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Overview &

Walkthrough
Game Overview
What is Myth?
On the surface, Myth is a miniatures game/roleplaying game/board game hybrid. However, its true nature is that of a cooperative storytelling hobby,
inspired by roleplaying but grounded in miniatures-based tactics and card-driven gameplay. While Myth can be approached as a traditional board game,
its foundation is built on the premise that players should have complete control on how they both create and play in their own fantasy worlds.

The rules for Myth are presented to players as more of suggestive guidelines on how to craft their game experiences, as opposed to concrete laws that
are rigid and unbreakable. Players are encouraged to modify and add to these rules as they see fit, to provide their gaming group with the challenge and
satisfaction that suits their specific playstyles.

That being said, it is critical that players learn the complexities of Myth’s fundamental rules before they attempt to tailor the game’s mechanics to their
group’s preferences. For that purpose, the following walkthrough is presented to give players a gradual introduction to Myth.

Object of the Game


In a strictly technical sense, the goal of each session of Myth is for each player to guide Truth or Myth ?
his hero safely through a series of challenging encounters. However, specific objectives
In Myth, players are controlling their heroes (or avatars)
change from game to game, namely through Quests and (in future content) Myths.
through stories of their own creation; meaning they can
Overall, the object of Myth is to create memorable adventures with your companions, craft the world around them to intensify or pacify the
and if everyone is having fun, then you are playing the game correctly. overall tale they are weaving. Thematically, each player
gathered around the game table is taking on the role of
The Golden Rule
their chosen hero as he sits around the campfire with his
There is one rule in Myth that supercedes all others. If for any reason, players
allies, spinning grand stories of adventure. This theme is
encounter a confusing or ambiguous rules situation that would call for excessive
echoed in the actual gameplay of Myth, as players make
cross-referencing or research, do not get hung up on it. Myth encourages cooperation
important choices concerning the challenges they face on
on all levels, including rules arbitration. If a game situation arises that is hard to
each tile. Players are encouraged to embrace this theme
interpret, players should agree on how they think the rules apply—more than likely,
by assigning one player the role of “storyteller” each time
the rule will be interpreted correctly, and the focus can remain on the game and not
they begin a new tile, act, or story quest.
the rulebook.

1
Walkthrough
Diving headfirst into Myth can be overwhelming. Each hero functions very differently and there are intricate rules that govern the Darkness. Having a
strong grasp of the basic fundamentals of the game will better equip players to learn (and sometimes tailor) the rest of the Myth rules. This walkthrough
is designed to give two players the chance to learn as they play. Many rules are either left out or not fully explained in order to keep the focus on the
basic mechanics of Myth.

Setup
This walkthrough is intended for two players: one taking on the role of
the Soldier and the other the Acolyte. Prepare for the walkthrough by Starting Gear
performing the following setup steps:
Acolyte:
1. Hero Setup Wooden Plank, Worn Prayer Book, Adventurer’s Gear
Each player places a Hero Board in front of them and collects his hero’s
Wooden Plank Worn Prayer Book Adventurer’s Gear
Hero Deck, Hero token, and Starting Gear, as well as a Threat counter
and a Vitality counter. Finally, each player should find his hero’s miniature
and keep it within reach. Return all other unused hero components to the
box (including unused Starting Gear). To prepare the Beginner Decks: +1 Vitality
+1 a +1 a
SPECIAL SPECIAL SPECIAL
a. Each player should refer to the “Beginner Decks” sidebar to find the indi- -1 Threat. -1 Threat.
cated cards in their respective Hero Decks. These nine cards will make up
the hero’s Beginner Deck for this walkthrough.
- - -
b. Shuffle all non-Beginner Deck cards and place them facedown to the left of Range 1 -
Range - -
Range - -

the Hero Board to create the draw pile.

c. Each player takes his starting hand cards into his hand, and places the
reserve cards facedown on top of his draw pile. Soldier:
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Fireplace Poker, Pot Lid, Adventurer’s Gear


2. Darkness Setup
THE DARKNESS Fireplace Poker Pot Lid Adventurer’s Gear
Place the Darkness Board to the side of
the play area, within reach and view of the The Terror with 1000 Legs
Event
players. Search “The Terror with 1000 Legs” For this Activation only, treat the Threat Penalty
event as Threat level 8.

Darkness deck for the pictured Darkness Threat Penalty


+1 a +1 Vitality
A Mini-Boss appears at the tile edge
+1 a
Card and set it aside. Shuffle the rest of the closest to the Hero with the highest Threat. SPECIAL SPECIAL SPECIAL

Activation -1 Threat. +1 Threat.

Darkness Deck and place it facedown on the Minions


Captain

“Draw” space on the Darkness Board. Then Mini-boss


Boss
- - -
place the removed card facedown on top of Normal Spawn
Range 1 -
Range 1 -
Range - -

the Darkness Deck. Place a Threat counter


See Minion card.

next to (but not on) the “1” space of the AP


track (referred to as the Darkness Meter) on the Darkness Board. Place the
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Monster cards and corresponding miniatures near the Darkness Board.

3. Create Treasure Bag and Shuffle


Item Cards
Place all white and green treasure tokens in an opaque container (referred
to as the treasure bag). Set the blue treasure tokens off to the side.
Separate the Item Cards into decks by color (white, green, and blue) and
then shuffle each deck and place it face down near the play area. Acolyte Starting Hand: Stand Soldier Starting Hand: Attack,
4. Create Token Pools Fast, Last Rites, Smite, Blessings Harvest of Bones, Riding the Edge,
While not all tokens will be used in this walkthrough, organizing them of the Dawn, and Hustle Hustle, and This Yoke is Heavy
into common pools will help players familiarize themselves with the
different token types. For the purpose of this guide, simply arrange the
tokens into pools based on size (and type, if desired).

5. Create Quest Deck


From the Quest Deck, remove all cards with the C and C icons.
These cards will form the Quest Deck for this walkthrough. Return all
other Quest cards to the box. Then, search the Quest Deck for “The Acolyte Reserve Cards: Blood Soldier Reserve Cards: I’ll Take
Weaver’s Need” quest. Shuffle the remainder of the Quest Deck, place of an Overcomer, Pray, Righteous That, Battle Roar, Disengage, and
“The Weaver’s Need” on top (so it will be the first card drawn), and then Fury, and Armor of Faith The Hidden Blade
place the Quest Deck near the general play area.

2
Your First Tile
Place the pictured Realm Tile in the center of the
play area and place your hero miniatures on the
indicated spaces (unless playing a Story Quest,
players choose which side of the Realm Tile they
enter). Normally players would refer to the Realm
Tile legend to populate the tile based on their
collective choices. For this walkthrough, these
choices have already been made. However, to
simulate the Realm Tile setup process, refer to the
Realm Tile legend and follow these steps:

Quest: This symbol means that


players must draw a card from the
Quest Deck (unless they are currently
playing a Story Quest). Draw the top
card of the Quest Deck now (“The
Weaver’s Need”). This quest calls for
a specific Crawler lair and instructs
the players to gather six web tokens.
Set this Quest card aside for now and
place the web tokens on it.
Figure 1

Lair: This symbol indicates that there might be one or more lairs on the tile. A means the players can choose to add a lair to the tile if they
wish, but do not have to. A number on the lair icon means players must add at least one lair to the tile, but may add any number of lairs up to the
number indicated by the icon (in the case of the 12x12 Realm Tile, two). Since “The Weaver’s Need” calls for a Crawler lair, place one as indicated
on the pictured Realm Tile. This fulfills the minimum requirement for the tile. While you could place another lair, this walkthrough does not require it.
Refer to page 9 of the rulebook for specific rules on how to place lairs.

Initial Lair Spawn: Lair spawns are based off the number of players and monster type. For two players, a Crawler lair will spawn seven
Crawlers. Players can normally choose how many melee or ranged minions are spawned. All minions used for this walkthrough are melee.

Quest Setup: Refer back to “The Weaver’s Need” Chapter Quest to complete the quest setup. Place the six web tokens adjacent to the lair as
indicated.

Hunting Pack: Similar to lairs, the variable quantity of hunting packs on a tile is dictated by the number or question mark on the icon. Since the 12x12
has a question mark, a hunting pack is not mandatory, but add one hunting pack of grubbers...just for fun! A hunting pack must contain a minimum of
three members, but can have up to eight. Place six grubbers as indicated to make up this hunting pack.

Treasure Limit: Unlike the lair and hunting pack icons, the Treasure limit icon displays a fixed value that indicates how much treasure can be
found on a particular tile. Place six treasure tracking tokens on the Darkness Board. Any popped treasure on this tile will be pulled from this
Treasure limit supply.

Now you’re ready to begin your first round!

So Many Paths...
Story Quests indicate which Realm Tiles players set up and play through. However, when not playing a Story Quest, players may freely choose which
Realm Tiles they wish to journey through. Realm Tiles can even be combined. However, when combining Realm Tiles, the printed legends on each
combined tile is ignored and players should instead reference the “Combing Realm Tiles” section on page 7 in the rulebook to populate the combined
tiles as if they were one Realm Tile.

3
Cycle Phase
In Myth, players are not confined to acting in a specific order. The Hero Cycle (which takes place in the Cycle Phase) is where the players get to act, and
they can do so in any order they choose. Typically, the main things a hero can do during the Hero Cycle is:
• Play up to 1 action card and/or any number of action cards
(if you have available Action Spaces on your Hero Board)

• Move (base movement + any move cards played)


Action Reaction Action or Reaction Interrupt

Figure 2

Hero Cycle
Soldier (refer to Figure 2)
Ready for a fight, the Soldier plays a The Grubber’s defense is 3 (base 5 - 2 for moving aggressively), so this
“Hustle” card to gain 2 movement points. b
attack easily hits. The Soldier’s result of did not match any of
Adding that to his base movement of 2, he runs up 4 his items’ Fate recipes, so it is ignored. This attack knocks the Grubber
spaces to stand below the column of Grubbers. This prone—tip the miniature over on his side or place a prone token next to
advances the Darkness Meter by one, so he moves it to indicate it is prone, meaning he will only stand up and remove the
The “Hustle” card
the tracking token to the “1” space on the Darkness has a cost of 1 AP
prone status on its next activation.
Board.
This attack did no damage, so it does not generate Threat and the Soldier
Next, play “This Yoke is Heavy” on the next free Action does not advance his Threat Meter. It also does not generate any AP and
Space on the Soldier’s Hero Board. This card is a reaction the Darkness Meter is not advanced either.
and gains a bonus if a Shield Item card is equipped. On a
successful attack, this card will not do damage but instead
knock Captains and Minions prone. Since the Soldier Movement Restrictions and Modifiers
moved aggressively (by playing the “Hustle” card), the Due to the movement modifiers on Hero cards, moving before playing
movement modifiers grant this reaction -2TN and +2  a . cards can sometimes limit your choices during the Hero Cycle. Make
Target the adjacent Grubber for this attack. sure you know your hand and plan on the order in which you will play
your cards. Additionally, moving a certain way will often provide a card
To build the dice pool for “This Yoke is Heavy,” gather 1  a with additional bonuses (or penalties), and once you apply the bonuses
b
and 1  (gained by default from the Soldier’s Hero token),
of a particular movement type you will be locked into that movement
a
as well as 1  for his “Pot Lid” shield (because “This Yoke
type for the rest of the Hero Cycle.
is Heavy” indicates Shield) and 2 additional a because he
moved aggressively this Hero Cycle. Roll these dice for fun
(wee!) and then arrange them to show the following results:
2, 3, 5, and 9 on the a , and a on the fate die.

4
Figure 3

Acolyte (refer to Figure 3) Remove the Grubbers from the Realm Tile in the order they were defeated. After
“I can’t do much right now, make some room!” The removing the third Grubber, move a treasure tracker from the Darkness Board
Acolyte waits for a clearing. to that Grubber’s square (every time a third Minion is defeated during a single
attack, a treasure pops in its square).
Soldier
“You got it.” To clear some room for the Acolyte, play Finally, advance the Darkness Meter by 2 for playing “Riding the Edge,” bringing
“Riding the Edge” on the next available Action Space. the Darkness Meter to the “3” space.
This is an attack action that allows the Soldier to run through
Acolyte (refer to Figure 4)
enemies, attacking them in the process. To get the most out of
Play “Hustle” onto the first empty Action Space on the Acolyte’s Hero
this movement, the Soldier can make use of his Rage mechanic.
Board. Move the Acolyte forward 4 spaces (2 base movement + 2 for
Normally, the Soldier would play the top card of his draw deck “Hustle”). The red line will help protect him from getting surrounded during the
(without revealing it) facedown onto the next available Action Darkness Cycle.
Space on his Hero Board. For this walkthrough, draw this card
After fully resolving the “Hustle” card, advance the Darkness Meter by 1. This will
from the bottom of his deck and play it facedown (without
move the tracking token on the Darkness Meter to the “4” space.
revealing it) onto the next available Action Space. This counts
as a Rage, bringing the Soldier’s Rage total up to 2 (1 for the Since he moved aggressively already this Hero Cycle (by playing the
previously played “This Yoke is Heavy” card). Rage increases “Hustle” card), the Acolyte now only has 2 cards in his hand that
the Soldier’s movement when resolving “Riding the Edge” by 1 are playable (“Smite” and “Last Rites”). Play “Smite” into the next
square for each Rage played. available Action Space and target the Grubber diagonally adjacent
to him. Notice that since the Acolyte moved aggressively this turn,
a
For this attack, the Soldier receives a total of 3 (1 base + 1
“Smite” adds a +1TN to the attack (raising the Grubber’s defense).
b
for the “Pot Lid” + 1 for aggressive movement) and 1  . Roll
the dice pool and arrange the results as: 1, 5, and 7 and a Build the dice pool for “Smite” by gathering 1 a b
and 1  (gained
b
result for the . a
by default from the Acolyte’s Hero token), as well as 1  for his
“Wooden Plank” weapon. Roll these dice for fun (wee!) and then
The Grubbers’ defense is 5. The Soldier scored 2 hits, of which
he only needs 1 to hit the Grubbers. Also, he rolled a result a
arrange them to show the following results: 5 and 7 on the  , and
a on the fate die.
on the b which increases the attack’s Threat by 1 due to the
“Pot Lid” Fate recipe. Each Grubber takes 1 damage, which Since the Grubber’s defense is 6 (a base of 5 +1 from the movement
defeats all 4 of them. Then, move the Soldier 5 squares, through modifier on “Smite”), the 7 result will hit, dealing damage as
the line of defeated Grubbers and the Soldier raises his Threat by indicated by “Smite” (which is 1). This is enough to defeat the Crawler, whose
5 (1 per damage done to the Darkness + 1 for the Fate recipe). vitality is 1 as well. The Acolyte also rolled a b
on his , which can be used to
complete the Fate recipe on the “Wooden Plank,” reducing “Smite” by 1 Threat.

5
Figure 4

Remove the Grubber from the Realm Tile. Since the Acolyte dealt 1 damage to the Darkness this turn, his Threat would usually advance, but his
THREAT 1 2 3 4 5 6 7 8 9 10
“Smite” gained -1 Threat through his Fate recipe, so do notRemove
advance his Threat.
HERO

Finally, raise the Darkness Meter by 1, which brings it up to the STATUS


“5” space.

Now, both the Acolyte and the Soldier will pass. Once all heroes have passed—either because they have filled their Action Spaces or because they want
to draw new cards—the current Cycle Phase ends and the Hero Deck Phase begins.

PRIMARY SECONDARY ARMOR HELM ACCESSORY

Hero Deck Phase THREAT 1 2 3 4 5 6 7 8 9 10


HERO

VITALITY 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Remove
INVENTORY
During the Hero Deck Phase, each
player will have a chance to reduce Action 1
( -1 Threat if Empty)
STATUS Action 2
( -1 Threat if Empty)
Action 3
( -1 Threat if Empty)
Action 4
( -1 Threat if Empty)

his Threat based on how many empty


Hero Board 8 FINAL.indd 1 9/11/13 1:46 PM

Action Spaces remain on his Hero Board.

The Soldier, having filled up all four of his


PRIMARY SECONDARY ARMOR HELM ACCESSORY
Action Spaces, is unable to reduce his
VITALITY 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Threat. It remains at 5. INVENTORY

Action 1 Action 2 Action 3 Action 4


The Acolyte has two empty Action
( -1 Threat if Empty) ( -1 Threat if Empty) ( -1 Threat if Empty) ( -1 Threat if Empty)

Spaces, but he has yet to generate any Hero Board 8 FINAL.indd 1 9/11/13 1:46 PM

Threat. If he did have Threat, it would regular sized card back REV6 final.indd 1 12/17/13 10:39 AM

now be reduced by 2.

After reducing threat, discard all cards on


each player’s Hero Board and move them
The Refresh Phase
to the discard pile. Each player now has There are six steps of the Refresh Phase that are carried out in a specific
the option to save one card from his hand, order. First, the players will adjust the Darkness Meter based on activated 1 Darkness Meter
discarding the rest of his hand. enemies—that is, Monster types that have either been attacked or alerted to a Darkness Cycle
the Heroes’ presence. 2 Allies Activate
The Soldier keeps “Harvest of Bones,” and
3 Quest Results
discards the rest of his hand. Then, draws To adjust the Darkness Meter, refer to each Monster type in play—both
4 Status Effects
four cards from his Hero Deck to bring their positions on the Realm Tile and their corresponding Monster cards.
5 Trap Results
his hand back up to five cards. In our current situation, both the remaining Grubber and all the Crawlers
6 Cleanup
are considered activated (because the Grubbers as a Monster type have been
The Acolyte keeps “Last Rites” and
attacked, and the Heroes are within the Threat Range of the Crawlers).
discards the rest of his hand. Then, he
draws four cards from his Hero Deck to The Darkness Meter advances by one for each activated Monster type on the Realm Tile, of which there
bring his hand back up to five cards. are currently two. This will advance the Darkness Meter by a total of two: one to the “6” space (at which
point the Darkness Cycle is triggered and the Darkness Meter resets), and then it will advance again to
The Hero Deck Phase is now complete,
the “1” space.
and it is time for the Refresh Phase.
Now, the Darkness Cycle immediately begins, interrupting the current Phase.

6
4 4

Figure 5 Figure 6

Crawlers
The Darkness Cycle 1 Type: Insect
Instinct, Minion
4

When the Darkness Cycle is triggered (whether The Acolyte is within


during the Cycle Phase or the Refresh Phase), it
Darkness Cycle
attack range of two
Attack 1 1 1 7 Priority
interrupts the current Phase (after completing the 1 Event Crawlers, which will both Venom: 1 attack on 1 target. Proximity
activation that caused the AP to advance). The 2 Threat Penalty attack now. The Crawlers Range: 1(M) / 3(R),1 damage per hit Threat
3 Activation
Darkness Cycle begins by drawing a card from attack with Venom, which
Special Guile
the Darkness Deck. The steps of the Darkness 4 Spawn indicates that each Crawler figure performs 1 attack on 1 target, causing
Cycle are outlined in order on this card. 1 damage per hit. These attacks Poison
are rolled together, so roll 2
target. a now for
3
fun (wee!) and arrange the dice with the following results: 2 and 8.
First, an Event occurs. In this case, the Event will not affect the Heroes,
as neither of them have 8 Threat. This also means that they can ignore the The Crawlers’ TN for their Venom attack is 7, so the 8 will hit. Since this
Threat Penalty, which would normally trigger if any Hero has 10 Threat b
is a successful attack, roll 1 and set it to the result. This means
(or in this case, 8). the Crawlers’ Special effect will trigger for this attack, causing Poison. The
Acolyte suffers 1 damage and gains the Poison status. MoveSpawns his Vitality
The Activation step is the meat of the Darkness Cycle. Here each
tracker down 1 (to the “6” space) andNormal: 2 Crawlers
place a Poison (Melee),
status token 2 Crawlers (Range)
on the
activated Monster type will move and/or attack the Heroes. There are
Status area of his Hero Board. Heavy: 1 Crawler (Melee), 1 Crawler (Range), 1 Stalker
very specific rules that govern Monster activation which can be found in
4
Chapter 7 “The Darkness” of the rulebook, beginning on page 32. For The
4 remaining three Crawlers that are in attack range will now attack the
this walkthrough, however, simply refer to Figue 5 and Figure 6 to move Soldier. Roll 3 a for this attack and arrange the dice with the following
each Monster figure into position. results: 3, 5, and 9. Since the Crawlers’ TN for their attack is 7, the 9 is
a hit. However, the Soldier has a couple interrupt cards. Play “I’ll Take
After all monsters have moved, they5
will each attack. Monsters act in an Crawlers 3 on theMonster
That” first freeCards
ActionREV2.indd
Space on the 6Soldier’s Hero Board. This card 8/
1 Type: Insect 4
cancels the attack, meaning the Soldier will not suffer any damage. There
order specified by their classification Instinct, Minion
(Instinct acts first, then Intellect, and b
is no need to roll the Crawlers’ , since the attack will not hit a Hero.

finally Undead). Crawlers are Instinct,


Attack 1 1 1 7 Grubbers Priority
so they attack before the Grubber,
1 1 attack on 1 target. Type: Tribal
Venom:
Intellect,
per Armored, Minion
Proximity
7 Interrupts
who is Intellect. Range: 1(M) / 3(R),1 damage hit Threat
Special Guile Interrupt cards allow Heroes to respond during the Darkness Cycle.
Attack 1 1 7 Priority These cards are unique as they can be played in the Darkness Cycle,
Poison target.
Crude Weapons: 1 attack on 1 target. 3 but not during the Hero Cycle. A Hero can play any number of interrupt
Threat
Range: 1(M), 1 damage per hit Proximity cards during the Darkness Cycle as long as they have Action Spaces
Special Rage free on their Hero Board.
Strength in Numbers: All Grubbers gain -2
Spawns
TN to Courage tests when there are
4
4+ Grubbers on a Realm Tile.
Normal: 2 Crawlers (Melee), 2 Crawlers (Range) 7
Heavy: 1 Crawler (Melee), 1 Crawler (Range), 1 Stalker
Figure 7 Figure 8

Now that all the Crawlers have activated, the Grubber will also attack the Soldier. Before the Grubber attacks, play the “Disengage” interrupt card on
the next available Action Space on the Soldier’s Hero Board. This card allows the Soldier to move and avoid the Grubber’s attack. Move the Soldier as
indicated and ignore the attack. (Figure 7)

Now, all the Monsters that could attack have been activated. The final step to perform in the Darkness Cycle is the Spawn step. Our Darkness Card
indicates that a Normal Spawn occurs at each active lair on the current Realm Tile. Since our lair is a Crawler lair, refer to the bottom of the Crawler’s
Monster Card to see what minions spawn (in this case, 2 melee and 2 ranged Crawlers). Place the spawned monsters as indicated (melee minions spawn
first, then ranged). (Figure 8)

The Darkness Cycle has now ended, and the Refresh Phase resumes at step 2.

The Refresh Phase, cont.


Step 2 of the Refresh Phase allows Heroes to activate their Allies. This step can be skipped,
since no Allies have been earned yet. The Weaver’s Need C
During the Quest Results step, players determine the status of their current quest and resolve Walking through the woods, you come across a very
stressed woman pacing back and forth across the path.
appropriate Quest effects (such as advancing a Quest timer). Since “The Weaver’s Need” She introduces herself as Areva. She is a weaver. “I have been
commissioned to make the princess, Lady Katherine’s, wedding
requires the Heroes to collect all six web tokens, and none have been acquired yet, the Quest gown. But it must be perfect.” On the verge of tears, she continues,
“I need six pieces of Crawler silk to complete the gown. You see,
is not complete and no action is required this round. Crawler silk shines in the dusk and when it is interwoven within
the dress, she will glow. It will be breathtaking!”
Status effects on Heroes and enemies are resolved during the Status Phase. Reduce the Crawler. Spawn 6 Web Tokens adjacent to the Lair. Heroes

Acolyte’s Vitality by 1 since he currently has Poison (a Damage-over-Time status). Move his
1 must collect the webs by spending 1 MP on a web. Roll 4 
when on a web. Each Darkness rolled Spawns 1 Crawler.
b
Vitality tracker down from “6” to “5.” 1
Remove 2 . Add the Clear the Road quest chain.

There are no traps on the current Realm Tile, so the Trap Results step is skipped.

The Cleanup Step—when dead Heroes would be removed from the Realm Tile—is also
skipped, as the Acolyte and Soldier are still standing. This is also the time when Heroes could
exchange their equipped Items with Items in their Inventory.
Resolution
The Refresh Phase now ends and play proceeds to the next Cycle Phase, starting with the Areva is overjoyed. “Oh, thank you! I am off to finish the
dress. Come find me at the princess’s wedding; everyone
Hero Cycle. is said to be invited. If I have any extra silk, I will make you
something worthy of this deed you have done for me.”

8
Figure 9

Cycle Phase: 2nd Hero Phase


Acolyte (refer to Figure 9) Acolyte
To get rid of his Poison, the Acolyte plays the “Blood of an Play “Last Rites” on the next available Action Space on the
Overcomer” (a reaction). There is no AP cost on this card, but Acolyte’s Hero Board. Since he has only moved cautiously so
it does cost 1 Threat. Advance the Acolyte’s Threat tracker to the “1” space. far this turn, he can take the cautious movement modifier on “Last Rites”

“Last Rites” is a tempting 2nd choice for the Acolyte, since the enemies
to add 1 a to the attack.

are in a great position for it. He spends 1 MP to move back one space This attack will target the Grubber (since Heroes do not block line of
to prepare for the attack. However, before “Last Rites,” play the “Pray” sight for each other), and expand in a cross shape as indicated on the
card to gain additional Faith. Shuffle the Acolyte’s discard pile and Hero card to hit the adjacent Crawlers. Roll the Acolyte’s dice pool for
reveal the following cards: “Stand Fast,” “Smite,” and “Blessings of the a
this attack (3  b
and 1  ) and arrange the dice to show the following
Dawn.” Since “Stand Fast” and “Blessings of the Dawn” are Faith cards, results: 1, 4, and 5 and a b
result on the .
they are placed on top of the “Pray” card, and “Smite” is returned to the
The 4 result is sufficient to hit the Grubber (base TN of 5 - 1 for “Battle
discard pile.
Roar”) for 2 damage (1 base damage + 1 damage for “Righteous Fury”).
Next, play “Righteous Fury” (another Faith card) on the next available This defeats the Grubber. Since the Crawlers are a different Monster type,
Action Space on the Acolyte’s Hero Board. This brings his total Faith to a differenta result is needed to hit them (since the 4 was spent on
5. This costs 1 AP, so advance the Darkness Meter by 1 (moving it to the the Grubber). The 5 is enough to hit the Crawlers (base TN of 4 - 1 for
“2” space). “Battle Roar”) for 2 damage each. The Acolyte did not complete a Fate

Soldier b
recipe with his , so it is discarded without effect.

Before the Acolyte unleashes his Faith, play “Battle Roar” on Remove all defeated Minions. After removing the third and sixth
the next available Action Space on the Soldier’s Hero Board. Minions, move a treasure tracker from the Darkness Board to each of
This reaction lowers the TN for the Acolyte’s “Last Rites,” giving him a those Minions’ squares, because every third minion defeated in a single
better chance to hit. attack pops treasure. Raise the Acolyte’s Threat by 6 (moving it from the
“1” space to the “7” space). Finally, advance the Darkness Meter by 2 AP
(ending on the “4” space).

9
Soldier (refer to Figure 10)
Move the Soldier 2 squares toward the lair (normal
movement). Play “Harvest of Bones” on the last available
Action Space of the Soldier’s Hero Board. This action will let him attack
in a 90 degree arc, starting at the Crawler and ending at the lair. Roll his
dice pool of 2  a b
and 1  and arrange the dice to display the following
results: 2 and 8, with a result on the . b
Since “Battle Roar” reduces the TN for all attack actions, the 2 is
sufficient to hit the lair (base TN of 3 - 1 TN for “Battle Roar”) and the
8 is more than enough to hit the Crawlers (base TN of 4 - 1 for “Battle
Roar”). This attack will do 2 damage to all targets hit (base damage of 1
+ 1 for “Righteous Fury”), defeating the Crawlers and reducing the lair’s
vitality to 3 (base of 5).

This attack raises the Soldier’s Threat by 4 (1 damage to each Crawler and
2 to the lair). Advance his Threat tracker to the “9” space. Finally, advance
the Darkness Meter by 2 AP for “Harvest of Bones.” The Darkness Meter
is now at 6, meaning the Darkness Cycle will now trigger.

Face the Darkness


Now that you’ve played through a couple Hero Cycles, try to finish
the remainder of this Realm Tile on your own. Stop when one of the
Figure 10
following events occurs for instructions on how to proceed.
• A Treasure Tracker is Picked Up: A Hero may spend 1 MP to pick up a
treasure tracker in his square. The Hero may immediately draw 1 token from
the treasure bag, draw 1 item card from the item deck that matches the color of
the token drawn from the treasure bag, and then return the token to the treasure
bag. If the item card drawn is currency or a potion, the Hero takes the cor-
responding token, places it in his inventory, and shuffles the item card back into
the appropriate deck. Otherwise, the item card drawn is placed in the Hero’s
inventory. The treasure tracker picked up from the Realm Tile is then discarded.

• The First Web Token is Picked Up: A Hero may spend 1 MP to pick up a
web token in his square. Place a picked up web token on the Quest Card as a
reminder. Then, roll 4
b . If at least 1 is rolled, spawn 1 Crawler adjacent to
the Hero that picked up the web. Normally, monsters cannot spawn without an
active lair on the Realm Tile, but Quest effects can supercede this rule.

• The Final Web Token is Picked Up: After the sixth web token is picked up, the
Quest will be resolved during the next Refresh Phase. Completing this Quest
awards the Heroes 1 serendipity. Additionally, they can remove 2 white treasure
tokens from the treasure bag and shuffle the “Clear the Road” Quest Card into
the Quest Deck.

• The Lair and all Monsters Have Been Defeated: The Realm Tile is now clear.
Immediately reduce each Hero’s Threat to 0 and discard all treasure trackers
from the Darkness board. If there are any treasure trackers on the Realm Tile,
they are immediately discarded and the Heroes gain 1 gold for each tracker
discarded from the Realm Tile (the Heroes share this gold in a common pool).
When a Hero begins a round on a cleared tile, his base movement value is
doubled. If players wish, they can travel to a new tile and continue playing by
moving off the opposite edge of the current Realm Tile from which they entered.

• A Hero Dies: If during the Cleanup step of the Refresh Phase a Hero dies,
players may resurrect that Hero following the same rules as the “Resurrect”
Serendipity event (described on page 47 of the rulebook).
Figure 11

10

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