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GAME ROUND:

I: Time Phase COMBAT:


- Effects Cleanup (apply damage first, and then other effects) I: Choose Weapon/Attack
- Powers Refresh ( flip all used powers with the refresh icon on top) - Hero Attacker:
- Powers Cooldown (rotate 90 clockwise each used power) Choose weapon or combat power/item. If unarmed, use 1 Blue die.
- Soul Enhancements/Resurrection (a hero cannot enhance his Soulrank - Enemy Attacker:
further if there is another hero in the party with a lower Soulrank) Use Enemy Scroll list, first one available is used
- Flip gem bookmarks II: Target Selection
II: Battle Phase (repeat for each hero) - Hero Attacker:
Hero Turn Engaged? Must choose in same area as self
- 1 Movement Activity (can be intermingled with Actions and Free Actions Ranged? Check Range and LoS
but not Combat) (check for revealed Shadows each area moved) - Enemy Attacker:
If leaving area with enemies, each one makes a reaction attack with Choose based off Enemy Scroll list, if multiple targets:
primary weapon (not done if heroes are dominating the area that was left). Enemy scroll icon
- X Combat Activities (see COMBAT) Most wounded
- X Action Activities: Least health
Dash (once per Round) add 1 to Movement OR stand after K.O. Closest
Focus an Attack (once per Round) add 1 HIT to next attack Player chooses
Provoke a Master Enemy (once per Round) modify the Menace token III: HIT stage Attacker:
status for a Master Enemy in L.O.S. - Attackers Dominating area? +1 HIT
Bash Chest/Locked Door (if not engaged) draw and resolve a trap card, - Focused attack? Spend 1 action = +1 HIT
then open a Chest or a Locked Door. Each door area is {1} for trap - Use Pre Dice Roll abilities
resolution. - Roll dice
Reorganize equipped Items (if not engaged) change equipped items - Apply Critical(s)/Bash if HIT was obtained
Exchange an Item (if not engaged) pass/receive one Item and/or Crowns - Use dice icons, powers, abilities to enhance attack
(hero receiving the item can directly equip it, if his relative slot is empty) - Apply Conditions/Fire token if applicable
Search (if not engaged) in same area as search token ( flip token & roll a - Projectile used AND Enemy icon rolled? Discard projectile card
Red die). Discard search token no matter the result. - Add up all Hits
- Unlimited Free Actions: Dont forget to check current Event for combat modifiers
Open Normal doors draw and resolve a trap card, then open a standard IV: DEF stage Defender:
non-locked Door. Each door area is {1} for trap resolution. - Check for reaction defensive abilities
Open a Magic Lock while carrying the Magic Key - Check for Resistances & Weaknesses, apply effects.
Pick up/Drop an item (if not engaged) pick up/drop any number of items - Armor value reduces the hits UNLESS the target is K.O.ed or hits are Lethal.
or crowns . May not equip items, must use an action to reorganize. - Magic Shields must be spent to block Hits (including Lethal)
Evade move out of an area containing enemies: - Roll 1 Blue die for each remaining hit, up to maximum allowed, not for Lethal.
o If heroes are dominating current area, move. Heroes roll 1 blue die if no armor equipped.
o Else receive attack from each enemy using primary weapon, move - Use any item, power or activity to enhance the defense.
Enemy Turn - Add up all SHIELDS and suffer (HITS - SHIELDS) damage, minimum 0.
If enemies are in play: draw an Encounter card and resolve it. - If damage was suffered, apply any damage taken reaction abilities
Active hero flips gem bookmark. - Repeat DEF stage for each character targeted by an AOE attack
III: Event Phase V: Death?
If top Event card is unrevealed: draw & resolve the card, then place it revealed - If character receives wounds equal to its health, it has died.
on top of the deck (Night and Day Events must be placed beside the Event deck - Hero dies:
once resolved) (Last player who activated is the active hero) Green or Blue enemy the killer? Draw enemy power (unless at 2).
Otherwise: discard the top revealed card Reduce Soulrank by 1, to minimum of 1 (varies by Quest).
Flip hero card to Ghost Soul.
DEFINITIONS: Discard body conditions, penalty, and effects tokens.
Controlling an area More of one faction than another in an area. Discard all Power cards related to lost Soulrank.
Dominating an area Twice as many of one faction than another in an area. Drop all non-equipped items (including Crowns and Quest tokens).
(Controlling and dominating require both factions to be present) See GHOST SOUL
Engaged Enemy is in same area as a hero. - Enemy dies:
Critical If the attacker obtains at least one HIT, the Critical is applied before the Gain Soul Points as indicated, if any.
defender can block it by rolling dice. Place any crowns, loot tokens, or treasure cards in enemy space.
Bash If the attacker obtains at least one HIT, forces the defender of an attack to Trigger any death abilities.
move back 1 area from the current position. Remove figure, discard enemy and enemy power cards.
Fire When a character suffers a Fire I or Fire II effect, he must place one fire
token of the matching side on his card, even if a Fire token is already present. GHOST SOUL:
During Time Phase each re token deals 1 HP to the character, then Fire I are - Play only using Ghost Soul abilities
removed and Fire II are flipped to Fire I side. These may be done once each turn, in any order:
AoE {X} It allows an attack or effect to affect not only the primary target, but all Soul Shout - use the Soul Shout as listed on the hero card
other targets of the same faction (heroes or enemies) in the same area, and Recall - place Ghost Soul hero in area with active shrine of your choice
adjacent areas (connected by a legal movement path), depending on the numeric Move - move using same flying rules as Heroes, ignoring Hindrances.
range following the AoE. AoE {0} affects only the target's area. May not interact with world.
Lethal When an attack includes Lethal hits, they must be resolved before normal - Counts as a hero, but not hero in play
hits. For each Lethal hit the Armor value is ignored and Blue dice are NOT rolled - Unless stated: Ignore items and powers, cannot be targeted by items and
against Lethal. powers
Line Of Sight To obtain a L.O.S. trace a straight line from the Sight Mark inside - Powers continue to rotate and refresh during Time Phase
the source area to the Sight Mark of the destination area without crossing: - Skip enemy turn
a blocking terrain/element, - Cannot be targeted or harmed by enemies or traps
an external map tile edge (not connected to another tile), - Ignore any special game effect
non-target areas with enemy figures (only if the source Character is a hero) - If a Quest ends while hero is in Ghost Soul form, randomly discard 1 equipment
limited to 5 spaces - Resurrect (Time Phase): Spend soul points equal to current soul rank while in
active shrine area. Flip hero card and return to full health.
SOUL POINTS:
Soul Points can be spent by any hero during the Time Phase to enhance his SOULRANK FORMULA
Soulrank by one, discarding the amount indicated by this formula: Soulrank: I = 1, II = 2, III = 3, IV = 4, V = 5, VI = 6, VII = 7
Soulrank to be achieved * Soulrank to be achieved Soulrank/2: I and II = 1, III and IV = 2, V and VI = 3, VII = 4
CONDITIONS: FIRE:
A character can suffer more than one Condition at the same time, but cannot - When suffering fire, place token of appropriate side on character or map space,
suffer the same condition twice. If this happens, the second condition is discarded no matter how many fire tokens are already there.
and the character immediately suffers 1 wound. - In Time Phase:
Fire I: Suffer 1 HP and discard
Condition Heroes Enemies Fire II: Suffer 1 HP and flip to Fire I.
- Character entering map area with Fire suffers the same Fire effect.
K.O. (Laying Cannot perform Combat Armor Value is ignored. - Tokens on map areas flip during Time Phase.
figure) activities. Count 0 for controlling/
Armor Value is ignored. dominating areas. SAVE ROLLS:
Count 0 for controlling/ Remain K.O.ed until the the Roll 1 Blue die, compare to save roll icon on hero card.
dominating areas. beginning of their activation.
Remain K.O.ed until a Dash Flying characters ignore this ENEMY SPAWN:
or 1 movement point is condition. - Shadow: Discard shadow token, replace with enemy.
spent. Otherwise: Roll Blue die (reroll if necessary), spawn in area.
Flying characters ignore - Draw enemy card.
this condition. - Draw enemy power card if necessary.
- Place figure in appropriate area.
Green/Blue Green: Apply effect, discard critical token
Critical Blue: Give condition token, discard critical token HINDRANCES (ignored by enemies and flying heroes):
Barrier It blocks the movement path only in one direction, from the
Red Critical A permanent (Red) Critical affects the character until the end of
area where the Blue scroll is printed. The Barrier does not block L.O.S.
the Quest, until removed (as a body condition), or until the target
dies
Difficult Hero movement into or through this area costs 2 movement
Poison In each Time Phase: In each Time Phase: points instead of 1.
Suffer wounds equal to Suffer wounds equal to Poison
Poison effect. effect. Deadly Hero movement into or through this area causes Hero to
Perform SAVE attempting Poison effect lasts until death suffer 1 HP
to remove the condition.
COMPANIONS:
Blind A Blinded hero must attempt A Blinded enemy, if activated must - Does not have its own turn, can only be activated by owner on owners turn
a SAVE before any activity. If apply {+} rule as normal (by - Counts as hero in play during Events only if Hero Count indicates 1 or more
it succeeds, the activity is moving and using powers), but This includes the spawn formula
performed normally, without performing any attack that - Moves, attacks, defends using hero rules
otherwise it fails, wasting requires L.O.S. - Counts as a hero for controlling/dominating
the activity with no further - Cannot perform hero Actions or Free Actions
effects. Discard the Blinded At the end of the activation, - Cannot equip items
token at the end of his next discard the Blinded token. - Uses same Save roll as its owner
Hero Turn. - Does not reveal Shadows or trigger Waypoints or Events
- Cannot be healed by heroes (but can by events)
Slow While Slowed, a hero can A Slowed enemy will select its
- Companion cards may override these rules
only perform Free Action behavior rule as usual during its
activities and only one next activation, but it will perform
EMPORIUM:
Movement OR one Combat only the first sentence of the rule.
- Access all Stash cards for free
OR one Action activity. That means until the first . is
- May purchase Emporium cards, must choose which side at time of purchase
Discard the Slowed token at met. At the end of the activation,
- May access the Enchanting Anvil (multiple times)
the end of his next Hero discard the Slowed token.
- May gamble at the Rising Pony Tavern (once per hero per visit)
Turn.
Spend 5 crowns
Stun A Stunned hero must skip his A Stunned enemy must skip its Choose a prediction, from HIT, MAGIC, or ENEMY
entire Hero Turn, forfeiting next activation. Once done, discard Roll a Blue die, gain reward if prediction was correct.
any kind of activity, including the Stunned token. - May sell Treasure cards to gain 25 crowns per ACT number.
using reaction items &
powers, although passive QUEST BEGINNING:
powers still work. Discard - Players may choose a new hero, this new hero enters play starting with any
the Stunned token at the card(s) available in the Stash and the Soulrank from the heros last quest.
end of his next Hero Turn. - Heroes start resurrected for free, with full health, and no body conditions
- Artifacts recharge 1 charge at beginning of each Quest up to maximum charge.
Bleeding A Bleeding hero suffers 1 HP A Bleeding enemy suffers 1 HP - Heroes may visit Emporium before each quest
before performing each each time it is activated (before Campaign: Unless quest forbids it.
Activity. applying any behavior). Stand-alone: Still can even if quest forbids it (but not for Quest 1)
Flip the Bleeding token in the Flip the Bleeding token in the next - Remove all Soul Weapons from the Emporium deck. Place back in box any
next Time Phase and then Time Phase and then remove it weapons that may not be equipped by heroes playing this quest.
remove it during the next during the next one.
one. QUEST COMPLETION:
- Victory:
Exhaust An Exhausted hero cannot An Exhausted enemy cannot use All Loot tokens, Crowns, and Items on the ground within base movement
perform Action activities. its ACTION ability. range of each surviving hero are automatically gained. (Bag limits still
Discard the Exhausted token apply for items)
at the end of his next Hero At the end of the activation, - Defeat:
Turn. discard the Exhausted token. Players may keep all items, powers, crowns gained OR
Players may reset to pre-quest failed status

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