You are on page 1of 2

3 Pursuit Phase 6 Encounter Phase

Move Enemies individually from Quest area to Hero with the If the round had no Encounter, players can rest if Location has 0
highest Focus until no Enemy is left in Quest area or all Heroes have wounds + 0 Enemies in play. See Rest Actions below.
0 Focus:
If the round had an Encounter, check End conditions:
1 Reinforcement Phase Start with leftmost Enemy in Quest area.
If End conditions for Encounter are not met, end Encounter phase.
1. If Active Encounter, move Reinforcement marker as specied by the Place Enemy in the Hero area.
Encounter Reinforcement box. Move to 0 if box is empty. If End conditions for Encounter are met, complete the Aftermath:
Enemies dont pursue Heroes with 0 Focus.
a. Add <reinforcement track> # of Enemies specied by the En- 1. Disperse all Enemies from Quest and Hero areas. If Enemies are
When Enemy moves to Hero area, divide Heros focus by 2 Relentless, they remain in the area indicated: [H] or [Q].
counter (Starting Enemies/appropriate deck /keyword).
Enemies already in Hero areas do not move. 2. Improve Location by removing 1 Wound.
b. If not enough enemies, reshufe enemy discards. If still insuf-
cient, increase Time track by 2. 4 Hero Phase 3. Draw 2 Rewards.
2. Set Reinforcement to 0 whether Active Encounter or not. See Re- If Rewards are depleted, add 1 Resolve to the pool for each card
1. Players choose order to activate Heroes. players are not able to draw.
inforcement Track on back.
2. Resolve start of turn Hero effects & abilities.
4. Each Reward can be put into player hand (only if it shares 1
2 Travel Phase 3. Active player can: keyword with Hero prociency) or placed at the bottom of the
(optional) Pay 1 resolve to scout 1 adjacent area (max of 4). Add 1 Resolve 1 Regular action. Reward deck in exchange of their Resolve value.
wound to Location (Perilous). Resolve any numbers of Fast or Reex actions. 5. Players can rest IF all the following are true : no Enemy in play +
(optional) Pay <# of players> resolves to relocate the party to any area Location is safe (0 wounds). See Rest Actions below.
Purchase any number of Advanced Feats. Place in hand. It
(perilous, overrun or unrevealed) linked to current location by a con- 6. Reset Enemy Focus to black box value.
can play in same turn.
tiguous line of adjacent, revealed safe locations.
4. Resolve end of turn Hero effects & abilities. 7. Discard Active Encounter.
Party Relocation
5. Each player draws cards back up to their draw limit at the end of Rest Actions
If Active Encounter, Party can retreat to a safe adjacent area: Pay re- their Hero phase. See Draw Limit on back. Do not use Reex or Resting (Restoration): Move any Buried card to discard pile or from
treat penalty & remove active encounter and all enemies. If Enemies other actions. discard pile to bottom of deck. See Hero Wounds on back.
are Relentless, they remain in the area indicated: [H] or [Q].
5 Defense Phase Each player restores a number of cards equal to their Restoration
If NO active encounter, Party can relocate to any adjacent location or
value + the Restoration of the active Location.
stay on current safe location (resting). 1. Complete each Enemy activation before activating another.
Draw cards to Draw Limit. Do NOT discard cards from hand. See
Entering New Location 2. Each enemy in a Hero area must activate once, in an order
Draw Limit on back.
1. If unrevealed, reveal new Location, and add 1 wound to Location selected by the player.
(Perilous). 3. Resolve the effects of all conditions. 7 Time Phase
2. After relocating party, disperse Enemies in Quest and Hero areas. A. Resolve all conditions inicting Wounds. 1. Draw Time card.
3. Resolve new Locations effects. Heroes can use Reex actions. B. Discard a maximum of 1 condition per enemy or hero. 2. Move cube on Time track as stated on Time card.
Encounter Check If a hero is defeated during the Final Special Encounter, return 3. Resolve Time track event in order on track (if any).
surviving enemies to the Quest area. 4. Resolve Time card event (if any).
Location Status Active Encounter No Active Encounter

0 Wounds: Safe No new encounter No new encounter


1+ Wounds: No new encounter Draw new encounter
Perilous, Overrun

Encounter Setup
Discarding Cards
If you play an action on a card from your hand, you must
1. Draw Encounter sharing at least 1 keyword with active Location.
discard the card (and any other associated costs that it has) to
2. Draw Enemies as specied by the Encounter (Starting Enemies/ play the action, unless the text on the card says otherwise.
appropriate deck /keyword).
If you play an action on a card from your hero area,
3. If not enough Enemies, reshufe discards. If still insufcient, in- you typically do not have to discard it just for playing the
crease Time track by 2. action, unless the text on the cards says otherwise.
4. Follow active Location special setup (if any). Cards that boost an effect are discarded immediately.
Other cards remain in play until their effects are fully
resolved. Then, they are discarded.
Hero Card Errata Range Enemy Focus Track Symbols
Ardenai If Hero area has 0 Enemies, Actions that target Enemies get + . Symbols activate when increasing Focus, not decreasing.
Dagger Should be two Fast Actions & one Regular Action. First Range Description
Symbol Description
Regular Action should be Fast Action - same as Crow's Dagger card.
Front row targets in active Hero area.
Instantly move Reinforcement marker 1 space to the right.
Quiver Starts with 2 Objective tokens on it . Modify players Actions, even if or greater.
Arcaneweave Bow Keywords are same as Long Bow, only with Hero owner must enrage 1 Raging Enemy (as indicated by
added "Arcane. So: "Arcane. Bow. Gear. Piercing. Ranged. Weapon." Front row targets in another Hero area or in Quest area.
matching icon in Enemy type box) in their Hero area.
Second row of targets in active Hero area.
Crow Immediately Enemy Focus marker 7 spaces to the left.
Utility Belt Reex should be discard this card instead of discard
Second row of targets in another Hero area or in Quest area.
Targets with modications in Hero or Quest areas. Continue moving marker to the right to complete an effect.
this card or place it on top of your deck and add a new paragraph:
Special: If this card is in your discard pile, move it to the top of Targets with modications in Hero or Quest areas. Reinforcement Track
your deck after you draw cards at the end of your Hero Turn
Moves 1 space to the right when required by Enemy Focus.
Venomtongue Deal 1, >2 Actions During Reinforcement Phase:
You may discard 1 Combat card to deal +1 >2 Regular actions Resolve during Hero turn before resolving end-of-
or to place 1 on targeted Enemy. Moves X spaces specied by Starting Enemies of active Encounter.
turn Hero effects. Each player can resolve only 1 Regular action.
Moves to 0:
Fengray Fast actions Resolve any number of times during Hero turn before
After drawing Enemies at the end of the Reinforcement Phase.
resolving end-of-turn Hero effects.
Ancient Blade Should have the Hand icon on its fast action. If Reinforcement Box of the Active Encounter card is empty.
Reex actions Resolve at any time except when drawing cards.
If no Active Encounter is in play during Reinforcement Phase.
Hareag Reex from 1 card is used only once to modify 1 specic effect. Multi-
ple Reex effects can modify 1 effect, but each has to originate from After reaching the nal position:
Frost Runestone Should read Special: Cards attached to Frost
Runestone. a different source (which can be copies of the same card). You can Immediately move marker on Time Track 1 space to the right.
take multiple Reex actions if applicable, if the source card is in play, Reinforcement marker doesnt move back. Instead, move marker on
Venda Time Track 1 space for each space unable to move on Reinforcement
and if you can pay the costs.
Any card with a Resolve cost should be an Advanced Feat, not a track.
Basic Feat as printed. Conditions
After resolving Conditions on each Enemy and Hero during the
Time Track
Cleaver of Havoc Should get the Flame keyword, not Venomous.
Defense Phase, remove 1 Condition from each Hero and Enemy. Move marker to the right at least once every round:
In the Time phase (required)
Other Card Errata Burning & Poison At the end of Defense Phase, each Hero and
When Reinforcement marker is in the last space
Enemy suffers 1 Wound for each token. Effect cannot be cancelled.
Time Cards When Retreat Penalty or other effect requires
Daze When a Hero or Enemy deals damage, that Hero or Enemy
Rain of Stone II Should say: ">1. Each player either discards 2
cards or takes 4 physical damage." (Currently, it has the same text as
deal 1 less damage for every Daze token on its charter or card. Hero Wounds
Weakness When a player draws at the end of the Hero Phase, that For each uncancelled 1 damage to Hero, move 1 card from hand, dis-
Fury of the Mists II.) player draws 1 fewer card if 1 or more Weakness tokens are on play- card pile, or top of deck to the Burial pile.
Special Enemies ers charter. Multiple Weakness tokens do not stack.
Cancel damage by resolving specic Actions (usually Reexes) or with
Sigraed Lady of Mistame Ignore the Piercing Vulnerability and Reex actions can remove all Weakness tokens from an Enemy to special abilities.
treat the Hero Area symbol as a Quest Area symbol in the Immolate ignore 1 special of that Enemy until the end of current phase.
If a Hero has 1+ damage that no player is able or willing to cancel and
and Fireblast Special Abilities (where she is moved after resolving
Enraging and Calming if that Heros hand, deck and discard pile has 0 cards, that Hero is de-
each of them).
feated. If the nal Special Encounter is not active, players lose game.
To indicate Enraged, tilt card. Enraging enemies already Enraged has
no effect. To heal, Heroes must be target of Restoration (resting or ability).
1. Resolve Enraged effects immediately, as indicated on Enemy. For 1 Restoration point, a player can either:
This is in addition to its regular attack damage. Move 1 card from the Burial pile to their discard pile.
2. If the effect ends with Calm icon, calm immediately & rotate to Move 1 card from the discard pile to the bottom of their deck.
original position.
3. If the effect has no Calm icon, Enemy remains Enraged until a Draw Limit
special effect changes it or Enemy is discarded. Draw Limit denes whether you can draw cards and how many. It
doesnt limit cards in hand (discarding to get to hand limit).
Vulnerabilities and Inheritance Example: If your Draw Limit is 5 (default) and you have 6 cards in your
If an Enemy has Vulnerabilities, that enemy automatically receives hand, you would not draw cards or discard to 5. If you have 3 cards in
the indicated number of Wounds when the source for a players hand, you could draw until you had 5 cards in hand.
targeting effect shares Vulnerability keywords. Hero card effects
Attached cards count as part of the cards theyre attached to.
modied by other effects automatically inherit keywords of the
modifying cards.

You might also like