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CREDITS
game design & writing
Juraj Bilić

illustration
Jakub Bazyluk Max Kostin
Karin Bogdanić Igor Krstić
Nele Diel Marek Madej
Sebastian Giacobino Kristian Pavlin
Stefan Koidl Damir Podhraški

art direction & graphic design


Aleksandra Bilić

map tile design


Black Scrolls Games

additional writing
Kristian Pavlin
Paul Barrett
Daniel Monan

testing & rulebook


Ulrich Thomas
Isabel Thomas
Danny Bartel

text editing
David J Thomas
Mike Malley
Sofia Pavlin

game ambassadors
Matthew Quiett, Sebastian Beck, Konrad Borowiecki

Extraordinary thanks to Kickstarter backers of the 1st edition with special shout-out to:
Timo i Josipa, James F. Terwilliger, Kevin Dusi, Mike Spahn

Copyright 2018. Juraj Bilić, Croatia. All rights reserved.

www.machinaarcana.com
Game overview

GAME OVERVIEW
Machina Arcana is a cooperative horror board
game in a steampunk setting for 1 - 4 players ROUND OVERVIEW HOW TO WIN THE GAME
If the scenario has an endgame, players must
who take the role of explorers. They represent The game is played as a series of rounds. Every
a group of individuals sane enough to resist the achieve its victory condition.
game round is divided into 4 different phases,
tide of darkness and yet mad enough to choose in the following sequence: If the scenario doesn’t have an endgame, players
to confront it. They participate in a perilous ex- must resolve the chapter with the victory effect.
pedition deep within an ancient subterranean EXPLORER PHASE
complex of unknown origin. Surviving explorers share the victory, and the
Players may play in any order, and use their dead stay in the darkness forever.
Monsters, inspired by the Cthulhu Mythos, turn if not to win the game, then just to survive
await the expedition bent on nothing but evis- through the next round. HOW TO LOSE THE GAME
cerating and devouring them mercilessly.
SPAWN PHASE Explorer death is permanent, which means when
Blood is shed within map tiles that grow as the the last explorer has died the game is lost.
area is explored. They contain many features and For each explorer in play there is a chance that
a new monster will be spawned. If players reach endgame, and the defeat condi-
traps that provide a desperate edge while the
tion is met, then the game is lost.
explorers evade and fight.
HORROR PHASE
There are different types of items that can
be found. Steampunk concepts are translated There is a chance that the game invokes one of
through augmentation and gear upgrades that its terrible events.
give them at least a fighting chance.
MONSTER PHASE
On their ominous journey the group will resolve
exploring events, put into place ongoing effects Monsters play in a specific order, based on the
and solve side quests in order to stay alive. monster queue that forms when new monsters
are spawned.
The horrors don’t idly wait, but obstruct the ex-
plorers with a multitude of devious schemes to For more details on game phases see “Gameplay” p11.
hinder their way.
The story is split into scenarios, each a self-con- 1. 2.
tained game with chapters that must be pro-
gressed through in order to reach the endgame -
EXPLORER SPAWN
a conclusive battle that defines whether doom PHASE PHASE
will prevail.
The game however doesn’t end if you die. As a
dead explorer you will gain control of monsters,
and your new goal will become to purge the
game of explorers.
4. 3.
There is no need for a game master, nor special
conditions based on player count, and the dura-
MONSTER HORROR
tion and difficulty setting can both be modified. PHASE PHASE

3
COMPONENTS BOX CONTENTS
CARDS OTHER
8 white figure stands
26 black figure stands
1 manual

8 explorers 26 monsters 30 core explorer 30 core horror


events events

ITEM CARDS

50 weapons 40 apparel 30 artifacts 30 consumables

TILES

4 player boards 1 chapter board 5 double sided map tiles

DICE

3 high attack dice (d6) 3 low attack dice (d6) 1 recharge die (d6) 1 game die (d10)

4
Components - Box contents

TOKENS

8 explorer figures 26
6 monster figures 12 explorer markers 4 horror markers

22 health tokens 6 essence tokens 6 stamina tokens 20 door tokens 40 explored / light tokens

2 entry / exit tokens 1 monster threat token 1 monster level token 2 spawn rating / horror rating
tokens

SCENARIO I SCENARIO II SCENARIO III


HORROR IN THE ICE STATUE OF DESPAIR THE BEAST
12 Chapter cards 10 Chapter cards 13 Chapter cards
10 Explorer event cards 5 Explorer event cards 10 Explorer event cards
10 Horror event cards 5 Horror event cards 10 Horror event cards
1 Endgame map tile 1 Endgame map tile 1 Endgame map tile

5
COMPONENT OVERVIEW ITEM CARD
1
4
EVENT CARD
explorer event horror event
3
EXPLORER CARD
7
5
2

1 - Level and item name

4 2 - Abilities (see “Abilities” p23)


3 - Item type (see “Item types” p19)
1
There are 4 different types of item cards, and 1 - Title
each type has its own deck:
2 2 - Scenario symbol (optional)
◆ Weapon
3 - Event story
◆ Apparel
3 4 - Event abilities
◆ Artifact
1 - Explorer name and class PL AYER BOARD
◆ Consumable
2 - Abilities (see “Abilities” p23)
4 - Upgrade slot
3 - Attributes (see “Attributes” p12)
5 - Augment slot
4 - Scenario symbol (optional)
6 - Attribute bonus when equipped 2
MONSTER CARD 7 - Scenario symbol (optional)

CHAPTER CARD
4 1
1 2

5 3
1

3 4 5
2
4 5
1 - Explorer card slot
3 2 - Marker symbol
1 - Level and monster name 1 - Title 3 - Essence slider
2 - Abilities (see “Abilities” p23) 2 - Scenario symbol 4 - Health slider
3 - Flavor text 3 - Chapter story 5 - Stamina slider
4 - Attributes (see “Attributes” p12) 4 - Spawn rating

5 - Scenario symbol (optional) 5 - Horror rating


6 - Chapter abilities

6
Components - Component overview

MAP TILE CHAPTER BOARD


1 - Map tile edge with direction symbol 7 - Action space
2 - Map tile edge 8 - Spawn space 5
3 - Wall 9 - Rubble
4 - Door 10 - Pit
5 - Passable space 11 - Exploding barrel
6 - Trapped space
1

5 9 6

4
7 11 3 4

2
1 - Top section - Illustration of the current
chapter (see “Choose a scenario” p10)
2 - Bottom section - Current chapter
10 (see “Choose a scenario” p10)
3 - Slider for the Spawn rating of the current
chapter (see “Spawn phase” p11)
6 7 7 4 - Slider for the Horror rating of the current
chapter (see “Horror phase” p11)
5 - Slider for the Monster threat
7 6 - Slider for the Monster level

8 7 7

7
9 10
1 8 11

2
3 5

12

2 4 6

13
7

16 14

15

17 19

18

8
Game setup - Playing area

GAME SETUP
20

21 PLAYING AREA
22
1. chapter board
2. chapter cards
3. explorer event deck
4. current explorer event /
23 destroyed explorer events
5. horror event deck
6. current horror event /
destroyed horror events
7. horror markers
8. monster figures
9. destroyed monster cards
10. monster deck
11. health tokens
12. destroyed items
8 13. item decks
14. player board
15. explorer card
16. explorer markers
17. unequipped items
18. attribute tokens
19. equipped items
26 20. monster queue
24 25 21. map tile
22. entry token
23. explorer figure
24. dice
25. explored / light tokens
26. door tokens

9
CHOOSE A SCENARIO CHOOSE EXPLORERS SETUP MAP TILE DECK , AND
◆ Choose one of the available scenarios ◆ Each player chooses an explorer and takes
both the matching card and figure along with
STARTING MAP TILE
◆ Sort the chapter cards by putting the sce- a player board ◆ If a chosen scenario has an endgame tile,
nario card on top, followed by the chapter set it aside (see “Enter endgame” p21)
cards in numerical order ◆ On your player board, set the essence slid-
er to 0, and the health and stamina sliders to ◆ Take all the non-scenario map tiles (double
◆ If there are endgame chapter cards, set match the explorer’s health and stamina at- sided) and shuffle them, flipping some tiles
them aside (see “Enter endgame” p21) tributes on its card (see “Attributes” p12) to mix up the sides. This creates the
◆ Put the chosen scenario deck on the Chap- map tile deck
◆ Observe the marker symbol on your player
ter board’s top card space board, take the 3 explorer markers with the ◆ Take the bottom map tile, and place it in
◆ Take the spawn rating and horror rating same symbol, and place them on top of your the play area. This is the starting map tile
tokens and place them on the positions indi- player board (see “Explorer markers” p26)
cated by the first chapter card
STARTING THE FIRST
◆ Take the monster threat and monster level
SETUP ITEM DECKS
tokens, and place them on their first posi-
tions on the chapter board ◆ Take all the level 1 item cards, then sepa-
CHAPTER
◆ Add events, items, monsters, and explor- rate and shuffle them into 4 different decks ◆ Turn over the first chapter card of the sce-
ers of the chosen scenario to their respective based on item type: weapon ( ), apparel ( ), nario and place it on the bottom card space
core decks and shuffle each separately artifact ( ) and consumable ( ) of the Chapter board tile
◆ The remaining (level 2 and 3) cards may be ◆ Read the chapter text and follow its in-
set aside. They will be added to the corre- structions. The first chapter card will direct
sponding decks when a chapter card directs you to place an entry token and the explorer
VARIANT: you to figures on the map (see “Place entry token” p21)

CUSTOMIZE A SCENARIO Although there are 4 item decks, there is just one
destroyed item deck.
For reference see “Playing area” p8, and the image below
for how to organize the game components.
FOR A SHORTER GAME
It is wise to have a shorter game if it’s
your first time playing, or for trying
SETUP MONSTER DECKS
different strategies. ◆ Shuffle together all the level 1 monster
cards. The remaining (level 2, 3 and 4) mon-
VERY FAST GAME (LESS THAN 1 HOUR): ster cards are set aside
Play Scenario-I using only chapters 1, 2, The unused cards will be added to the monster deck
and 4. during the game as the monster level increases.

When the last surviving explorer exits the 4th


chapter, the game is won.

FAST GAME (LESS THAN 2 HOURS):


Play Scenario-I but remove chapters 2 and 7.
The game is won when the victory condition
is fulfilled.

10
Game setup, Gameplay

GAMEPLAY MONSTER PHASE


If the roll is equal to or greater than the current
spawn rating indicated on chapter board:
◆ If there are 4 or more monsters on the ex- MONSTER QUEUE
plorer’s map tile, increase the monster threat
by 1, and skip further steps Monsters play in a specific order, based on the
monster queue. Each new monster is spawned
The game is played as a series of rounds. Every ◆ Spawn a monster on the rolling explorer’s and added to the end of the queue. If the mon-
game round is divided into 4 different phases, in map tile ster queue is empty, then skip this phase.
the following sequence: ◆ Reset the spawn rating slider to the default The first monster (first one that entered the
value that is indicated on the chapter card queue) takes its turn, then the next, until all
1. 2. If the roll is less than the current spawn rating: monsters in the queue have had their turn (see
EXPLORER SPAWN ◆ Lower the spawn rating slider by 1
“Monster behavior” p28).

PHASE PHASE (see “Chapter board” p7)

EFFECT:
HORROR PHASE SPAWN MONSTER
At the start of the Horror phase, ◆ Draw a card from the monster deck. If
4. 3. place all horror markers next to there are no available cards in the deck,
the horror event deck (see “Using horror markers”
MONSTER HORROR p27). Only one player rolls the game die.
shuffle the destroyed monster cards to cre-
ate a new one. If there are still no mon-
PHASE PHASE If the roll is equal to or greater than the horror ster cards available, increase the monster
rating value on the current chapter card: threat by 1 and skip further steps

◆ Resolve invoke horror event effect ◆ Place the monster card at the end of the
EXPLORER PHASE If the roll is less than the current horror rating:
monster queue

Start the phase by resetting each explorer’s stam- ◆ Note the monster’s maximum health val-
◆ Lower the horror’s rating slider by 1 (see ue on its card and place the exact number
ina to the maximum number indicated on the
“Chapter board” p7) of health tokens on the monster card
explorer card. Explorers with stamina have yet
to take their turn this round. ◆ Place the monster figure on the spawn
Each round, players (explorers) may play in any space closest to the rolling or activating
explorer (see “Determine target space” p24)
order. The players should work out what order
is most beneficial to them. Each explorer must VARIANT:
finish their turn before another player may take
their turn. CUSTOMIZE GAME
On their turn explorers can take many actions:
move, use active abilities from their explor-
DIFFICULTY EFFECT: INCREASE
You can lower the difficulty of the game by re-
er card, consumable and equipped items, use
topmost destroyed explorer event card, current ducing the occurrence of monsters and
horror events.
MONSTER THREAT
chapter card, bound explorer event cards, inter-
Increase the monster threat slider by 1. If the
act with the map tile, or utilize their inventory.
EASY GAME: monster threat reaches the last position: reset
Taking actions usually costs stamina, and they it to the first position, and increase the mon-
may continue to perform actions until they run The game die is normally used as 1-10, where ster level by 1.
out of it. Alternatively, if a player chooses to fin- “0” represents a roll of 10. If you want to play
an easier game, treat the “0” as 0. When the monster level increases, shuffle the
ish their turn, set the stamina to 0 to indicate the
monster cards with the corresponding level
explorer’s turn is over.
VERY EASY GAME: into the monster deck together with the de-
stroyed monster cards.
For a very easy game, ignore the lowering of
SPAWN PHASE rating sliders during spawn and horror phase. If the monster level is 5 ( ), instead of in-
creasing the monster threat, each explorer
Each explorer in play rolls a game must destroy 1 equipped item or be destroyed
die unless all spawn spaces on its (see “Explorer death” p13).
tile are destroyed (see “Seal spawn space” p18).

11
UNIT
WILL STAMINA
Will is the proficiency in deflecting ar- Stamina is used during a units turn to
cane attacks (see “Attack” p14). The high- move and perform abilities (see “Abil-
er the value, the greater the chance for deflecting ities” p23). Explorers have stamina tokens to
There are two type of units in the game: ex- incoming arcane attacks. Will can be increased help them organize their turns, while mindless
plorers and monsters. Each unit has a card that by equipping items that give a will bonus (see monsters don’t need stamina tokens due to their
contains all the rule details, and a figure which “Item effects” p19) or by specific abilities. straightforward nature (see “Monster behavior” p28).
represents that unit. The main area of play in
Machina Arcana is within the map tiles where ESSENCE
units can move and interact with spaces and Essence is the amount of arcane energy
other units. an explorer can obtain. Every explorer
When it comes to moving, attacking, and play-
ing abilities, monsters and explorers are gov-
starts the game without any essence (0).
CONCEPT:
erned by the same set of rules (see “Abilities” p23).
Explorers can restore essence by:
◆ Activating an event space
CONTRIBUTING
(see “Event space” p18)
EXPLORERS
ATTRIBUTES ◆ Activating a chest (see “Chest” p18) The explorer who would use essence is con-
Every unit has a set of attributes that define how ◆ Destroying monsters on their turn sidered the activating explorer.
good they are at blocking different types of at- (see “Attack” p14)
When the activating explorer is targeting
tacks (armor and will), how much damage they ◆ Specific abilities that restore essence a map space (example: activating a chap-
can take before dying (health), how well they ter space or sealing a spawn space) a target-
can perform their abilities (stamina), and the There are several ways to use essence: ed map space is considered the target space,
size of the pool for playing special powers ◆ Lose 1 essence instead of losing 1 health otherwise an activating explorer’s position is
(essence). Attributes cannot go below 0 as considered the target space.
the minimum value, or exceed 9, the ◆ After your attack roll (see “Attack” p14), or
highest possible value. any other attack roll on your turn, you can Contributing explorers must be willing and
increase that roll by 1 for each essence lost adjacent to the target space, activating explor-
Player boards are used to track the current er, or other contributing explorer.
state of attributes (health, essence, stamina) ◆ Playing abilities activated with essence
for the explorer. (see “Active abilities” p23) The activating explorer doesn’t need to use
any of their own essence.
Some effects in the game could lead to losing ◆ Seal a spawn space
attribute points. One example is moving, and (see “Seal spawn space” p18)
how it corresponds with losing stamina. Similar- ◆ Activate an unlit chapter space
ly getting hit (see “Attack” p14) will lead to losing (see “Chapter space” p18)
health. Although stamina will be restored every
round, in order to restore your health and es- Whenever the explorer is using essence, other
sence you will need to be more creative. explorers can assist by contributing with their
essence.
Sometimes you will need to deliberately sacrifice
a number of attributes to Machina Arcana as an HEALTH
offering in order to resolve a desired effect (see
“Sacrifice” p27). Health is the amount of damage a unit
can sustain before dying (see “Explorer/
ARMOR Monster death” p13). Explorers and monsters use
health tokens to mark their current health status.
Armor is the proficiency in deflecting
physical attacks (see “Attack” p14). The higher the If a unit is hit then it loses 1 health. Any unit
value, the greater the chance for deflecting in- with at least 1 lost health is considered wounded.
coming physical attacks. Armor can be increased When the last health is lost, the unit is destroyed.
by equipping items that give an armor bonus (see
“Item effects” p19) or by specific abilities. Health can be restored only through
specific abilities.

12
Unit - Attributes, Explorer, Monster

EXPLORER EXPLORER MARKERS


Besides a card and figure, explorers have mark-
MONSTER
Players are represented by ers to represent lasting effects (3 markers for Monsters are hostile creatures
explorers and they control each explorer). whose purpose is to hinder
their character’s decisions and destroy the explorers.
and actions throughout
They don’t have inventories.
the game.
Their actions are determin-
Explorers have an inventory
istic and defined by a set of
- a set of cards that can be
simple rules, although de-
used to supply the unit with When choosing your explorer, note the unique stroyed explorers will take
additional abilities (see “Item effects” p19). marker symbol. Take 3 explorer markers with control of the monsters - that way the monsters
Besides having an inventory, they can also use the same symbol, and place them on top of your are becoming smarter, and the game is getting
the abilities from the collected binding event player board. These will be used for marking harder (see “Monster behavior” p28).
cards (see “Binding events” p22). your lasting effects (see “Lasting effects” p26).
Monsters can use the active abilities from:
Explorers can use the active abilities from: At the start of your turn return all of your ex-
plorer markers to the top of your player board. ◆ Their monster card
◆ Their explorer card
◆ The current horror event
◆ Consumables and equipped items EXPLORER DEATH
◆ Interacting with the map tile
◆ The current explorer event If an explorer’s health points are reduced to 0, (see “Map tile elements” p17)
that explorer is destroyed (see “Scheming monsters”
◆ The current chapter p28). Whenever a new monster is spawned, its “enters
play” abilities are resolved (see “Enters play abili-
◆ The bound explorer events ◆ Remove its figure, card and markers from ties” p23).
(see “Binding events” p22) the game
◆ Interacting with the map tile ◆ Shuffle its inventory and place in the de- MONSTER DEATH
(see “Map tile elements” p17) stroyed item deck If a monster’s health points are reduced to 0,
◆ Utilizing their inventory ◆ Remove its binding events from the game then monster is destroyed.
(see “Item effects” p19) If the destroyed monster’s level is lower than the
◆ If the last explorer is destroyed, the game
Anytime the explorer is placed on the map tile, is lost current monster level on the chapter board, and
after all the chapter abilities have been resolved, it is not a level 4 monster: remove its card and
its “enters play” abilities are resolved (see “Enters figure from the game,
play abilities” p23). otherwise place its monster card on top of the
destroyed monster deck and set aside its
monster figure.
If the monster is destroyed during an explorer’s
turn, restore 1 essence to that explorer.

BANISH MONSTER
Explorers cannot restore essence from
banished monsters.
If the banished monster’s level is below the cur-
rent monster level, and it is not a level 4 mon-
ster: remove its card and figure from the game,
otherwise place its monster card on top of the
destroyed monster deck and set aside its
monster figure.
Banished monsters are not considered de-
stroyed, and banishing them will not trigger
when dies conditional effects.

13
UNIT EFFECTS Low attack dice (
0•1•1•1•2•2
) have values: ETHEREAL
If a unit is ethereal, it cannot be targeted by oth-
AT TACK er units unless they specifically have a present
High attack dice ( ) have values: effect that enables them to target ethereal units.
When making an attack the attacker rolls the at-
tack dice, and depending on the target’s defense, 0•1•1•2• 2•3 Ethereal units can be attacked indirectly using
it may score a hit. traps, exploding barrels, or other abilities that
do not need to target the ethereal unit (example:
When a unit is hit, it loses 1 health point, and if
◆ The attacker rolls a specified number of at- attacks that affect adjacent units).
that loss reduces the health to 0, the unit is de-
stroyed (see “Explorer/Monster death” p13) and con- tack dice and adds their values Playing abilities (example: moving, attacking, or
sidered as killed by the attacker. ◆ Add to that value any present effects that blocking) does not remove the ethereal effect.
The target(s) of an attack, and any units affected increase the attack roll Monsters ignore all explorers that are not targ-
by an untargeted attack are blockers ◆ Subtract from that value any present effects etable, and do not move toward them.
(see “Targeting” p24). that decrease the attack roll
MOVING THROUGH ETHEREAL UNITS
Every attack specifies the number of low and ◆ If the attack roll is less than the target’s
high attack dice used in the attack roll (both are Units can move through ethereal units, and
blocking attribute skip further steps
custom D6). ethereal units can move through other units (see
◆ Attacker hits “Move through effects” p16).
◆ Blocker is hit Regardless, ethereal units are still considered ob-
stacles (see “Obstacle” p24) and you cannot stop on
◆ Blocker loses 1 health point
a space occupied by an ethereal unit.
ATTACK EXAMPLE There are two types of attacks: normal and
Th
arcane attacks.
arc SWITCH POSITIONS
To better demonstrate the
attack mechanism in the ◆ For normal attacks, the blocking attribute When you resolve this effect, switch positions
game let’s setup the arena. is armor (figures on the map tile) between the activating
Our explorer will battle a and the target unit.
horrific and deadly monster: ◆ For arcane attacks, the blocking attribute
Mi-Go. is will CONTROL MONSTER
If aan effect increases arcane attack rolls, then When it’s the target monster’s turn to play, the
even a normal attack is considered arcane.
eve activating explorer controls its movement, at-
tacking and playing the abilities of the con-
trolled monster (it may even attack other
monsters).
This will override the control of the scheming
monsters (see “Scheming monsters” p28).
Let’s assume our hero has an item with the following ability:

This item will alter the augmented weapon’s attacks to arcane

If aan attack would affect more than one unit


(such as a trap or exploding barrel), only one
(su
As we can see, to resolve the attack we will need 2 dice; 1 high attack attack roll is made, the result of which is then
att
and 1 low attack die. Let’s suppose this is our attack roll: applied to all blockers.
app

Considering Mi-Go’s armor of 3, we just barely hit it and it lost 1


health point. If this is the first time the Mi-Go was damaged, it is
still alive, but if it was previously hit, the Mi-Go is now destroyed
and its attacker invokes an explorer event (as per the Mi-Go ability).

14
Unit - Unit effects

TELEPORT PUSH AND PULL


When a unit teleports to a passable space within A unit can be pushed away or pulled towards
some distance, ignore all walls, obstacles, rubble the activating unit or space. When the activating
and closed doors to reach the destination space.
p map space is not specified, the activating unit’s
position is considered the activating space for
the push/pull effect.

When a unit teleports to a specific destination


space, always use the nearest, unexplored map Push example
space of that type on the map tile of the unit in
question (see “Determine target space” p24). If target unit is orthogonal to the activating
space it moves in a straight line, otherwise it
moves diagonally.
If a unit would be pushed or pulled into a trap
lever, activate the trap lever (see “Trap lever” p17).
An exploding barrel is counted as being hit
when a unit is pushed or pulled into it
(see “Exploding barrel” p17).
If the destination space is a pit, and it is inside
the target’s line of sight, the unit is pushed or
If the destination space is occupied or not pulled into the pit space and is destroyed
passable, choose its nearest passable, and (see “Pit” p17).
unoccupied space.
Immobile units cannot be pushed or pulled. Pull example

15
15
MAP TILE EXPLORE MAP TILE SCROLL MAP TILE
The playing area (2x2) can be scrolled by de-
When an explorer is on the edge of a map tile stroying some of the placed map tiles while
that does not contain an entry or exit token, a new map tile is explored. The only require-
it is possible to explore further for 2 stamina. ment is that there are no explorers on the de-
Units move and activate their abilities within
In that case, draw a map tile and join it with stroyed map tiles.
map tiles. Every map tile is a 10x10 grid with 4
the exploring map tile edge in a position
possible edges on each side. If there are monsters on the destroyed map tiles,
where its direction symbol is adjacent to
Treat the unexplored edge of a map tile as a wall. the activating explorer. then they are banished (see “Banish monster” p13).
On one of the edges there is a direction symbol While additional map tiles are explored, they When you destroy map tiles, flip them and place
that is used when a new map tile is explored and can represent a playing area of maximum 2x2 on the bottom of the map tile deck.
joined to the exploring tile edge. map tiles. It is possible to explore even further
with the concept of scrolling map tiles.

MOVE
Unless the unit is immobile, it can spend 1 stam-
ina to move to an adjacent, unoccupied, and
passable space (see “Adjacent” p24).
Units cannot move through obstacles, walls or
closed doors (see “Obstacle” p24). A B

Map joining example - step 1

C D
Map scrolling example - step 1

Map joining example - step 2


E

“MOVE THROUGH” EFFECTS A B


Some abilities will enable you to move through Map scrolling example - step 2
obstacles or unpassable spaces to reach an unoc-
cupied, passable space.

16
Map Tile

EXIT MAP TILE PASSABLE SPACE


A space through which units
TRAP LEVER
Explorers can activate an adjacent
When standing on top of the exit token, an ex- can move. Passable spaces do trap lever for 2 stamina to resolve
plorer can exit a map tile for 2 stamina (see “Place not obstruct the line of sight. trigger traps effect.
exit token” p21). Remove the explorer figure from
the playing area. Skip the explorer’s turn and TRAPPED SPACE Scheming monsters can activate
ignore effects on them if their figure is removed trap lever for 3 stamina (see “Scheming monsters” p28).
from the playing area (skip Spawn phase roll for A trapped space is a specific
type of passable space. When a Activate a trap lever when a unit would be pushed
that explorer). or pulled to it.
trigger traps effect is resolved on
specific map tile, every unit on
MAP TILE ELEMENTS top of its trapped spaces will be
attacked by the activating unit for 3
EFFECT:
(see “Trigger traps” p17).
WALL
A wall is type of map space bor- RUBBLE TRIGGER TRAPS
der which separates spaces and Rubble is an impassable space ◆ Attack all units on top of trapped spaces
obstructs the line of sight. that obstructs the line of sight. on the activating unit’s map tile for 3 .
If there is no activating unit, attack units
DOOR on all map tiles.
A door is a type of map space PIT ◆ If traps were triggered by activating a trap
border, and is a connection be- A pit is a special type of passa- lever, place an explored token on
tween two adjacent wall spaces. ble space. A unit that moves or top of it.
When opened or destroyed, units can is pushed or pulled into a pit is
normally pass through it, and the line of sight destroyed. Mindless monsters
is not obstructed. will never move themselves into
a pit (see “Mindless monsters” p28). RECHARGE STATION
When closed, they act as a wall. An explorer can activate an
Any unit next to doors can destroy closed door
EXPLODING BARREL adjacent recharge station for
for 4 stamina. When a unit destroys a closed An exploding barrel counts as 1 stamina to resolve
door, flip the closed door token to show a de- an obstacle that doesn’t obstruct recharge effect.
stroyed door token. Units cannot the line of sight.
activate a door with a destroyed
door token on top of it. It is a specific type of immobile
space that can be attacked (see “Attack” p14). EFFECT:
The attack roll on an exploding barrel must be at
least 1 to score a hit. When an exploding barrel
RECHARGE
EFFECT: is hit: ◆ Roll the recharge die.

OPEN/CLOSE DOORS ◆ Attack each unit adjacent to the exploding


barrel space for 3
◆ Possible results of the roll:
restore 1 health, restore stamina,
If a door is open (door token is not placed on or nothing happens.
◆ Place an explored token on top of the ex-
them), an explorer next to it (see “Next to” p24) ploding barrel space ◆ If a recharge was made by activating a
can use 2 stamina to resolve close door effect and recharge station, place an explored token
place a closed door token. When a unit is pushed or pulled into an explod- on top of it.
ing barrel, treat it as though it is hit.
If a door is closed (have closed
door token on them), it acts as ACTION SPACE
a wall. An explorer next to a WORKBENCH
closed door can use 2 stamina to All action spaces can be activated. Every action
resolve open door effect by removing the closed space counts as an obstacle (see “Obstacle” p24). Explorers can activate an adja-
door token. cent workbench for 3 stamina to
Once the action space is activated, put an ex- resolve operate workbench effect
Scheming monsters can open and close doors plored token on top of it. (see “Operate workbench” p20).
for 3 stamina (see “Scheming monsters” p28).

17
CHEST DESTROY MAP SPACE
Activating chests provides the EFFECT: If a map space is destroyed, then place an ex-
LIGHT CHAPTER
main source of items for explor- plored token on top of it.
ers while also restoring essence.
If a destroyed map space was a spawn space,
Explorers can activate an adja- When explorer resolves light place two explored tokens on top of it.
cent chest for 3 stamina to resolve gain item ef- chapter effect, then put a light
fect (see “Gain item” p20). token on a chapter space with no A destroyed map space counts as an obstacle
tokens on top of it. that doesn’t obstruct line of sight, and can’t be
EVENT SPACE interacted with.
An explorer may only choose the
By activating event spaces, ex- chapter space on their map tile (see “Determine
plorers restore essence, and have
the opportunity to resolve one
target space” p24).
REFRESH MAP SPACE
of many beneficial events from
If a map tile space is refreshed, then remove all
the explorer event deck; each
SPAWN SPACE the explored tokens on top of it.
with its own story and effects.
Explorers can activate an adjacent event space The spawn space is a passable
for 3 stamina to resolve invoke explorer event ef- space that doesn’t obstruct the
fect (see “Invoke explorer event” p22). line of sight.
When you spawn a monster
CHAPTER SPACE (for example during a spawn phase), place the
A chapter space can be in 3 dif- monster’s figure on your nearest spawn space (see
ferent states: “Spawn monster” p11).
unlit (no token on top of it),
lit (light token is on top of it),

is on top of it).
and destroyed (explored token EFFECT:
An explorer can activate an adjacent SEAL SPAWN SPACE
chapter space: An explorer can seal an adjacent spawn space
◆ For an unlit chapter space the activating for 3 stamina and by losing 4 essence (see
explorer loses 3 stamina and 3 essence (see “Contributing explorers” p12).
“Contributing explorers” p12). Put an explored When the explorer seals a spawn space:
token on top of it
◆ Decrease the monster threat by 1
◆ For a lit chapter space the activating ex- (to a minimum of 1)
plorer only loses 1 stamina. Flip the light to-
ken to the explored side ◆ If there is a unit on top of the sealing
spawn space, destroy it and restore
◆ If an exit token is placed on any map tile or 1 essence
the current chapter is a blocking chapter (see
“Blocking chapters” p21), skip further steps ◆ Destroy a spawn space by placing two
explored tokens on top of it (to differenti-
◆ Advance to the next chapter by flipping ate between other map spaces)
the current chapter to the top side of chapter
board (see “Chapter board” p7) ◆ Resolve light chapter effect
◆ Resolve next chapter’s “enters play” abilities A destroyed spawn space counts as
an obstacle.

18
Map tile - Map tile elements, Item - Item types, Item effects

ITEM
AUGMENT WEAPON OR
APPAREL
Augments are a special types of items
that can be combined on torso apparel or
Explorers can obtain items during the game and weapons with a matching augment symbol. They
may equip, upgrade, or augment them. Addition- must augment the equipped item before use.
ally, items can be traded with adjacent explorers.
An explorer gains all the active abilities from
their consumable and equipped items.
The owning explorer is the default target of
ITEM EFFECTS
item’s active abilities which don’t require a le- USE INVENTORY
gal target, and of item’s “enters play” abilities.
Whenever an item is equipped, then its “enters
play” abilities are immediately resolved upgrading item augmenting item
(see “Enters play abilities” p23). INVENTORY EXAMPLE

ITEM TYPES
upgrading item augmenting item

There are 4 different item types separated into


4 item decks: weapon, apparel, artifact
and consumable.

APPAREL
Apparel represents items for torso, legs, weapon consumables
or head. They must be equipped before -equipped-
use and generally increase the armor or
will attributes.
Torso apparel can be differentiated from other apparel
-equipped-
apparel items by having an augment symbol on
the right side of the card.
artifact unequipped items
WEAPON -equipped-
Explorers can use weapons to attack
units (see “Attack” p14). Weapons must be Every item, except consumables, must be
EQUIP ITEM
equipped before use, and some weapons equipped before their effects and abilities An explorer can equip only one item of each
may also increase armor or will attributes can be used. item type, with the exception of weapons that
when equipped. enable explorers to equip 2 one-handed
To use inventory, an explorer can spend 3 stam-
ARTIFACT weapons at once (each weapon must have a
ina. This is done for equipping/unequipping, up-
one-hand symbol).
grading or augmenting any number of items.
Artifacts are items with special arcane
powers that can give explorers an ad- Whenever an item is equipped, its “enters play”
Instead of using their own inventory, an explorer
ditional edge in the game. Artifacts generally abilities are resolved (see “Enters play abilities” p23).
may choose to resolve use inventory effect to an
increase the will attribute when equipped. They adjacent explorer. UNEQUIP ITEM  
must be equipped before use.
When the use inventory effect is resolved, resolv- While using your inventory you may choose to
CONSUMABLE ing explorer may give any number of items to unequip an item. It is possible that some effect
any adjacent explorers. forces you to do this.
Consumables do not need to be
equipped before use, and are never To unequip an item, place that item and its up-
considered in play. They are destroyed after grades and augments in your inventory. Un-
being used. equipped items are rotated to indicate une-
quipped status.

19
GAIN ITEM OPERATE WORKBENCH
EXAMPLES OF WRONG COMBINATIONS When you resolve gain item effect: When you resolve operate workbench effect:
◆ If it was through activating a chest, ◆ Draw the 3 top item cards from any of the
restore 1 essence item decks (you can choose the same item
deck multiple times)
◆ Draw the top card from the single item
deck of your choice ◆ You may swap any of drawn cards with
the items from your inventory (equipped or
◆ Draw another card from the top of the item
unequipped)
deck based on your explorer’s class:
◆ Choose 1 card, then keep it or give it to an
class type item deck adjacent explorer
Bruiser Weapon ◆ Destroy any number of remaining cards,
Gunman Apparel then place the rest on top of their corre-
sponding item decks in any order
Crafter Consumable
◆ Resolve use inventory effect
Mystic Artifact
◆ If it was through activating a workbench,
◆ From those 2 cards choose 1, then keep it place an explored token on top of it
or give it to an adjacent explorer
SHUFFLE ITEM DECK
◆ You may destroy the other card or place it
UPGRADE ITEM on top of the corresponding item deck Shuffle each item type deck separately.
Equipped items can be upgraded via the vertical ◆ If it was through activating a chest, place When you shuffle item cards, don’t include de-
upgrade symbol with another item of the same an explored token on top of it stroyed item cards.
type and matching upgrade symbol.
A torso apparel cannot be upgraded with anoth- TRADE WITH EXPLORER
er torso apparel item.
Treat the upgrading item as being equipped, and For 2 stamina, you can initiate a trade with an
after upgrading, resolve its “enters play” abilities. adjacent explorer. You can give and receive any
number of items.
ems.
AUGMENT ITEM
If the items were equipped, then they are traded
Equipped items can be augmented via the hori- in an unequipped
pped state.
zontal upgrade symbol and matching upgrade
symbol.
Treat the augmenting item as being equipped,
and after augmenting, resolve its “enters play”
abilities.

20
Item - Item effects, Chapter

CHAPTER CHAPTER EFFECTS ADD ITEM LEVEL


When a chapter effect instructs you to add
PL ACE ENTRY TOKEN items of a specified level, take all the item cards
of that level and shuffle them into their corre-
◆ Take the top map tile from the map tile
Progress is directly linked with the development sponding item type decks.
deck, and place it in the playing area (ignore
of the story through its chapters. With each new this if you are in ‘Game Setup’ )
chapter, the explorers are one step closer to their ENTER ENDGAME
fleeting salvation or doom. They must progress ◆ Place an entry token on the map tile’s di- Some scenarios use a special endgame map tile.
through the chapters until they resolve victory rection symbol, facing inwards (ignore this if
effect (see “Victory” p21), or if the scenario de- the map tile is a scenario starting tile) ◆ Place the specified scenario endgame map
mands, face an endgame (see “Enter endgame” p21). tile into play
◆ Place the explorers on unoccupied spaces
Explorers gain all the active abilities from the adjacent to or on top of the entry token ◆ Place the explorers on unoccupied spaces
current chapter. adjacent to or on top of the illustrated
The activating explorer is the default target of PL ACE EXIT TOKEN entry token(s)
chapter’s active ability. When a new chapter is played that has a place ◆ Place the scenario endgame cards next to
Whenever a new chapter is played, its “enters exit token effect, the activating explorer decides endgame map tile and resolve its setup phase
play” abilities are resolved (see “Enters play upon the placement of the exit token, on any
edge of the map tiles in the playing area ◆ Observe the victory and defeat conditions,
abilities” p23). along with any additional specifications
(pointing outwards).
An exit token cannot be placed on top of an Surviving explorers share victory and defeat.
BLOCKING CHAPTERS existing entry token. Their team achieves the victory condition even
if some of the explorers are destroyed. If the de-
Some chapters have a blocking indicator that When the last surviving explorer exits the map feat condition is reached, everything is lost and
blocks the progress to the next chapter by acti- tile: the dead explorers are encouraged to revel with
vating a chapter space (see “Chapter space” p18). cackling laughter while they close in ominously
◆ Flip the current chapter and resolve the
on any explorers left.
next chapter’s “enters play” abilities
(see “Enters play abilities” p23) VICTORY
◆ Banish all monsters from the map tiles When a victory effect is resolved, all surviving
in play explorers have won the game, and the game
◆ Placed map tiles are shuffled, and put on is over.
the bottom of the map tile deck

One of the chapter’s abilities will instruct you on


how to progress to the next chapter or how to
place an exit token (see “Place exit token” p21).

21
21
EVENT HORROR EVENTS
During the horror phase one
explorer must roll the game die
(D10).
Along with the monsters and items, events are
another type of card that can greatly influence If the roll is equal to or greater
the game. than the current horror rating,
then a horror event is played
The topmost destroyed event is considered
(see “Horror phase” p11).
the current event.
Monsters gain all the active abilities from the
Passive abilities from the current event cards al-
current horror event.
ways influence the game, and will affect all units
on all map tiles.
Whenever a new event is played, its “enters play”
abilities are resolved (see “Enters play abilities” p23).
EVENT EFFECTS
There are two types of events: explorer events INVOKE EXPLORER EVENT
and horror events. When you resolve invoke explorer event effect:
◆ If it was through activating an event space:
EXPLORER restore 1 essence and place an explored token
on top of it
EVENTS ◆ Draw a card from the explorer event deck.
If there are no available cards in the deck,
Only explorers can play ex- then shuffle the destroyed explorer event
plorer events, and they can do cards to create a new one
so by activating an event space
for 3 stamina (see “Event space” ◆ Resolve its “enters play” card abilities REINVOKE EXPLORER EVENT
p18), or resolving invoke or reinvoke explorer (see “Enters play abilities” p23) When you resolve reinvoke explorer event effect:
event effects (see “Invoke explorer event” p22). ◆ If it is a binding event, then the ◆ Resolve “enters play” abilities of the
The explorers gain all the active abilities from activating explorer takes the event card current explorer event card
the current explorer event. (see “Binding events” p22)
The activating explorer is the default target ◆ Place the card face up on top of the
REINVOKE HORROR EVENT
of event’s active and “enters play” abilities. destroyed explorer event deck When you resolve reinvoke horror event effect:
BINDING EVENT INVOKE HORROR EVENT ◆ Resolve “enters play” abilities of the
current horror event card
When you resolve invoke horror event effect:
◆ Increase the monster threat by 1
SHUFFLE EVENT DECK
(see “Chapter board” p7) When you shuffle events (explorer or horror),
you must shuffle in destroyed events as well.
◆ Draw a card from the horror event deck. If
there are no available cards in the deck, then
shuffle the destroyed horror event cards to
create a new one
◆ Resolve its “enters play” card abilities
(see “Enters play abilities” p23)
◆ Place the card face up on top of the
destroyed horror event deck
Some explorer events have a binding indicator.
The activating explorer takes the event card, and
places it next to their explorer card. The event’s
abilities are now treated as though they are part
of their explorer card.

22
Event, Abilities

ABILITIES
An active ability that doesn’t require a legal PASSIVE ABILITIES
target affects the activating unit by default.
Passive abilities don’t need an activating unit as
there is no activation cost and, they will contin-
uously (passively) influence the game as long as
Only the cards in play may influence the card is in play.
the game through their abilities.
For events, the current events from the
corresponding explorer and horror decks are
considered in play.
For items, only the equipped ones are consid- The first ability affects the target,
but the second affects the owner of this item.
ered in play.
Consumable items can’t be equipped, but Active abilities can only be played one at a time,
their abilities can be played directly from resolving all the effects from the played ability
explorers’ inventories. before another one can be played.
Besides having a unit card, an explorer owns If an ability costs stamina it can only be played
its items in play, so it is safe to say that explorer by a unit on its turn.
owns the abilities from its unit and item cards.
For the event and chapter cards there is no ENTERS PL AY ABILITIES
definitive owner.
The component of an ability that actually
CONCEPT: “Enters play” abilities are resolved only once,
influences the game is called an effect
(see “Effects” p26).
PLAYING OUTSIDE OF when the card enters play.
They are marked with the special icon ( ).
YOUR TURN
TYPES OF ABILITIES Between each unit’s action, someone can play
an active ability if it does not need any stami-
There are three types of abilities: active, passive, na for activation.
and “enters play”. These abilities can be used between actions
of other explorers and monsters and between
ACTIVE ABILITIES turns of monsters and explorers.
The activating unit can use the active ability by They cannot be used when they would inter-
paying the activation cost. rupt another action (example: between rolling
The activating cost is paid by: dice and applying the effect, between killing a
monster and resolving the effect, or between
◆ Losing stamina ( ), or by losing an completing a chapter and its “enters play”
essence ( ) abilities). Different card types enter play in different ways,
◆ Destroying the card after playing the so their “enters play” condition and the activat-
ability ( ) ing unit will vary:
◆ Making a sacrificial offering
(see “Sacrifice” p27)
◆ Another cost specified on the card card type “enter play” condition default target
Most active abilities require a legal target, such Explorer An explorer is placed into a map tile The placed explorer
as a unit or a map space that the ability Item An item is equipped The explorer who owns the item
will affect (see “Targeting” p24).
Monster A monster is spawned The spawned monster
Explorer event An explorer event card is played The explorer who played the explorer event
Horror event A horror event card is played Specified by ability text
Chapter A chapter card is played Specified by ability text

23
TARGETING ADJACENCY ACROSS MAP TILES
We saw how the default scope of ability that
OBSTACLE

MAP TILE SCOPE doesn’t require a target is the map tile, if it has
either the owner or the activating unit. The only
An ability can have either the owner or the acti- exception to this rule are abilities that affect ad-
vating unit. If those abilities don’t require a tar- jacent units.
get, their default scope is the current map tile.
If you would be standing on the edge of one map
Abilities with an owner are item or unit’s tile, you will also affect adjacent units that are
“enters play” and active abilities. standing on the edge of connected map tile.

An obstacle is impassable space that does not


block the line of sight (see “Line of sight” p24).
The obstacle could be a:
◆ Unit
Example of activating unit’s map tile scope:
Lorrai can choose any explorer on her map tile to restore its 1 health. ◆ Action space
DETERMINE TARGET MAP
SPACE ◆ Destroyed map space
When an effect involves both a unit and a map ◆ Exploding barrel
space, then always use the closest unexplored
map space of the type defined by the effect. This ADJACENT
map space must be on the same map tile as the Any map space that is next to the activating
unit. Count the spaces directly, ignoring the unit, and in line of sight, is considered adjacent
walls, rubble, units, and obstacles. to the unit.
Example of artifact with a passive ability that affects explorers. If you If the map space is occupied, then the explorer
equip this item, explorers on your map tile can target ethereal units. chooses the closest unoccupied space from NEXT TO
that map space. For borders between spaces, there is a differ-
This ability doesn’t have an activating unit (it’s
ence between “next to” and “adjacent”. “Next to”
passive), but it does have an owner (the explorer
means orthogonally adjacent.
equipping it).
Abilities with an activating unit are explorer
event’s “enters play” abilities, and chapter or
event’s active abilities.

LINE OF SIGHT
The concept of line of sight is used to determine
legal targets. The line of sight is an imaginary
line through the centers of source and target
space. If that line crosses through a wall, rubble
or closed door, then the target is not in line
of sight.
If the line just touches the end of a wall, or the
corner of a space that would usually block the If both doors are opened Lorrai is adjacent to Hank, Phillip and chapter
space. She can close the door next to her, but not the one next to Phillip.
line of sight (such as rubble), then the target is If at least one door is opened, Lorrai is adjacent to Phillip.
Example of Explorer event with “enters play” ability. When you activate in the line of sight.
this event, you will attack all monsters on your map tile.
Obstacles do not block the line of sight.
This ability has an activating unit (explorer who
plays the explorer event).

24
Abilities - Targeting

MELEE TARGETING
For melee targeting, the target either must
be the activating unit or adjacent to the
activating unit.

RANGED TARGETING
There are two types of ranged targeting:
The target must be within range X,
with no obstacles in the line of sight
The target must be within range X,
ignoring any obstacles in the line of sight
The range X represents the number of map tile
spaces you would need to reach the target posi-
tion, ignoring the obstacles.
You may target yourself with ranged targeting.
If the weapon has a ranged active ability with an
attack effect, it is considered a “ranged weapon”.
If the weapon has a melee active ability with an
attack effect it is considered a “melee weapon”.

T WO TARGETS
For some active abilities, you must specify two
targets (the same target can be used both times).

Place explorer markers based on the number of times the active ability
has been played, not based on the number of resolved lasting effects.

255
EFFECTS COUNTED CONDITION 
Sometimes a condition needs to be
triggered multiple times in order to
resolve a specific effect:
 LASTING EFFECTS
The majority of active and “enters play” abilities
are resolved instantly (at the moment they
are played).

CONDITIONAL EFFECTS
Lasting effects played by the activating unit con-
tinue to influence the target unit(s), even after
they are resolved. They last until the activating
There might be a continual effect that is active
unit’s next turn, and can be identified with “this
while the condition is fulfilled. The alternate ef-
round” inside their effect text.
fect may be listed with the “otherwise” clause.
Some lasting effects have a number that deter-
mines the maximum number of possible
stacked effects.
This can be demonstrated with the Blood-boost
gun’s ability:

Sometimes an active ability needs to be


played multiple times in order to
resolve a specific effect:
There might be a resolving effect that is resolved
every time a condition is triggered.

When the explorer hits a target while having it


equipped, its attack rolls are increased. This can
be stacked up to 2 times and lasts until the start
of explorer’s next turn.
Remember that item abilities belong to the
equipping unit, which means that this ability
will trigger on all of the explorer’s attacks, not
just the one made with Blood-boost gun.

USING EXPLORER MARKERS


Explorers use their explorer markers to mark
Everyti this ability is used add an explore token to the chapter.
Everytime their lasting effects (see “Explorer markers” p13).
O
Once 4 tokens are added then the effect is activated,
in this case to advance to the next chapter. At the start of your turn, place all of your ex-
plorer markers on top of your player board (all
Everytim the condition is triggered or the ac-
Everytime of your lasting effects are over).
tive ability
abi is played, then add an explored token
on top oof the card with counted condition. Before resolving a lasting effect:
If the number
n of explored tokens match the ◆ If you have no explorer markers left or the
specified
sp
peccif
ifie
iee count, remove all explored tokens maximum number of stacked effects has al-
and
an d resolve
rees the counted condition effect. ready been reached, skip further steps
◆ Place an explorer marker on the activating
card to show it is active and resolve the last-
ing effect
If the card with your explorer marker is removed
from the game, the corresponding lasting effect
is no longer influencing its target(s) and the
explorer marker is placed back on top of your
player board.

26
Effects

DESTROYED CARD WITH EXPLORER


MARKERS MULTIPLE EFFECTS SACRIFICE
Sometimes you will need to make a sacrificial
Some consumables and binding events may have An ability can have multiple resolving effects. If offering to Machina Arcana.
a lasting effect while also containing a destroy that is the case, resolve them in the order they
icon (either as a cost, or an effect). are presented inside the ability text. The sacrifice can be in attributes, items or
binding events.
When you resolve that lasting effect by also de-
stroying a consumable or binding event: Treat this offering as an activation cost in order
to resolve a desired effect.
◆ Don’t place the card in the corresponding
destroyed deck until you return all its explor- Destroy non-attribute objects after sacrificing.
er markers on top of your player board
◆ You can no longer play other abilities on
that card
Immediately after the attack (regardless of the hit), resolve the lasting
◆ You cannot destroy the card again with effect influencing the target of this active ability.
game effects
◆ If it is a binding event, then it is not con-
sidered in play anymore (its passive abilities
are no longer influencing the game)
EFFECT ROLL
Sometimes when an effect is resolved, a player
must roll the game die and based on a success-
ful roll the effect is resolved. If the ‘otherwise’
clause is present, then an alternative effect will
be resolved if the ability roll is lower than the Sacrificing an attribute (health, stamina or
specified number. essence) will trigger a lose attribute condition.
- Roll the game die, and if the effect roll is
equal to or greater than X, resolve the effect. TAKE
USING HORROR MARKERS When you resolve take effect, search a corre-
sponding deck to take a specific card. Shuffle the
Horror has its own markers to represent lasting
effects from monsters and horror events.
COMMON EFFECTS deck afterwards.
Some effects are not specific to a particular card
d
At the start of the Horror phase, place all horror type but can be used in different contexts.
markers next to the horror event deck (its last-
ing effects are over). DESTROY  
Before resolving a lasting effect from monsters A number of objects in the game can
and horror events: be destroyed:
◆ If there are no available horror markers, ◆ A map space (see “Destroy map space” p18)
skip further steps
◆ A monster (see “Monster death” p13)
◆ Place a marker on top of the
activating card ◆ An explorer (see “Explorer death” p13)
◆ Resolve a lasting effect ◆ An item:
If the card with the horror marker is removed ◆ If item is equipped, then unequip it
from the game, its corresponding lasting effect is (see “Unequip item” p19)
no longer influencing its target(s) and the horror ◆ Return the explorer markers that are
marker is placed back next to horror event deck. on top of it to the owner’s player board
◆ Place the item on top of destroyed
item deck
◆ A binding event: place the event on top off
destroyed explorer event deck

27
CONCEPT: DETERMINE
TARGET EXPLORER
Unless stated otherwise, monsters only target

MONSTER
and move toward the nearest explorer. To de-
termine the nearest explorer, count the steps
to each targetable explorer, avoiding impass-
able spaces such as rubble and action spaces,

BEHAVIOR but ignoring closed doors and units. Immo-


bile units are treated as rubble.
If there is a choice between two or more ex-
plorers, then the target will be the one:
If there are no destroyed explorers then the
monster actions are deterministic and are ◆ With the lowest remaining health
PL AYING ACTIVE ABILITIES
played by any player (see “Mindless monsters” below). ◆ Who is easiest to hit (based on the mon-
A monster will always try to first play the active ster’s first attack, and the explorer’s
Otherwise the players of dead explorers become abilities from the current horror event, then ac-
responsible of the monsters’ turns (see “Scheming blocking attribute)
tive abilities in the order they are specified on
monsters” below). ◆ Determined by the players’ choice
the unit card. Unless stated differently, it will
only target explorers.

SCHEMING MONSTERS MONSTER MOVEMENT


Players of dead explorers become responsible for For a detailed overview of unit movement, see “Move” p16.
playing the monsters’ turns. They form a hive
mind that controls their every action.
They can move, use their abilities or interact
with the map tile by:
◆ Opening or closing doors for 3 stamina
(see “Open/Close doors” p17)
◆ Destroying opened or closed doors
for 4 stamina
◆ Activate trap lever for 3 stamina
(see “Trap lever” p17)

MINDLESS MONSTERS
On its turn, a monster will use its abilities if
possible, otherwise move towards the nearest ex-
plorer. It continues to do this until it has run out
of stamina or cannot use any of its abilities and/
or is blocked from further movement.
Monsters will move and/or play active abilities
on their turn. Playing abilities has a higher pri-
ority than movement. Unless stated differently,
monsters only target and move toward the
nearest explorer.

In this example, the monster will ignore the distant explorer, and choose the top path because there are less units in the way.

28
Monster behavior

A monster will always prefer a space with fewer obstacles in the


line of sight and if possible will face the explorer in an orthogonal
al ADDITIONAL MONSTER MOVEMENT EXAMPLES:
direction.

The orthogonal space has priority.

If another unit blocks the monster’s path, the monster will move
along a path around the blocking unit as long as it does not step
further away from its target. Monster’s fi nal positions depending
on its remaining stamina.
End a monster’s turn if another unit is blocking the path, and
the monster cannot move in such a way that it will end closer to
the target.

Unless they are in range of active abilities


explorers further than the closest target
will be ignored.

The monster would need to have 3 remaining stamina to move to its fi nal position.

29
TABLE OF
UNIT 12 Pit 17
ATTRIBUTES 12 Exploding barrel 17

CONTENTS
Armor 12 Action space 17
Will 12 Trap lever 17
Health 12 EFFECT:
TRIGGER TRAPS 17
Stamina 12
GAME OVERVIEW 3 Recharge station 17
Essence 12
ROUND OVERVIEW 3 EFFECT:
CONCEPT: RECHARGE 17
How to win the game 3 CONTRIBUTING EXPLORERS 12
How to lose the game 3 Workbench 17
EXPLORER 13
Chest 18
COMPONENTS 4 Explorer markers 13
Event space 18
BOX CONTENTS 4 Explorer death 13
Chapter space 18
COMPONENT OVERVIEW 6 MONSTER 13
EFFECT:
GAME SETUP 8 Monster death 13 LIGHT CHAPTER 18
Banish monster 13 Spawn space 18
PLAYING AREA 8
UNIT EFFECTS 14 EFFECT:
CHOOSE A SCENARIO 10
Attack 14 SEAL SPAWN SPACE 18
VARIANT:
CUSTOMIZE A SCENARIO FOR A Ethereal 14 DESTROY MAP SPACE 18
SHORTER GAME 10 Switch positions 14 REFRESH MAP SPACE 18
CHOOSE EXPLORERS 10 Control monster 14 ITEM 19
SETUP ITEM DECKS 10 Teleport 15 ITEM TYPES 19
SETUP MONSTER DECKS 10 Push and Pull 15 Apparel 19
SETUP MAP TILE DECK, MAP TILE 16 Weapon 19
AND STARTING MAP TILE 10
MOVE 16 Artifact 19
STARTING THE FIRST CHAPTER 10
“Move through” effects 16 Consumable 19
GAMEPL AY 11 Augment weapon or apparel 19
EXPLORE MAP TILE 16
VARIANT: Scroll map tile 16 ITEM EFFECTS 19
CUSTOMIZE GAME DIFFICULTY 11
EXIT MAP TILE 17 Use inventory 19
EXPLORER PHASE 11
MAP TILE ELEMENTS 17 Equip item 19
SPAWN PHASE 11
Wall 17 Unequip item 19
HORROR PHASE 11 Upgrade item 20
Door 17
MONSTER PHASE 11 Augment item 20
EFFECT:
Monster queue 11 OPEN/CLOSE DOORS 17 Gain item 20
EFFECT: Passable space 17 Trade with explorer 20
SPAWN MONSTER 11
Trapped space 17 Operate workbench 20
EFFECT:
INCREASE MONSTER THREAT 11 Rubble 17 Shuffle item deck 20

30
Table of contents

CHAPTER 21 EFFECTS 26
BLOCKING CHAPTERS 21 CONDITIONAL EFFECTS 26
CHAPTER EFFECTS 21 Counted condition 26
Place entry token 21 LASTING EFFECTS 26
Place exit token 21 Using explorer markers 26
Add item level 21 Using horror markers 27
Enter endgame 21 MULTIPLE EFFECTS 27
Victory 21
EFFECT ROLL 27
EVENT 22 COMMON EFFECTS 27
EXPLORER EVENTS 22 Destroy 27
Binding event 22 Sacrifice 27
HORROR EVENTS 22 Take 27
EVENT EFFECTS 22 MONSTER BEHAVIOR 28
Invoke explorer event 22 SCHEMING MONSTERS 28
Invoke horror event 22
MINDLESS MONSTERS 28
Reinvoke explorer event 22
CONCEPT:
Reinvoke horror event 22 DETERMINE TARGET EXPLORER 28
Shuffle event deck 22 Playing active abilities 28
ABILITIES 23 Monster movement 28

TYPES OF ABILITIES 23
Active abilities 23
Passive abilities 23
Enters play abilities 23
CONCEPT:
PLAYING OUTSIDE YOUR TURN 23
TARGETING 24
Map tile scope 24
Determine target space 24
Line of sight 24
Obstacle 24
Adjacent 24
Next to 24
Melee targeting 25
Ranged targeting 25
Two targets 25

31
GAME ROUND (P3) GAME SETUP (P10) ABILITY TYPES
EXPLORER PHASE CHOOSE A SCENARIO cost effect(s) ACTIVE ABILITY P23

SPAWN PHASE CHOOSE EXPLORERS effect(s) PASSIVE ABILITY P23

HORROR PHASE SETUP ITEM DECKS effect(s) “ENTERS PLAY” ABILITY P23

MONSTER PHASE SETUP MONSTER DECKS

SETUP MAP TILE DECK, GAME EFFECTS


AND STARTING MAP TILE
ATTRIBUTES (P12) STARTING THE FIRST CHAPTER
Add item level (p21)
Attack (p14)
Place exit token (p21)
Pull (p15)
Augment item (p20) Push (p15)
ARMOR Banish monster (p13) Recharge (p17)

ABILITY ICONS
Control monster (p14) Refresh map space (p18)
Destroy (p27) Reinvoke explorer event (p22)
WILL Enter endgame (p21) Reinvoke horror event (p22)
Equip item (p19) Sacrifice (p27)
MELEE TARGETING P25 Ethereal (p14) Seal spawn space (p18)
HEALTH
Exit map tile (p17) Shuffle event deck (p22)
RANGED TARGETING P25 Explore map tile (p16) Shuffle item deck (p20)
STAMINA Gain item (p20) Spawn monster (p11)
Increase monster threat (p11) Switch positions (p14)
RANGED TARGETING P25 Invoke explorer event (p22) Take (p27)
ESSENCE
Invoke horror event (p22) Teleport (p15)
Light chapter (p18) Trade with explorer (p20)
EFFECT ROLL P27
Move (p16) Trigger traps (p17)
ITEM TYPES (P19) COUNTED CONDITION P26
Move through (p16)
Open/close door (p17)
Unequip item (p19)
Upgrade item (p20)
Operate workbench (p20) Use inventory (p19)
Place entry token (p21) Victory (p21)
WEAPON UNEQUIP P19

APPAREL
DESTROY P27
MAP ELEMENTS (P17, P18)
HIGH ATTACK P14
ARTIFACT
LOW ATTACK P14

CONSUMABLE

chest event space recharge


AUGMENT station
WEAPON/APPAREL
doors wall

passable pit rubble spawn space exploding trapped trap lever chapter workbench
space barrel space space

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