Overview A game of Gauntlet of Fools consists of two phases the Boasting phase and the Gauntlet phase.

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Overview A game of Gauntlet of Fools consists of two phases the Boasting phase and the Gauntlet phase. First you will select a Hero from available Class/Weapon pairings in the Boasting phase. Then your Hero will face a series of encounters in the Gauntlet phase. All the players will fight the same Monsters, trip the same traps and find the same Treasures. Players continue fighting until all the Heroes are Dead; the player with the most Gold wins. Contents 0 Class cards 0 Weapon cards 50 Encounter cards 0 Dice 0 Boast tokens 0 Wound tokens 50 Gold tokens Ability tokens 8 Penalty tokens 0 Bonus tokens Playmat Tokens Wounds Class Ability Bonus Weapon Ability Penalty Gold Boast Tokens Set Up Place the playmat in the center of the table with the Boast tokens in their respective places on the playmat. Place the dice and remaining tokens adjacent to the playmat. Separate and then shuffle the Class, Weapon and Encounter cards into piles by type. Deal as many Class cards as there are players, face up, to the middle of the table. Deal a face up Weapon card on each Class card. The Class and Weapon cards will form a pair a Hero for the remainder of the game. Randomly choose a player to go first. After the first game, the player who won the previous game goes last.

Class Cards ) Class Name ) Defense ) # of Starting Class Ability tokens ) Class Ability To Kill a Monster means to get its Treasure; you Killed it means either your attack was equal to or greater than its Defense, or you Killed it with an Ability. (requires Class Ability token to use) 5) Class Ability (does not require Class Ability token to use) Weapon Cards 5 ) Weapon Name ) # of Attack Dice ) # of Starting Weapon Ability tokens ) Weapon Ability (requires Weapon Ability token to use) 5) Weapon Ability (does not require Weapon Ability token to use) Kill & Dodge Ability keywords 5 To Dodge a Monster means to not take its Damage; you Dodged it means either your Defense was greater than its attack, or you Dodge it directly with an Ability. Boasting Phase Your goal in this phase is to end up with the best hero. That won t necessarily be the best Class/Weapon pair because you ll be adding small disadvantages, called Boasts, as you take Heroes. Why would you ever put a Boast on a Hero? Because it s almost always better to take the strongest Hero with a Boast than the weakest Hero without any Boasts. Ideally your Boasts make your Hero slightly better than the next worst Hero available, while close enough to the line that no one else wants to add another Boast to take them from you. Starting with the first player, either take a Hero from the middle of the table or steal a Hero from another player. If you take a Hero from the middle of the table, you may add Boasts to it, but you re not required to. If you steal a Hero from another player, you must keep all the Boasts that are already on it and add at least one Boast to it. Once you have selected a Hero, place that Hero and all its Boasts in front of you. It is now the next player s turn to select their Hero using the same process. Players continue in a clockwise manner selecting Heroes. A player with a Hero does not take a turn skip to the next player without a Hero. Players continue taking turns until all players have selected a Hero. Each Hero can have, at most, one of each Boast. Note: A Hero is both the Class and the Weapon card that were initially paired together in the setup of the game. The pair cannot be separated it is not an option to take a Class card from one pair, and a Weapon card from another pair. Prepare for the Gauntlet Before moving to the Gauntlet phase, each player will need to take the number of Class Ability ( Ability ( ) tokens shown on their Hero s Class and Weapon cards. ) and Weapon

Encounter Deck, Monster Cards ) Monster Name ) Attack Strength ) Defense ) Damage 5) Treasure 5 6 6) Special Damage, Special Treasure, or other instructions ) Card Title 5 6 7 7) Card Type Encounter Deck, Modifier & Special Cards 7 ) Modifier to next Monster ) Instructions ) Card Type Gauntlet Phase Your goal in this phase is to get the most Gold before you Die. You get Gold by Killing Monsters in the Gauntlet. Monsters will try to Damage you and you ll Die when you end your turn with four Wounds. The game ends when all the players are Dead. The player with the most Gold wins. Each player is entering the same Gauntlet and all the players will face the same Encounters; the result of one player s Encounter has no effect on any other player. To speed up the game, everyone should resolve each Encounter at the same time. Note: If there is ever a question of making a decision that is dependent on another player s decision, start the decision order with the first player and proceed clockwise. The Gauntlet phase consists of four steps in a turn: ) Determine the Encounter What are you fighting? ) Attack Did you Kill the Monster? ) Defend Did you Dodge the Monster? ) Death - Did you die? Determine the Encounter Flip the top card in the Encounter deck. Depending on what type of card is revealed, play proceeds in three different paths: Monster card All the players will fight the Monster; play proceeds in the Attack step. Special Encounter card All players follow the card s instructions. After all players have resolved the Special Encounter, check to see if anyone died and then start the next turn with a new Encounter. Modifier card A Side Passage gives the players a choice of two Encounters; the other four Modifier cards affect the next Monster Encountered. See the modifiers section below for details on how to resolve them.

Attack Each player rolls the number of Attack dice ( ) indicated on their Hero s Class card. Add the total of your dice and apply the effects of any applicable Class & Weapon Abilities, Boasts, Penalties and/or Bonuses to determine your Attack Strength ( ). If your Attack Strength is equal to or greater than the Monster s Defense ( ), you Kill the Monster and get the Treasure indicated on the Monster card. In addition to Gold ( ), some Monsters have special Treasure, including items that are represented by tokens. Defend After resolving your Attack, you must always determine if the Monster hits you. Monsters Attack you even if you Killed the Monster. The Monster s Attack Strength ( ) is indicated on its card. Apply the effects of any applicable Class & Weapon Abilities, Boasts, Penalties and/or Bonuses to determine your Defense ( ). If the Monster s Attack Strength is equal to or greater than your Defense, the Monster hits and Damages you. Take the Damage indicated on the Monster s card. In addition to Wounds ( ), Monsters can cause special Damage, sometimes represented by Penalty tokens. If the Monster does not hit, you have Dodged and do not take Damage. Death After resolving all the effects of an Encounter, any player with or more Wounds ( ) is Dead. A Dead player will no longer face Encounters. You keep all the Gold you had when you Die even if you Die first you can still win. Remaining Ability or Bonus tokens have no value. Continuing Play After all players have finished the Encounter, play proceeds to the next turn with a new Encounter. Game End The game ends when all the players are Dead. The player with the most Gold wins the game. In case of a tie, the tied players share in the glory of victory. Using Abilities Most Classes and Weapons have Abilities that can be used in an Encounter. Some Abilities do not require an Ability token to use; those Abilities always happen automatically. Abilities with a symbol require a Class Ability token ( ) to use, and Abilities with a symbol require a Weapon Ability token ( ) to use. To use an Ability, discard the appropriate Ability token (if required) and follow the Ability s instructions. Unless otherwise stated, an Ability can be used multiple times in a turn. Each use of an Ability requires an Ability token to be discarded. Some Abilities have restrictions on when the Ability can be used that must be met or you can t use that Ability. If you have no remaining Ability tokens, then you can t use that Ability. You cannot use a Class Ability token to use a Weapon Ability, nor can you use a Weapon Ability token to use a Class Ability. Modifiers The Side Passage gives the players a choice of two Encounters. Discard the Side Passage card, then complete the Determine Encounter step twice this turn. The players independently select which of these two Encounters they will face and resolve that one Encounter. The other four Modifiers affect the next Monster Encountered, increasing either the Monster s Treasure, Defense, Attack Strength, or Damage. Modifiers always affect the next Monster, even if that Monster appears on a future turn (for example, if you were to draw a Modifier and then a Special Encounter card, the Modifier would affect a Monster Encountered in a subsequent turn. If you were to draw a Modifier and then another Modifier card, the Modifier cards would stack and both would affect the next Monster card drawn).

Additional Rules A turn encompasses the entirety of an Encounter, including second fights against Trolls and the second Encounters that Guardians guard. Abilities that are this turn affect the entire turn. For example, if you use the Sword s Ability to get + Defense to fight a Troll and fail to Kill it, you still have + Defense for that second fight. You can have any number of Wounds. It takes four Wounds to kill you, but that doesn t mean you stop at four. Having more than four Wounds matters for some things. You can t go below zero Wounds though; healing when you have no Wounds does nothing. Having four Wounds only kills you at the end of a turn; you can go up to four Wounds, heal a Wound, and survive the turn. You can have any number of Class Ability tokens and Weapon Ability tokens; you aren t limited to the number you started with. Tokens are not limited. If you run out of a Token type, use a replacement. All information is public. If somehow a Hero survives the entire Encounter deck, the game ends; you don t shuffle the discards. You get no special bonus for surviving. The player with the most Gold still wins. Two Player Rules Gauntlet of Fools can be played with two players with each player controlling two Heroes. Otherwise the game works almost the same as when playing with more people. To play with two players, make these changes: Set Up: Deal out Class cards instead of. You still place one Weapon card on each. Boasting Phase: Each player will be taking two Heroes, not just one. Players will take one Hero per turn. A player with two Heroes is skipped. The phase ends when both players have selected two Heroes. Gauntlet Phase: After the Encounter has been determined, each player will select one Hero to face it; the other Hero is inactive and doesn t do anything this turn. Note: inactive Heroes can t use their Abilities, even the automatic Abilities (for example, the Prospector does not get Gold for surviving an encounter while inactive). Inactive Heroes do not resolve future effects (for example, an inactive Hero does not take Damage from Giant Spider s poison, and a Hero taking his fourth Wound from a Giant Scorpion will not Die until becoming active again). Effects that happen next turn (for example the Mummy s Damage, or the Axe s Ability) will resolve on that Hero s next active turn. If a player has the Sack of Loot, track the Gold gained by each Hero separately to determine that Weapon s bonus. Thanks: Thanks,playtesters! Including: Kent Bunn, Michael M. Landers, Mark Levine, Destry Miller, Zachary Peterson, Kevin White, Jeff Wolfe, Greg Wolfe, and the Berkeley Board Gamers. Credits: Game Design: Donald X. Vaccarino Illustrations: Carlos Romanos Graphic Design: Luis Francisco

Boast Descriptions & FAQ Blindfolded: Reduces a Monster s treasure by Gold when you both Kill and Dodge the Monster. You get all the Treasure when you Kill a Monster that hits you. If the Monster has any Treasure that isn t Gold, you still get all of that. If you Kill and Dodge a Monster that has just Gold of Treasure, you don t get anything. Hopping on One Leg: Reduces your total Defense by, making it easier for Monsters to hit you. One Arm Tied Behind Back: Treat any ones or twos you roll as zeros when adding up your Attack Strength. While Juggling: Reduces the number of Weapon Ability Tokens taken at the beginning of the Gauntlet phase to half the number indicated on your Weapon card. Reduce your Attack Strength by during each Encounter. With a Hangover: You roll one less Attack Die and your total Defense is reduced by until you Kill your first Monster, making you temporarily less likely to either Kill or Dodge Monsters. This Boast doesn t go away until end of the turn, so on the turn you Kill a Monster, you still have - Defense. Without Breakfast: The Without Breakfast Boast token doubles as your first Wound. You can heal it like any other Wound, if you get a chance to. Class Ability Descriptions & FAQ Adventurer: You can use the Ability to repeat an Encounter even if the Encounter isn t a Monster; you just do the Encounter again. You can fight any Monster again, even if you Killed it the first time. Both Encounters happen in the same turn, so Abilities that affect this turn (for example, Staff or Sword Abilities) used for the first Encounter continue to apply to the second one. Alchemist: You can heal a Wound from the Giant Spider s poison on the same turn as you take that Wound; you do not heal the poison and will continue to take Wounds from the poison in subsequent turns. Armorer: This Ability gives you a bonus that lasts the rest of the game; take a + Defense Bonus token at the end of your turn. The bonus can t be used to Defend against the Monster you Killed to earn it. When you use the Ability, you don t get any Treasure that Monster had; that includes Treasure that isn t Gold, even the - Defense token the Giant Cockroach gives out. Artificer: This Ability gives you a bonus that lasts the rest of the game; take a + Attack Die Bonus token at the end of your turn. When you use the Ability, you don t get any Treasure that Monster had; that includes Treasure that isn t Gold, even the - Defense token the Giant Cockroach gives out. Avenger: This Ability does nothing until at least one player is Dead (and died on a previous turn). The number of Dead players includes a Dead Zombie even if the Zombie is using its Ability to play this turn. Barbarian: This Class has no Ability and starts the Gauntlet phase with no Class Ability tokens. Berserker: This Ability can be used even if the Berserker has no Wounds, in which case you will still Dodge if you Kill the Monster. Jester: This Ability switches the printed values of the Monster s Attack Strength and Defense. Any Modifier cards are applied before the switch (for example, switching an Extra Tough (+ Defense) Dancing Sword would give it an Attack Strength and Defense). A switched Doppelgänger will have an Attack Strength equal to the Defense on your Class card. Knight: This Ability prevents you from receiving special Damage, such as the Giant Spider s poison or Slime Monster s - die, and lowers two Wounds to one Wound, but does not stop your basic single Wound. Monk: Remember you can use an Ability multiple times at once. Necromancer: This Class comes with two Class Ability tokens, but has no immediate use for them. Once another Hero is Dead, the Necromancer copies all of the Dead Hero s Class Abilities, including Abilities that don t require Class Ability tokens to use (such as the Prospector s Ability). A Dead Necromancer can use the Ability of a Dead Zombie, whether or not the Zombie is using its Ability to play this turn. A Dead Necromancer using a Dead Zombie s Ability to play a turn would copy a Dead Prospector s Ability, but does not get the Gold for surviving the Encounter (the Necromancer is Dead, and doesn t survive the Encounter to collect that Gold). Ninja: This Ability doesn t give you any Class Ability tokens, nor does it require any to use, it just happens automatically. Take twice as many Weapon Ability tokens as indicated on your Weapon card at the start of the Gauntlet; if you also have the While Juggling Boast you take only as many Weapon Ability tokens as indicated on your Weapon card (the Boast counteracts the Ninja s Ability). This Ability only applies at the start of the Gauntlet. If you get another Weapon Ability token later (such as from Killing a Bandit), the Ninja Ability doesn t give you anything extra. Priest: This Ability may be used at the start of Encounters that aren t Monsters, such as the Spear Trap or Cache. You can also use it at the start of an Encounter with a Monster. If you use it at a Gold Vein, you don t roll or get any Gold. Using this Ability prevents you from using Abilities that require Weapon Ability tokens to use that turn, but doesn t turn off Abilities that don t require tokens to use (for example the Spiked Shield s + Defense Ability). Prospector: This Ability doesn t give you any Class Ability tokens, nor does it require any to use, it just happens automatically. If you are still alive after an Encounter you get Gold. Thief: This Ability can be used to Dodge a Spear Trap. A Thief dodging a Spear Trap does not take a Wound. Trapper: If you are Blindfolded and both Kill and Dodge a Monster while using this Ability, add the Gold for the Ability before subtracting the Gold penalty for Blindfolded. This Ability can t increase the Gold gained from a Cache or Gold Vein. Warlord: This Ability gives you an extra Attack die to roll on every Encounter automatically without using any Class Ability tokens. It also gives you the Ability to roll one extra Attack die by discarding an Ability token. Wizard: You can skip an Encounter with a Demon with this Ability. Skipping a Monster Encounter means you don t fight at all; you don t roll, you get no Treasure, but you aren t Damaged either. Skipping a Spear Trap means you don t take a Wound. A Necromancer copying both a Dead Wizard and Dead Prospector gets Gold for surviving the skipped Encounter.

Zealot: After setting your Defense to 0, you can still increase it with Abilities like the Sword s. Zombie: You make the decision to use this Ability after seeing the Encounter, but before resolving it. To use the Ability, one other player must still be alive at the start of the turn. A Zombie that heals somehow on the turn it uses its Ability (for example, via a Healing Pool) so that it only has three or fewer Wounds, has come back to life and plays turns normally until it hits four Wounds again. For this reason it s important to track a Zombie s total Wounds, even when they go above four. Weapon Ability Descriptions & FAQ This section only covers the trickier Weapons. Axe: Double your Attack Strength after applying any other modifiers, such as While Juggling s penalty. On the turn where your Attack Strength is 0, you can t increase it, but can still Kill Monsters directly via Abilities (for example, the Zealot s Ability). Demonic Blade: This starts with no Weapon Ability tokens, but gets one each time you Kill a Monster. If you don t use them, they accumulate. Flaming Sword: There are no Abilities that prevent the Wound you give yourself with this, although some Abilities can heal it afterwards. Holy Sword: The penalties you lose are the bad things Monsters have done to you. They are represented by Penalty tokens. Ignoring your Boasts means it s just like you don t have those Boasts this turn. This stops all negative things from them, but doesn t prevent things they ve done in the past, such as starting with a Wound due to Without Breakfast. It also means you ignore the negative effects of With a Hangover this turn, but cannot discard it even if you Kill a Monster. Morning Star: This Ability re-rolls any extra Attack dice you may have rolled this turn too, not just your basic five from the Morning Star. Sack of Loot: This Weapon has no Weapon Ability tokens, and does not require Ability tokens for use. You get Gold at the start of the game. You add your Gold to your Attack Strength in every Encounter including the Gold Vein. Scimitar: The Attack dice you re-roll can include dice from the basic four dice you got from Scimitar, and/or any extra Attack dice you rolled this turn. Spear: This Ability completely ignores your Attack dice; use the number as your roll. You still apply the effects of any applicable Class & Weapon Abilities, Boasts, Penalties and/or Bonuses to your roll of to determine your Attack Strength (for example, While Juggling still reduces your roll of using this Ability to a Attack Strength). Spiked Shield: This Weapon s + Defense is automatic, and does not require Ability tokens to use. The Kill Ability does require tokens to use. You get + Defense whether you use its Kill Ability or not. You can use the Kill Ability to Kill any Monster that Damaged you, even if the Damage didn t cause a Wound. Throwing Stars: This really does come with twenty uses. You will be picking how many Attack dice to roll each turn, but once they re used up you re stuck with just the Weapon s basic two Attack dice. Wand: This Ability lets you automatically look at and re-order the top two cards at the start of each turn, revealing one as the next Encounter (or Modifier) without using an Ability token. This Weapon also has the Ability to discard one of the two cards you looked at by discarding an Ability token. If you do discard a card, you can then look at the next card and the card you kept, re-ordering as you choose. Even if you have no remaining Weapon Ability tokens, you still get to re-order the top two cards at the start of each turn. This Ability does not let you re-order the cards during turns; just at the start. After that, any additional cards drawn for the turn are flipped over normally. For example, if you leave a Modifier on top, you won t get to re-order the cards again this turn after the Modifier is turned over. Similarly it cannot re-order cards when a Guardian is Killed. Discarding a card with this Ability means that card is not used at all this game. Encounter Descriptions & FAQ This section only covers the trickier Encounters and Modifiers. Some Monsters permanently hurt (or help) your Hero; there are Bonus and Penalty tokens for tracking these things. Bandit: Remember you can go above your starting number of Weapon Ability chits. This also gives you an Ability token even if you didn t start with one. Bee Swarm: Remember you can go above your starting number of Class Ability tokens. This also gives you an Ability token even if you didn t start with one. Behemoth: You can skip this fight by discarding a Weapon Ability token, but only if you have one to discard. Brass Golem: If you Kill and Dodge a Brass Golem while Blindfolded, you gain Gold total. Cache: Everyone gains Gold. Being Blindfolded does not affect this. Dancing Sword: The Treasure is Gold and a Bonus token that adds to your Attack Strength. Demon: The Wizard s Ability can skip this Encounter. The Demon prevents the use of an Ability that requires tokens to use, but not abilities that do not (for example the Spiked Shield s + Defense). You can use Bonus tokens against the Demon (for example the one-use, one Attack Die Bonuses from Giant Toad and Unicorn). Doppelgänger: If you use an Ability to boost your Defense, it boosts the Doppelgänger s Defense too. If you use the Jester s Ability to switch the Doppelgänger s Attack Strength and Defense, its Attack Strength will equal your Defense while its Defense will be. Extra Bitey: This doubles whatever Damage the next Monster deals, including special Damage (for example the Slime Monster s - Attack die). If you double the Mummy s Damage, quadruple the Damage on the next turn. When a Monster s Damage is more complex (for example, a Vampire or Shadow), do the Damage and then do it again. So if you have one Wound and an Extra Bitey Shadow hits you, you ll take two Wounds, then no Wounds.

Extra Wealthy: This changes how much treasure the next Monster has. Apply this before any penalty due to Blindfolded; if you re Blindfolded and Kill and Dodge an Extra Wealthy Unicorn, you get Gold and a Bonus token that can be discarded before rolling to gain an extra Attack Die for one Attack. Fire Elemental: This counts any temporary or permanent Defense boosts you have. Giant Cockroach: Since the - Defense is part of the Treasure this Monster has, you only get it if you Kill the Monster. You can use the Armorer or Artificer Ability to avoid taking the - Defense. You can t prevent the - Defense by Dodging or with the Knight s ability. The - Defense is a permanent Penalty that can be removed at the Healing Pool. Giant Scorpion: If the Giant Scorpion hits you, you can t die until the end of the next turn, no matter what your total number of Wounds is. A dead Zombie hit by this does not come back to life; it still must use its Ability next turn to play that turn. Giant Spider: On the turn this hits you, you get a poison Penalty token but no Wound; each turn after that, you take a Wound. Apply this poison after any fights or other Encounters for the turn. If you get rid of it at a Healing Pool, you don t take a Wound from it that turn. If you beat a Guardian and face an extra Encounter you don t take an extra Wound; it s still the same turn. Similarly, Modifiers aren t turns by themselves. A Dead poisoned Zombie only takes further Wounds on turns it plays. Giant Toad: The one-use, + Attack Die is represented by a Bonus token. Save it for as long as you like. Use it before rolling, and once you ve used it, it s gone. Gold Vein: You roll an Attack as if fighting a Monster. You can use Abilities for this Encounter. Apply the effects of any applicable Class & Weapon Abilities, Boasts, Penalties and/or Bonuses to determine your Attack Strength as normal. Griffin: You get Treasure before taking Damage, so if you have no Gold and Kill the Griffin without Dodging it, you ll gain Gold and then lose Gold. You can t go below 0 Gold. Guardian: Killing this Monster gets you an Encounter to yourself. Whatever your Encounter is, you can face it or not -- your choice. If you turn over a Modifier, discard it and keep drawing until you get to a Monster or a Special Encounter. This turn Abilities used in the Guardian fight still apply for the Encounter you get to by Killing it. If someone has the Wand Ability, make sure to go around in turn order starting with the first player to determine each player s Encounter. Healing Pool: Penalties are the red tokens that Monsters give out that are bad to have (for example, the Slime Monster s - Attack die Penalty token). Hellhound: If you choose to take the Wound, that Wound isn t one you can somehow prevent from gaining (although you can still heal it later). If you re Blindfolded and take the extra Wound, you don t apply the Blindfolded penalty twice you get 5 Gold. Mercenary: You must decide to pay Gold to skip this fight before rolling. If you pay to skip the fight, you do so completely; you don t roll, you can t get Treasure, you don t take Wounds. You do still get Gold for surviving this with a Prospector. Mummy: If you end up taking no Damage next turn (for example, by Dodging a Monster or facing a Special Encounter like a Cache), the Mummy s double Damage has no effect. If you take special Damage (for example, getting a - Defense Penalty token), this doubles that too. Mushroom Man: Remember you don t Die until the end of the turn. Healing from the Mushroom Man s Treasure happens before the end of the turn. If you start the turn with two Wounds and both Kill and are Damaged by the Mushroom Man, you go up to four Wounds, then heal a Wound, and survive the turn with three Wounds. Ooze: If you have no Weapon Ability tokens, you just take a Wound. With the Demonic Blade, if you Kill and get hit by an Ooze you ll gain a Weapon Ability token before immediately losing it. Pixie: You get Treasure before taking Damage. If you Kill the Pixie and get hit, you ll gain Gold and then lose Gold. You can t go below zero Gold. Side Passage: Turn over cards to determine two more Encounters. Each player picks which one they will go to. Everyone does their respective Encounter, and not the other one. If players care, decide in turn order, starting with the first player. Modifiers revealed in determining the Encounter still apply to the next Monster. For example, if you reveal Side Passage, then Extra Bitey, then Ogre, then Extra Wealthy, then Spear Trap, players will have a choice of visiting either an Extra Bitey Ogre or a Spear Trap; the Extra Wealthy Modifier will be applied in a subsequent turn. Slime Monster: The - Attack Die is a permanent Penalty that can be removed at the Healing Pool. Shadow: If you have two or more Wounds, the Shadow does no Damage. If you have zero or one Wound, the Shadow does Wounds of Damage. Spear Trap: This just gives everyone a Wound. Defense is useless against it, although a Thief can Dodge it. Troll: Any this turn Bonuses you give yourself for the first fight still apply for the second fight, if there is one. You can fight it a second time even if you take a th Wound from the first fight. You can t fight it a third time. Vampire: If you have two or more Wounds, the Vampire does Wounds of Damage. If you have zero or one Wound, the Vampire does Wound of Damage. Unicorn: The one-use, + Attack Die is represented by a Bonus token. Save it for as long as you like. Use it before rolling, and discard the token when used. Will-o-wisp: This Monster s Damage does nothing if you have no Class Ability tokens. 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