BASE RULEBOOK - v1.14

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BASE RULEBOOK - v1.14 A Game by James Van Niekerk

TABLE OF CONTENTS GAME COMPONENTS 1 Spell & Treasure Decks 1 Map Tiles 1 Creature Cards 2 Minion Decks 2 GAME OVERVIEW 3 Character Sheets 3 Ally Objectives 3 Enemy Objectives 3 Map Setup 4 4-6 Player Setup 4 2-3 Player Setup 4 Shrine Tiles 4 TABLE ARRANGEMENT 5 CHARACTER SETUP 7 Character Sheets 7 Villain Specific Setup 7 Doom Track 7 Assign Initiative 8 SEQUENCE OF PLAY 8 Begin the game 8 THE PLAYER STEP 8 ACTION POINTS 8 ACTION TYPES 9 Move Actions 9 Scout Actions 9 Looting Actions 9 Spell Surge Action 9 Combat Actions 9 / Melee Combat Actions 10 / Ranged Combat Actions 10 / Mana Combat Actions 10

/ Leadership Combat Actions 10 /+2 Tokens 10 CREATURE TYPES 11 Stacking Creatures 12 Minion Damage 14 Player Damage 14 MANA ACTIONS 15 Spell Costs 15 Attack Spells 15 Spell Hands 15 Spell Surge Actions 16 LEADERSHIP ACTIONS 18 Rallying Creatures 18 Summon Minions 18 LOOTING ACTIONS 19 /Treasure Cards 19 Bonus Dice 19 Treasure Slots 20 SCOUTING ACTIONS 20 Minion Ambushes! 20 THE MINION STEP (ENEMY ROUND ONLY) 21 Loot Stashes 21 THE LEVEL UP STEP 22 Level Ups 22 SPAWNING THE VILLAIN 24 SPECIAL ABILITIES 25 ADDITIONAL RULES 27 Adding Players 27 Removing Players 27 Reactions 27 Waybacks 28 Disagreements 28

GAME COMPONENTS SPELL & TREASURE DECKS There are 3 Spell decks: Blue (Attack & Tricks), Yellow (Buffs & Healing) and Purple (Mayhem & Ruin), as well as a Treasure and an Initiative Deck. Shuffle each deck, and lay it out on the table for later use. Blue Spells Game Tokens Yellow Spells Purple Spells / Health Tokens / White Die & XP / Yellow & Red Die / Plus 2 Tokens / Action Tokens / Doom Token Soul Tokens Treasure Initiative / 6x Red Dice / 6x Yellow Dice / 6x White Dice MAP TILES There are 3 Tiers of Map Tiles in the game, indicated by the symbol located on their back-sides, as well as a set of Starting Tiles, which are the same backside to front. Gather and Shuffle the 3 Tiers into piles. Starting Tiles Tier I Tier II 1 Tier III Doom Track

CREATURE CARDS In this game, a Creature refers to any game entity which moves around on the Map Tiles. This includes Minions, Heroes and the Villain, all of whom have Creature Tokens which indicate their position on the map. (See P.11) MINION DECKS Minions have all of their stats included on their Creature Token. There are 3 Tiers of Minions, indicated by the symbols on their card (highlighted below). Separate these into 3 piles, shuffle them and place their corresponding cover card atop each pile. These decks use doublesided cards, meaning Players will need to draw from the deck s bottom. Small Minions Medium Minions Large Minions PLAYER CHARACTERS Each Player will chose a Character who they will control throughout the game. Their stats change as the game progresses, so each Player Character has a Character Sheet, where they manage their stats and upgrades, and a Character Token to indicate their location on the map. As well, each Character has 2 unique Character Quest Cards. (See Quests P.28) Character Sheets Character Tokens 2 Character Quests (Optional)

GAME OVERVIEW The beloved king Shapiro has perished in a freak catapult accident, much to the surprise of Evil Wizard Mordak (his most suspiciously named and unquestioningly trusted advisor) who had been tirelessly plotting the king s demise for ages. Leaping at an opportunity, Mordak shouts down at the astonished masses with these parting words before legging it through a hastily conjured portal to the WORLD OF ETERNAL AND UNCARING DARKNESS: FOOLISH MORTALS! I WILL RETURN IN 8 DAYS WITH SEMIPHENOMENAL COSMIC POWERS! DOMAIN OVER YOUR PITIFUL KINGDOM SHALL BE MINE!!! A lofty promise for an amateur Wizard... CHARACTER SHEETS Villain One Player must choose the Villain card, they will control the Villains. Heroes The rest of the Players each pick a Hero to play as, and will form the Heroes. HERO OBJECTIVES Legend tells of 3 Ancient Shrines across the Kingdom (1 in each Tier of the Map) which will dispell the Villains magic. Finding each one diminishes the Villain s Health by 10, significantly weakening them for their final face-off against the Heroes. Once all 3 have been found, OR if the Doom track reaches its end, the Villain must spawn at the start of the next Villain Round. (See P.24) The Heroes must bring the Villain s Health to 0 to defeat him and win the game. VILLAIN OBJECTIVES The Villain will grow in power for each Hero they destroy! Prepare for the final battle, for once you spawn you must defeat the Heroes to win! 3

MAP SETUP 4-6 PLAYER SETUP Set up the board as shown to the left. Then find the Character Token that matches with each of the Allied Heroes chosen Characters, and place them in a stack on Shapiro s Castle in an order of the Hero s choosing. (See Stacking P.12) Spawn Minions and Treasures on the Mountain above Shapiro s Castle as though it had just been revealed. (See P.9) 2-3 PLAYER SETUP Tier III is excluded in a game with 1-2 Heroes. Instead, build the Tier II deck specially, by taking the Tier II Ancient Shrine Tile, the 1-2 only Ancient Shrine, and 6 other randomly selected Tier II Tiles to from the deck. Place the unused Tier II Tile back in the box face-down. Build out the game board as shown to the left. *In a 2 Player Game only: The Allied Hero may begin the game with the Warhorse item from the deck, and may spend 6 to start the game. SHRINE TILES These 3 hidden Ancient Shrine Tiles are spread across the map, one in each Map Tier (Or in the case of a 2-3 Player setup, 1 in Tier I and 2 in Tier II). As soon as any such Tile is revealed, immediately reduce the Villain s Health by 10. 4

TABLE ARRANGEMENT Treasure Place the Treasure, Initiative and Hero Spell decks somewhere within reach of the Allied Players. Discard Initiative Current Hero Spells Discard Each player should seat around the table with some room to manage their character sheet. Discard Character Setup Place an HP Token to its top slot. Allied Heroes place a Token on a stat of choice to start the game. Place Action Token to its leftmost slot. Slot 5 Slot

Minion Decks Discard Place the 3 Minion Decks and the Purple Spell deck within reach of the Villain Player. Discard Discard Villain Spells Discard Villain Setup Set Doom Token to slot 0 on Doom Track The Villain should set up their sheet with the Doom Track beside it. They should also set up within reach of the Minion and Purple spell decks. 6

Health Bar CHARACTER SETUP CHARACTER SHEETS Action Bar Every Player must place a Health Token ( ) at the top of the Health bar along the left side of their Character Sheet. This marks their current Health. They must also place an Action Token ( ) on the leftmost slot of the Action bar running along the bottom of their Sheet. This marks their total available Action Points. The Allied Hero Characters may then place a Plus 2 Token ( ) on top of a stat symbol of their choosing to start the game (Explained on P.10) Each Character has unique special rules, indicated below their name. Many of the Characters start with Spells in their hand. In these cases, the Player controlling that Character should draw the number of spells indicated to start the game, and remember to draw these Spells again each time they end each turn. (Or in Mordak s case, during his Level Up Step) VILLAIN SPECIFIC SETUP The Villain s starting Health varies depending on the number of Opposing Allied Players. Consult the chart below, and place the Villain s Token to that amount to begin the game. Should their Health ever reach 0, they are defeated, and the Heroes win. Their Health can never exceed 120. # Allied Players 1 2 3 4 5 Villain s 30 55 65 85 105 DOOM TRACK This tracks the number of turns to pass before the Villain will spawn! The Villain must place the Doom Token ( ) on the topmost slot to start the game. As they start each of their Level Up Steps, they will progress the Token 1 space along the Track, and complete the steps it outlines on the track space. 7

ASSIGN INITIATIVE Turn order among the Heroes is decided by a set of Initiative cards. Take a number of these cards equal to the number of Allied Heroes in your game, and set the others aside. Then shuffle and deal each Hero an Initiative card to begin the game. These cards should lie face-up beside their owning Player. Each Hero Level Up Step (see P.22), Initiative will be shuffled and re-dealt, so that every Hero Round a new turn order will be determined. SEQUENCE OF PLAY Gameplay is divided between Hero Rounds and Villain Rounds.These rounds begin with the Player Step, where every Player from that team will take a turn, performing their actions. Then in the case of the Villain Round only, the Villain will enact the Minion Step, where they will act with each of their Minions currently on the Map. Lastly. both Heroes & Villains will finish their round with a Level Up Step, where they can equip Treasures and cash in any defeated Creatues in their Loot Stash for Experience Points / XP ( ) to spend on Level Ups for their Character! BEGIN THE GAME You are now ready to proceed with the first Hero Round s Player Step. THE PLAYER STEP In this step, the Player with the #1 Initiative card will take the first turn. This acting Player takes their Creature Token from the map and moves it on top of any other Creatures stacked above it and begins taking actions. As each Player completes their actions, the Player with the next Initiative card will go next, and so on. In the Villain s case, they will act alone, and since they do not have a Character Token on the map, will be somewhat more limited on the types of actions they can perform. ACTION POINTS Every Creature in the game, be it a Hero, a Villain or a Minion has a number of Action Points ( ) indicated on the bottom of their Character card in the case of the Players, or on the bottom of a Minion s Creature Token. During their turn, a Creature may spend their points to perform actions in any order they choose, until they are exhausted or they end their turn. The following page is an overview of every way you can spend your actions. 8

ACTION TYPES MOVE ACTIONS Creatures can move laterally (not diagonally) to any adjacent map Tile. Moving onto a valley costs 1 / a lake costs 2 / a mountain costs 3. Moves can be done as many times as the Creature has points to spend, however they cannot leave a Tile with hostile Creatures on it, and they cannot move onto Tiles that have not yet been revealed. The Villain cannot perform Move actions unless they have spawned on the Map. SCOUT ACTIONS At any point during their turn, a Hero Player may choose to Scout all of the face-down map Tiles adjacent to them as a free action. (See P.20) Minions and the Villain may never enact Scout actions. LOOTING ACTIONS If there are no Hostile Creatures on their Tile, a Player may spend 1 to collect all of the Treasure ( ) cards on their current Tile, (See P.19) The Villain and their Minions cannot perform Loot actions, unless the Villain has spawned on the Map. SPELL SURGE ACTION Once per turn, a Player may spend any number of their points in order to draw that many spells from any of their allowed Spell decks. (See P.9) Minions cannot perform Spell Surge actions. COMBAT ACTIONS Each Combat Action type on a Creature s card indicates the number of red, yellow and white dice ( ) available to them to roll when taking that type of action. A Creature may use each Combat Action once per turn, by spending 1 for each die from the corresponding stat they wish to roll. Each die from a stat can only be rolled once during an action. Roll the dice & total all Hits that each die scored (according to the above legend). This total forms what is called a Hit Pool, which you can now spend in different ways, depending on the type of action. 9 Valley Lake Mountain Scores 1 Hit on a 4 or more Scores 2 Hits on a 4 or more Scores 3 Hits on a 4 or more

/ MELEE COMBAT ACTIONS 1 Target the top Creature of the opposing stack on your Tile. 2 Spend Hits from your Hit Pool to deal damage to the target. (See P.14) 3 If your initial target is destroyed, remove it and repeat steps 1-2 with any remaining Hits from your Hit Pool you have not spent. / RANGED COMBAT ACTIONS 1 Choose one of your 4 adjacent Tiles as the location you re attacking. 2 Target the top Creature of the opposing stack on the chosen Tile. 3 Spend Hits to deal damage to the target, just like with Melee actions. ** The Villain can perform and actions, however until they spawn onto the Map, they will not be able to choose targets for these actions, and thus will only be able use them to gain & tokens. (see below) / MANA COMBAT ACTIONS 1 Spend Hits to cast any number of Spells from your hand. (See P.15) / LEADERSHIP COMBAT ACTIONS Spend a number of Hits indicated at the top of each Minion deck to Summon a Minion from that deck (See P.18) OR Allied Players only may Rally a Minion on the Map as follows: 1 Choose yours or any adjacent Tile as the location you re attacking. 2 Target the top Creature of the opposing stack on the chosen Tile. 3 Spend Hits equal to the target s current total to Rally it. (See P.18) 4 If your initial target is Rallied, remove it and continue spending Hits. /+2 TOKENS As a Player ends a Combat Action, for every 2 unspent Hits they may gain token for that action type. This token is placed atop that action symbol on their Character Sheet. Any time, during a future action of this type, they may discard the token to add +2 to their Hit Pool. A Player can stack Multiple tokens on a single stat if they wish, though they cannot posess more than 4 tokens at a time. If they would gain a 5th, they may choose to discard another to make space for it. Players can t use unspent Hits to gain s if they also used s to add Hits to their Pool in the same action. ** Minions cannot gain tokens. 10

CREATURE TYPES Throughout the game, entities are referred to in several ways: Creature: Refers to any Minion or Player s Character in the game. Hero: Refers to any of the Allied Player s Characters. Villain: Refers to the Villain Character exclusively. Player: Refers to any of the Player s Characters (Heroes or Villain). Minion: Refers to any Creature drawn from the,, or decks. There are 3 colours of Minions in the game: Purple & Green Minions: These Minions are controlled by the Villain, and in this version of the game, behave the same for all intents and purposes. Blue Minions: These Minions won t follow orders and are determined to defend their Tile! Unless they are controlled by a spell or ability, they will not move, and will always target the closest stack containing non-blue Creatures (even if this would attack their own stack!). They must first use all of their dice (if possible), then. When assigning their damage to a stack, skip over any other Blue Creatures and assign the damage to the next Creature below them. In the case of a tie for the closest target, the Villain may choose between them. Though they are renegades, for the purposes of game rules, Blue Minions are still considered The Villain s Minions. Purple & Green Blue *Blue Minions are not considered Hostile Creatures toward the Villain or the Villains Minions, and will not stop them from leaving their tile. *Multi-Coloured Minions: Some Minions have a different colour on their wounded side from their fresh side. Whichever side is currently showing will dictate their behavior. 11

STACKING CREATURES When multiple friendly Heroes or friendly Villains move onto the same Tile, they are placed on top of each other to form a stack. Heroes stack on the left side of a Tile, while Villains stack on the right side of a Tile. Normally, Creatures can only attack the top Creature of a stack. Note that while it is acting out its turn, any Creature is considered to be at the top of any stack it belongs to. Hero Stack Villain Stack 12

MINION DAMAGE Minions have a fresh and wounded side. When first deployed, they are always laid fresh side up. As damage is dealt to them, 1 of 3 things can occur: Fresh 1 If the damage meets or exceeds their total, they are destroyed. They are not flipped at all in this case, and are removed from the board. 2 If the damage meets or exceeds the wound value ( ) but not their total, they are flipped to their wounded side. 3 If the damage does not meet the wound value, Wounded the attack is ineffective. **Note damage on a Minion does not cumulate from one attack to another. A Minion is either damaged by a single swing, or not damaged at all. PLAYER DAMAGE Heroes track damage by sliding an token along the Health Bar on their Character Sheet. You ll note that the Health Bars are in increments of 2, in order to track a single point of damage that is dealt, a Hero should flip the token to its side. So if Mari has the on space 18 of her Health Bar, it means she has 17 Health remaining. The Villain works the same way, however they will only retain damage in increments of 5, using the to track 10 s and the to track 5 s. Damage on the Villain that does not reach an increment of 5 is ignored! If a Player s token reaches 0, they are slain, whenever this occurs, the Villain may immediately gain +10. Place them in their Opponent s Loot Stash. During their Opponent s next Level Up Step they are cashed in by their Opponent for 8 and are returned to Shapiro s Castle with their restored to max. If their next turn would occur before this, place 8 tokens on their Opponent s Loot Stash to be cashed in later, and return them to Shapiro s Castle with their restored as above. 14

MANA ACTIONS There are two different spell types: General Spells These can only be cast during the Caster s action out of the Hits their action roll generates. SPELL COSTS 15 Reaction Spells Indicated by the symbol above the title, these can only be cast at the time the Spell indicates, often during other Players turns. (See P.27) Cast a spell from your hand by paying its cost on the top right corner out of your Hit pool. Resolve that spell s effects immediately, then place it beside its spell deck to form a discard pile. For spells which have a cost: You must also discard a at the time you cast it, in order to pay its cost. For spells with multiple mana costs: You may choose which cost you wish to spend. When enacting the spell s effects, use the value in the rules text which corresponds to the level which you cast it. (EX If you spent 3 to cast Magic Missile, it would deal 4 damage) ATTACK SPELLS Spells which direct you to enact a or attack, work just like you performed one of those action types. Roll any dice on the spell and determine your Hit pool, then assign the Hits as damage, using the Spell s special rules. This spell is not a or action. It can t generate, or make use of weapons & abilities that take place during or actions. **Note each spell is a new attack, they do not cumulate damage on a Minion from a spell cast previously in the same action. SPELL HANDS Heroes can t secretly show their spells to others, They may speak out loud about the spells they possess if they choose to make it public knowledge. During their Level Up Step, a Player discards down to their hand size of 5.

SPELL SURGE ACTIONS In addition to spells that certain characters draw automatically, once per turn, any Hero may spend any number of their points on a Spell Surge. Then they draw that many spells from any of their allowed spell decks. **Allied Heroes may never draw from the Purple spell deck. **The Villain, can only draw from the Purple spell deck, until they have spawned on the Map, at which point, they can draw from any spell deck. 16

LEADERSHIP ACTIONS RALLYING CREATURES During a action, if a Player spends Hits equal to their target s current total they will Rally it. When a Minion has been Rallied, they will become Vengeful toward their former masters as follows: 1 Remove the Vengeful Minion from the board. For the acting Player s turn they are considered to travel with them and cannot be harmed. 2 When the acting Player ends their turn, return all Vengeful Minions to the board on the Player s current Tile. (If they were wounded when Rallied, they are still wounded) 3 The Player must then act with each of their Vengeful Minions in any order they choose. Unlike normal Minions, a Vengeful Minion can perform Scout and Loot actions as though they were Heroes. 4 As each Vengeful Minion completes their actions, they are destroyed & placed in the Hero s Loot Stash. SUMMON MINIONS The Villain may spend a number of Hits indicated at the top of each Minion deck to Summon a Minion from that deck by doing the following: 1 Draw a card from the bottom of the appropriate Minion deck. 2 Continue spending Hits to draw Minions until you are satisfied. 3 Spawn each Minion drawn in this way on any revealed Tile along the map edge (IE that is adjacent to a face-down Tile), placing it atop its stack (if any) on that Tile. Heroes may spend Hits Summon Minions too, except they do so as follows: 1 Draw any Summoned Minions and set them aside. 2 As they end their turn, these Minions will be spawned on their Tile as Vengeful Minions. (detailed above) 3 These Summoned Minions should be put directly in the discard pile when they are destroyed, as they do not award any. 18

LOOTING ACTIONS As Heroes explore the Map, they will find Treasure ( ) cards! If there are no opposing Creatures on their Tile, a Minion, Hero or Villain may spend 1 to collect all of the Treasures on their current Tile, placing them face-down on their Loot Stash, to be revealed and equipped later in their Level Up Step. **Its important to note, that until the Villain has spawned on the map, only Allied Heroes and Vengeful Minions those Heroes control may perform Looting Actions. /TREASURE CARDS There are 3 types of Treasures in the game, indicated by their colour. Offense Items An Offense Treasure offers bonuses to actions of a particular type, indicated by the symbol on the bottom left of the card. These bonuses only apply during actions of the indicated type. Defense Treasures apply their bonuses to their bearer constantly which remain in effect as long as they hold the Treasure. Many Item Treasures behave just like Defense, though some must be discarded to use. These may be used once, at the time the card says, then are placed in a discard pile beside the deck. *Note: Heroes who have their Item slot filled, ARE allowed to take a discard Item during their Level Up Step and use it immediately while still holding their current Item. BONUS DICE Every Offensive weapon, as well as many spells provide bonus dice, such as. During the specified action, the Creature may add these extra dice to their action roll without spending any points. Note: An action cannot be performed on Bonus Dice or tokens alone, at least 1 die must be rolled normally to claim the Bonus, 19 Defense

TREASURE SLOTS Each Player Character has 3 Treasure slots along the bottom of their character card, which can each equip 1 Treasure of the indicated type. As Treasures are revealed during a Level Up Step, Players may freely return those they currently possess to the Loot Stash to take the new Treasures. At the end of the Level Up Step, all Treasures left in the XP pile are cashed in by the currently acting Players for 5 each. (See P.22) SCOUTING ACTIONS At any point during their turn, an Allied Hero may choose to Scout as a free action, revealing every face-down map Tile adjacent to them, turning them face-up. (They cannot choose to reveal some and not all of these Tiles) Whenever a Tile is turned face-up, run through this checklist in order: 1 Place a face-down card on the right side of the Tile for each on it. 2 Then place a Minion on the Villain stack for each on the Tile. 3 Place and then Minions for each of their symbols on the Tile. **The above Minions must be placed down in the order they are drawn, and can only be re-arranged by the Villain during their Level Up Step. 2-5+ : These symbols should be ignored unless the number of Allied Heroes opposing the Villain meets or exceeds the number listed. MINION AMBUSHES! Minion symbols with a symbol indicate a Minion Ambush! If a Tile is revealed during a Scout Action which contains such a symbol, Minions like this should skipped while resolving the other icons on the Tile. Then, one by one, the Villain must then spawn these Creatures on top of the stack in an order of their choosing, performing their actions as they are spawned, interrupting the current Player s turn. As they end their actions the Villain must leave these Minions as they lie at the top of their stack. Note that the symbol is ignored if the Tile wasn t flipped by a Scout action, though the Minion is placed on the Tile normally. 20

THE MINION STEP (Villain Round Only) During this Step, the Villain will act with and control every Minion that is currently on the Map! As the Villain starts their Minion Step, they must quickly scan each Minion stack and move all Blue Minions to the top, then: 1 Select a Minion & act with it, using its available actions as outlined in the previous pages, then place it at the bottom of its stack. 2 Repeat this until every Minion on the Map has acted. **The Villain must activate every Blue Minions before any other, keeping in mind that they do not have full control over their actions (See P.11) **Minions can never perform Scout actions or gain, and cannot perform Loot actions until the Villain has spawned on the Map. LOOT STASHES When any Creature is destroyed (be it a Minion or a Player) their Creature token is placed to form a pile on their opponent s Loot Stash. Looted Treasure cards also, will be added to this pile. As Heroes & Villains complete their Level Up Step, they will cash in each token in their Stash for to spend on Level Ups! 21

THE LEVEL UP STEP As their rounds end, Heroes & Villains will have a Level Up Step. During this Step, the acting Players will resolve the Step as follows: 1 If it s the Villain Level Up Step, advance the Doom Track. (See P.7) 2 If it s the Hero Level Up Step, re-deal the Initiative Cards. (See P.8) 3 Resort the stack order of any friendly Creature Stacks as desired. 4 Reveal any cards in acting Players Loot Stash. They may then freely take and equip Treasures or return currently equipped Treasures to the Loot Stash. 5 Total the value of everything left in the Loot Stash as follows: - Each Minion is worth 5 / each is 10 / each is 15. - Each Allied Hero is worth 8. - Each Treasure is worth 5. These cashed in Minions & Treasures are placed face-up beside their decks in a discard pile. Heroes are returned to Shapiro s Castle. (See P.14) 6 For the Heroes, is divided among the all of their Players (rounding up). While the Villain will reap all of the for themselves! In either case, the acting Players now spend this on Level Ups! LEVEL UPS Players can use to purchase Level Ups by paying the costs on the left and marking the level up appropriately on their Character Sheets. Alternatively, Players can take tokens, to save this for future turns. Cost 1 +1 3 +1 3 3 6 Level Ups Flip a Quest Dice: Mark dice Level Ups, by placing a dice token on your sheet, covering the previous dice you upgraded or replacing a token already there. Actions: Mark your Action Level Ups by sliding the token from the bottom of your Character sheet up the meter. XP Tokens ( ): These represent 1, and can be taken to store you wish to redeem later. Quests: Players can spend 6 to complete one of their Character Quests for which they do not yet have the requirements. (See P.28) 22

SPAWNING THE VILLAIN Once either all 3 Ancient Shrines have been revealed, or the Doom Track has reached its end, the Villain will Spawn on the Map as the next Villain Round begins. Its a good idea, even for experienced Players to read this list aloud as you spawn the Villain, to ensure every Player knows how the game and their own objectives will change. 1 The Doom Track no longer advances for the rest of the game. 2 Before spawning, the Heroes & Villains both have a Level Up Step. During this Step and every thereafter, the Villain s Master of Magic ability draws from the Blue spell deck (not Purple). Their Spell Surge actions may now draw from any spell deck (rather than just Purple) 3 For the rest of the game, no Player will gain any further. Minions will accumulate in the Loot Stashes and are no longer removed. Defeated Allied Heroes will still respawn on Shapiro s Castle as normal, but will award no. 4 As the Villain bursts into reality, Shapiro s Clerics release a final healing pulse before their Kindom is rendered to ash! Flip Shapiro s Kingdom, then each Hero gains +10. 5 Mordak must spawn onto Shapiro s Castle or any Ancient Shrine Tile. 6 Villains and Heroes alike can no longer enact Scout actions. 7 The Villain and his Minions may now perform Loot actions as though they were a Hero, placing the Treasure cards on the Villain Loot Stash. 8 The Villain may now enact & actions normally. 9 When the Villain defeats an Allied Hero, they may now choose to either gain +10 OR claim a Soul Token. - The Villain must gain 3 Soul Tokens to win the game. - The Heroes must bring the Villain to 0 to win the game. 10 Now! Commence your battle to the death for victory! 24

SPECIAL ABILITIES Heroes Character cards, Minion Tokens, Items and Spells will often have keywords on them, which are known as Special Abilities. These provide the bearer with some unique skills which they can use as defined below. **Note that no special rules are cumulative. Always choose the best bonus available, Aquatic: While a Creature with this rule is on a Lake Tile, they may move to any other Lake Tile as though it were adjacent. Area of Effect (AOE): Rather than choosing the top Creature of a Stack as its target, an AOE attack will target every Creature on the Tile selected for the attack! Its damage is dealt in full to every Creature on that Tile, friend or foe! Though the Creature causing the damage, does not damage itself. Armour: As it is about to take damage, a Creature with this rule may reduce that damage by 1. Barrage: During step 1 of a attack with the Barrage rule, the attacker may reduce the damage they would deal by 1 in order to choose any Tile on the map (aside from their own) as the location for their attack. Boost: Boosted dice score Hits on 3+ instead of 4+. Cursed: Cursed Creatures treat any dice they roll as white. While atop of their stack, every Creature on their Tile also becomes Cursed! (Other effects which modify the colour of a die take precedence over Cursing) Dodge (X): After becoming the target of an Attack, a Creature with the Dodge rule may roll the colour of Die indicated on the ability, totalling their Hits. For this attack, they may reduce any damage they would receive by that amount. Evade: A Creature with Evade may leave Tiles containing hostile Creatures. Flying: A Creature with Flying only takes 1 25 point to move onto any Tile. Knockback: After an attack with this rule resolves, the attacker may knock any Creature which was damaged onto a Tile adjacent to that Creature (other than the attacker s own Tile), placed on top of their stack. Lethal: Damage from a Lethal attack cannot be prevented or reduced.

Pick Target: A Creature or Spell with this rule may target any Creature in a stack they are interacting with, not just the top one. Regenerate: A wounded Minion with this rule may roll at the start of their turn. On a Hit they are flipped to their fresh side before acting. Snatch: When a Creature with this rule performs a Move action, they may carry the top Creature on the opposing stack from their Tile with them to their destination. (Place them atop their stack, in the new Tile) GAME TERMS Adjacent: Refers to Tiles beside your own. (Excluding yours & diagonals) Round: A round is a term that refers to all of the 3 Steps that Heroes & Villains will go through back and forth to play the game. (See P.8) Turn: A turn refers to individual Player or Minion turns. (IE When a Player starts taking their actions and then ends their actions, that s been a turn) Hero Player Icon: This icon appears on various cards throughout the game. It refers to rules which apply only when a certain number of Allied Heroes are in the game. So for example, a map Tile with a 5+ on it would mean you should spawn a monster if there are 5 or more Allied Player Characters in the game (IE Not including Mordak). 26

ADDITIONAL RULES ADDING PLAYERS Often after a game begins, a new Player will arrive and want to join. If this is the case, the new Player chooses an available Hero card. Then, the added Player immediately spends 7 * the current turn the Doom track token is on. As the next Hero round begins, place the new Hero on Shapiro s Castle and continue play as normal. Finally, Villain consults the Villain Setup chart on P.7 and adjusts their current Health to reflect the new Player count. (Accounting for any gains or losses their health may have undertaken thusfar in the game) If this pushes the Player count from 2 to 3 Heroes, shuffle and add the 4 Tier III Tiles face-down to the corners game Map. The Heroes must now find all 4 Shrines to spawn the Villain, Note, that in this unique case, the fourth Shrine will not deal the Villain 10 points of damage once found. REMOVING PLAYERS In the case where a Player has to duck out of the game (provided this Player is not the Villain) wait until the start of the next Level Up Step (Hero or Villain) and remove their Character Token from the game board. Place their Treasures in their Loot Stash (to be distributed amongst their teammates), and remove their Token from play. If this pushes the Player count from 3 to 2 Allied Heroes, remove any unrevealed Tier III Tiles from the game map. Now if the Doom Track reaches 8, OR the Map is fully revealed, the Villain must spawn at the start of the next Villain Round. Finding Shrines will not trigger the Villain to spawn in this case. REACTIONS Many reaction Spells & Abilities are cast as a Creature begins their actions. This is done once the Creature s controller takes the token and is about to act with it. Once the reaction is played, the controller must continue that Creatures actions, and can t change their mind in response. Though it is rare to occur, sometimes multiple Players will react to the same thing happening. (EX:acting with a Minion) In this case the acting Player first reveals their reactions, followed by Friendly Players, then Opponents. It is best practice to declare I want to react to this if you are 27

not the acting Player without revealing your reaction, to give the current Player s Team an opportunity to react. After the acting Player has revealed their reactions, Opponents may still choose to react or not (even if they had previously declared they were going to). If Opponents reveal a reaction without giving the acting Player a chance to react, they have relinquished their advantage. The acting Player may then choose to react or not. **Note: If a Player is Slain and is currently not on the board (IE they are in an Loot Stash) they cannot perform reactions of any kind. WAYBACKS Players make mistakes. It s good to agree before-hand on whether you will allow for Players to back up the game to correct these mistakes, or if it s a cut-throat game with no corrections! In any case. While a game group should agree on a wayback policy that works for them, a starting point is to say that if an action, roll or card-play has taken place after the one you want to go back to, it s too late to wayback, but otherwise in a casual game, this is acceptable. DISAGREEMENTS When Allied Heroes cannot agree on something in the game, (EX: who should be able to take a specific Treasure from the Loot Stash) the Allied Hero who currently holds the higher Initiative card gets to make the decision. OPTIONAL RULE: CHARACTER QUESTS Each Player Character has 2 custom Quest cards associated with them. These represent personal missions that the Player can work towards completing throughout the game. Once the Quest s requirements have been fulfilled, they are flipped over and completed immediately, at which point that Player will unlock a new ability listed on the back of the card for the rest of the game. Players can also spend 6 if they wish, during any of their Level Up Steps to flip a quest card over without fulfilling its requirements. DISCARD PILES As Spells are cast, Minions are cashed in for, or Treasures are discarded, these cards should be placed face-up beside their decks on the table to form a discard pile. Should any of these decks ever run out, the discard pile should be shuffled and set up again as a draw deck. 28