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Terminology Changes

Part of the streamlining of the rules involved clearer terminology.

Heroic Feats:
The heroes each had a skill that was referred to as her "heroic skill", but it was a little confusing whether that meant
just the top one on the hero card. We've renamed them to Heroic Feats, and made the scroll blue to clearly
differentiate. In addition, there is now a clear phase for when to use them during encounters: "Heroic Feat". In
addition, the Archer's heroic feat was slightly too weak, so it's been changed:

Gain a die:
Previously, many skills instructed you to "Add STR 6". This was interpreted by many to mean you could add 6 pips to
your various yellow dice. Instead, we've reworded all skills to say "Gain a STR 6" instead. You'll see that change
reflected in the balance changes below.

Challenge Tiers
Included now as part of the Campaign Mode rules in the v1.5 rulebook, challenge tiers allow players to nudge the
difficulty of the game to be easier or harder to fit their desired play style. Harder Challenge Tiers will result in more
checkmarks for the campaign sheet.

Balance Changes
With the magical power of hindsight, and of course 10,000 player’s worth of data, we made a few changes to cards.
Nothing drastic, but they should smooth out the difficulty curve of the game to where we want it to be.
Experience
Each experience level now requires one less XP -- from 7/9/11 to 6/8/10. This should make starting with a 2XP
encounter less bad, and also make Level 4 more attainable.
Flameweave
Reduced mana cost from 3 to 2, to make it a little easier to
use early. It can now also be used on perils.

Chaotic Aura
Limited to five dice affected. While cute, changing all your
dice to 6s with Consistency and Chaotic Aura was kind of
broken.

Lucky Familiar
Added the option to increase a die by 1. This makes it a
little more flexible and interesting.

Brute Force
Changed it so that Brute Force changes any 5s, not just STR
5s, to 6s. Very nice against the Yeti.

Invisibility
Remade slightly to prevent rules mayhem. The spirit
remains the same.
Skeleton
Moved one time icon from its skill to the 6 challenge box. This
will give players a small amount of flexibility.

Yeti's Cavern
Moved one damage icon from floor 2 to floor 3, and into an
armor box. This should make partial fails on perils a little less
crushing. An outright fail is just as bad (actually slightly worse!).
Also, we changed the way Freezing Winds works to be clearer.
Now it depends solely on the consequences of the combat, and
not on time spent during the encounter for skills or effects. This
was a frequent source of confusion.
Lich's Tomb
Similar changes to the Yeti's Cavern for perils and including a
parallel change to clarify Blade Storm.

Minotaur's Maze
Again, moving one damage off the non-armor 6. In this case, it
makes the dungeon a hair more difficult early, and easier later.
Yeti
The Yeti would like to apologize for all the crushing defeats. He has
humbly agreed to reduce two of his challenge boxes and invites
you warmly to his cold dungeon.

Lich
The Lich is less kind about it, but also has reduced challenge
boxes slightly. Also, we clarified the ability, which may have been
my worst wording of the entire set.

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