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House Rules Chart House Rules Chart
House Rules Chart House Rules Chart
House Rules Chart House Rules Chart
Consumables: During Quest Accursed may pick-up additional Boss Level: Monster's Level is 1 lower for 1-2 Players (i.e. Colossal
consumable and store them in inventory (weight 1) to equip/use out of Dreadworm, Skorn Berserker, Skorn Warlord, Cultist Overlord and
combat. Shadow Lurker).
Buy Lockpicks consumable at the Blacksmith for 50 Crowns each.
Boss Encounter: Until the Boss card is defeated the Darkness
Buy Serum consumable at the Apothecary for 30 Crowns each.
Marker no longer moves whenever a 1 is rolled.
Small World: Only travel half the required amount of days (2, 3 and Perks: Apply +1 Perks starting at Level 3 and progressively as
4 days).
indicated on the Monster Card (+2 Perks at Level 6, +3 Perks at
Level 9).
Death: Upon death lose an amount of Souls equal to half of the
required for your next level (e.g. at 6th Level lose 90 Souls).
Critical Hit: Apply full Armour to Critical Hits.
Permanent Death: Other Accursed may pick up equipment and Attribute Tests Aid: Count a success for every 5 or 6 scored.
crowns, provided they have available carry weight.
Player may re-join the game in the next visited Settlement, creating Solo Aid Rule: Upon death you still gain an Injury, but you may
new Accursed at lowest Accursed level -2. use the Cursed Heart to immediately resurrect yourself and then skip
any remaining Monster turns until it is your turn again.
Cursed Hearth 'Out of Quest': If there are charges left from the last
Quest, player can used them during Journey/Settlement phase to heal Possessed Chests: Only use 1 Possessed Chest token.
one Accursed by 1d6 Severe Wounds per charge. In case of death (do
not treat it as Permanent Death) the Accursed can be automatically
resurrected and come back to life using a charge and removing 1d6
Severe Wounds, receiving 1 Injury.
6 Ambush, Mountains Suffer 1d3+1 Severe Wounds Each Accursed then rolls on the 'Journey Events Table' a number
Gain 6d6x2 Crowns
of d6 based on the travel destination/or days of travel required:
7 Fire, Farmlands Suffer 6 Severe Wounds Hamlet/ 1 to 3 days: 1d6
8 Wilderness, Woods Become Fatigued Village/ 4 to 7 days: 2d6
Gain 3d6x2 Crowns
Elder Nephilim, Town / 8+ days: 3d6
9 Mountains Gain 3d6x5 Crowns
10 Merchant, Old Road Lose 4d6x2 Crowns Event effect(s) Severe Wounds and Crowns are factored (and
round up) based on chosen the Accursed attitude, before being
11 Mushrooms, Woods Gain 4d6x3 Crowns applied.
Become ill 1d3 times
12 Skorn Encampment, Suffer 1d6+2 Severe Wounds Mount: each Accursed owning a mount (i.e. any Horse or a Nag)
Plains Gain 5d6x3 Crowns shall reduce the amount of suffered Severe Wounds by 2.
13 Possessed Woods, Suffer 2d6+2 Severe Wounds
Woods Gain 4d6x2 Crowns The Group Leader makes as many Dread Roll as the Journey's
14 Scavenger, Plains Gain a Rare Loot card length (number of days) and applies the roll outcome as per
Suffer 1d6 Insanity standard rules.
15 Village, River Lose 5d6x4 Crowns
16 Souls Whispers, Suffer 5 Severe Wounds
Swamps Lose Accursed Level x4 Souls
17 Husk Horde, Suffer 1d6+4 Severe Wounds
Wastelands Gain 2d6x3 Crowns
18 The Hut, Swamps Gain 6d6x10 Crowns