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g a m e m a n ua l
I can feel the dread that creeps into very fabric of our world.
I failed. Decades of research into the occult, expeditions around the
world that gave me the insight of our collective unconsciousness, but
nothing could prepare me from the horrific realization of our fragile existence.
It started to manifest itself as unrelated acts of madness, murder and
ritual sacrifice, but as time progressed I realized the obscured hand of Horror
scheming behind the facade. We really tried, we were so determined, but considering
how it turned out, it clearly wasnt enough. The ritual was not stopped in time
and later that night an ominous blue meteor travelled across the sky.
After that event the subtle changes began to emerge in peoples behaviour
and perception, changes that promote the psychological archetypes of fear and
isolation. The sudden awareness of the plot that threatens our world gave me
the needed strength to organize the expedition and follow the path of the falling
meteor, across known lands and into the forlorn and frozen continent.
We arrived at the predicted destination and the massive mountain ahead of us
dominated our view. The giant scar in this enormous icy mountain could be seen
from miles. The meteor shattered into one of its sides and there is now a massive
black rift, exposing its dark insides. Like a one-eyed pyramid it hummed on these
chilling winds, ominously. Just like a trap with a hole, this place provided us with
alluring entrance and defined our spot for descent and base of operation.
Components
cards:
8 explorers
20 explorer events
90 treasures
26 monsters
20 horror events
tokens:
12 explorer marker
1 monster rating
token
8 explorer
figures
26 monster
figures
1 horror rating
token
2 monster threat
monster level token
6 entry/exit token
edge token
20 health
tokens
40 explored light
tokens
6 essence
tokens
15 doors
6 stamina
tokens
10 barriers
other:
1 game manual
dice:
30 figure stands
4 player boards
1 howling
mountain tile
8 map tiles
s c e n a r i o i & II & b o n u s :
1 recharge die
1 game die
35 chapter cards
25 explorer events
25 horror events
3 endgame tiles
1 starting tile
explorer card
monster card
item card
1
4
3
2
6
7
1
1
2
3
3
1.
2.
3.
1.
2.
3.
4.
Explorer name
Abilities
Attributes
chapter card
2
1
1.
2.
3.
4.
1.
2.
3.
4.
5.
6.
7.
Title
Scenario number
Event story
Event abilities
5
6
1.
2.
3.
4.
5.
6.
Title
Scenario number
Chapter story
Monster rating
Horror rating
Chapter abilities
Component Overview
4
how l i ng mou n ta i n t i l e
1.
2.
3.
Monster threat
Monster level
Locations
4.
5.
Monster rating
Horror rating
map tile
2
4
1.
2.
pl ay e r b oa r d
1.
2.
3.
4.
5.
2
3
5
5
21
26
25
20
24
23
27
1
7
3
10
11
17
33
12
16
18
19
13
14
15
22
28
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
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30
31
Setup Diagram
32
7
This manual will first show you how to play the game in the easy mode. Some of the concepts and
mechanics will be simplified, and only when you feel ready enough, you might challenge yourself
to explore the normal mode and face the game in the way its intended to be played.
Game Setup
1. Set u p How l i ng
Mou n ta i n t i l e
Take the monster threat and the monster
2. choose a scenario
Choose one of the available scenarios.
If available, set aside its endgame map tile.
Shuffle the scenarios horror and explorer
3. choose explorer
Each player chooses their explorer card and
player board.
face down.
7. P l ay f i r s t c h a p t e r
Observe the effects from the first chapter
1. Explorer phase
Players (explorers) play in whatever order they
choose. Each explorer must finish the turn before
another explorer can take their turn. On their
turn, explorers can move, attack, play abilities,
and interact with map tile spaces.
At the start of your turn, reset stamina to its
default value.
2 . M o n s t e r s s paw n
For each explorer being controlled, the player rolls the game
die. If the roll is equal to or greater
than the monster spawn value in
the current chapter, spawn a monster at the nearest unexplored monster spawn on
the same map tile with the explorer.
To determine the nearest monster spawn,
count the spaces directly, ignoring walls, rubble,
and obstacles (units, action spaces, and monster
spawn spaces with the explored token on top
count as an obstacle).
If there are no unexplored monster spawns on
the explorers map tile, that explorer ignores the
monster spawn phase.
Unless the monster is summoned, if there
are already 4 monsters on the explorers map tile,
and a new monster should be spawned, do not
spawn a new monster, but increase the monster
threat by 1 instead.
S paw n i n g a m o n s t e r
4 . Monst e r ac t ion
monster spawn. If the monster spawn is occupied, the explorer chooses the nearest unoccupied space from the monster spawn.
3. horror phase
Only one player rolls the game
die. If the roll is equal to or greater
than the horror event value in the
current chapter:
Increase the monster threat by 1.
Draw a card from the horror event deck.
Resolve its rule text and place the card face
as a 10.
monster queue
Monsters play in a specific order, based on the
monster queue that forms when new monsters
are spawned. Monsters can move and play active
abilities. Playing abilities has a higher priority
than movement. Unless stated differently, monsters only target and move toward the nearest
explorer.
If monsters cannot play active abilities and
have remaining stamina, they move toward the
nearest explorer (even on another map tile).
End a monsters turn if another unit is blocking the path and the monster cannot sidestep.
After moving 1 space, the monster tries to play
active abilities again before continuing its movement.
Monster Behavior
Mov e m e n t
Weakest explorer
When a monster has to choose between several explorers, it will always be, in order, the one:
with the lowest remaining health,
who is easiest to hit (based on monsters
A monster always moves toward the nearest explorer. To determine the nearest explorer,
count the steps to the targetable explorer, ignoring barriers, closed doors and units. Treat immobile units as rubble.
Pl ay i ng
ac t i v e a bi l i t i e s
A monster always tries to play its active abilities in the order they are specified on the unit
card. Unless stated differently, it will only target
explorers.
In the example above monster will ignore the distant explorer, and choose the top path because of less units in the way.
10
3
1
Monsters remaining
stamina:
1 - move to 1
2 - move to 1
(no change in distance
if moving to 2 )
3 - move to 3
3
Monster would need to have 3 remaining stamina to move to final position.
11
Light chapter
Explorers can light chapter by:
Sealing a monster spawn.
Resolving a light chapter effect (through a
few rare items and quests).
chapter abilites
Whenever a new chapter is played, its chapter abilities are resolved. They can be of standard
type - ones that can be found on items, events,
and monsters. Most of the abilities are played
when the next chapter card is flipped, but there
are others that can be ongoing and even quest
abilities.
C h a p t e r s pac e
Progress is directly linked with the developing of the story and its chapters. With each new
chapter, the explorers are one step closer to their
fleeting salvation. They must progress through all
the chapters and if the scenario demands, face an
endgame.
A c t i va t i n g
c h a p t e r s pac e
Contributing explorers
While an explorer is activating an unlit chapter space, other explorers can assist by contributing their essence.
Contributing explorers must be adjacent to
the chapter space, activating explorers, or other
contributing explorers.
ongoing
Some chapter abilities are ongoing, which
means they remain active as long as they are on
the current chapter card. Ongoing chapter effects
will affect units on all map tiles.
Qu e s t
Some chapter abilities are creating a mandatory condition that must be carried out, in order to
resolve its reward effect. Explorers cant progress
to the next chapter by activating a chapter space.
Sometimes explorers will need to achieve a
quests condition multiple times. If that is the case
with the current chapter, place a specific number
of health tokens (face down) on top of the chapter
card and flip them face up every time the quests
condition is met. When the last health token is
flipped, the quest is completed.
Specific chapter
abilities
Besides abilities that can be found on other
types of cards as well, there are some reserved
abilities for the chapter cards.
C ol l ect h e a lt h or
essence
An explorer can at any time lose health or essence in order to meet a quests condition with
the Collect effect.
U s e a s p e c i f i c s pac e
To achieve a quests condition, explorers must
use an adjacent, specific space for 3 stamina.
When a quests condition is achieved, if it is a
standard space, place an explored token on top of
it (ignore if it an endgame space).
Enter base
When an Enter base chapter effect is resolved,
all surviving explorers have escaped the horrors
and returned to the base. When that happens:
All monsters are banished from the game
and the monster deck is shuffled together with
the destroyed monster cards.
All explorer figures are placed on top of
Enter endgame
Place the scenario endgame map tile.
Place the explorers on unoccupied spaces
Take the scenario endgame card and resolve its set up phase.
Observe the victory and defeat conditions,
13
Units
The main area of play in Machina Arcana is
inside the layout of the map tiles through which
units move and interact with spaces and other
units. A unit counts as an obstacle. There are two
type of units in the game: explorers and monsters.
Every unit has a card that contains all rule details
and a figure which represents a unit inside a map
tile.
At t r i bu t e s
Every unit has a set of attributes that define
how good they are at blocking different types of
attacks, how much damage they can take before
dying, how well they can perform their abilities,
and the size of the pool for playing special powers. Every attribute represents a value within a 0-9
range, with 0 representing the lowest and 9 the
highest possible value.
Armor
Armor is the proficiency in deflecting physical attacks. The higher the value, the higher the
chance for deflecting incoming physical attacks.
Armor can be increased by equipping items that
give an armor bonus or by specific abilities.
will
Explorers & Monsters
Players are represented by explorers, and they
control their characters decisions and actions
throughout the game. Explorers have an inventory: a set of cards that can be used to supply the
unit with additional abilities.
Monsters are hostile characters whose purpose is to hinder and destroy the explorers. They
dont have inventories, and their movement and
play is defined by a set of simple rules. Monster
actions are deterministic and are played by any
player. When it comes to moving, attacking, and
playing abilities, monsters and explorers are governed by the same set of rules.
Will is the proficiency in deflecting arcane attacks. The higher the value, the higher the chance
for deflecting incoming arcane attacks. Will can
be increased by equipping items that give a will
bonus or by specific abilities.
H e a lt h
Health is the amount of damage a unit can
sustain before dying. If the unit is hit, it takes 1
health loss. When the last health is lost, the unit
is destroyed. Health can be restored only through
specific abilities.
Sta m i na
Stamina is used during a units turn to move
and perform abilities. Explorers have stamina
tokens to help them organize their turns, while
monsters need no stamina tokens due to their
straightforward nature.
Essence
Essence is the amount of arcane energy an explorer can obtain. Every explorer starts the game
without essence (0). Explorers can gain essence
through activating events and treasure spaces, or
by destroying monsters on their turn.
There are several ways to use essence:
Losing 1 essence instead of losing 1 health.
After your attack roll, or any other attack
14
Abilities
Everything that a unit does is an ability. Attacking, interacting with map tile spaces, and
using equipped items are all considered abilities.
Abilities can be found on items and unit cards.
There are other types of innate abilities linked to
interacting with a map tile and the inventory.
Monsters are limited to innate abilities used
for destroying barriers and doors, and their corresponding card abilities. Unless stated differently, abilities can only affect targeted units and
spaces, or units and spaces inside the map tile of
the activating unit.
There are two types of abilities in the game:
passive and active.
Pa s s i v e a b i l i t i e s
If an item contains a passive ability, its effect is
present only if the item is equipped.
Passive abilities on unit cards are always present.
M e l e e ta rget i ng
For melee, the target must be adjacent.
Ta rget i ng
Most active abilities have a target component
that specifies the unit or space where the ability
effects will be resolved. For a few active abilities,
you must specify two targets (the same target can
be used both times).
Even interacting with map tile spaces is considered a special type of innate ability with its target component.
A djac e n t
R a nge d ta rget i ng
There are two types of ranged targeting:
x
Line of sight
For ranged targeting, the concept of line of
sight is used to determine the validity of the target. The line of sight is an imaginary line through
the centers of source and target space. If that line
crosses through a wall, rubble, closed door, or
barrier, the target is out of line of sight.
ac t i v e a bi l i t i e s
Direction
From the position of one map tile space, there
are 8 possible directions. With 4 directions in a
straight direction (facing frontally), and the other
4 diagonal directions.
15
special effects
Ethereal
effects
The main component of an ability is its effect,
which resolves when the ability is played. In most
cases, the target is the unit on which an effect is
resolved. Some of the effects include attacking,
pushing, pulling, reducing a units armor, switching positions with the target, and becoming ethereal. An effect can be resolved in two different
ways: instant and lasting.
Conditional ability
If there is a condition in the ability, it needs to
be satisfied in order for the effect to be resolved. If
it is not, the ability is played but with no resolved
effect.
Switch positions
When you resolve this effect, switch positions
(figures on the map tile) between the activating
and the target unit.
L a s t i n g e ff e c t s
Control monster
Ability roll
Sometimes when an ability is played, a unit
must roll the game die, and based on the ability roll, a different effect will be resolved. If the
otherwise clause is present, then the other effect
will be resolved if the ability roll is lower than the
specified number.
x Roll the game die, and if the ability roll is
equal to or greater than x, resolve the ability.
Mu lt i effect
An ability can have multiple resolving effects.
If that is the case, resolve them in the order they
are presented inside the ability text.
I n s t a n t e ff e c t s
Stack ed abilities
There is the possibility that many effects can
be resolved at the same time. If that is the case,
the players specify the order in which the abilities
are resolved.
16
When it is that monsters turn to play, the activating explorer controls its movement, attacking
(even other monsters) and playing the abilities of
the controlled monster.
Teleport
When a unit teleports to a passable space
within some distance, ignore all walls, obstacles,
rubble and closed doors to reach the destination
space. If the space is occupied, choose the nearest
passable, unoccupied space from the destination
space.
When a unit teleports to a specific map tile
space, always use the nearest, unexplored map
tile space of that type on the map tile of the unit
in question. If the map tile space is occupied, the
explorer chooses the nearest unoccupied space
from the map tile space. To determine the nearest
map tile space, count the spaces directly, ignoring
walls, rubble, units, or obstacles.
Pu s h
mov e m e n t
Units can spend 1 stamina to move to an adjacent, unoccupied, and passable space. Units can
move straight and diagonally. Units cannot move
through obstacles, walls, barriers or closed doors.
Pu l l u n i t
The game mechanic of pull is the same as
push, except that the target is pulled toward the
activating space.
17
at tac k i ng
An attack is simply a type of instant effect. It
enables the attacker to roll the attack dice and depending on the blockers defense, it may score a
hit. When a unit is hit, the blocker loses 1 health
point, and if that loss reduces health to 0, the unit
is destroyed.
attack ex a mple
de at h
(rounding up).
) has values:
The attacker rolls a specified number of attack dice and adds their values. The attacker then
immediately adds the specified number to their
attack roll, based on the present effects that increase its outgoing attack roll.
If the attack roll is equal to or greater than the
blockers blocking attribute, the attacker scores a
hit and the blocker is hit and loses 1 health point.
There are two types of attacks: normal and arcane attacks.
For normal attacks, the blocking attribute
is armor.
For arcane attacks, the blocking attribute
is will.
banish monster
Place its monster card on top of the destroyed monster deck.
Set aside its monster figure.
Choose another
explorer
Choose one of the remaining undestroyed
explorers.
18
Treasure
weapon -upgrade-
inventory
example
augment
apparel -upgrade-
augment
treasure Types
consumable
weapon -equipped-
a p pa r e l
Apparel represents items for torso, legs,
or head. They must be equipped or present as an
upgrade before use. All apparel items increase armor or will in some way when equipped. Items for
torso have an augment symbol that can be used to
additionally improve your explorer.
apparel -equipped-
artifact -equipped-
weapon -unequipped-
equipped weapons
example
weapon
Explorers can use weapons to attack
units. They must be equipped or present as an upgrade before use. Some weapons increase armor
or will when equipped.
A rt i fac t
Artifacts represent items with special
arcane powers that can give explorers an additional edge in the game. Artifact items generally increase will when equipped. They must be
equipped before use.
Consumable
examples of
wrong
combi nations
Au g m e n t
Augments are a special type of treasure
that can be equipped on apparel or weapon items
with a matching augment symbol. They must
augment the existing equipped or upgraded item
before use.
19
drop item
Use in v e n tory
When an explorer obtains items, unless they
are consumables, they must be equipped, or be
present as an upgrade or augment, before their effects and abilities can be used. An explorer can
spend 3 stamina in order to use their inventory
for equipping/unequipping, upgrading or augmenting any number of items.
Equip item
An explorer can equip only one item per type
of treasure, with the exception of weapons that
enable explorers to equip 2 weapons (each of the
weapon items must have a one-hand symbol).
unEquip item
If you choose while using your inventory, or
an ability forces you, to unequip an item, place
that item and its upgrade and augment items in
your inventory, unequipped. Unequipped items
are rotated to indicate unequipped status.
Gain treasure
When you gain treasure:
If it was through activating a treasure
space, restore 1 essence.
Draw the 2 top treasure cards.
Choose and take 1 card or give it to an
adjacent explorer.
Trade with
explorer
For 2 stamina, you can initiate a trade with
an adjacent explorer. You can give and receive
any number of items (if equipped, the item is unequipped before changing control).
Events
Along with monsters and items, there is another type of card that can greatly influence the
game. These cards are events, and they enable explorers, and the forces of Horror also, to invoke
different representations of things that happen.
Au g m e n t i t e m
Augmentation enables additional merging of
items (horizontal joining). Only items with the
matching augment symbols can be augmented.
20
ongoing
Qu e s t s
Explorer event
Only explorers can play explorer events, and they do this
by activating an adjacent event
space for 3 stamina. Non-ongoing
explorer events, unless stated differently, can only affect units and
spaces within the same map tile of the activating
explorer.
When you activate an event space:
Restore 1 essence.
Place an explored token on top of the event
space.
Horror event
Every turn, one explorer rolls
the game die during the Horror phase. If the roll is equal to
or greater than the horror event
value on the current chapter card,
a horror event is played.
When a horror event is played:
Increase the monster threat by 1.
Draw a card from the horror event deck.
Resolve its rule text and place the card face
C ol l ect h e a lt h or
essence
An explorer can at any time lose health or essence in order to meet a quests condition with the
Collect effect.
U s e a s p e c i f i c s pac e
To achieve a quests condition, explorers must
use an adjacent, specific space for 3 stamina.
When a quests condition is achieved, place an
explored token on top of it.
21
Map Tile
Units are moving and activating their abilities within map tiles. Every map tile
is a 10x10 grid with 4 possible edges on each side. On one of the edges there is a
direction symbol that is used when a new map tile is explored and joined to the
exploring tile edge. Map tiles contain a layout of different types of map tile spaces
and walls.
Treat the unexplored edge of a map tile as a wall.
ac t i o n s pac e
An action space is any space
that can be interacted with, except monster spawn spaces.
Every action space counts as an
obstacle.
Wa l l
Space border is a special type
of border between spaces. It can
be a wall, barrier or door.
Walls are used to separate spaces and obstruct
line of sight.
ru bble
Rubble space is an unpassable space that obstructs the line
of sight.
Pit
A pit is special type of passable space. A unit that moves,
is pushed or pulled into a pit is
destroyed. Monsters will never
move by themselves into a pit.
T r a p p e d s pac e
Door
A door is a type of space border, and is a connection between
two adjacent wall spaces. By default, units can normally pass
through it and the line of sight is not obstructed.
If doors are open (door token is not placed),
an adjacent explorer can use 2 stamina to place a
closed door token.
If doors are closed (door token with closed symbol), they act
as a wall and an adjacent explorer can use 2 stamina to remove the closed door
token.
All units can destroy an
adjacent, closed door for 4
stamina. When a unit destroys a
closed door, flip the closed door token to show a
destroyed door token. Explorers cannot activate
a door with a destroyed door token on top of it.
Barrier
Barrier tokens can be placed
between any two adjacent spaces. A barrier then acts as a wall
(space border) and it can only
be destroyed by an adjacent unit for 4 stamina.
Barriers cannot be placed on top of a door space
border.
A monster will try and destroy the barrier if
the barrier is blocking the shortest path to nearest explorer.
23
Trap
Explorers can activate an adjacent trap space to trigger traps
for 2 stamina. When an explorer
triggers traps:
Attack each unit on top of
trapped spaces inside the activating explorers
map tile for 3
Place an explored token on top of the trap
space.
Exploding barrel
An exploding barrel is a
specific type of space that can
be attacked. The attack roll on
an exploding barrel must be at
least 1 to score a hit. When an
exploding barrel is hit:
Attack each unit adjacent to the exploding
barrel space for 3
Treasure
Place an explored token on top of the ex-
R e c h a r g e s pac e
An explorer can activate an
adjacent recharge space for 1
stamina. When an explorer resolves a recharge space:
Roll the recharge die.
Possible results of the roll:
The main source for explorers to gain gear is through activating a treasure space. Besides
gaining items through treasure
spaces, explorers also restore essence. Explorers can activate an
adjacent treasure space for 3 stamina. When an
explorer activates a treasure space:
Restore 1 essence.
Draw the 2 top treasure cards.
Choose and take 1 card or give it to an
adjacent explorer.
treasure space.
E v e n t s pac e
From event spaces, explorers
restore essence and have an opportunity to resolve one of many
beneficial events, each with its
own story and effects. Explorers
can activate an adjacent event space for 3 stamina. When an explorer activates an event space:
Restore 1 essence.
While an explorer is activating an unlit chapter space, other adjacent explorers can assist by
contributing their essence. Contributing explorers must be adjacent to the chapter space, activating explorers, or other contributing explorers.
Unlit chapter
recharge space.
wor k be nc h
c h a p t e r s pac e
space.
event card. If the event is a quest, the activating explorer takes the quest card.
Lit chapter
There are a few mechanics
in the game that enable chapter
spaces to be lit (even if no unit
is adjacent to them). If a chapter
space is lit, place a light token on
top of it (explored token face down). Any adjacent explorer can activate a lit chapter space for 3
stamina to progress to the next chapter and flip
the light token to an explored token.
Explored chapter
Represents a chapter space with an explored
token on top of it. An explored chapter space cannot change its state to lit state.
workbench space.
24
M o n s t e r s paw n
When you roll a success during a monster spawn phase, place
the monsters figure on the nearest monster spawn.
An explorer can seal an adjacent monster spawn for 3 stamina and by losing 4 essence. When the explorer seals a monster
spawn:
Decrease the monster threat by 1 (to a
minimum of 1).
If there is a monster on top of the monster
ster spawn.
Howling
Mountain
The Howling Mountain area is separated into
two parts: the locations that can be used while explorers are back at the base, and the sliders which
represent the current monster threat and monster
level. Ignore two sliders beside current chapter
when playing in easy mode.
While the explorers are back at the base there
are no more game rounds and the explorers can:
Use the Howling Mountain locations.
l o c at ion s
I n fir m a ry
This location ensures that all explorers are
healthy before venturing back into the horror.
A r mory
Only once as a group, each time the explorers are returned back to the base, they can use
the camps armory. You can treat the armory like
resolving a workbench, but as the whole team is
back at the base, everyone can use their inventories while the effect is played.
25
So, weary explorer, you managed to grasp the game, and you learned how
to play in a way that gives you at least a chance at victory?
If that is the case, then its time to introduce the normal mode and to play as the game is
intended to be played. This mode will use a few additional concepts and tokens, but the
beneficial impact of luck through monster and horror rolls will be negated.
The normal mode will introduce markers, edge tokens, the monster rating token, and the horror rating token.
Explorer markers
Besides a card and figure, explorers have
markers to represent locations of dropped items
or active lasting effects (3 markers for each explorer).
Pick up item
You may take 1 adjacent marker for 1 stamina
(or if you are standing on one).
Take the top item from the corresponding explorers drop pile and place the ground marker on
top of that explorers player board.
Drop item
Edge tokens
Place the item on top of your drop pile, face
down.
W h e n yo u r e s o lv e a
l a s t i n g e ff e c t
If you have no available markers, the effect
is not resolved.
When an explorer
explores a new map tile,
put an edge token on
the edge of the activating explorers map tile.
If there is already an edge token on that map tile
edge, the exploring effect cannot be resolved.
You cant put an exit token on top of an existing edge token.
R at i ng tok e n s
On the Howling Mountain tile,
next to the current chapter, there are
two sliders on each side: the monster
and horror rating sliders. Whenever a new chapter is flipped, put the
monster and horror rating tokens on
the position indicated by the monster and horror
values which are indicated on the chapter card.
In the monster spawn phase, use the monsters
rating slider as a value against your roll. When
you roll an equal or greater value, reset the monsters rating slider to the value that is indicated on
the chapter card, otherwise, lower the monsters
rating slider by 1.
Tips&Tricks
Teleporting
Use inventory
You can make the game easier with a simple ruling concerning the game
die. When you roll the game die, treat a 0 roll as a 0. With this simple rule,
the game is 10% easier.
Sometimes you want a faster game, either for trying different strategies
or for learning purposes.
E x t r a fa s t g a m e (l e s s t h a n 1 hou r)
Play Scenario I using only chapters: 1, 2 and 4. When the last surviving
explorer exits the 4th chapter, the game is won.
Fa s t e r g a m e (l e s s t h a n 2 h ou r s)
Play Scenario I but remove chapters 2 and 7. The game is won when the
endgame condition is fulfilled.
27
At the end of your turn, flip your explorer card to indicate that youve
played this round. At the start of a new round, all explorers unflip their
cards at the same time.
Map tiles
Some map tiles are better as starting positions. Dont hesitate exploring
new map tiles if the situation demands it.
Variants
Puppeteer
Reinforcements
28
Intricacy
Explorers may use abilities that require stamina even during other explorers turns. That also
includes movement and interacting with map tile
spaces.
Game Credits
game design & writing
Juraj Bili
graphic design
Aleksandra Bili
illustr ation
Damir Podhraki
Kristian Pavlin
Hrvoje Sili
Karin Bogdani
Elwira Pawlikowska
text editing
Sofia Pavlin
Mike Malley
video & sound
Mladen Konecky
Danko Bundalo
additional writing
Paul Barrett Sansperf
Daniel Monan
Kristian Pavlin
testing
Ulrich Thomas
Isabel Kbrich
special thanks to
Timo i Josipa
James F. Terwilliger
Kevin Dusi
Mike Spahn
29
thank you!
kickstarter cr ew
30
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Decloedt, Wesley N Goodwin, Wesley Ware, Wictor Sundstrm, Wilfredo Santos Jr., Will Bailey, Will
Ferguson, Willem Moransard, William Gordon, William H. Nelson, William J (B.J.) Altman, William
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Bunny K, Zack Littell, Zack Wisti, Zeljko Drascic, Zengras, Zoran Jambor, Zvonimir Juranko, Zvonko
Bikup, aleksandar stossitch, antoku, bertholon grgory, bimbosoup, clan [LALA], dujma, eric priehs,
f@b.e, gabr, gf.nekrodamus, gksdx, hiltsnswords, jack wynn, khatre, mark rodriguez, matthew groom, n/a,
n/a, ngeunit1, nihilsacrum, no thanks, none, none, none, omegadeath88, phillip cazalas the4th, phyphor,
pkh, the Encaffeinated ONE, wallstop, whoabackoff, yah mos def, yegods, arko Pintar
31
Contents
C omponents . . . . . 3
C omponent O verview . . . . . 4
S etup D iagram . . . . . 7
G ame S etup . . . . . 8
Playing the Game 9
Explorer phase 9
Monsters spawn 9
Spawning a monster 9
Horror phase 9
Monster action 9
M onster B ehavior . . . . . 1 0
G ame progress . . . . . 1 2
Chapter space 12
Chapter abilites 12
U nits . . . . . 1 4
At t r i bu t e s 14
A bilities . . . . . 1 5
Active abilities 15
Passive abilities 15
E f fe c t s 16
Ta r g e t i n g 15
At t ac k i ng 18
De at h 18
Movement 17
T reasure . . . . . 1 9
Tre a s u re t y p e s 19
Use inventor y 20
E vents . . . . . 2 0
E x plorer event 21
Hor ror event 21
M ap T ile . . . . . 2 2
M ap T ile S paces . . . . . 2 3
H owling M ountain . . . . . 2 5
Locations 25
Reference Sheet
Explorer Phase
Monster Spawn
Horror Phase
Monster Action
Explorers Only
Use inventory
Drop 1 item
Activate workbench
Pick up item
All Units
3
32