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Batman: Gotham City Chronicles Rules (condensed)

2-4 Players. Expect 2 hours +.


Players take the role of Heroes and 1 player controlling Villains in the Batman universe, playing out a selected scenario.
Heroes and Villains take turns until the end game trigger has occurred. Hero players must work together to win. When it’s the
heroes’ turn, they do not act according to a defined turn structure. They have the freedom to coordinate actions as they see fit.
When they declare they are all done with taking actions, the villain takes their turn. The mission defines what triggers the end of the
game, as well as how each side can win.

Preliminary Setup
Choose a mission from the mission booklet. One player will be the Villain player, and the other players (up to 3) will choose from
that mission’s available Heroes. Each Hero player uses a Hero Board, Hero miniature, stance marker, and places the corresponding
Hero screen on top of the board. The Villain player takes the Command Post and all the enemy tiles shown on the mission page.
Layout the game board called out for the mission. Place the miniatures in the areas shown on the mission map for starting locations.
Place tokens on the map as well, as indicated. Items or weapons will sometimes be found on the map, so find those cards from the
item deck and place them face-up in the starting areas as indicated.

Components
Hero Board

1. Image of the miniature used.


2. Total number of energy cubes (red).
3. The size index # for this character.
4. The menace index # for this character.
5. Automatic defenses- Either a number or free dice roll to block a certain amount of damage.
6. Special Traits- Check the Trait appendix to see what the icon means.
7. If this icon is present, the hero may use Bat Gadgets. They may select whatever gadget cards they want for the mission at
the start, up to the value shown here. Each gadget has a value shown on its card.
8. There are 5 main actions a hero can spend energy cubes to do. Each has an exertion limit number. That action cannot hold
more than that many energy cubes.
8.1 Melee Attacks
8.2 Ranged Attacks (can only do if hero has a ranged weapon)
8.3 Manipulation (Complex or Automatic are spent here)
8.4 Thought (Complex or Automatic are spent here)
8.5 Movement. Spend energy here for extra movement points.
9. Defense. Use energy cubes here to roll defense dice when attacked by an enemy.
10. Reroll. Spend energy cubes here to reroll 1 die per cube spent. Could be any die roll you make.
11. Encumbrance level. A hero’s first movement gains (X) free movement points. Unspent movement points are lost. If the
items (not bat gadgets) they are holding add up to a weight number (x) shown, their movement bonus changes to the value
under that weight limit.
12. Recovery values based on Stance. During the hero turn, each player decides whether their hero will be active or resting.
The stance value determines how many energy cubes can be moved from the Fatigue Zone to the Reserve Zone.
13. Skills the hero may have. Check the appendix for description. If there’s the encumbrance icon, then the skill cannot be
performed if your items weigh (X) value or higher.
14. Reserve Zone. Energy cubes here may be spent on actions.
15. Fatigue Zone. Spent energy cubes on actions are moved to this zone during upkeep.
16. Wound Zone. If injured, energy cubes are moved to this zone. First from Fatigue, Second from Action spots, and lastly from
Reserves.

Villain Command Post

Set up the cardboard inserts as shown above, on the top half of the Command Post. The value for the middle icon’s number is
determined by the mission selected.
1. Reserve Zone. Energy cubes here may be spent to trigger villain tiles, add movement, defense, and rerolls.
2. Fatigue Zone. Spent energy cubes to trigger villain tiles are placed here. During Villain’s upkeep (beginning of their turn)
spent cubes on Movement, Defense, and Rerolls are also moved here.
3. Recovery Value. During the Upkeep (after moving all spent cubes to Fatigue Zone), the Villain may move this number of
energy cubes back to the Reserve Zone.
4. Movement space. Place energy cubes here for extra movement points (up to the limit shown).
5. Defense space. Place energy cubes here (up to the limit shown) to roll orange defense dice. 1 per energy cube.
6. Reroll space. Place energy cubes here (up to the limit shown) to reroll any dice. 1 per energy cube.
7. Life Point Track. Some characters you control have life points greater than 1. Place an extra energy cube and the villain’s
round image icon in any one of these tracks to keep track of their current health.
8. The River. Tiles that can be activated by the Villain are placed in the River to start the game. Check the mission brief to see
which tiles, and their starting order.
9. Tile activation costs. The number shown above the tile’s position indicates how many energy cubes must be spent to
activate it. After activation, immediately move it to the end of the River (far right), and slide everything down (to the left).
Tiles
-Typically it’s the villain triggering tiles, but sometimes a Hero can control character tiles using either the Elite Command Skill or
Henchman Command Skill.

1. Event tile → When activated, it triggers ONE event as described in the mission brief. Villain player chooses
which one (if multiple).

2. Character Tiles --------------------------


-Villains (white)
-Heroes (blue)
-Neutrals (orange)
A tile describes the features of a character for
EACH miniature associated with that tile. The
miniatures each get their own activation one
at a time when the Character tile is activated.
Note: some tiles are double tiles. Their
activation cost is indicated by the indicator
arrow.
If this icon is shown, they may not do
this action at all. If just blank, they must have
other means to allow them to roll dice.
1. Name of the Character
2. Active or Neutralized side
3. Artwork. Image of miniature to use.
4. Life Points. The character’s health. Most are 1. If more, keep track of it on the Command Post Life Point Tracks.
5. Automatic Defense. Block (X) amount of damage without needing to roll defense die.
6. Move Point bonus for First Movement. Each miniature gets its own move point bonus. Unspent points are lost.
7. Size Index. The size index # for the miniature(s).
8. Menace index. The menace index # for the miniature(s).
9. Trait. Check the Trait appendix to see what the icon means.
10. Melee Attack. Roll all the dice printed. The number above is the max times you can repeat the action in a turn (per mini).
11. Ranged Attack. Roll all the dice printed. The number above is the max times you can repeat the action in a turn (per mini).
12. Manipulation. Roll all the dice printed. The number above is the max times you can repeat the action in a turn (per mini).
13. Thought. Roll all the dice printed. The number above is the max times you can repeat the action in a turn (per mini).
14. Skills. Check the Skill appendix to see what the icon means.
15. Reinforcement Cost. If a miniature is neutralized (killed/removed from the board) they go to the character pool. The
cost of reinforcement points to bring back a single mini of this Tile is printed here. Reinforcement points not spent when
earned are lost. Newly reinforced minis enter the board in one of the areas of the board with a Reinforcement marker.
This is determined by the mission brief.
16. Level of the Tile. Indicates if they are a Henchman, Elite, or Leader. Leaders cannot be controlled by Heroes.
Item Cards and Bat Gadget Cards

1. Name
2. Encumbrance of the Equipment or
Size of the Bat-Gadget
3. Artwork
4. Type of the item: Objects, Tools,
Melee, or Ranged. Heroes can’t
combine bonuses of the same type.

Objects Tools
Melee Ranged
weapon weapon
5. Use Restriction. If a name is given,
only that hero may use that item. If a
skull icon, then heroes with the “moral
code” trait cannot use it. If the icon
with an arrow pointing down to trash is
present, the card is removed from the
game after one use.
6. Bonus line. Description of what
action(s) benefit from the card’s bonus.
6.1 Bonus line icons: If different bonus lines from an item card begin with the same icon, the hero chooses which one
to apply.
6.2 The “+” icon indicates that every bonus following the icon must be added.
6.3 Dice: The hero gains the printed dice for the action.
6.4 Skill: The hero gains the skill at the stated level. If they already have that skill, the
card’s level is added to the hero’s own skill level.
6.5 The number shown gives that many automatic successes added to the result.
Game Board and Effects
“Areas” are the spaces on the map for the miniatures that have white or orange boundary lines. Some areas have elevation,
which are described in the specific game board rules section. The game board rules may specify an area as a Promontory.
Promontories block line of sight (like a large wall). However, to or from the promontory always has line of sight. Think of them
like a sniper’s bird’s nest.
Distance: The distance between two areas is measured by
counting the min number of moves that separates them.
(not the movement cost)

Ranged attacks require clear Line of Sight. Obstructions to


LOS: walls, promontories, higher elevation between the
two target areas.

Clear Line of Sight if any of these are true.


1. Imaginary straight line can be drawn between line of
sight markers in the areas, without hitting an obstruction.
2. Areas are adjacent and share a white or orange
boundary line.
3. They share at least one letter in common around their line of sight markers.

Game board areas can have restrictive icons that can affect movement or health. (Size index, Difficult Terrain, Dissipation, and
Dangerous terrain)
Each figure has a size index, value (X). By adding all the miniatures size indexes, you can see if moving a miniature
to that area will “over-occupy” or exceed that area’s occupation limit (X). Check the area’s limit number and
compare to all mini’s size index numbers. If moving a mini would exceed the size limit, it cannot move into that
area.
Difficult Terrain adds more movement cost (X) to LEAVE that area.

Dissipation tokens- There are four types of area effects tokens: Gas, Flame, Smoke Grenade, and Frost.
The effects are temporary, and dissipate. Full effects of each
token are described in Skills appendix, or in the mission brief.
During the “Trigger the Start of the Turn Effects” step of the side
of the player who placed it:
- If the token is “active” side up, flip it to “dissipating” side.
- If the token is “dissipating” side up, remove it.

Dangerous Terrain affects minis ENTERING the area, dependent on the board rules. The (X) indicates the danger level.
Add all the present dangerous terrain values to get the area’s total danger level. If a mini wants to enter an area with
dangerous terrain, as the enter the area they must roll the danger level’s amount of yellow dice. They then suffer wounds
equal to successes obtained.
-If terrain becomes dangerous while a mini is already present, they must immediately roll yellow dice for the added levels.
Explosions- An explosion is a type of effect, associated with a level and a target area determined by a skill or a special
rule. The player who triggers the explosion performs these steps:
1. Temporarily increase the dangerous terrain level of the target area. Increases by the level of the explosion.
Characters make danger dice rolls to check for wounds.
2. After applying any associated wounds from the explosion, return to the initial state of the target area.
Mission Setup

1. Mission Title. The name of the Scenario.


2. Prologue. Introductory text.
3. Setup Diagram.
3a. Game Board for the mission.
3b. Gray icons with enemy pictures show where the starting miniatures for Villains are.
3c. The miniature for the 1st Hero starts in this area.
3d. The corresponding token is placed here. (in this case, a Reinforcement token)
3e. The corresponding Item card is placed face-up in this area.
3f. The corresponding 3D scenery is placed here.
3g. Orange icons with a character picture corresponds to a Neutral (orange) miniature placed here.
4. Game Elements needed during the setup. Some of these may be set aside if not spawned on the board at the start.
4a. Life Point Token. Pull out the circular token corresponding to this character, to track their health on the Command
track.
4b. Reinforcement token. Used to spawn the Villains’ reinforcements.
4c. Mission token. Needed for specific mission objectives.
4d. 3D Scenery
4e. Mission elements. Additional tokens and miniatures needed.
4f. Equipment card. These are round and have a blue background. The name of the item is listed underneath.
4g. Field modifier token. Tokens needed that affect the area they are in.
4h. Number of tokens needed. The number shown in the diamond tells you how many.
5. Color-coded Time marker for Initiative. Blue=Heroes start the game and have “Initiative.” Grey=Villains start the game and
have “Initiative.” If blue, use blue time track board. If grey, use gray side.
6. Conditions that will trigger the end of the game.
7. Victory conditions. How Heroes/Villains can win.
8. Heroes composition. Each mission involves 1-3 heroes controlled by 1 or more players.
8a. Choice of available heroes within the brackets. First hero, second, and third in some cases.
8b. If this icon is present, the character will start the game with Bat Gadgets.
8c. If this icon is present, the character can select a hero tile for their Command Skill.
8d. Starting item(s) the character begins with. The name is written under their picture.
8e. During setup, each hero places all their energy cubes in the reserve area. Then, move as many cubes as indicated here
into their fatigue zone.
9. Villains energy.
9a. Number of energy cubes that begin in the Reserve zone.
9b. Number of energy cubes placed in the Fatigue zone.
9c. Recovery value.
10. Starting River for the Command Post.
10a. Tiles used, and their starting position in the River.
10b. The total number of miniatures from this tile used in the mission. If not present on the board during setup, they are
placed in the reinforcement pool.
11. Tiles and Miniatures Set Aside. They don’t count as being in the villain pool.
12. Details of available Events that can trigger when the Event tile is activated. They must choose 1 from the list each time the
Event is activated.
13. Special rules for this mission.

Game Turn Structure


The side with initiative takes the first turn. They alternate taking turns. The turn track marker moves up after both sides have had a
turn, and each time going forward that it’s the starting side’s turn. If the end game conditions have been met after either side’s turn,
the game ends.

HEROES
Hero Turn Phases
1. Heroes Upkeep. Any energy cubes used for defense/rerolls used during the Villains turn is moved to the Fatigue zone.
2. Trigger any turn effects that state “at the start of the heroes turn.”
3. Declare heroes’ stance. Each character chooses to be Active or Resting. Resting heroes recover more energy, but cannot take
actions. During this step, each character gets to move a number of energy cubes from Fatigue to Reserve zone. If all characters are
resting, skip to the end of the heroes turn. A stance marker is used to help indicate how many cubes are recovered.
4. Choose acting hero. The player(s) get to decide who takes an action.
5. The hero takes an action. (this process of choosing a hero and taking an action keeps repeating until the player(s) decide they are
done.
6. Trigger any turn effects that state “at the end of the heroes turn.”
7. Upkeep for Heroes (again). The Heroes are special in that they get to have a second upkeep, while the villains don’t. Once again,
the heroes move any spent energy cubes from their action spaces back to the Fatigue zone.

VILLAINS
Villain Turn Phases
1. Villains Upkeep. All energy cubes previously spent on Movement, Defense, and Rerolls are moved to the Fatigue zone. Then, the
player can move the Recovery Value number of cubes from the Fatigue zone to the Reserve zone.
2. Trigger any turn effects that state “at the start of the villains turn.”
3. The villain player may choose to activate a tile in the River. (If they don’t want to activate a tile, skip to the end of the turn.) The
player spends energy cubes from the Reserve zone to the Fatigue zone matching the cost of the tile’s position in the River. After
activating a tile, each miniature corresponding to it takes its own separate turn. If triggering the event tile, the player chooses one
option from the mission brief for event effects. The tile is immediately moved to the end of the River, and all tiles slide down to the
left.
4. The villain player may activate a second tile in the River.
5. Trigger any turn effects that state “at the end of the villain’s turn.”
7. Upkeep for Heroes (again). The Heroes are special in that they get to have a second upkeep, while the villains don’t. Once again,
the heroes move any spent energy cubes from their action spaces back to the Fatigue zone.
Villain Turn Notes
Activations- The villain player may choose to activate any number of the miniatures related to the tile activated. They have to finish
the full activation of a miniature before moving to the next one. Each mini can be activated only once however.
Neutralization- If a miniature is killed/neutralized, it is removed from the board and sits in the villain pool. If all miniatures related to
a tile are neutralized, the tile immediately flips over and moves to the end of the River.
Reinforcement- If the event tile gains the player reinforcement points, they must be spent immediately to bring character(s) to the
board from the pool. Unused points are lost. If a character would enter a reinforcement area but would over-occupy it due to its
size index, it must instead enter the board to an adjacent area it wouldn’t over-occupy. If none are available, it does not enter the
board. If you bring back a character from a neutralized tile, the tile flips back over to the active side.
Dredging the River- Free action during the villain turn. The player may remove 2 energy cubes from the game (per tile) to remove a
neutralized tile from the game. The cubes come first from Fatigue zone, second from spaces, then from the Reserve zone. The
cubes and tile(s) removed may never be brought back into play during this game.
Demobilization- Free action during the villain turn. Once per game, the player can demobilize an elite or henchman character tile.
It’s basically Dredging the River, but the tile doesn’t have to be neutralized first. Two cubes must still be spent to do this action. All
active miniatures on the board corresponding to the tile demobilized must be removed from the board.

Activating a Villain character


1. Designate a character. (miniature on the board)
2. First movement. The first movement it makes gains the stated movement points. If needing more points, the player may spend
energy cubes (up to the limit) to the movement space on the command post.
3. Declare an action (other than movement).
4. Perform the action shown.
5. Optionally, Repeat the chosen action up to its multiplier limit shown.
6. Second movement step. The player has the option to spend additional cubes to move again.
7. End the character activation.
-Optionally, Proceed to the next villain character miniature tied to this tile’s activation.

Actions
Heroes and Villains both can take the same type of actions, and they are performed the same way. Heroes may hold Bat Gadgets or
Items to give bonuses to their actions. Villains do not. Actions available to villain characters are listed on their tile. Heroes must
spend energy cubes to perform specific actions. For each cube spent on a Hero’s action, gain 1 die as printed on their Hero screen.
Heroes can spend cubes up to the exertion limit printed on their screen. Heroes may not add energy cubes to an action space if the
exertion limit has been reached. Final note: when calculating successes, there are no negative numbers. Zero is the lowest.
Melee Attack Manipulation (Complex/Automatic) Movement

Ranged Attack Thought (Complex/Automatic)

Melee Attacks
1. Declare a Melee Attack.
2. Declare the Target. Melee attacks must always target an enemy in the same area.
[3.] [Hero only: spend a number of energy cubes to the Melee action space, up to the exertion limit.]
4. Create the Dice Pool. Collect the dice as written on the character tile/screen.
5. Add any weapon bonuses (It will show the Melee icon in the card’s bonus line section).
6. Roll the Dice Pool. Also Add any automatic successes gained from bonuses, skills, or traits.
7. Rerolls. Free rerolls occur first. Then players can pay energy cubes for more. See more details below.
8. Calculate number of successes. Add the successes rolled with any automatic successes from bonuses, skills, or traits.
9. Subtract the target’s defense level from the total successes. Target may additionally defend by spending energy cubes (up to the
exertion limit) to roll 1 die per cube as printed on their screen/tile. They may also spend energy cubes (up to the exertion limit) to
reroll their defense dice. Apply total number of successes as wounds to target. If villain character neutralized, remove him from the
board and place him in the villain pool.
10. End the Melee attack.
Ranged Attacks
1. Declare a Ranged Attack.
2. Declare the Target. You may target an enemy in your area. You must have line of sight. See above, under “Game board and
effects.”
[3.] [Hero only: spend a number of energy cubes to the Ranged action space, up to the exertion limit.]
4. Create the Dice Pool. Collect the dice as written on the character tile/screen.
5. Add any weapon and elevation bonuses (It will show the Ranged icon in the card’s bonus line section). If the target is on a lower
elevation, the player rolls 1 extra yellow dice.
6. Roll the Dice Pool.
7. Rerolls. Free rerolls occur first. Then players can pay energy cubes for more. See more details below.
8. Calculate number of successes. Add the successes rolled with any automatic successes from bonuses, skills, or traits.
9. Subtract the target’s defense level from the total successes. Target may additionally defend by spending energy cubes (up to the
exertion limit) to roll 1 die per cube as printed on their screen/tile. They may also spend energy cubes (up to the exertion limit) to
reroll their defense dice. Subtract the Menace Hindrance index from this total. Apply total successes as wounds to target.
10. End the Ranged attack.

Manipulation
Two types: Automatic and Complex.
Automatic manipulations.
- Picking up equipment, giving equipment to another player in the same area, taking equipment, mission-specified, and skills-
specified automatic manipulations.
1. Declare an Automatic Manipulation
[2.] [Hero only: Spend one energy cube to the Manipulation space. If exertion limit reached, you may not take the action.]
3. Apply the Automatic Manipulation. No need to roll dice, as they are always successful.
4. End the Automatic Manipulation.

Complex Manipulations
- Throwing Equipment, disarming an explosive device, mission-specified, and skills-specified complex manipulations.
(Must have line of sight to throw equipment. The difficulty level of throwing equipment is equal to its distance (see Game Board
and Effects).
1. Declare a Complex Manipulation.
[2.] [Hero only: spend a number of energy cubes to the Manipulation action space, up to the exertion limit.]
3. Create the Dice Pool. Collect the dice as written on the character tile/screen.
4. Add tool bonuses from cards with the tool icon.
5. Roll the Dice Pool.
6. Rerolls. Free rerolls occur first. Then players can pay energy cubes for more. See more details below.
7. Calculate number of successes. Subtract the Menace Hindering Index from total successes. If not enough successes for the
difficulty level, end the Complex Manipulation.
8. If total successes are equal to or greater than the difficulty level, apply the complex manipulation. If not, end the action.
9. End the Complex Manipulation.

Thought
Two types: Automatic and Complex.
Works the same as Automatic and Complex Manipulations, so see steps above. Review mission brief for available thought actions.

Movement
Character movement is done via movement points. Each character has a first move point bonus at no extra cost. Unused bonus
points are lost. For villains, each character activated by a single tile gets its own first move point bonus.
1. Declare a movement. (you may not enter an area if you would over-occupy the size index limit)
2. Create the move point pool. The pool begins as zero points, but bonuses are added by skills, traits, and special rules.
3. Add First Move Point Bonus if it’s the first movement action of that character this turn.
4. Choose move type: Simple (between adjacent areas, over a white or orange line) or Special (Fall, Climb, or Jump)
5. Calculate move cost.
Simple Move
Costs 1 move point + Movement Hindrance Index (of start area) + Difficult terrain level (of start area)

Special Moves
Fall: Moving from a higher elevation area to a lower elevation area (as allowed by the game board rules).
Costs 1 move point + Movement Hindrance Index (of start area) + Difficult terrain level (of start area), however you
must roll a number of yellow dice equal to the level of the fall. They suffer wounds equal to successes.
Climb: Moving either Up OR Down between different elevation areas (as allowed by the game board rules)
Costs 1 move point + climb level + Movement Hindrance Index (of start area) + Difficult terrain level (of start area)
Jump: Move between two specified areas as indicated in the game board rules.
Costs 1 move point + Jump level + Movement Hindrance Index (of start area) + Difficult terrain level (of start area)
6. Spend energy cubes. If the cost of the movement you’re trying to make is more than your current point pool, you must pay
energy cubes to the movement action space (up to the exertion limit). You gain 1 movement point per cube spent.
7. Move the miniature to the destination area.
8. Apply effects of the Destination area (such as dangerous terrain).
9. End the move. The character may continue moving to another area using unspent movement points to complete one movement
action. Go back to step four. Otherwise…
10. End the movement. Once all moves are done, unspent movement points are lost. The movement action ends.

Hindrance
Actions can be hindered by enemies present in the same area. Melee is the exception and is never hindered.
-Movement leaving an area is hindered based on calculated Size Index and Difficult Terrain level.
-Ranged Attacks, Manipulations, and Thought Actions are hindered by the Menace Index.

Movement Hindrance
Add the size indexes of all enemies in the area, and subtract the total size indexes of allies in the area (do not count yourself). This is
the base Movement Hindrance Index. Add any difficult terrain levels. This number is your total moving hindrance cost, which must
be paid in movement points to leave the area.
(Total Size Index of Enemy Miniatures – Total Size Index of Allied Minatures) + Difficult Terrain Level = Hindrance Cost.

Hindrance for Actions (not Melee)


Add the menace indexes of all enemies in the area, and subtract the total menace indexes of allies in the area (do not count
yourself). This number is your action hindrance cost, which cancels out (X) number of die roll successes.
Total Menace Index of Enemy Miniatures – Total Menace Index of Allied Minatures) = Hindrance Cost.

Free Actions (No energy cubes required. A Resting Hero may do Free Actions)
-Dropping Equipment. A Hero may drop an Item into their area during their turn.
-Dredging the River. Villain only, described above under “Villain Turn Notes.”
-Demobilization. Villain only, described above under “Villain Turn Notes.” Only once per game.
-Defense
Heroes and villains have an automatic defense value to reduce the attack’s successes. Then players may spend energy cubes to
roll defense die as depicted on the Hero screen. Villains always roll orange dice for defending.
-Rerolls
If the die you’ve rolled has an arrow on it like this icon, then each die of that type can have 1 free reroll. Then
players may spend energy cubes to the reroll action space to reroll any die. Heroes/Villains may do rerolls up to
their max exertion limit.

Applying Wounds / Neutralization


To Heroes: Move the same number of energy cubes as wounds from the Fatigue zone into the Wound zone. If not enough cubes
available, move some from used action spaces. Lastly, use cubes from the Reserves to apply wounds.
If a Hero has all energy cubes in the Wound zone, they must choose a Resting stance on their next turn. Ignore their skills during this
turn. Healing: Anytime the hero would recover a number of energy cubes greater than available in the Fatigue zone, they instead
move that many cubes from the Wound zone into the Fatigue zone.

To Villains: When a villain character with several life points in wounded, the cube used a the life point marker is moved down the life
track for them the same number of wounds taken. If the cube reaches zero, the character is neutralized.
When a character with only 1 life point is wounded, they are neutralized.
When a character is neutralized, remove their miniature from the board and place it in the villain pool. When all miniatures of tile
are removed from the board, the tile is neutralized.
When a tile is neutralized, immediately the villain flips it over, places it at the end of the River, and slides all the tiles back down to
the left.

Document created by Meeple Mentor. Check me out on YouTube! My channel launches July, 2019, so subscribe to be notified!
Game rules and design by Monolith Board Games.
Link to FAQ and Errata page on BGG: https://www.boardgamegeek.com/thread/2184775/faq-and-errata
Link to Skills Reference page on BGG: https://www.boardgamegeek.com/filepage/179178/skills-reference
Link to Game Phases Reference page on BGG: https://www.boardgamegeek.com/filepage/179177/game-phases

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