sold by the heroes during1895.characteristics. Act I Shop Item cards currently in possession of the
1867.Act II is returned to the box.1896.heroes are unaffected. Any Act I Shop Item card sold by the heroes
1897.during Act II is returned to the box.
1898.4. Complete the campaign phase by performing steps 5-8 of the
1899.campaign phase found on page 20.
1868.After completing three Act II quests, it is time for the Finale. Players1900.After completing three Act II quests, it is time for the Finale. Players
1869.resolve one Campaign phase as normal and then the heroes travel to the1901.resolve one Campaign phase as normal and then the heroes travel to the
1870.Finale quest to determine the ultimate winner of the campaign!1902.Finale quest to determine the ultimate winner of the campaign!
1871.Finale1903.Finale
1872.The campaign ends in an exciting quest known as the Finale. The Finale1904.The campaign ends in an exciting quest known as the Finale. There
1873.is played after completing three Act II quests. Similar to the Interlude,1905.is only one Finale in the “Heirs of Blood” campaign; however, unlike
1874.there are two different possible Finale quests. If the heroes have won at1906.the other quests, there are four possible encounters within the Finale.
1875.least two of the Act II quests, then the players must choose “Gryvorn1907.Players start with Encounter 1 and are instructed how to progress to the
1876.Unleashed” as the Finale quest. If the overlord has won at least two of the1908.following encounters in the “Victory” section of each encounter. The
1877.Act II quests, then the players must choose “The Man Who Would be1909.Finale is treated as an Act II quest.
1878.King” as the Finale quest.
1879.Pay special attention to the setup instructions for the Finale; it often
1880.refers to each of the completed Act II quests and may also refer to various
1881.game states that are an extension of the overall campaign—such as which
1882.side controls a certain relic—rather than the outcome of a single quest.
1883.Any Act II quest that the heroes did not attempt is assumed to have
1884.ended in an overlord victory for the purposes of determining the setup of
1885.the Finale quest.
1886.Heroes and overlord alike are well advised to spend as much gold and as1910.Heroes and overlord alike are well advised to spend as much gold and as
1887.many experience points as they can during the Campaign phase before the1911.many experience points as they can during the Campaign phase before the
1888.Finale. They will not get another chance!1912.Finale. They will not get another chance!
1889.Whoever wins the Finale wins the whole campaign!1913.Whoever wins the Finale wins the whole campaign!
1890.231914.23
1891.Credits1915.Credits
1892.Game Design: Adam Sadler and Corey1916.Game Design: Adam Sadler and Corey
1893.Konieczka with Daniel Lovat Clark1917.Konieczka with Daniel Lovat Clark
1894.Game Design for Descent: Journeys in the1918.Game Design for Descent: Journeys in the
1895.Dark First Edition: Kevin Wilson1919.Dark First Edition: Kevin Wilson
1896.Producer: Adam Sadler1920.Producer: Adam Sadler
1897.Creative Content Development: Daniel Lovat1921.Creative Content Development: Daniel Lovat
1898.Clark, Brady Sadler, and Andrew Meredith1922.Clark, Brady Sadler, and Andrew Meredith
1899.Editing and Proofreading: Steven Kimball,1923.Editing and Proofreading: Steven Kimball,
1900.Scott Lewis, Mark Pollard, Brady Sadler, and1924.Scott Lewis, Mark Pollard, Brady Sadler, and
1901.Sarah Sadler1925.Sarah Sadler
1902.Graphic Design: Dallas Mehlhoff with Chris1926.Graphic Design: Dallas Mehlhoff with Chris
1903.Beck, Shaun Boyke, Brian Schomburg, Michael1927.Beck, Shaun Boyke, Brian Schomburg, Michael
1904.Silsby, WiL Springer, and Adam Taubenheim1928.Silsby, WiL Springer, and Adam Taubenheim
1905.Cover Art: Alex Aparin1929.Cover Art: Alex Aparin
1906.Map Tile Art: Henning Ludvigsen1930.Map Tile Art: Henning Ludvigsen
1907.Interior Art: Devon Cady-Lee, Sylvain1931.Interior Art: Devon Cady-Lee, Sylvain
1908.Deceaux, Tod Gelle, Charlène Le Scanff,1932.Deceaux, Tod Gelle, Charlène Le Scanff,
1909.Allison Theus, and Sandara Tang1933.Allison Theus, Sandara Tang, and Yoann
1934.Boissonnet
1910.Managing Art Director: Andrew Navaro1935.Managing Art Director: Andrew Navaro
1911.Art Direction: Zoë Robinson with Kyle Hough1936.Art Direction: Zoë Robinson with Kyle Hough
1912.Production Management: Laura Creighton1937.Production Management: Laura Creighton
1913.and Eric Knight1938.and Eric Knight
1914.Executive Game Producer: Michael Hurley1939.Executive Game Producer: Michael Hurley
1915.Publisher: Christian T. Petersen1940.Publisher: Christian T. Petersen
1941.Heirs of Blood
1942.Credits
1943.Campaign Design: Nathan I. Hajek with Kara
1944.Centell-Dunk
1945.Additional Content Development: Jonathan
1946.E. Bove and Paul Winchester
1947.Proofreading and Editing: Richard A. Edward
1948.and Justin Hoeger
1949.Graphic Design: Christopher Hosch
1950.Interior Art: Yoann Boissonnet, Andrew
1951.Bosley, Mariusz Gandzel, and Nicholas Gregory
1952.Art Direction: Andy Christensen and John
1953.Taillon
1954.© 2015 Fantasy Flight Publishing, Inc. No part of this
1955.product may be reproduced without specific permission.
1956.Fantasy Flight Supply is TM of Fantasy Flight Publishing,
1957.Inc. Descent: Journeys in the Dark, Runebound, Fantasy
1958.Flight Games and the FFG logo are ® of Fantasy Flight
1959.Publishing, Inc. Fantasy Flight Games is located at 1995
1960.West County Road B2, Roseville, Minnesota, 55113,
1961.USA, 651-639-1905. Actual components may vary
1962.from those shown. Made in China. THIS PRODUCT
1963.IS NOT A TOY. NOT INTENDED FOR USE OF
1964.PERSONS 13 YEARS OF AGE OR YOUNGER.
1916.Playtesters: Alan Alexander, Brad Andres,1965.Playtesters: Alan Alexander, Brad Andres,
1917.Justin Ankeney, Tanner Bain, Jaffer Batica,1966.Justin Ankeney, Tanner Bain, Jaffer Batica,
1918.Andrew Baussan, Deb Beck, Andy Blakemore,1967.Andrew Baussan, Deb Beck, Andy Blakemore,
1919.Pedar Brown, Ryan Cruz, Dana Childress,1968.Pedar Brown, Ryan Cruz, Dana Childress,
1920.Kat Clark, Jeannine Duncan, Andrew Fischer,1969.Kat Clark, Jeannine Duncan, Andrew Fischer,
1921.Michaela Fischer, David Gagner, Chris Gerber,1970.Michaela Fischer, David Gagner, Chris Gerber,
1922.Jared Gilbert, Molly Glover, John Goodenough,1971.Jared Gilbert, Molly Glover, John Goodenough,
1923.Scott Hankins, Eric Hanson, Eric Harshbarger,1972.Scott Hankins, Eric Hanson, Eric Harshbarger,
1924.Dave Hensley, Mark Herscher, Jesse Hickle,1973.Dave Hensley, Mark Herscher, Jesse Hickle,
1925.Michael Hollingsworth, Heath Hopkins,1974.Michael Hollingsworth, Heath Hopkins,
1926.Sally Hopper, Chris Hosch, Kyle Hough, Ben1975.Sally Hopper, Chris Hosch, Kyle Hough, Ben
1927.Hutching, Thom Jackson, Stephen Kalmas,1976.Hutching, Thom Jackson, Stephen Kalmas,
1928.Jeff Koenig, Rob Kouba, Alex Langer, Andrew1977.Jeff Koenig, Rob Kouba, Alex Langer, Andrew
1929.Liberko, Lukas Litzsinger, Martin Lux, Mike1978.Liberko, Lukas Litzsinger, Martin Lux, Mike
1930.Marcotte, Mack Martin, Tom Mason, Chris1979.Marcotte, Mack Martin, Tom Mason, Chris
1931.Mayfield, Jason McCord, Nicholas Mendez,1980.Mayfield, Jason McCord, Nicholas Mendez,
1932.Timo Meyer, Dan Millard, Becky Millard,1981.Timo Meyer, Dan Millard, Becky Millard,
1933.Brian Mola, Raimund Ruppel, Jay Paul, Mark1982.Brian Mola, Raimund Ruppel, Jay Paul, Mark
1934.Pollard, Thaad Powell, Amanda Rasinski,1983.Pollard, Thaad Powell, Amanda Rasinski,
1935.Zoë Robinson, Matt Running, Sarah Sadler,1984.Zoë Robinson, Matt Running, Sarah Sadler,
1936.Johnathon Sanders, Christoph Schnorpfeil,1985.Johnathon Sanders, Christoph Schnorpfeil,
1937.Brian Schomburg, Christopher Seefeld, Robert1986.Brian Schomburg, Christopher Seefeld, Robert
1938.Shirah, Doug Simon, Dan Slotman, William1987.Shirah, Doug Simon, Dan Slotman, William
1939.Stephens, Charlie Stephenson, Sam Stewart,1988.Stephens, Charlie Stephenson, Sam Stewart,
1940.Mark Tanis, Adam Taubenheim, Aubrey1989.Mark Tanis, Adam Taubenheim, Aubrey
1941.Tauer, Dominic Tauer, Mason Thornberg,1990.Tauer, Dominic Tauer, Mason Thornberg,
1942.Jenna Thomlinson, Matthew Troxel, John Van1991.Jenna Thomlinson, Matthew Troxel, John Van
1943.Geest, Zach Wageman, Ross Watson, Christian1992.Geest, Zach Wageman, Ross Watson, Christian
1944.Williams, Lynell Williams, Tim Williamson,1993.Williams, Lynell Williams, Tim Williamson,
1945.Nik Wilson, Amanda Yackel, Steven Yackel1994.Nik Wilson, Amanda Yackel, Steven Yackel
1946.© 2012 Fantasy Flight Publishing, Inc., all rights
1947.reserved. No part of this product may be reproduced
1948.without specific permission. Descent: Journeys in the
1949.Dark, Fantasy Flight Games, Fantasy Flight Supply,
1950.and the FFG logo are trademarks of Fantasy Flight
1951.Publishing, Inc. Fantasy Flight Games is located at 1975
1952.West County Road B2, Suite 1, Roseville, Minnesota,
1953.55113, USA, and can be reached by telephone at 651-
1954.639-1905. Retain this information for your records. Not
1955.suitable for children under 36 months due to small parts.
1956.Actual components may vary from those shown. Made
1957.in China. THIS PRODUCT IS NOT A TOY. NOT
1958.INTENDED FOR USE OF PERSONS 13 YEARS OF
1959.AGE OR YOUNGER.
1960.Index1995.Index
1961.Adjacent Spaces����������������������������������101996.Adjacent Spaces����������������������������������10
1962.Advanced Rules ����������������������������������191997.Advanced Rules ����������������������������������19
1963.Attack ���������������������������������������������������91998.Attack ���������������������������������������������������9
1964.Attack Keywords���������������������������������131999.Attack Keywords���������������������������������13
1965.Attributes���������������������������������������������152000.Attributes���������������������������������������������15
1966.Attribute Tests�������������������������������������152001.Attribute Tests�������������������������������������15
1967.Campaign Phase ���������������������������������202002.Campaign Phase ���������������������������������20
1968.Choose Next Quest..........................212003.Choose Next Quest..........................21
1969.Shopping............................................202004.Shopping............................................20
1970.Spend Experience Points.................202005.Spend Experience Points.................20
1971.Travel..................................................222006.Travel..................................................22
1972.Campaign Rules����������������������������������192007.Campaign Rules����������������������������������19
1973.Act II..................................................222008.Act II..................................................22
1974.Ending a Session...............................192009.Ending a Session...............................19
1975.Finale..................................................222010.Finale..................................................22
1976.Interlude............................................222011.Interlude............................................22
1977.Record-keeping and Storage...........212012.Record-keeping and Storage...........21
1978.Relics..................................................222013.Relics..................................................22
1979.Class Card Anatomy ��������������������������82014.Class Card Anatomy ��������������������������8
1980.Combat ������������������������������������������������122015.Combat ������������������������������������������������12
1981.1. Declare Weapon and Target........122016.1. Declare Weapon and Target........12
1982.2. Roll Dice........................................122017.2. Roll Dice........................................12
1983.3. Check Range.................................122018.3. Check Range.................................12
1984.4. Spend Surges.................................132019.4. Spend Surges.................................13
1985.5. Deal Damage.................................132020.5. Deal Damage.................................13
1986.Combat Example..............................142021.Combat Example..............................14
1987.Conditions�������������������������������������������152022.Conditions�������������������������������������������15
1988.Damage and Health����������������������������132023.Damage and Health����������������������������13
1989.Defeated�����������������������������������������������152024.Defeated�����������������������������������������������15
1990.Knocked Out.....................................152025.Knocked Out.....................................15
1991.Dice ������������������������������������������������������112026.Dice ������������������������������������������������������11
1992.Empty Spaces��������������������������������������92027.Empty Spaces��������������������������������������9
1993.Epic Play ����������������������������������������������192028.Epic Play ����������������������������������������������19
1994.Equipment�������������������������������������������112029.Equipment�������������������������������������������11
1995.Familiars����������������������������������������������172030.Familiars����������������������������������������������17
1996.Fatigue and Stamina���������������������������132031.Fatigue and Stamina���������������������������13
1997.Hero Archetypes���������������������������������42032.Hero Archetypes���������������������������������4
1998.Hero Sheet Anatomy��������������������������72033.Hero Sheet Anatomy��������������������������7
1999.Hero Turn in Detail����������������������������82034.Hero Turn in Detail����������������������������8
2000.Lieutenant Card Anatomy�����������������172035.Lieutenant Card Anatomy�����������������17
2001.Lieutenants������������������������������������������172036.Lieutenants������������������������������������������17
2002.Line of Sight ����������������������������������������122037.Line of Sight ����������������������������������������12
2003.Monster Card Anatomy���������������������162038.Monster Card Anatomy���������������������16
2004.Monsters����������������������������������������������162039.Monsters����������������������������������������������16
2005.Large Monster Movement...............172040.Large Monster Movement...............17
2006.Large Monsters.................................162041.Large Monsters.................................16
2007.Move�����������������������������������������������������82042.Move�����������������������������������������������������8
2008.Movement Example ���������������������������92043.Movement Example ���������������������������9
2009.Open or Close a Door������������������������102044.Open or Close a Door������������������������10
2010.Overlord Cards�����������������������������������162045.Overlord Cards�����������������������������������16
2011.Overlord Turn in Detail���������������������102046.Overlord Turn in Detail���������������������10
2012.Playing the Game��������������������������������72047.Playing the Game��������������������������������7
2013.Hero Turn Summary........................72048.Hero Turn Summary........................7
2014.Overlord Turn Summary.................82049.Overlord Turn Summary.................8
2015.Winning the Game...........................82050.Winning the Game...........................8
2016.Quests���������������������������������������������������182051.Quests���������������������������������������������������18
2017.Recovering Damage and Fatigue������132052.Recovering Damage and Fatigue������13
2018.Rest�������������������������������������������������������92053.Rest�������������������������������������������������������9
2019.Revive a Hero��������������������������������������102054.Revive a Hero��������������������������������������10
2020.Search���������������������������������������������������102055.Search���������������������������������������������������10
2021.Search Card Anatomy������������������������102056.Search Card Anatomy������������������������10
2022.Setup�����������������������������������������������������42057.Setup�����������������������������������������������������4
2023.General Setup....................................42058.General Setup....................................4
2024.Hero Setup.........................................52059.Hero Setup.........................................5
2025.Overlord Setup..................................52060.Overlord Setup..................................5
2026.Setup Diagram..................................62061.Setup Diagram..................................6
2027.Shop Item Card Anatomy������������������112062.Shop Item Card Anatomy������������������11
2028.Stand Up ����������������������������������������������102063.Stand Up ����������������������������������������������10
2029.Terrain��������������������������������������������������182064.Terrain��������������������������������������������������18
2030.Two-player Game �������������������������������182065.Two-player Game �������������������������������18
2031.Use a Skill ��������������������������������������������92066.Use a Skill ��������������������������������������������9
2032.Visit Us on the Web
2033.www.FantasyFlightGames.com2067.www.FantasyFlightGames.com
2034.242068.24
2035.General Setup2069.General Setup
2036.1. Choose Quest2070.1. Choose Quest
2037.2. Assemble Map2071.2. Assemble Map
2038.3. Choose Player Roles2072.3. Choose Player Roles
2039.4. Prepare Tokens2073.4. Prepare Tokens
2040.5. Assemble Search Deck and2074.5. Assemble Search Deck and
2041.Condition Cards2075.Condition Cards
2042.Hero Setup2076.Hero Setup
2043.1. Take Activation Cards and2077.1. Take Reference Cards and
2044.Hero Tokens2078.Hero Tokens
2045.2. Choose Heroes2079.2. Choose Heroes
2046.3. Choose Classes2080.3. Choose Classes
2047.4. Choose Skills2081.4. Choose Skills
2048.5. Place Heroes2082.5. Place Heroes
2049.Overlord Setup2083.Overlord Setup
2050.1. Choose Monsters2084.1. Choose Monsters