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START OF ROUND  If Spawned at end of round, monster will act next

round in Initiative order.


 Each player must declare either a Long Rest or Two  If the scenario objective is completed during a
Actions. round, finish the remainder of the round then finish
 Cannot do Two Actions if < 2 cards in Hand. the scenario (see End of Scenario).
START OF SCENARIO  Cannot do Long Rest if < 2 cards in Discard Pile Player Turn
(cards in Active Area may be moved to Discard Pile
 Players choose the scenario’s play mode (Campaign to meet condition). Start of Player Turn
or Casual).  If Wounded , suffer 1 point of damage (see
 If a character cannot do Two Actions nor a Long
 Scenario must be unlocked before it can be played  Previously looted “Goal” Treasure Tiles are reset if Rest, character is Exhausted (see Character Character Damage).
in any mode by any party. replaying scenario. Exhaustion). Long Rest [p17]
 A party may play a scenario in Campaign Mode if  Previously looted numbered Treasure Tiles are  If doing Two Actions, each player chooses two  Treat as a player turn on Initiative 99 (can use Items
all of the following are met: NOT reset if replaying scenario (even for Ability Cards secretly from their Hand and picks and Summons still act).
different parties). one as their Leading Card.
 The scenario has not been completed in  Lose 1 Discard Pile card if available (do not have
Campaign Mode by any party.  Randomize the standee numbers for the monsters  The Leading Card determines each player’s to Lose card in Active Area).
in the room. Initiative.
 The scenario’s required Global Achievements  Return rest of Discard Pile cards to Hand.
are unlocked by any party.  Place Monster Stat Cards in sleeves, showing the  Players may discuss their plans except Ability Card
stats level = scenario level. numbers or titles. [p17]  Perform Heal 2, Self (see Heal X for Poison and
 The party has gained the scenario’s required Wound ).
Party Achievements.  Add all scenario setup modifier cards to Attack  Each player places their Two Action cards face
Modifier Decks. down, Leading Card on top.  Refresh all Spent (not Consumed) Item cards (see
 If playing in Campaign Mode, must do a Road Event Player Items).
if location the party is travelling from is not linked to  Shuffle the Monster Ability decks that correspond to  Draw 1 Monster Ability Card for each monster type
the scenario. monster types in the room. with a figure on the board and place in their discard Player Actions (see Player Actions)
 Read scenario introduction and special rules. Do  Shuffle the Monster Attack Modifier Deck (all pile. This is the monster’s Ability Card for the
End of Player Turn
NOT read numbered sections. monsters use the same deck). round.
 Must loot any Money or Treasure in the
 Players choose scenario level [p15]:  Each player chooses one of two Battle Goal cards in  If no cards are available to draw, shuffle all
character’s hex (see Loot X ability).
secret (it remains secret throughout scenario). discards back into a new deck before drawing.
 Recommended level is Average Party Character Unchosen card is discarded.  The Monster Ability Card sets Initiative for
 Remove character’s Immobilize , Disarm ,
Level / 2 (rounded up). Stun , Muddle , Invisible , and
 Each player may equip owned Items below their every monster of that type.
 Optional adjustments: -1 for Easy, +1 for Hard, +2 Character Mat:  Players reveal their Two Action cards.
Strengthen tokens not applied this turn.
for Very Hard.  If the character is standing on a Pressure Plate, see
 Max one Head , one Body , and one Leg.  Determine Turn Order for all figures using ascending
Multiplayer: scenario book for effect.
 Max one 2-handed or two 1-handed. Initiative order.
 Max number of Small Items = ½ character  All Elites of a type act first in their ascending Character Damage [p28]
level (rounded up). standee number order, then Normal monsters of  Player must choose ONE of the following to resolve
that type in their ascending standee number order. the damage:
 Add Modifier Cards from equipped Items to player’s
Attack Modifier Deck.  For ties between monster types, players decide.  Take HP damage.
 Shuffle each player’s Attack Modifier Deck - the 20  Players doing Long Rest act on Initiative 99.  Pick 1 card to Lose from Hand (cannot pick
base cards adjusted for Perks, Sanctuary  Tied players are decided by Non-Leading Card. If unplayed Two Action cards).
donations, scenario effects, and Items. [p5] still tied, tied players decide.  Pick 2 cards to Lose from Discard Pile (may
 For ties between a player and a monster, player include non- Active cards).
goes first.  Receive any additional effects if damage is from an
 Summons by players act immediately before attack.
the player.
 If the characters HP <= 0, they are Exhausted.
 If player has multiple Summons, they act in
Solo: Character Exhaustion [p28]
summoned order.
 Special scenario allies with numbered tokens act in  Characters can become Exhausted in one of two
ascending token number order. ways:
 Character drops below 1 HP.
ROUND
 At beginning of a round, player cannot play 2
 Perform each figure’s turn in Initiative order (see cards from Hand (1 or 0 cards in Hand) and also
Player Turn and Monster Turn). cannot Rest (1 or 0 cards in Discard Pile).
 Each player builds their Hand from their Active Card  If a monster is Spawned due to a scenario rule Exhaustion due to insufficient cards does not
Pool with the number of cards = to the Hand size during the round, setup monster on the map at the affect a character’s current HP total.
listed on the Character Mat. [p6] designated spawn location or nearest empty hex  Remove all Active cards from Active Area.
 Discard cards from Hand due to effects from pre- (Pressure Plate ok, players decide ties). Draw a
 Remove figure from map. Player can no longer
scenario Events. [FAQ] Monster Ability Card if it is a new type.
participate in scenario.
 Place 6 Element tokens on the “Inert” column of the  If Spawned in middle of round:  If all characters become Exhausted, the scenario is
 Layout all map tiles and place all connecting doors.
[p12-13] Elemental Infusion Table.  If lower Initiative than current figure, it acts after Lost (see End of Scenario).
 Place overlay tiles [p14-15] and monsters in the first  Split Curse cards into 2, 10-card decks ( for the figure’s turn ends.  Exhaustion due to insufficient cards does not set HP
room only. Monsters, for Characters).  If higher Initiative than current figure, it will act in to 0 (for Battle Goals).
 Player count defines the monster count and their  Players place characters in 1st room positions Initiative order.  The character’s modifier deck is not reset until the
ranks/bases. [p13] and start the 1st round. end of the scenario.
Monster Turn END OF SCENARIO [p33, 49]  Create Active Card Pool with Level 1 and Level X  Add new City and Road Events to decks as per the
Start of Monster Turn Ability Cards. Event reference numbers on retired character
 Remove Attack Modifier cards added by Items,  Follow the Level Up A Character steps below for the and unlocked character Character Mats. [p6]
 If monster is Wounded , it takes 1 point of scenario effects , and Bless and Curse  City gains 1 Prosperity checkmark.
remaining levels, up to and including starting level.
damage (remove figure if HP = 0, no kill credit to cards from all Attack Modifier Decks.
characters).
 When first character retires, open and read Town
Level Up a Character [p44]
 Characters recover HP, lost and discarded Ability Records book.
Monster Actions (see Monster Actions)  Must level up if the character has enough XP. May
Cards, and refresh all Items.  Add the character’s Items to the City Supply.
End of Monster Turn level up if the character’s current level < the city’s
 Characters gain XP earned during the scenario.  Remove character’s Personal Quest from the game.
Prosperity Level.
 Remove monster’s Immobilize , Disarm ,  Characters gain Gold from looted Money Tokens as Road and City Events [p41-42]
Stun , Muddle , Invisible , and per scenario level conversion (anything not looted
Strengthen tokens not applied this turn. during scenario is NOT gained). [p15]  Draw City Event card if doing optional City Event
activity (once per visit and only if the last scenario
 “Goal” Treasure Tiles are not kept after the scenario was played in Campaign Mode) or Road Event card
END OF ROUND [p32-33] ends. [p15]
 For each level: if traveling to unlinked Campaign Mode scenario
 If scenario was successful (i.e. the scenario’s  Choose 1 Ability Card with level ≤ character level (see Start of Scenario).
 Perform when all figures have taken a turn. objective is completed): and add it to the Active Card Pool.  Read front side. Party chooses between two options
 If 2X or Null Attack Modifier card was
 Players record Checkmarks and resultant Perks (choice is permanent).
drawn from an Attack Modifier Deck, shuffle all its  Choose and mark 1 new Perk on the Character
from completed Battle Goals (3 Checks = 1 Perk, Sheet, gaining any benefits.  After making choice, read back of card to learn
discards back into the deck.
must pick Perk if enough Checks [p44]). outcome based on conditions. Resolve all outcomes
 If a drawn Monster Ability Card has the Shuffle  Increase HP as indicated on Character Mat. that apply:
 All characters gain scenario bonus XP:
symbol, shuffle all discards of that deck back into
XP = 4 + (L x 2) L = Scenario Level Buy Enhancements [p45-47]  Class Icon: Outcome is applied if the party has
that Monster Ability Deck.
 May buy only if “The Power of Enhancement” a member of that class.
 Place all Active Round Bonus ability cards in  If playing scenario in Campaign Mode:
achievement is unlocked.  Reputation: Outcome is applied if the party’s
Discard or Lost piles.  Read conclusion and mark sticker on Campaign
 Place sticker on an open Enhancement spot on the reputation is in range.
 Move Elemental Infusions one step left on the Map as completed.
Ability Card.  Otherwise: Outcome is applied if no preceding
Elemental Infusion Table.  Characters gain rewards and achievements as outcome was applicable.
 Characters may perform a Short Rest if >= 2 cards designated by scenario.  Enhancement is permanent and affects all
characters of that class.  No Condition: Outcome is always applied.
in Discard Pile, even in last round of Scenario:  If reward = Item, award to any character.
 Total # of enhanced cards for a class must be <=  If Item Design gained, add all copies of that Item to
 Move one random Discard Pile card into the  If reward = Item Design, add all copies of that the City Supply.
Lost Pile OR may keep that card, take 1 HP of Item to City Supply. city’s Prosperity Level.
 Assign an Item reward to only one character (party
damage and Lose a different random card  Unlock new designated scenarios by placing  Can apply Bless and Strength to beneficial Self, decides). [FAQ]
(once per rest). stickers on Campaign Map. Ally, and Range abilities.
 Distribute “Collective” rewards/penalties among the
 Return remaining cards in Discard Pile to Hand.  Return all Battle Goal cards to their deck. Donate to the Sanctuary [p45] party as desired.
 If the scenario calls for tracking rounds, move round  Either return to Gloomhaven (see City Activities) or  Assign “Each” rewards/penalties to every character
tracker forward one space.
 Once per city visit, between scenarios played in
start another scenario (can repeat the same one or Campaign Mode, a character may pay 10 Gold to (no qualifier = “Each”)
travel to an unlocked one - see Start of Scenario). add 2 Bless cards to their Attack Modifier Deck.  If character has to lose something and doesn’t have
 Add check to envelope opening conditions. [p49] enough, lose what they can.
CAMPAIGN ACTIVITIES
 Cannot have < 0 Gold, < min XP for level, or < min
Buy and Sell Items [p43]
 If a Global Achievement is gained with the same checkmarks for Perks.
type as an existing one, replace existing one. [p40]  May spend Gold to buy Items from City Supply  If discarding ability cards, do so after Hand
 If the city Prosperity Level increases, add new Items (Reputation affects cost). selection (see Start of Scenario).
to the City Supply. [p43]  Characters cannot trade Gold or Items and cannot  City cannot go below minimum Prosperity for its
 If adding a card to the Road or City Event Deck, own duplicate Items. current level.
shuffle that deck. [p39]  Items available for purchase limited to # of  Remove card from game or return card
copies of Item cards (per party). to bottom of deck (no shuffle).
CITY ACTIVITIES [p42-48]  For multiple parties, any unused character’s Items
are part of the City Supply. SPECIAL CONDITIONS FOR OPENING ENVELOPES
Create a New Character [p42]
 May sell Items for Gold at ½ price (rounded down)
 Pick any unlocked class not already in the party. back to City Supply.  Gain 5 “Ancient Technology” global achievements -
 Pick a starting level. May start at any level up to the open envelope .
city’s Prosperity Level. Retire a Character [p48]  Have a party gain both “The Drake’s Command” and
 Record character name and level in a new  Character must retire if Personal Quest complete “The Drake’s Treasure” party achievements - add
Character Sheet. (can’t retire if has no Quest). City Event 75 and Road Event 66 to the decks,
 May perform city activities before retiring but and gain “The Drake Aided” global achievement.
 Receive Gold = 15 x (L + 1) (L = character’s level).
cannot do another scenario.  Donate a total of 100 gold to the Sanctuary of the
 Receive XP = minimum required for level (per Great Oak - open envelope .
Character Sheet).  Personal Quest conditions must be met at time
of retirement.  Have a Party Reputation of 10 or higher - open box
 Choose 1 Perk for every character the player has  Have a Party Reputation of 20 - add City Event 76
retired. If 1 player controls 2+ characters, count  See FAQ for scenario areas referenced by
and Road Event 67 to the deck.
each character’s retirement lineage separately. [p48] Personal Quests.
 Have a Party Reputation of -10 or lower - open box
 Draw 2 random Personal Quest cards and choose  Unlock envelope as directed by Quest card. If
already unlocked, unlock new Random Item Design  Have a Party Reputation of -20 - add City Event 77
one, shuffling the other back into the deck. If deck is and Road Event 68 to the deck.
empty, no Personal Quest is received. A player may and Random Side Scenario (see Loot X Ability).
keep their Personal Quest secret or public. [FAQ]  Retire a character - open the Town Records Book.
PLAYER ITEMS [p8]
wall corner, or a closed door. The entire area of a  Multi-target attacks treated as a separate attack to  If not under Advantage or Disadvantage (or if under
partial hex is considered a wall. [p19] each target, each with its own Attack Modifier card both, they cancel each other):
 May use reactionary Items during monster turns if  The Range for an ability is the number of connected draw (but all together are a single attack action).  Draw 1 Attack Modifier card.
their conditions are met. May use other Items during hexes between the source and destination (including  May attack Obstacles with Hit Points as designated  If Rolling Modifier is drawn, keep drawing
player turn if their conditions are met, even during an destination hex). Path cannot go through walls by scenario. until a Rolling Modifier card is not drawn.
ability. between hexes. It has to go around via an  Can only be destroyed through damage and not  Apply all drawn card effects on the attack.
unblocked hex, adding +1 range. [p19]
 Cannot use Item if Stunned , Item not with any other ability. Player chooses order.
equipped, Spent or Consumed. Move X [p19]  Obstacles are immune to all Conditions.  If under Advantage:
 Cannot use Item with attack effect/bonus after  Move up to X number of hexes (including 0).  Player summons treat Obstacles with HP as  Draw 2 Attack Modifier cards and use the better
drawing from Attack Modifier Deck.  Cannot move if Immobilized . enemies with Initiative 99. one. If ambiguous, use the first card. All added
effects listed on a card have a positive but
 Can use “during your turn” Item after doing Two  Cannot move through walls but can move onto  Melee Attack
undefined value. Examples [FAQ]:
Actions or Long Rest. doors (see below).  Any attack that does not specify a Range is a  +1 Stun vs +1: +1 Stun is better
 If Item has Spend symbol and no slots ,  Movement cost = 2 for Difficult Terrain hexes. Melee Attack.
 +0 Stun vs +2: Ambiguous
rotate card (now Spent).  Normal moves can go through allies but  Limited to range 1 (see Player Abilities). May  +1 Stun vs +1 Fire: Ambiguous
 If Item has Consume symbol , flip card not enemies or Obstacles. target 1 adjacent enemy.
 +0 Muddle vs +2 Stun: Ambiguous
facedown (now Consumed).  Jump and Flying can ignore all  May target > 1 enemy if designated as Area
 If 1 Rolling Modifier card drawn, effect is added
 If Item has neither Spend nor Consume symbol, figures, Traps, and Terrain but must end in hex Effect or Target Z .
to the other card (do not draw another card).
may use it any number of times. with no figures. Last hex for Jump must obey  Ranged Y Attack
Normal movement rules.  If 2 Rolling Modifier cards drawn, continue
 Item Heals act as Heal X Self (see Heal X for  May target 1 enemy within Y hexes if in LOS drawing until Rolling Modifier card is not drawn.
Poison and Wound).  If a figure loses Flying while on Obstacle, treat as (see Player Abilities). All drawn card effects apply.
a Damage Trap, then immediately move to
 Must use an open Item slot if its conditions are
nearest empty hex (Pressure Plate ok).
 May target > 1 enemy if designated as Area  Player chooses order for multiple effects.
met (even if no benefit). [p8] Effect or Target Z .  If under Disadvantage:
 If moved into a Trap :
 Place character token on next open slot. Spend  If an ability defines a range and spawns other  Draw 2 Attack Modifier cards and use the worse
card when all slots used.  Apply negative effect on character and remove attacks, they are ranged. one. If ambiguous, use the first card.
the Trap tile from the board.
 Item used when it alters/adds: ability, effect, figure’s  Ranged Attacks on an adjacent enemy suffer  If 1 Rolling Modifier card drawn, ignore it and do
 Damage Traps inflict 2 + L damage (L =
performed action or stats. Disadvantage. not draw another.
scenario level).
 Damage Traps created from abilities do not  Area Effect  If 2 Rolling Modifier cards drawn, continue
PLAYER ACTIONS drawing until Rolling Modifier card is not drawn,
use (L) scale. [FAQ]  Affected area is defined by the diagram on the
card in any rotational orientation. May use mirror then apply only the effect of the last card.
 Cannot perform actions if Stunned - place Two  If moved into Hazardous Terrain :
Action cards in Discard Pile. image of the entire diagram.  Place drawn Attack Modifier cards in their discard
 Inflict (2 + L) / 2 damage, rounded down (L = deck (except Bless and Curse cards -
 Pick any 1 top action and any 1 bottom action from scenario level).  Character is in the grey hex (if there is one),
remove them from deck, do not place in discard).
the Two Action cards. targets are in the red hexes.
 Do not remove the Terrain tile from the board.  Apply each defender’s individual defensive bonuses
 May use top action as Attack 2 and/or bottom  Damage applied only when moved onto the hex.  Must target all enemies that are in the affected to their incoming attack (see Shield X and Pierce Y).
action as Move 2. Ignore all other abilities and No damage if standing on it. area if they are in LOS.
 Apply adjusted damage to monster, tracking it on the
symbols on the card and place in Discard Pile after  If moved onto Story Point Hex:  If the diagram has a grey hex, it is a Melee numbered section of the Monster Stat Sleeve that
use. Attack. All red hexes are always considered matches the monster’s standee number.
 Read scenario story point. in range (but not necessarily in LOS).
 Play each of the Two Actions in either order, one  If monster’s or obstacle’s HP <= 0:
card at a time.  If moved onto a Closed Door that is not marked as  If the diagram has no grey hex, it is a Ranged
Locked [p19]:  Remove monster or obstacle from map
 Abilities on an Action Card are done in the order Attack. May cover any area where at least 1 immediately (no effects applied).
 Flip door tile to open side. Once open, treat doors hex is within range. The rest of the red hexes are
listed on the card. as an empty hex. always considered in range (but not necessarily
 If monster not Summoned or Spawned, place
 May skip ability/effect except XP, standalone Money Token on death hex.
 Reveal room and contents (monster count based in LOS).
Infusion (not attached to an ability), or negative on starting player count).  Kill credit goes to the character that dealt the
 Target Z killing blow. [FAQ]
effects (reduce HP, lose cards, or apply a negative  Randomize standee numbers for the monsters in
condition to yourself or an ally).  May target Z number of different enemies in the  Resolve Ability Effects applied from the attack, even
the revealed room. attack’s range and LOS.
 Named monsters and Bosses are not Normal or if attack does 0 damage.
 If out of standees, place only those available,  Target Z on an Area Effect attack or other
Elite monsters. starting with closest to the door.  For each attack on the defender, resolve the
multi-target attack adds Z - 1 individual targets defender’s Retaliate X ability if active and the
 If card is not an Active Bonus ability ,  Draw Monster Activity Cards for any new monster to the attack within the stated range but outside defender survived.
complete the action and place the card in either the types. the original area.
Discard Pile or the Lost Pile (if it has Lost  Revealed monsters with lower Initiative than the  Apply any adjustments (bonuses and penalties) to
symbol ). revealing character take their turns immediately the attack’s base X damage from Active Bonus
 If card is an Active Bonus ability , place in after the character’s turn ends, in Initiative order. cards, Items, and other sources.
the player’s Active Area.  Remaining revealed monsters take their turns in  If target Poisoned , add 1 to the attack.
normal Initiative order.
PLAYER ABILITIES AND EFFECTS  If multiple adjustments, player chooses order of
Attack X [p19-22] application.
 Abilities cannot target an ally unless the card / rules  Designate enemy target(s).  Draw Attack Modifier card(s) for each enemy
specify otherwise.  Cannot attack if Disarmed . affected by the attack (if no Attack Modifier cards are
 Only Attack abilities (card says “attack”) and abilities left to draw, shuffle discards back into a new deck,
 “Suffer Damage” effects and other HP-reducing then draw) [p11]:
that specify a Range (including Loot) require Line of effects that don’t state “Attack” are not attacks.
Sight (LOS): a line between any corner of the  Positive effects are part of the drawing figure’s
start and end hexes that does not touch a wall, a  Cannot attack the same enemy multiple times with attack and may be skipped.
the same listed ability.
Active Bonus [p25-26]  Positive Conditions (applied to self or allies Loot X [p27]  Retaliate is not an attack so no Attack Modifier
 Place Active Bonus cards in Active Area above the through specific actions):  Character must gain Money Tokens and Treasure card draw and Shield has no effect.
Character Mat.  Invisible - Cannot be Focused or affected by Tiles within range X and in LOS.  If multiple Retaliate abilities available, player
 An Active Area card may be moved to its Lost or targeted ability (“target” or “attack”) from enemy.  Treasure Tile effects apply only to the looting chooses order of use.
Discard pile at any time by the player to end Monsters treat invisible enemies as Obstacles. character.  Stunned figures can use an active Retaliate.
effects or to meet gameplay conditions.  Looted Items are not usable in the scenario in
 Strengthen - Gain Advantage (immediate Shield X [p25] and Pierce Y [p22]
 Persistent Bonus effect). which they are found.
 Place character token on 1st slot when card  Numbered Treasure Tiles can only be looted once  Reduce the attack’s damage by Shield X minus
 Bless - Shuffle Bless card into target’s non- attack’s Pierce Y.
is played and advance to next slot when triggered. for all parties.
discarded Attack Modifier Deck.
The token designates the slot is available.  Shield from Monster Ability card becomes
Elemental Augment [p24]  Money and Treasure cannot be shared between
 If slot gives experience , it is gained when the characters.
active on monster’s Initiative.
token moves off of that slot.  If an Element is in the “Strong” or “Waning” column  If loot is a specific named Item, add Item to the  Shield from Monster Statistic Card trait is
 Character must use up a slot if conditions are met, of the Elemental Infusion Table, it may be consumed always active.
character’s owned Items.
even if benefit not gained. (move token to the “Inert” column).  A Shield from an Attack Modifier card is available
 If character already has Item, gain sell value (½ buy
 Place card in Lost Pile when the token moves off  A figure cannot infuse an Element and consume it value) in Gold and add Item to City Supply. until the end of the round.
the last slot. on the same turn, but they can consume an  If multiple Shield abilities available, player chooses
Element if it was previously infused by another  If loot is a Random Item Design, draw card from
 If no removal conditions or card has no slots, keep deck, find the other copy of Item, and add both to order of use.
card in Active Area for the rest of the scenario. figure in that round.
the City Supply. If deck is empty, no reward.  Stunned figures can use an active Shield.
 Round Bonus  One Augment icon cannot be used to consume  If loot is an Item Design, add all copies of that Item
 Effect active from when the card is played until more than one infusion. to City Supply. Summon [p26]
the end of the round.  If ability has multiple Augments, player picks  If loot is a Random Side Scenario, draw and unlock.  Place any large Summon Token in empty hex
 The card is placed in the Discard or Lost Pile Elements to consume. If deck is empty, no reward. adjacent to summoner.
at end of round.  If an Augment consumes a Multi-Color Element  Cannot perform summon if no empty hex available
Push X and Pull X [p22] (Pressure Plate ok).
Add Target [p22] player chooses which one Element to consume.
 May move an enemy X hexes in the direction  Place Summon card in Active Area and small
 May add an additional new target within range of  If a single Augment lists multiple Elements, must specified by attacker. Summon Tracker on card.
attack and in LOS. consume all to gain effect.
 For Push, every hex must be further from attacker.  Summon card defines stats for summoned
 Apply all effects and conditions of attack to new  Apply the effect of the Elemental Augment(s) if its  For Pull, every hex must be closer to attacker. figure.
target except effects that would result in more Element was consumed.
targets receiving attacks beyond the new target.  Cannot Push / Pull into obstacle, wall, closed door,  Summons act on the next round before the
Elemental Infusion [p23] or enemy figure (through allies is allowed). summoner (see Start of Round).
Conditions [p22-23]  Place Element token in “Strong” column of the  Cannot Push / Pull less than X hexes unless halted  Summons are not directly controlled - they obey
 Place token (not Bless or Curse) in section on Elemental Infusion Table. by above. [FAQ] monster AI rules, following an assumed ability card
Monster Stat Sleeve.  Elements are considered infused at the END of  Difficult Terrain and target’s allies (except last “Move + 0, Attack + 0” and targeting enemy
 Conditions must remain until requirement for the figure’s turn. hex) do not affect Push / Pull. monsters.
removing them is met.  If created via a Multi-Color Element , player  Resolve Trap and Hazardous Terrain effects if non-  Summons use summoning player’s Attack
 Gaining a duplicate Condition replaces previous chooses which one Element to infuse. flying target enters those hexes. Modifier Deck for their attacks.
one with newly applied one.  If Infusion is attached to an ability (with a comma),  If target killed, remove from map. Push / Pull ends  Kills by a Summon are credited to its summoner.
 Bosses are immune to some Conditions (see it is only gained if that ability is used. If standalone, (credit kill to pusher/puller).  Summon is removed if summoner is
Monster Statistic Card). it is gained only if another ability is used. Exhausted, Summon’s HP = 0, its card is
Recover X [p27] Recovered , or the player moves the card to
 Cannot apply Curse or Bless if all cards are in use Gain Experience [p27]
(use separate 10-card Curse decks for monsters  Select either X Discarded or X Lost cards as the Lost Pile.
 Must grant character the XP if the ability is used and indicated (optionally including cards of indicated type
and characters - see Start of Scenario).
its conditions are met. in the Active Area) and return to Hand.
 Negative Conditions (applied to all targets of the  If XP is attached to an ability (with a comma), it is
ability):  Cannot recover cards with Cannot Recover /
only gained if that ability is used. If standalone, it is Refresh symbol.
 Poison - All enemies add +1 to all of their gained only if another ability is used.
attacks on the affected figure. Refresh Item [p27]
 1st Ed.: If XP = 10, claim 10 XP Token and reset
 Wound - Suffer 1 damage at start of their track back to 0.  Regain either Spent or Consumed Items as
turn. indicated (rotate / unflip cards).
 2nd Ed.: Track XP using right side of player’s
 Immobilize - Cannot perform any Move tracking dial.  Items with unused multi-use slots are not
ability (immediate effect). Spent. [p8]
Heal X [p26]
 Disarm - Cannot perform any Attack nor its  Cannot refresh cards with Cannot Recover /
 Heal Self - Return X HP to self. If from a Modifier Refresh symbol.
effects (immediate effect). Card, drawing figure heals.
 Stun - Cannot do any ability or use Items  Heal Range Y - Return X HP to either self or 1 ally Retaliate X [p26]
(immediate effect). Character must do Long Rest within Y hexes and in LOS.  Apply X damage to attacker if in retaliation range
or discard 2 Hand cards on their turn.  If target Wounded , remove Wound token in (Range Y, if specified, otherwise 1).
 Muddle - Suffer Disadvantage (immediate addition to HP recovery.  If retaliator killed or exhausted by attack, Retaliate
effect).  If target Poisoned , remove Poison token but do does not activate.
 Curse - Shuffle Curse card into target’s non- NOT recover HP.  Retaliate from Monster Ability card becomes
discarded Attack Modifier Deck. If target immune,  If target Poisoned and Wounded, remove both active on monster’s Initiative.
do not add card (but target is affected if drawn). tokens but do NOT recover HP.
 Retaliate from Monster Statistic Card trait is
 If multiple Heals drawn from modifier cards, only one always active.
Heal is performed. [FAQ]
MONSTER ACTIONS  Move minimum hexes to eventually get as close as Elemental Augment [p24] SPECIAL SCENARIO RULES [p34]
possible to an unoccupied hex where the monster  Monsters always consume Elements if they are able.
 Monster cannot use any abilities in the Monster can attack the Focused Target (in range and LOS),
attempting to get into a position where it can attack
 All monsters of the same type gain the benefit.  Locked Doors - Cannot be opened by character
Ability Card if Stunned , but still performs its moving onto them. Instead, act as walls until
End of Turn. with maximum efficiency.  If Multi-Color Element , players choose which
one Augment to consume. conditions to open them (specified in scenario book)
 Perform ONLY the abilities on the drawn Monster  If monster Disarmed or has no attack, move as are met.
Ability Card in the listed order using the if it has a melee attack.  In all other respects, functions exactly like a player’s
adjusted Normal or Elite values on the Monster Stat  Efficiency includes avoiding disadvantage (1st Elemental Augment effect.  Destroying Obstacles - Obstacles with HP can be
Card. Monsters will not move or attack unless priority) and maximizing attacks on other targets attacked. They are destroyed and removed from the
Elemental Infusion [p23]
those actions are listed on their card. board when HP < 1. They can only be destroyed
(2nd priority).  Place Element token in “Strong” column of the through damage (not through character abilities).
 “±” on an ability modifies an existing one, no “±” on  Closeness is measured by the minimum movement Elemental Infusion Table. Obstacles are considered enemies for all ability
an ability adds a new one. [FAQ] points needed to eventually reach the destination  Elements are considered infused at the END of purposes and have an Initiative of 99 for purpose of
 Each separate line on card is treated as an hex. the figure’s turn. summon focusing. They are immune to all negative
independent ability. [FAQ]  Will not trigger Trap or Hazardous Terrain  If monster created an infusion with a Multi-Color conditions.
 Special traits on the Monster Statistic Card are unless it is the only way to eventually reach the
destination hex (will minimize the # of triggered
Element , players choose which Element.  Objective Tokens - Used in many
active for entire round.
negative hexes). Heal X [p31] scenarios to represent allied figures or loot locations.
 Abilities cannot target an ally unless the ability If used as Allies, numbers should be randomized
specifically states otherwise.  A figure allied with the monster that occupies the  Monster will heal itself or an ally within range and in when placed, with the numbers represent figures’
 If any monster action rules are ambiguous, players ending hex halts the performed movement at the LOS, whichever has lost the most HP (players activation order.
previous hex. [FAQ] decide ties).
decide which option monster will take. [p32]
 If moved into a Trap or Hazardous Terrain ,  If Heal ability does not specify range, use the  Scenario Aid Tokens - Can be placed
resolve its effects. Monster Stat Card base range. on map tiles to act as reminders for special cases,
MONSTER FOCUS
such as where enemies spawn or when to read
 Remove the monster figure if its HP <= 0 (Trap and  In all other respects, functions exactly like a player’s
 Attempt to Focus on the closest enemy based on the numbered sections in scenario book.
Terrain kill credit goes to whomever caused it to Heal X ability.
monster’s pending action [p29-30]: trigger - so no credit if the monster suicides. [FAQ])  Named Monsters - Often Boss or unique variant of
Loot X [p32]
 Must have an unblocked path (allies do not block) Attack ± X [p31] a regular monster, as specified by scenario. Named
to an unoccupied hex where it could eventually  Monsters do NOT perform end-of-turn looting. Monsters are not considered Normal or Elite.
move and attack the enemy. Note that a monster  Monster cannot attack if Disarmed .
 Loot taken by monsters is permanently removed,
focuses on an enemy (no LOS required), but  Multiple attack abilities listed on Monster Ability Card  Equations - Some scenario properties such as
and is not dropped again if the monster is killed. Obstacle HP or Named Monsters are determined
moves toward an unoccupied attack position hex affect the same target while target remains alive,
where it will be in range and LOS.
 Monsters cannot loot Treasure Tiles. by equations. In such cases, “L” denotes the
switching to new target if the current one dies. [FAQ]
Scenario Level and “ C” denotes the Number of
 Treat Traps and Hazardous Terrain that  If attack does not specify a range, use base range Summon [p31]
Characters.
would be triggered by the move as Obstacles on Monster Statistic Card.  Place Summon in empty hex adjacent to the
unless they are the only open path toward the  Attack is NOT ranged if ability is Area Effect summoner (Pressure Plate ok) and as close as
destination hex (monster will minimize the # of with grey hex or if it specifies an adjacent target. possible to enemy (players decide ties).
triggered negative hexes). [FAQ]  Cannot summon if no empty hex or no available
 Closest = minimum movement points to eventually  Determine attack base damage from Monster Ability standees.
get as close as possible to a hex where the Card adjusted by ± X on Monster Statistic Card.  Summons by monsters are not removed if the
monster can attack the enemy. If the monster has  If Single-Target attack, perform attack on summoning monster dies. [FAQ]
no attack, treat as if it has a melee attack. Focused Target if in range and LOS.  Monster Summons behave exactly like normal
 If above results in multiple enemies in range and  If Multi-Target attack, perform attack on Focused monsters, using the Monster Ability Cards of their
LOS of the ending hex, or multiple enemies Target plus max # of targets for max effect, type.
already start in range and LOS, closest is based on choosing targets per normal Focus rules and
 Monster Summons from player mind-controlled
simple proximity (not through walls) to the excluding figures it is already attacking (targets must
monsters are not mind-controlled. [FAQ]
monster’s current hex. be in range and in LOS; players decide ties).
 Apply any adjustments (bonuses and penalties) from  Monster Summons do not act (nor gain
 If above results in a tie, Focus on the enemy acting bonuses from their ability card) on the same round
earlier in round. If still tied, players decide. abilities such as Poison (see Player Attack X).
as they were summoned. They will act in the next
 Draw Attack Modifier Card from monster’s deck, round during their normal Initiative order.
MONSTER ABILITIES AND EFFECTS accounting for Advantage and Disadvantage effects
(see Player Attack X ability). Other Abilities and Effects
 If the monster cannot obtain Focus, the monster
cannot move or attack but will do other abilities.  Apply target’s defensive bonuses (see Player Shield  Function exactly like a player’s abilities and effects.
X and Pierce Y abilities).
Move X [p30-31]  If the attack damages a character, see Character BOSSES [p32]
 Monster cannot move if Immobilized . Damage.
 Move functions exactly like player’s Move X  Resolve Ability Effects applied from the attack,  Bosses have their own stat card but use a
including any traits listed on the Monster Stat Card, universal Boss Ability Card Deck.
ability for Difficult Terrain , Normal ,
even if attack does 0 damage.  Bosses are not considered Normal or Elite
Jump , and Flying (but can’t move onto monsters.
 For each attack on the defender, resolve defender’s
closed doors). Retaliate X ability (see Player Retaliate X  Boss stats are often based on # of characters
 Players decide ties between qualifying hexes when ability). (denoted by “C” on Boss Stat Card).
resolving movement. Active Bonus [p32]  Bosses are immune to certain negative
 Determine available move points from the Monster  Ability Card bonuses activate only when the Conditions (listed on the Boss Stat Card).
Stat Card adjusted by ± X. monster activates and remain active only until
the end of the round in which they were drawn.
GLOSSARY Character Mat – Defines a Character’s max Hand size, max Hit Gold – Earned during gameplay. Characters may not trade Gold. Persistent Bonus – A type of active-bonus Ability that remains
Points per level, and designates locations for the Active Area, Hand - Ability cards chosen from a Character’s Active Card Pool. for all of a Scenario or until all slots used.
Ability - A single activity that can be performed by a Figure. One Discard Pile, and Lost Pile. Limited to the Hand size defined on the Character mat. Personal Quest – Obtained when creating a new Character.
Ability may result in multiple effects. Checkmark (Perk) – Awarded during gameplay, mainly through Defines a Character’s Retirement conditions.
Hazardous Terrain – An Overlay Tile that inflicts Damage when
Ability Card (Character) - Lists Abilities a Character can perform completion of Battle Goals. Recorded on Character Sheet. 3 a Figure moves onto it. Standing on it does not cause Damage. Pierce – Ability that negates some or all of a Shield.
as 1 of their 2 Actions during their turn. Separated into a top part checkmarks gains 1 new Perk.
and a bottom part, only one of which is performed during the turn. Heal – Ability used to regain lost HP and to remove Poison and Pressure Plate – An Overlay Tile that causes a result if a
Checkmark (Prosperity) – Awarded during gameplay. Recorded Wound Conditions. Character ends their Turn on the hex.
Ability Card (Monster) - Drawn for each Monster type at the as marks on the bottom of the Campaign Map. Sufficient
beginning of the Round. Lists the Abilities that all Monsters of that checkmarks will advance the city’s Prosperity Level. Hit Points (HP) – The amount of Damage a Figure can lose Prosperity Level (City) – Increased by earning Prosperity
type can perform as their Action during their Turn. Also defines before it is Exhausted (player) or Killed (monster). checkmarks. Gaining city Prosperity Levels adds new Items to
City Event – Optionally performed as a City Activity. Results in the City Supply and Characters with a level lower than the
the Initiative of those Monsters for the Round. A “±” on the Ability rewards or penalties to the Party. Immunity – Prevents Figure from receiving a Condition. If a
modifies an existing Ability listed on the Monster Statistic Card. Figure becomes Immune to a Condition, any existing Condition of Prosperity Level may immediately advance their level to match.
No “±” on the Ability grants a new Ability. City Supply – The stock of Items available for purchase in the that type is removed (except Curse and Bless). Pull – Ability that moves an Enemy towards the Figure.
city. Items are added to the Supply by increasing the city’s
Ability Card Deck - All Ability Cards specific to a Character. Prosperity Level and through awards gained during gameplay. Initiative – Defines the Turn order for Figures in a Round. Push – Ability that moves an Enemy away from the Figure.
Card levels > 1 are not available to use at the start of the game. Figures with lower Initiatives act earlier. Range (Calculate) – Count hexes, including Target. Path can’t
Class – One of the archetypes a Character can belong to.
Action (Character) – A Character can perform 2 Actions during Cannot duplicate Classes in a Party in the same game session. Item – Grants Abilities to a Character when used. Awarded go through a Wall between hexes. It has to go around via an
their Turn, chosen in secret at the beginning of the Round. One during gameplay and purchased as a City Activity. Characters unblocked hex, adding +1 Range.
Action is composed of the Abilities listed in either the top or Condition – Refers to a positive or negative state that is placed may equip Items (# limited by type) prior to playing a Scenario.
on a Figure through gameplay. Also refers to Bless or Curse Range Attack – A type of Attack Ability used to Damage both
bottom of one Ability Card. Abilities must be performed in order, Item Design – Reward that adds Items to City Supply. Adjacent and non-adjacent enemies.
one card at a time. Negative Abilities may not be skipped. cards that are added to an Attack Modifier Deck. A Condition that
ends “next turn” is removed at the end of a Figure’s Turn if it Jump – A type of movement Ability that ignores Figures, Traps, Recover – Ability that returns Discarded/Lost cards to Hand.
Action (Monster) – Composed of the Abilities listed on the started its Turn with the Condition. and Terrain except in the ending hex.
Monster Ability Card drawn for the Monster type. A Monster can Refresh – Ability that resets Spent or Consumed Items.
perform one Action during their Turn. All Abilities must be Consumed Item – Designates Item as used. Consumed Items Leading Card – One of the two Action Ability Cards chosen by a Retaliate – Ability that inflicts Damage onto a Figure that
performed (if possible) in order. cannot be used again in a Scenario until Refreshed via Ability. Player that defines their Initiative. performed an Attack. Retaliate itself is not considered an Attack.
Active Area – Contains a Character’s played active-bonus Ability Curse - A Condition gained through Ability Cards or gameplay Line of Sight (LOS) – Required for Attack Abilities (card says Road Event – Performed when traveling to an unlinked Scenario.
Cards. Cards may be moved to their Discard or Lost piles at any penalties. Adds a Curse card to an Attack Modifier Deck negating “attack”) and Abilities that specify a Range (including Loot). It is a Results in rewards or penalties to the Party.
all Damage when drawn. line between any corners of the start and end hexes that does not
time by player to end effects or to meet gameplay conditions. Rolling Modifier – A type of Attack Modifier Card that signifies
Difficult Terrain – Imparts a movement cost of 2 to a hex. touch a Wall, Wall Corner, or Closed Door.
Active Bonus – Ability that continues to provide effects after it is additional cards must be drawn.
Disadvantage – Qualifier for an Attack. Requires drawing two Long Rest – One of the two options a Character has for
played. Card is placed in a Character’s Active Area. Round – Encompasses a single cycle of individual Turns
Attack Modifier Cards and choosing the worse one. Typically performing a Turn. Used to retrieve Dscarded cards, Refresh
Active Card Pool - Composed of a Character’s level 1, level X, Spent Items and regain HP. performed by all Figures. A Round ends when all Figures have
and any higher-level Ability cards gained from leveling up. It is a affects Ranged Attacks performed on Adjacent enemies. completed each of their Turns.
Discard Pile – Ability Cards played by a Character that do not Loot – Ability used by a Figure to obtain Treasure Tiles (Players
subset of the Ability Card Deck. Round Bonus – A type of active-bonus Ability that remains until
contain a Lost symbol. Discarded cards can be recovered to the only) and Money Tokens. Money Tokens looted by Monsters are
Add Target – Ability. Allows additional Attack on a new Target. permanently removed. the end of the Round or until all its uses have been consumed.
hand by Recover abilities, a Long Rest, or a Short Rest.
Adjacent – Hexes (or Figures within hexes) are Adjacent if the Lost Pile – Ability Cards played by a Character that contain a Sanctuary – A Character may donate 10 Gold to the Sanctuary
hexes share a side and the shared side does not contain a Wall. Door (Closed) – Entry point between two Rooms. A Closed Door as a City Activity to gain 2 Bless conditions.
is treated as a Wall. May only be moved onto by a Character. A Lost symbol, lost through Damage, or lost through resting. Lost
Advantage – Qualifier for an Attack. Requires drawing two Door opens immediately when a Character enters the hex. cards can be recovered back into the Hand with recover abilities. Shield – Ability that reduces Attack Damage.
Attack Modifier Cards and choosing the better one. Melee Attack – Type of Attack Ability used to Damage (typically) Short Rest – Optional Activity performed by Characters at end of
Door (Locked) – Cannot be entered or opened by any Figure
Ally – Any Figure that is on the same side as the Character or until specified by the Scenario. Adjacent Enemies. a Round. Used to retrieve Discarded cards back into the Hand.
Monster. A Figure is not their own Ally. Money Token – Placed on the death hex of a non-summoned, Side Scenario – Any Scenario numbered 52 or higher.
Door (Open) – Treated as an empty hex.
Ambiguous – An effect listed on an Attack Modifier Card that is non-spawned Monster. Looted by a Character with a Loot Ability Slot – A place on an active-bonus Ability Card or Item used to
positive but has an undefined value. Ex: (Stun vs +1) and (+1 Element – There are 6 Element types that may be Infused by or by ending turn on the hex. Awards Gold at end of Scenario.
Abilities. Infused Elements may be Consumed by Augments to mark how many uses of the Ability remain.
Stun vs +1 Fire) are ambiguous. Monster – Any enemy of the Characters.
gain additional effects. Spawned Monster – Refers to a Monster brought into play when
Area Effect (AoE) – Type of Attack that can Damage multiple Monster Statistic Card – Defines the values for Monster specific Scenario conditions are met.
enemies in a cluster of hexes. If one hex in cluster is in Range, all Element Augment – Ability that Consumes an Infused Element
for additional effects. characteristics and permanent traits for all Monster levels. Spent Item – Designates an Item as used. A Spent Item cannot
are. Melee AoE attacks contain a grey hex, range AoE attacks do
Element Infusion – Ability that allows an Element Augment Monster Statistic Sleeve – Used to reveal the statistic values be used again in a Scenario until it is refreshed with a Refresh
not. An AoE attack may target a hex instead of a Figure.
Ability to consume an Element. and traits for a specific level of a Monster type. Also used to track Ability or through a Long Rest.
Attack – Ability used to Damage enemies. An Ability must state Damage and Conditions for all Monsters of a Monster type.
“Attack” in order to be considered an Attack. “Suffer damage” Element Infusion Table – Tracks the state of Infused Elements Summon (Ability) – Ability that brings a new Figure into play.
effects are not Attacks. Cannot attack the same Target more than during Scenario. Elements may be Inert, Strong or Waning. Move – Ability used to traverse map tile hexes. Summon (Figure) – Figure brought into play by a Summon
once with a single Ability unless specified. Elite Monster – 1 of 2 Monster ranks. Defined by Scenario setup Named Monster – Special Monster designated by a Scenario. Ability. Represented by a Standee (for Monster Summon) or by a
instructions and the # of Characters that started the Scenario. They are not considered Normal or Elite. Token (for Player Summon).
Attack Action – Action that includes one or more Attack Abilities.
Attack Modifier Card – Drawn whenever an Attack is performed. Uses the right-side values and traits on Monster Statistic Card. Negative Ability – Ability that, if played, will cause a Character Target – Figure affected by Ability performed by another Figure.
Defines modification to Attack’s Damage or an additional effect. Empty Hex – Hex that doesn’t contain a Token, Figure or or their allies to lose HP, lose a card, or suffer a negative Target X – Designates that an Attack Ability may Target X
Overlay Tile (except an Open Door or Pressure Plate). Condition. different enemies within the Attack’s Range.
Attack Modifier Deck – Made up of Attack Modifier Cards. Each
Character has their own deck. One deck is shared by all Enemy – Any Figure on opposite side of a Character or Monster. Normal Monster – 1 of 2 Monster ranks. Defined by Scenario Targeted Ability – Ability is Targeted if states “target” or “attack”.
Monsters. Composed of 20 base cards, plus adjustments from setup instructions and the # of Characters that started the
Enhancement – A permanent modification to an Ability Card Trait – Ability listed on a Monster Statistic Card. Traits are
gameplay and {erks. Scenario. Uses left-side values & traits on Monster Statistic Card.
marked by a sticker on the card. Purchased by a Character as a available to those Monsters for the entire Round.
Battle Goal – Chosen by each Character at the beginning of a City Activity. Affects all members of that Class. Null Card – A type of Attack Modifier Card that negates all
Trap – An Overlay Tile that inflicts Damage or negative
Scenario. Awards Perk checkmarks if Goal is met and Scenario Damage for the Attack when drawn.
Exhaustion – Occurs when Player reaches 0 HP, or when they Conditions when a Figure moves onto it. The Trap is removed
is completed successfully. cannot do 2 Actions or a Long Rest at the beginning of their Turn. Obstacle – An Overlay Tile that blocks movement. Some after it is triggered or a Door closes on it.
Bless – A Condition gained through Ability Cards or gameplay If all Characters become Exhausted, the Scenario ends in failure. Obstacles can be Damaged, but only by Damage abilities. They
Treasure Tile (Goal) – May be Looted during the Scenario as
rewards. Adds a Bless card to an Attack Modifier Deck giving 2x are unaffected by Conditions.
Experience (XP) – Earned during gameplay. Earning sufficient part of the Scenario’s objective. It is not kept after Scenario
Damage modification when drawn. XP levels up a Character as defined on the Character Sheet. Overlay Tile – Tile placed on map to denote a Door, Treasure, completion and resets if replayed.
Boss – A type of Monster designated by a Scenario. They are Obstacle, Terrain, Pressure Plate, or Trap.
Experience Ability – Ability that earns Character Experience. Treasure Tile (Numbered) – May be Looted during the
not considered Normal or Elite monsters. Party – A group of Characters playing the Campaign. New Scenario. Can only be Looted once during the Campaign.
Figure – Monster, Character, or Summon Token on a map tile. Characters can join a Party only in the city. Existing Characters
Campaign Mode – One of two ways a Scenario can be played. A Turn – The scope of all activities a Figure can perform in a
Scenario can only be completed in Campaign Mode one time by Flying – A type of movement Ability that ignores Figures (except can join or leave outside the city. A Party cannot be split across
Round. Figures perform 1 Turn each, 1 at a time in a Round. A
all Parties (total) and only if its requirements have been met. on the ending hex), Traps and Terrain. the Campaign Map.
Turn starts when the previous Figure’s Turn ends and ends when
Casual Mode – One of two ways a Scenario can be played. A Focus – The act of a Monster choosing a Target for the Turn. Party Achievement – Awarded during gameplay. Recorded on the next Figure’s Turn begins.
Scenario can be played in Casual Mode if it has been unlocked Focused Target – The enemy a Monster will attempt to Target the Party Sheet. Used to meet Scenario requirements.
Unoccupied Hex – A hex that does not contain a Figure, a
on the Campaign Map. during their Turn. Path (Unblocked) – Chain of hexes that a Figure can Summon Token, or an Ally Token.
Character – Controlled by a Player. The same Character can be Global Achievement – Awarded during gameplay. Recorded on successfully move through.
Wall –Walls block movement, LOS and Adjacency. Walls
controlled by different Players during different sessions. A Player the Campaign Map. Used to meet Scenario requirements and Perk – Earned by gaining checkmarks. 3 checkmarks earns 1 between connected hexes affect Range. The entire area of a
can control multiple Characters during a single session. A unlock gameplay options. Perk. Recorded on Character Sheet. Earning a Perk modifies the partial hex is considered a Wall.
Character can only ever belong to one Party. Character’s Attack Modifier Deck.
START OF ROUND  If Spawned at end of round, monster will act next
round in Initiative order.
 Each player must declare either a Long Rest or Two  If the scenario objective is completed during a
Actions. round, finish the remainder of the round then finish
 Cannot do Two Actions if < 2 cards in Hand. the scenario (see End of Scenario).
START OF SCENARIO  Cannot do Long Rest if < 2 cards in Discard Pile Player Turn
(cards in Active Area may be moved to Discard Pile
 Players choose the scenario’s play mode (Campaign to meet condition). Start of Player Turn
or Casual).  If Wounded , suffer 1 point of damage (see
 If a character cannot do Two Actions nor a Long
 Scenario must be unlocked before it can be played  Previously looted “Goal” Treasure Tiles are reset if Rest, character is Exhausted (see Character Character Damage).
in any mode by any party. replaying scenario. Exhaustion). Long Rest [p17]
 A party may play a scenario in Campaign Mode if  Previously looted numbered Treasure Tiles are  If doing Two Actions, each player chooses two  Treat as a player turn on Initiative 99 (can use Items
all of the following are met: NOT reset if replaying scenario (even for Ability Cards secretly from their Hand and picks and Summons still act).
different parties). one as their Leading Card.
 The scenario has not been completed in  Lose 1 Discard Pile card if available (do not have
Campaign Mode by any party.  Randomize the standee numbers for the monsters  The Leading Card determines each player’s to Lose card in Active Area).
in the room. Initiative.
 The scenario’s required Global Achievements  Return rest of Discard Pile cards to Hand.
are unlocked by any party.  Place Monster Stat Cards in sleeves, showing the  Players may discuss their plans except Ability Card
stats level = scenario level. numbers or titles. [p17]  Perform Heal 2, Self (see Heal X for Poison and
 The party has gained the scenario’s required Wound ).
Party Achievements.  Add all scenario setup modifier cards to Attack  Each player places their Two Action cards face
Modifier Decks. down, Leading Card on top.  Refresh all Spent (not Consumed) Item cards (see
 If playing in Campaign Mode, must do a Road Event Player Items).
if location the party is travelling from is not linked to  Shuffle the Monster Ability decks that correspond to  Draw 1 Monster Ability Card for each monster type
the scenario. monster types in the room. with a figure on the board and place in their discard Player Actions (see Player Actions)
 Read scenario introduction and special rules. Do  Shuffle the Monster Attack Modifier Deck (all pile. This is the monster’s Ability Card for the
End of Player Turn
NOT read numbered sections. monsters use the same deck). round.
 Must loot any Money or Treasure in the
 Players choose scenario level [p15]:  Each player chooses one of two Battle Goal cards in  If no cards are available to draw, shuffle all
character’s hex (see Loot X ability).
secret (it remains secret throughout scenario). discards back into a new deck before drawing.
 Recommended level is Average Party Character Unchosen card is discarded.  The Monster Ability Card sets Initiative for
 Remove character’s Immobilize , Disarm ,
Level / 2 (rounded up). Stun , Muddle , Invisible , and
 Each player may equip owned Items below their every monster of that type.
 Optional adjustments: -1 for Easy, +1 for Hard, +2 Character Mat:  Players reveal their Two Action cards.
Strengthen tokens not applied this turn.
for Very Hard.  If the character is standing on a Pressure Plate, see
 Max one Head , one Body , and one Leg.  Determine Turn Order for all figures using ascending
Multiplayer: scenario book for effect.
 Max one 2-handed or two 1-handed. Initiative order.
 Max number of Small Items = ½ character  All Elites of a type act first in their ascending Character Damage [p28]
level (rounded up). standee number order, then Normal monsters of  Player must choose ONE of the following to resolve
that type in their ascending standee number order. the damage:
 Add Modifier Cards from equipped Items to player’s
Attack Modifier Deck.  For ties between monster types, players decide.  Take HP damage.
 Shuffle each player’s Attack Modifier Deck - the 20  Players doing Long Rest act on Initiative 99.  Pick 1 card to Lose from Hand (cannot pick
base cards adjusted for Perks, Sanctuary  Tied players are decided by Non-Leading Card. If unplayed Two Action cards).
donations, scenario effects, and Items. [p5] still tied, tied players decide.  Pick 2 cards to Lose from Discard Pile (may
 For ties between a player and a monster, player include non- Active cards).
goes first.  Receive any additional effects if damage is from an
 Summons by players act immediately before attack.
the player.
 If the characters HP <= 0, they are Exhausted.
 If player has multiple Summons, they act in
Solo: Character Exhaustion [p28]
summoned order.
 Special scenario allies with numbered tokens act in  Characters can become Exhausted in one of two
ascending token number order. ways:
 Character drops below 1 HP.
ROUND
 At beginning of a round, player cannot play 2
 Perform each figure’s turn in Initiative order (see cards from Hand (1 or 0 cards in Hand) and also
Player Turn and Monster Turn). cannot Rest (1 or 0 cards in Discard Pile).
 Each player builds their Hand from their Active Card  If a monster is Spawned due to a scenario rule Exhaustion due to insufficient cards does not
Pool with the number of cards = to the Hand size during the round, setup monster on the map at the affect a character’s current HP total.
listed on the Character Mat. [p6] designated spawn location or nearest empty hex  Remove all Active cards from Active Area.
 Discard cards from Hand due to effects from pre- (Pressure Plate ok, players decide ties). Draw a
 Remove figure from map. Player can no longer
scenario Events. [FAQ] Monster Ability Card if it is a new type.
participate in scenario.
 Place 6 Element tokens on the “Inert” column of the  If Spawned in middle of round:  If all characters become Exhausted, the scenario is
 Layout all map tiles and place all connecting doors.
[p12-13] Elemental Infusion Table.  If lower Initiative than current figure, it acts after Lost (see End of Scenario).
 Place overlay tiles [p14-15] and monsters in the first  Split Curse cards into 2, 10-card decks ( for the figure’s turn ends.  Exhaustion due to insufficient cards does not set HP
room only. Monsters, for Characters).  If higher Initiative than current figure, it will act in to 0 (for Battle Goals).
 Player count defines the monster count and their  Players place characters in 1st room positions Initiative order.  The character’s modifier deck is not reset until the
ranks/bases. [p13] and start the 1st round. end of the scenario.
Monster Turn END OF SCENARIO [p33, 49]  Create Active Card Pool with Level 1 and Level X  Add new City and Road Events to decks as per the
Start of Monster Turn Ability Cards. Event reference numbers on retired character
 Remove Attack Modifier cards added by Items,  Follow the Level Up A Character steps below for the and unlocked character Character Mats. [p6]
 If monster is Wounded , it takes 1 point of scenario effects , and Bless and Curse  City gains 1 Prosperity checkmark.
remaining levels, up to and including starting level.
damage (remove figure if HP = 0, no kill credit to cards from all Attack Modifier Decks.
characters).
 When first character retires, open and read Town
Level Up a Character [p44]
 Characters recover HP, lost and discarded Ability Records book.
Monster Actions (see Monster Actions)  Must level up if the character has enough XP. May
Cards, and refresh all Items.  Add the character’s Items to the City Supply.
End of Monster Turn level up if the character’s current level < the city’s
 Characters gain XP earned during the scenario.  Remove character’s Personal Quest from the game.
Prosperity Level.
 Remove monster’s Immobilize , Disarm ,  Characters gain Gold from looted Money Tokens as Road and City Events [p41-42]
Stun , Muddle , Invisible , and per scenario level conversion (anything not looted
Strengthen tokens not applied this turn. during scenario is NOT gained). [p15]  Draw City Event card if doing optional City Event
activity (once per visit and only if the last scenario
 “Goal” Treasure Tiles are not kept after the scenario was played in Campaign Mode) or Road Event card
END OF ROUND [p32-33] ends. [p15]
 For each level: if traveling to unlinked Campaign Mode scenario
 If scenario was successful (i.e. the scenario’s  Choose 1 Ability Card with level ≤ character level (see Start of Scenario).
 Perform when all figures have taken a turn. objective is completed): and add it to the Active Card Pool.  Read front side. Party chooses between two options
 If 2X or Null Attack Modifier card was
 Players record Checkmarks and resultant Perks (choice is permanent).
drawn from an Attack Modifier Deck, shuffle all its  Choose and mark 1 new Perk on the Character
from completed Battle Goals (3 Checks = 1 Perk, Sheet, gaining any benefits.  After making choice, read back of card to learn
discards back into the deck.
must pick Perk if enough Checks [p44]). outcome based on conditions. Resolve all outcomes
 If a drawn Monster Ability Card has the Shuffle  Increase HP as indicated on Character Mat. that apply:
 All characters gain scenario bonus XP:
symbol, shuffle all discards of that deck back into
XP = 4 + (L x 2) L = Scenario Level Buy Enhancements [p45-47]  Class Icon: Outcome is applied if the party has
that Monster Ability Deck.
 May buy only if “The Power of Enhancement” a member of that class.
 Place all Active Round Bonus ability cards in  If playing scenario in Campaign Mode:
achievement is unlocked.  Reputation: Outcome is applied if the party’s
Discard or Lost piles.  Read conclusion and mark sticker on Campaign
 Place sticker on an open Enhancement spot on the reputation is in range.
 Move Elemental Infusions one step left on the Map as completed.
Ability Card.  Otherwise: Outcome is applied if no preceding
Elemental Infusion Table.  Characters gain rewards and achievements as outcome was applicable.
 Characters may perform a Short Rest if >= 2 cards designated by scenario.  Enhancement is permanent and affects all
characters of that class.  No Condition: Outcome is always applied.
in Discard Pile, even in last round of Scenario:  If reward = Item, award to any character.
 Total # of enhanced cards for a class must be <=  If Item Design gained, add all copies of that Item to
 Move one random Discard Pile card into the  If reward = Item Design, add all copies of that the City Supply.
Lost Pile OR may keep that card, take 1 HP of Item to City Supply. city’s Prosperity Level.
 Assign an Item reward to only one character (party
damage and Lose a different random card  Unlock new designated scenarios by placing  Can apply Bless and Strength to beneficial Self, decides). [FAQ]
(once per rest). stickers on Campaign Map. Ally, and Range abilities.
 Distribute “Collective” rewards/penalties among the
 Return remaining cards in Discard Pile to Hand.  Return all Battle Goal cards to their deck. Donate to the Sanctuary [p45] party as desired.
 If the scenario calls for tracking rounds, move round  Either return to Gloomhaven (see City Activities) or  Assign “Each” rewards/penalties to every character
tracker forward one space.
 Once per city visit, between scenarios played in
start another scenario (can repeat the same one or Campaign Mode, a character may pay 10 Gold to (no qualifier = “Each”)
travel to an unlocked one - see Start of Scenario). add 2 Bless cards to their Attack Modifier Deck.  If character has to lose something and doesn’t have
 Add check to envelope opening conditions. [p49] enough, lose what they can.
CAMPAIGN ACTIVITIES
 Cannot have < 0 Gold, < min XP for level, or < min
Buy and Sell Items [p43]
 If a Global Achievement is gained with the same checkmarks for Perks.
type as an existing one, replace existing one. [p40]  May spend Gold to buy Items from City Supply  If discarding ability cards, do so after Hand
 If the city Prosperity Level increases, add new Items (Reputation affects cost). selection (see Start of Scenario).
to the City Supply. [p43]  Characters cannot trade Gold or Items and cannot  City cannot go below minimum Prosperity for its
 If adding a card to the Road or City Event Deck, own duplicate Items. current level.
shuffle that deck. [p39]  Items available for purchase limited to # of  Remove card from game or return card
copies of Item cards (per party). to bottom of deck (no shuffle).
CITY ACTIVITIES [p42-48]  For multiple parties, any unused character’s Items
are part of the City Supply. SPECIAL CONDITIONS FOR OPENING ENVELOPES
Create a New Character [p42]
 May sell Items for Gold at ½ price (rounded down)
 Pick any unlocked class not already in the party. back to City Supply.  Gain 5 “Ancient Technology” global achievements -
 Pick a starting level. May start at any level up to the open envelope .
city’s Prosperity Level. Retire a Character [p48]  Have a party gain both “The Drake’s Command” and
 Record character name and level in a new  Character must retire if Personal Quest complete “The Drake’s Treasure” party achievements - add
Character Sheet. (can’t retire if has no Quest). City Event 75 and Road Event 66 to the decks,
 May perform city activities before retiring but and gain “The Drake Aided” global achievement.
 Receive Gold = 15 x (L + 1) (L = character’s level).
cannot do another scenario.  Donate a total of 100 gold to the Sanctuary of the
 Receive XP = minimum required for level (per Great Oak - open envelope .
Character Sheet).  Personal Quest conditions must be met at time
of retirement.  Have a Party Reputation of 10 or higher - open box
 Choose 1 Perk for every character the player has  Have a Party Reputation of 20 - add City Event 76
retired. If 1 player controls 2+ characters, count  See FAQ for scenario areas referenced by
and Road Event 67 to the deck.
each character’s retirement lineage separately. [p48] Personal Quests.
 Have a Party Reputation of -10 or lower - open box
 Draw 2 random Personal Quest cards and choose  Unlock envelope as directed by Quest card. If
already unlocked, unlock new Random Item Design  Have a Party Reputation of -20 - add City Event 77
one, shuffling the other back into the deck. If deck is and Road Event 68 to the deck.
empty, no Personal Quest is received. A player may and Random Side Scenario (see Loot X Ability).
keep their Personal Quest secret or public. [FAQ]  Retire a character - open the Town Records Book.
PLAYER ITEMS [p8]
wall corner, or a closed door. The entire area of a  Multi-target attacks treated as a separate attack to  If not under Advantage or Disadvantage (or if under
partial hex is considered a wall. [p19] each target, each with its own Attack Modifier card both, they cancel each other):
 May use reactionary Items during monster turns if  The Range for an ability is the number of connected draw (but all together are a single attack action).  Draw 1 Attack Modifier card.
their conditions are met. May use other Items during hexes between the source and destination (including  May attack Obstacles with Hit Points as designated  If Rolling Modifier is drawn, keep drawing
player turn if their conditions are met, even during an destination hex). Path cannot go through walls by scenario. until a Rolling Modifier card is not drawn.
ability. between hexes. It has to go around via an  Can only be destroyed through damage and not  Apply all drawn card effects on the attack.
unblocked hex, adding +1 range. [p19]
 Cannot use Item if Stunned , Item not with any other ability. Player chooses order.
equipped, Spent or Consumed. Move X [p19]  Obstacles are immune to all Conditions.  If under Advantage:
 Cannot use Item with attack effect/bonus after  Move up to X number of hexes (including 0).  Player summons treat Obstacles with HP as  Draw 2 Attack Modifier cards and use the better
drawing from Attack Modifier Deck.  Cannot move if Immobilized . enemies with Initiative 99. one. If ambiguous, use the first card. All added
effects listed on a card have a positive but
 Can use “during your turn” Item after doing Two  Cannot move through walls but can move onto  Melee Attack
undefined value. Examples [FAQ]:
Actions or Long Rest. doors (see below).  Any attack that does not specify a Range is a  +1 Stun vs +1: +1 Stun is better
 If Item has Spend symbol and no slots ,  Movement cost = 2 for Difficult Terrain hexes. Melee Attack.
 +0 Stun vs +2: Ambiguous
rotate card (now Spent).  Normal moves can go through allies but  Limited to range 1 (see Player Abilities). May  +1 Stun vs +1 Fire: Ambiguous
 If Item has Consume symbol , flip card not enemies or Obstacles. target 1 adjacent enemy.
 +0 Muddle vs +2 Stun: Ambiguous
facedown (now Consumed).  Jump and Flying can ignore all  May target > 1 enemy if designated as Area
 If 1 Rolling Modifier card drawn, effect is added
 If Item has neither Spend nor Consume symbol, figures, Traps, and Terrain but must end in hex Effect or Target Z .
to the other card (do not draw another card).
may use it any number of times. with no figures. Last hex for Jump must obey  Ranged Y Attack
Normal movement rules.  If 2 Rolling Modifier cards drawn, continue
 Item Heals act as Heal X Self (see Heal X for  May target 1 enemy within Y hexes if in LOS drawing until Rolling Modifier card is not drawn.
Poison and Wound).  If a figure loses Flying while on Obstacle, treat as (see Player Abilities). All drawn card effects apply.
a Damage Trap, then immediately move to
 Must use an open Item slot if its conditions are
nearest empty hex (Pressure Plate ok).
 May target > 1 enemy if designated as Area  Player chooses order for multiple effects.
met (even if no benefit). [p8] Effect or Target Z .  If under Disadvantage:
 If moved into a Trap :
 Place character token on next open slot. Spend  If an ability defines a range and spawns other  Draw 2 Attack Modifier cards and use the worse
card when all slots used.  Apply negative effect on character and remove attacks, they are ranged. one. If ambiguous, use the first card.
the Trap tile from the board.
 Item used when it alters/adds: ability, effect, figure’s  Ranged Attacks on an adjacent enemy suffer  If 1 Rolling Modifier card drawn, ignore it and do
 Damage Traps inflict 2 + L damage (L =
performed action or stats. Disadvantage. not draw another.
scenario level).
 Damage Traps created from abilities do not  Area Effect  If 2 Rolling Modifier cards drawn, continue
PLAYER ACTIONS drawing until Rolling Modifier card is not drawn,
use (L) scale. [FAQ]  Affected area is defined by the diagram on the
card in any rotational orientation. May use mirror then apply only the effect of the last card.
 Cannot perform actions if Stunned - place Two  If moved into Hazardous Terrain :
Action cards in Discard Pile. image of the entire diagram.  Place drawn Attack Modifier cards in their discard
 Inflict (2 + L) / 2 damage, rounded down (L = deck (except Bless and Curse cards -
 Pick any 1 top action and any 1 bottom action from scenario level).  Character is in the grey hex (if there is one),
remove them from deck, do not place in discard).
the Two Action cards. targets are in the red hexes.
 Do not remove the Terrain tile from the board.  Apply each defender’s individual defensive bonuses
 May use top action as Attack 2 and/or bottom  Damage applied only when moved onto the hex.  Must target all enemies that are in the affected to their incoming attack (see Shield X and Pierce Y).
action as Move 2. Ignore all other abilities and No damage if standing on it. area if they are in LOS.
 Apply adjusted damage to monster, tracking it on the
symbols on the card and place in Discard Pile after  If moved onto Story Point Hex:  If the diagram has a grey hex, it is a Melee numbered section of the Monster Stat Sleeve that
use. Attack. All red hexes are always considered matches the monster’s standee number.
 Read scenario story point. in range (but not necessarily in LOS).
 Play each of the Two Actions in either order, one  If monster’s or obstacle’s HP <= 0:
card at a time.  If moved onto a Closed Door that is not marked as  If the diagram has no grey hex, it is a Ranged
Locked [p19]:  Remove monster or obstacle from map
 Abilities on an Action Card are done in the order Attack. May cover any area where at least 1 immediately (no effects applied).
 Flip door tile to open side. Once open, treat doors hex is within range. The rest of the red hexes are
listed on the card. as an empty hex. always considered in range (but not necessarily
 If monster not Summoned or Spawned, place
 May skip ability/effect except XP, standalone Money Token on death hex.
 Reveal room and contents (monster count based in LOS).
Infusion (not attached to an ability), or negative on starting player count).  Kill credit goes to the character that dealt the
 Target Z killing blow. [FAQ]
effects (reduce HP, lose cards, or apply a negative  Randomize standee numbers for the monsters in
condition to yourself or an ally).  May target Z number of different enemies in the  Resolve Ability Effects applied from the attack, even
the revealed room. attack’s range and LOS.
 Named monsters and Bosses are not Normal or if attack does 0 damage.
 If out of standees, place only those available,  Target Z on an Area Effect attack or other
Elite monsters. starting with closest to the door.  For each attack on the defender, resolve the
multi-target attack adds Z - 1 individual targets defender’s Retaliate X ability if active and the
 If card is not an Active Bonus ability ,  Draw Monster Activity Cards for any new monster to the attack within the stated range but outside defender survived.
complete the action and place the card in either the types. the original area.
Discard Pile or the Lost Pile (if it has Lost  Revealed monsters with lower Initiative than the  Apply any adjustments (bonuses and penalties) to
symbol ). revealing character take their turns immediately the attack’s base X damage from Active Bonus
 If card is an Active Bonus ability , place in after the character’s turn ends, in Initiative order. cards, Items, and other sources.
the player’s Active Area.  Remaining revealed monsters take their turns in  If target Poisoned , add 1 to the attack.
normal Initiative order.
PLAYER ABILITIES AND EFFECTS  If multiple adjustments, player chooses order of
Attack X [p19-22] application.
 Abilities cannot target an ally unless the card / rules  Designate enemy target(s).  Draw Attack Modifier card(s) for each enemy
specify otherwise.  Cannot attack if Disarmed . affected by the attack (if no Attack Modifier cards are
 Only Attack abilities (card says “attack”) and abilities left to draw, shuffle discards back into a new deck,
 “Suffer Damage” effects and other HP-reducing then draw) [p11]:
that specify a Range (including Loot) require Line of effects that don’t state “Attack” are not attacks.
Sight (LOS): a line between any corner of the  Positive effects are part of the drawing figure’s
start and end hexes that does not touch a wall, a  Cannot attack the same enemy multiple times with attack and may be skipped.
the same listed ability.
Active Bonus [p25-26]  Positive Conditions (applied to self or allies Loot X [p27]  Retaliate is not an attack so no Attack Modifier
 Place Active Bonus cards in Active Area above the through specific actions):  Character must gain Money Tokens and Treasure card draw and Shield has no effect.
Character Mat.  Invisible - Cannot be Focused or affected by Tiles within range X and in LOS.  If multiple Retaliate abilities available, player
 An Active Area card may be moved to its Lost or targeted ability (“target” or “attack”) from enemy.  Treasure Tile effects apply only to the looting chooses order of use.
Discard pile at any time by the player to end Monsters treat invisible enemies as Obstacles. character.  Stunned figures can use an active Retaliate.
effects or to meet gameplay conditions.  Looted Items are not usable in the scenario in
 Strengthen - Gain Advantage (immediate Shield X [p25] and Pierce Y [p22]
 Persistent Bonus effect). which they are found.
 Place character token on 1st slot when card  Numbered Treasure Tiles can only be looted once  Reduce the attack’s damage by Shield X minus
 Bless - Shuffle Bless card into target’s non- attack’s Pierce Y.
is played and advance to next slot when triggered. for all parties.
discarded Attack Modifier Deck.
The token designates the slot is available.  Shield from Monster Ability card becomes
Elemental Augment [p24]  Money and Treasure cannot be shared between
 If slot gives experience , it is gained when the characters.
active on monster’s Initiative.
token moves off of that slot.  If an Element is in the “Strong” or “Waning” column  If loot is a specific named Item, add Item to the  Shield from Monster Statistic Card trait is
 Character must use up a slot if conditions are met, of the Elemental Infusion Table, it may be consumed always active.
character’s owned Items.
even if benefit not gained. (move token to the “Inert” column).  A Shield from an Attack Modifier card is available
 If character already has Item, gain sell value (½ buy
 Place card in Lost Pile when the token moves off  A figure cannot infuse an Element and consume it value) in Gold and add Item to City Supply. until the end of the round.
the last slot. on the same turn, but they can consume an  If multiple Shield abilities available, player chooses
Element if it was previously infused by another  If loot is a Random Item Design, draw card from
 If no removal conditions or card has no slots, keep deck, find the other copy of Item, and add both to order of use.
card in Active Area for the rest of the scenario. figure in that round.
the City Supply. If deck is empty, no reward.  Stunned figures can use an active Shield.
 Round Bonus  One Augment icon cannot be used to consume  If loot is an Item Design, add all copies of that Item
 Effect active from when the card is played until more than one infusion. to City Supply. Summon [p26]
the end of the round.  If ability has multiple Augments, player picks  If loot is a Random Side Scenario, draw and unlock.  Place any large Summon Token in empty hex
 The card is placed in the Discard or Lost Pile Elements to consume. If deck is empty, no reward. adjacent to summoner.
at end of round.  If an Augment consumes a Multi-Color Element  Cannot perform summon if no empty hex available
Push X and Pull X [p22] (Pressure Plate ok).
Add Target [p22] player chooses which one Element to consume.
 May move an enemy X hexes in the direction  Place Summon card in Active Area and small
 May add an additional new target within range of  If a single Augment lists multiple Elements, must specified by attacker. Summon Tracker on card.
attack and in LOS. consume all to gain effect.
 For Push, every hex must be further from attacker.  Summon card defines stats for summoned
 Apply all effects and conditions of attack to new  Apply the effect of the Elemental Augment(s) if its  For Pull, every hex must be closer to attacker. figure.
target except effects that would result in more Element was consumed.
targets receiving attacks beyond the new target.  Cannot Push / Pull into obstacle, wall, closed door,  Summons act on the next round before the
Elemental Infusion [p23] or enemy figure (through allies is allowed). summoner (see Start of Round).
Conditions [p22-23]  Place Element token in “Strong” column of the  Cannot Push / Pull less than X hexes unless halted  Summons are not directly controlled - they obey
 Place token (not Bless or Curse) in section on Elemental Infusion Table. by above. [FAQ] monster AI rules, following an assumed ability card
Monster Stat Sleeve.  Elements are considered infused at the END of  Difficult Terrain and target’s allies (except last “Move + 0, Attack + 0” and targeting enemy
 Conditions must remain until requirement for the figure’s turn. hex) do not affect Push / Pull. monsters.
removing them is met.  If created via a Multi-Color Element , player  Resolve Trap and Hazardous Terrain effects if non-  Summons use summoning player’s Attack
 Gaining a duplicate Condition replaces previous chooses which one Element to infuse. flying target enters those hexes. Modifier Deck for their attacks.
one with newly applied one.  If Infusion is attached to an ability (with a comma),  If target killed, remove from map. Push / Pull ends  Kills by a Summon are credited to its summoner.
 Bosses are immune to some Conditions (see it is only gained if that ability is used. If standalone, (credit kill to pusher/puller).  Summon is removed if summoner is
Monster Statistic Card). it is gained only if another ability is used. Exhausted, Summon’s HP = 0, its card is
Recover X [p27] Recovered , or the player moves the card to
 Cannot apply Curse or Bless if all cards are in use Gain Experience [p27]
(use separate 10-card Curse decks for monsters  Select either X Discarded or X Lost cards as the Lost Pile.
 Must grant character the XP if the ability is used and indicated (optionally including cards of indicated type
and characters - see Start of Scenario).
its conditions are met. in the Active Area) and return to Hand.
 Negative Conditions (applied to all targets of the  If XP is attached to an ability (with a comma), it is
ability):  Cannot recover cards with Cannot Recover /
only gained if that ability is used. If standalone, it is Refresh symbol.
 Poison - All enemies add +1 to all of their gained only if another ability is used.
attacks on the affected figure. Refresh Item [p27]
 1st Ed.: If XP = 10, claim 10 XP Token and reset
 Wound - Suffer 1 damage at start of their track back to 0.  Regain either Spent or Consumed Items as
turn. indicated (rotate / unflip cards).
 2nd Ed.: Track XP using right side of player’s
 Immobilize - Cannot perform any Move tracking dial.  Items with unused multi-use slots are not
ability (immediate effect). Spent. [p8]
Heal X [p26]
 Disarm - Cannot perform any Attack nor its  Cannot refresh cards with Cannot Recover /
 Heal Self - Return X HP to self. If from a Modifier Refresh symbol.
effects (immediate effect). Card, drawing figure heals.
 Stun - Cannot do any ability or use Items  Heal Range Y - Return X HP to either self or 1 ally Retaliate X [p26]
(immediate effect). Character must do Long Rest within Y hexes and in LOS.  Apply X damage to attacker if in retaliation range
or discard 2 Hand cards on their turn.  If target Wounded , remove Wound token in (Range Y, if specified, otherwise 1).
 Muddle - Suffer Disadvantage (immediate addition to HP recovery.  If retaliator killed or exhausted by attack, Retaliate
effect).  If target Poisoned , remove Poison token but do does not activate.
 Curse - Shuffle Curse card into target’s non- NOT recover HP.  Retaliate from Monster Ability card becomes
discarded Attack Modifier Deck. If target immune,  If target Poisoned and Wounded, remove both active on monster’s Initiative.
do not add card (but target is affected if drawn). tokens but do NOT recover HP.
 Retaliate from Monster Statistic Card trait is
 If multiple Heals drawn from modifier cards, only one always active.
Heal is performed. [FAQ]
MONSTER ACTIONS  Move minimum hexes to eventually get as close as Elemental Augment [p24] SPECIAL SCENARIO RULES [p34]
possible to an unoccupied hex where the monster  Monsters always consume Elements if they are able.
 Monster cannot use any abilities in the Monster can attack the Focused Target (in range and LOS),
attempting to get into a position where it can attack
 All monsters of the same type gain the benefit.  Locked Doors - Cannot be opened by character
Ability Card if Stunned , but still performs its moving onto them. Instead, act as walls until
End of Turn. with maximum efficiency.  If Multi-Color Element , players choose which
one Augment to consume. conditions to open them (specified in scenario book)
 Perform ONLY the abilities on the drawn Monster  If monster Disarmed or has no attack, move as are met.
Ability Card in the listed order using the if it has a melee attack.  In all other respects, functions exactly like a player’s
adjusted Normal or Elite values on the Monster Stat  Efficiency includes avoiding disadvantage (1st Elemental Augment effect.  Destroying Obstacles - Obstacles with HP can be
Card. Monsters will not move or attack unless priority) and maximizing attacks on other targets attacked. They are destroyed and removed from the
Elemental Infusion [p23]
those actions are listed on their card. board when HP < 1. They can only be destroyed
(2nd priority).  Place Element token in “Strong” column of the through damage (not through character abilities).
 “±” on an ability modifies an existing one, no “±” on  Closeness is measured by the minimum movement Elemental Infusion Table. Obstacles are considered enemies for all ability
an ability adds a new one. [FAQ] points needed to eventually reach the destination  Elements are considered infused at the END of purposes and have an Initiative of 99 for purpose of
 Each separate line on card is treated as an hex. the figure’s turn. summon focusing. They are immune to all negative
independent ability. [FAQ]  Will not trigger Trap or Hazardous Terrain  If monster created an infusion with a Multi-Color conditions.
 Special traits on the Monster Statistic Card are unless it is the only way to eventually reach the
destination hex (will minimize the # of triggered
Element , players choose which Element.  Objective Tokens - Used in many
active for entire round.
negative hexes). Heal X [p31] scenarios to represent allied figures or loot locations.
 Abilities cannot target an ally unless the ability If used as Allies, numbers should be randomized
specifically states otherwise.  A figure allied with the monster that occupies the  Monster will heal itself or an ally within range and in when placed, with the numbers represent figures’
 If any monster action rules are ambiguous, players ending hex halts the performed movement at the LOS, whichever has lost the most HP (players activation order.
previous hex. [FAQ] decide ties).
decide which option monster will take. [p32]
 If moved into a Trap or Hazardous Terrain ,  If Heal ability does not specify range, use the  Scenario Aid Tokens - Can be placed
resolve its effects. Monster Stat Card base range. on map tiles to act as reminders for special cases,
MONSTER FOCUS
such as where enemies spawn or when to read
 Remove the monster figure if its HP <= 0 (Trap and  In all other respects, functions exactly like a player’s
 Attempt to Focus on the closest enemy based on the numbered sections in scenario book.
Terrain kill credit goes to whomever caused it to Heal X ability.
monster’s pending action [p29-30]: trigger - so no credit if the monster suicides. [FAQ])  Named Monsters - Often Boss or unique variant of
Loot X [p32]
 Must have an unblocked path (allies do not block) Attack ± X [p31] a regular monster, as specified by scenario. Named
to an unoccupied hex where it could eventually  Monsters do NOT perform end-of-turn looting. Monsters are not considered Normal or Elite.
move and attack the enemy. Note that a monster  Monster cannot attack if Disarmed .
 Loot taken by monsters is permanently removed,
focuses on an enemy (no LOS required), but  Multiple attack abilities listed on Monster Ability Card  Equations - Some scenario properties such as
and is not dropped again if the monster is killed. Obstacle HP or Named Monsters are determined
moves toward an unoccupied attack position hex affect the same target while target remains alive,
where it will be in range and LOS.
 Monsters cannot loot Treasure Tiles. by equations. In such cases, “L” denotes the
switching to new target if the current one dies. [FAQ]
Scenario Level and “ C” denotes the Number of
 Treat Traps and Hazardous Terrain that  If attack does not specify a range, use base range Summon [p31]
Characters.
would be triggered by the move as Obstacles on Monster Statistic Card.  Place Summon in empty hex adjacent to the
unless they are the only open path toward the  Attack is NOT ranged if ability is Area Effect summoner (Pressure Plate ok) and as close as
destination hex (monster will minimize the # of with grey hex or if it specifies an adjacent target. possible to enemy (players decide ties).
triggered negative hexes). [FAQ]  Cannot summon if no empty hex or no available
 Closest = minimum movement points to eventually  Determine attack base damage from Monster Ability standees.
get as close as possible to a hex where the Card adjusted by ± X on Monster Statistic Card.  Summons by monsters are not removed if the
monster can attack the enemy. If the monster has  If Single-Target attack, perform attack on summoning monster dies. [FAQ]
no attack, treat as if it has a melee attack. Focused Target if in range and LOS.  Monster Summons behave exactly like normal
 If above results in multiple enemies in range and  If Multi-Target attack, perform attack on Focused monsters, using the Monster Ability Cards of their
LOS of the ending hex, or multiple enemies Target plus max # of targets for max effect, type.
already start in range and LOS, closest is based on choosing targets per normal Focus rules and
 Monster Summons from player mind-controlled
simple proximity (not through walls) to the excluding figures it is already attacking (targets must
monsters are not mind-controlled. [FAQ]
monster’s current hex. be in range and in LOS; players decide ties).
 Apply any adjustments (bonuses and penalties) from  Monster Summons do not act (nor gain
 If above results in a tie, Focus on the enemy acting bonuses from their ability card) on the same round
earlier in round. If still tied, players decide. abilities such as Poison (see Player Attack X).
as they were summoned. They will act in the next
 Draw Attack Modifier Card from monster’s deck, round during their normal Initiative order.
MONSTER ABILITIES AND EFFECTS accounting for Advantage and Disadvantage effects
(see Player Attack X ability). Other Abilities and Effects
 If the monster cannot obtain Focus, the monster
cannot move or attack but will do other abilities.  Apply target’s defensive bonuses (see Player Shield  Function exactly like a player’s abilities and effects.
X and Pierce Y abilities).
Move X [p30-31]  If the attack damages a character, see Character BOSSES [p32]
 Monster cannot move if Immobilized . Damage.
 Move functions exactly like player’s Move X  Resolve Ability Effects applied from the attack,  Bosses have their own stat card but use a
including any traits listed on the Monster Stat Card, universal Boss Ability Card Deck.
ability for Difficult Terrain , Normal ,
even if attack does 0 damage.  Bosses are not considered Normal or Elite
Jump , and Flying (but can’t move onto monsters.
 For each attack on the defender, resolve defender’s
closed doors). Retaliate X ability (see Player Retaliate X  Boss stats are often based on # of characters
 Players decide ties between qualifying hexes when ability). (denoted by “C” on Boss Stat Card).
resolving movement. Active Bonus [p32]  Bosses are immune to certain negative
 Determine available move points from the Monster  Ability Card bonuses activate only when the Conditions (listed on the Boss Stat Card).
Stat Card adjusted by ± X. monster activates and remain active only until
the end of the round in which they were drawn.
GLOSSARY Character Mat – Defines a Character’s max Hand size, max Hit Gold – Earned during gameplay. Characters may not trade Gold. Persistent Bonus – A type of active-bonus Ability that remains
Points per level, and designates locations for the Active Area, Hand - Ability cards chosen from a Character’s Active Card Pool. for all of a Scenario or until all slots used.
Ability - A single activity that can be performed by a Figure. One Discard Pile, and Lost Pile. Limited to the Hand size defined on the Character mat. Personal Quest – Obtained when creating a new Character.
Ability may result in multiple effects. Checkmark (Perk) – Awarded during gameplay, mainly through Defines a Character’s Retirement conditions.
Hazardous Terrain – An Overlay Tile that inflicts Damage when
Ability Card (Character) - Lists Abilities a Character can perform completion of Battle Goals. Recorded on Character Sheet. 3 a Figure moves onto it. Standing on it does not cause Damage. Pierce – Ability that negates some or all of a Shield.
as 1 of their 2 Actions during their turn. Separated into a top part checkmarks gains 1 new Perk.
and a bottom part, only one of which is performed during the turn. Heal – Ability used to regain lost HP and to remove Poison and Pressure Plate – An Overlay Tile that causes a result if a
Checkmark (Prosperity) – Awarded during gameplay. Recorded Wound Conditions. Character ends their Turn on the hex.
Ability Card (Monster) - Drawn for each Monster type at the as marks on the bottom of the Campaign Map. Sufficient
beginning of the Round. Lists the Abilities that all Monsters of that checkmarks will advance the city’s Prosperity Level. Hit Points (HP) – The amount of Damage a Figure can lose Prosperity Level (City) – Increased by earning Prosperity
type can perform as their Action during their Turn. Also defines before it is Exhausted (player) or Killed (monster). checkmarks. Gaining city Prosperity Levels adds new Items to
City Event – Optionally performed as a City Activity. Results in the City Supply and Characters with a level lower than the
the Initiative of those Monsters for the Round. A “±” on the Ability rewards or penalties to the Party. Immunity – Prevents Figure from receiving a Condition. If a
modifies an existing Ability listed on the Monster Statistic Card. Figure becomes Immune to a Condition, any existing Condition of Prosperity Level may immediately advance their level to match.
No “±” on the Ability grants a new Ability. City Supply – The stock of Items available for purchase in the that type is removed (except Curse and Bless). Pull – Ability that moves an Enemy towards the Figure.
city. Items are added to the Supply by increasing the city’s
Ability Card Deck - All Ability Cards specific to a Character. Prosperity Level and through awards gained during gameplay. Initiative – Defines the Turn order for Figures in a Round. Push – Ability that moves an Enemy away from the Figure.
Card levels > 1 are not available to use at the start of the game. Figures with lower Initiatives act earlier. Range (Calculate) – Count hexes, including Target. Path can’t
Class – One of the archetypes a Character can belong to.
Action (Character) – A Character can perform 2 Actions during Cannot duplicate Classes in a Party in the same game session. Item – Grants Abilities to a Character when used. Awarded go through a Wall between hexes. It has to go around via an
their Turn, chosen in secret at the beginning of the Round. One during gameplay and purchased as a City Activity. Characters unblocked hex, adding +1 Range.
Action is composed of the Abilities listed in either the top or Condition – Refers to a positive or negative state that is placed may equip Items (# limited by type) prior to playing a Scenario.
on a Figure through gameplay. Also refers to Bless or Curse Range Attack – A type of Attack Ability used to Damage both
bottom of one Ability Card. Abilities must be performed in order, Item Design – Reward that adds Items to City Supply. Adjacent and non-adjacent enemies.
one card at a time. Negative Abilities may not be skipped. cards that are added to an Attack Modifier Deck. A Condition that
ends “next turn” is removed at the end of a Figure’s Turn if it Jump – A type of movement Ability that ignores Figures, Traps, Recover – Ability that returns Discarded/Lost cards to Hand.
Action (Monster) – Composed of the Abilities listed on the started its Turn with the Condition. and Terrain except in the ending hex.
Monster Ability Card drawn for the Monster type. A Monster can Refresh – Ability that resets Spent or Consumed Items.
perform one Action during their Turn. All Abilities must be Consumed Item – Designates Item as used. Consumed Items Leading Card – One of the two Action Ability Cards chosen by a Retaliate – Ability that inflicts Damage onto a Figure that
performed (if possible) in order. cannot be used again in a Scenario until Refreshed via Ability. Player that defines their Initiative. performed an Attack. Retaliate itself is not considered an Attack.
Active Area – Contains a Character’s played active-bonus Ability Curse - A Condition gained through Ability Cards or gameplay Line of Sight (LOS) – Required for Attack Abilities (card says Road Event – Performed when traveling to an unlinked Scenario.
Cards. Cards may be moved to their Discard or Lost piles at any penalties. Adds a Curse card to an Attack Modifier Deck negating “attack”) and Abilities that specify a Range (including Loot). It is a Results in rewards or penalties to the Party.
all Damage when drawn. line between any corners of the start and end hexes that does not
time by player to end effects or to meet gameplay conditions. Rolling Modifier – A type of Attack Modifier Card that signifies
Difficult Terrain – Imparts a movement cost of 2 to a hex. touch a Wall, Wall Corner, or Closed Door.
Active Bonus – Ability that continues to provide effects after it is additional cards must be drawn.
Disadvantage – Qualifier for an Attack. Requires drawing two Long Rest – One of the two options a Character has for
played. Card is placed in a Character’s Active Area. Round – Encompasses a single cycle of individual Turns
Attack Modifier Cards and choosing the worse one. Typically performing a Turn. Used to retrieve Dscarded cards, Refresh
Active Card Pool - Composed of a Character’s level 1, level X, Spent Items and regain HP. performed by all Figures. A Round ends when all Figures have
and any higher-level Ability cards gained from leveling up. It is a affects Ranged Attacks performed on Adjacent enemies. completed each of their Turns.
Discard Pile – Ability Cards played by a Character that do not Loot – Ability used by a Figure to obtain Treasure Tiles (Players
subset of the Ability Card Deck. Round Bonus – A type of active-bonus Ability that remains until
contain a Lost symbol. Discarded cards can be recovered to the only) and Money Tokens. Money Tokens looted by Monsters are
Add Target – Ability. Allows additional Attack on a new Target. permanently removed. the end of the Round or until all its uses have been consumed.
hand by Recover abilities, a Long Rest, or a Short Rest.
Adjacent – Hexes (or Figures within hexes) are Adjacent if the Lost Pile – Ability Cards played by a Character that contain a Sanctuary – A Character may donate 10 Gold to the Sanctuary
hexes share a side and the shared side does not contain a Wall. Door (Closed) – Entry point between two Rooms. A Closed Door as a City Activity to gain 2 Bless conditions.
is treated as a Wall. May only be moved onto by a Character. A Lost symbol, lost through Damage, or lost through resting. Lost
Advantage – Qualifier for an Attack. Requires drawing two Door opens immediately when a Character enters the hex. cards can be recovered back into the Hand with recover abilities. Shield – Ability that reduces Attack Damage.
Attack Modifier Cards and choosing the better one. Melee Attack – Type of Attack Ability used to Damage (typically) Short Rest – Optional Activity performed by Characters at end of
Door (Locked) – Cannot be entered or opened by any Figure
Ally – Any Figure that is on the same side as the Character or until specified by the Scenario. Adjacent Enemies. a Round. Used to retrieve Discarded cards back into the Hand.
Monster. A Figure is not their own Ally. Money Token – Placed on the death hex of a non-summoned, Side Scenario – Any Scenario numbered 52 or higher.
Door (Open) – Treated as an empty hex.
Ambiguous – An effect listed on an Attack Modifier Card that is non-spawned Monster. Looted by a Character with a Loot Ability Slot – A place on an active-bonus Ability Card or Item used to
positive but has an undefined value. Ex: (Stun vs +1) and (+1 Element – There are 6 Element types that may be Infused by or by ending turn on the hex. Awards Gold at end of Scenario.
Abilities. Infused Elements may be Consumed by Augments to mark how many uses of the Ability remain.
Stun vs +1 Fire) are ambiguous. Monster – Any enemy of the Characters.
gain additional effects. Spawned Monster – Refers to a Monster brought into play when
Area Effect (AoE) – Type of Attack that can Damage multiple Monster Statistic Card – Defines the values for Monster specific Scenario conditions are met.
enemies in a cluster of hexes. If one hex in cluster is in Range, all Element Augment – Ability that Consumes an Infused Element
for additional effects. characteristics and permanent traits for all Monster levels. Spent Item – Designates an Item as used. A Spent Item cannot
are. Melee AoE attacks contain a grey hex, range AoE attacks do
Element Infusion – Ability that allows an Element Augment Monster Statistic Sleeve – Used to reveal the statistic values be used again in a Scenario until it is refreshed with a Refresh
not. An AoE attack may target a hex instead of a Figure.
Ability to consume an Element. and traits for a specific level of a Monster type. Also used to track Ability or through a Long Rest.
Attack – Ability used to Damage enemies. An Ability must state Damage and Conditions for all Monsters of a Monster type.
“Attack” in order to be considered an Attack. “Suffer damage” Element Infusion Table – Tracks the state of Infused Elements Summon (Ability) – Ability that brings a new Figure into play.
effects are not Attacks. Cannot attack the same Target more than during Scenario. Elements may be Inert, Strong or Waning. Move – Ability used to traverse map tile hexes. Summon (Figure) – Figure brought into play by a Summon
once with a single Ability unless specified. Elite Monster – 1 of 2 Monster ranks. Defined by Scenario setup Named Monster – Special Monster designated by a Scenario. Ability. Represented by a Standee (for Monster Summon) or by a
instructions and the # of Characters that started the Scenario. They are not considered Normal or Elite. Token (for Player Summon).
Attack Action – Action that includes one or more Attack Abilities.
Attack Modifier Card – Drawn whenever an Attack is performed. Uses the right-side values and traits on Monster Statistic Card. Negative Ability – Ability that, if played, will cause a Character Target – Figure affected by Ability performed by another Figure.
Defines modification to Attack’s Damage or an additional effect. Empty Hex – Hex that doesn’t contain a Token, Figure or or their allies to lose HP, lose a card, or suffer a negative Target X – Designates that an Attack Ability may Target X
Overlay Tile (except an Open Door or Pressure Plate). Condition. different enemies within the Attack’s Range.
Attack Modifier Deck – Made up of Attack Modifier Cards. Each
Character has their own deck. One deck is shared by all Enemy – Any Figure on opposite side of a Character or Monster. Normal Monster – 1 of 2 Monster ranks. Defined by Scenario Targeted Ability – Ability is Targeted if states “target” or “attack”.
Monsters. Composed of 20 base cards, plus adjustments from setup instructions and the # of Characters that started the
Enhancement – A permanent modification to an Ability Card Trait – Ability listed on a Monster Statistic Card. Traits are
gameplay and {erks. Scenario. Uses left-side values & traits on Monster Statistic Card.
marked by a sticker on the card. Purchased by a Character as a available to those Monsters for the entire Round.
Battle Goal – Chosen by each Character at the beginning of a City Activity. Affects all members of that Class. Null Card – A type of Attack Modifier Card that negates all
Trap – An Overlay Tile that inflicts Damage or negative
Scenario. Awards Perk checkmarks if Goal is met and Scenario Damage for the Attack when drawn.
Exhaustion – Occurs when Player reaches 0 HP, or when they Conditions when a Figure moves onto it. The Trap is removed
is completed successfully. cannot do 2 Actions or a Long Rest at the beginning of their Turn. Obstacle – An Overlay Tile that blocks movement. Some after it is triggered or a Door closes on it.
Bless – A Condition gained through Ability Cards or gameplay If all Characters become Exhausted, the Scenario ends in failure. Obstacles can be Damaged, but only by Damage abilities. They
Treasure Tile (Goal) – May be Looted during the Scenario as
rewards. Adds a Bless card to an Attack Modifier Deck giving 2x are unaffected by Conditions.
Experience (XP) – Earned during gameplay. Earning sufficient part of the Scenario’s objective. It is not kept after Scenario
Damage modification when drawn. XP levels up a Character as defined on the Character Sheet. Overlay Tile – Tile placed on map to denote a Door, Treasure, completion and resets if replayed.
Boss – A type of Monster designated by a Scenario. They are Obstacle, Terrain, Pressure Plate, or Trap.
Experience Ability – Ability that earns Character Experience. Treasure Tile (Numbered) – May be Looted during the
not considered Normal or Elite monsters. Party – A group of Characters playing the Campaign. New Scenario. Can only be Looted once during the Campaign.
Figure – Monster, Character, or Summon Token on a map tile. Characters can join a Party only in the city. Existing Characters
Campaign Mode – One of two ways a Scenario can be played. A Turn – The scope of all activities a Figure can perform in a
Scenario can only be completed in Campaign Mode one time by Flying – A type of movement Ability that ignores Figures (except can join or leave outside the city. A Party cannot be split across
Round. Figures perform 1 Turn each, 1 at a time in a Round. A
all Parties (total) and only if its requirements have been met. on the ending hex), Traps and Terrain. the Campaign Map.
Turn starts when the previous Figure’s Turn ends and ends when
Casual Mode – One of two ways a Scenario can be played. A Focus – The act of a Monster choosing a Target for the Turn. Party Achievement – Awarded during gameplay. Recorded on the next Figure’s Turn begins.
Scenario can be played in Casual Mode if it has been unlocked Focused Target – The enemy a Monster will attempt to Target the Party Sheet. Used to meet Scenario requirements.
Unoccupied Hex – A hex that does not contain a Figure, a
on the Campaign Map. during their Turn. Path (Unblocked) – Chain of hexes that a Figure can Summon Token, or an Ally Token.
Character – Controlled by a Player. The same Character can be Global Achievement – Awarded during gameplay. Recorded on successfully move through.
Wall –Walls block movement, LOS and Adjacency. Walls
controlled by different Players during different sessions. A Player the Campaign Map. Used to meet Scenario requirements and Perk – Earned by gaining checkmarks. 3 checkmarks earns 1 between connected hexes affect Range. The entire area of a
can control multiple Characters during a single session. A unlock gameplay options. Perk. Recorded on Character Sheet. Earning a Perk modifies the partial hex is considered a Wall.
Character can only ever belong to one Party. Character’s Attack Modifier Deck.

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