Professional Documents
Culture Documents
TWOW Wild Hunt Rulebook EN - NET
TWOW Wild Hunt Rulebook EN - NET
of the
in The news. In one
ng following nights bring
Whendarker and darker You suggested leavingNo the children in the
You are getting disturbi
d fear
the
rumors, the
g to shadowed
the Wild Hunt It is appear
looms on riders add to the
Playerrs,decided
to help.
dis-
Player takes The partarea
Hunt sprea were riots. of dreams.
Accordin
the The silhouette
ests, the animals the said that single over the for- erTheof Playe villagers well
villages. meeting. in the
aroun Brother
s of the Wildcitiesofthereall the landscity edge of made a coup and
your nightmares. He’sfrom
rising getting closer. become
separateanxious riders of the on the numb has made the out to inous aura, d the villag
hood
e is shrou
The Rider itants the to stop guard the trees, trave from the. Birds are Wild Hunt Depending ted: decision
Your Timeyou finally
passes andsetthe children
It is saidgradually
that thererecover. difficult to
the inhab comman yourofbest That
der thethecurrent inten- and the lershowling retinue to regula Gold collec posed towards you. When pitch- is nohowe define. Thereded in an om-
amount of
rises towards terrorize
hearts of are doing le areing
recogniz be-that
night, figure comes - out of the theshadows. on the roads
of wolves merchants rly They stillarmed do notwith want to world
the talk about
more what hap- ver, that
material or substan
the Wild
While you seized power,peop theofprepara sky you
withare them. in small and three of them, fragile these ceHunt
in is no doub
Continent. ly pageant, you. tly
handled
The mighty rider thething
Wild Hunt appears before
else breaks suspiHoweve some- er groups. Howe
cious ofr, the 1 Player:
+8 Gold. fight the beast, pened to them, but they are leaving
gician. the houses thanareas
the pride
. of the ma- retinue traversed
t,
s of the ghast had notofsufficien demanding
through the baying fact that ver, side to help. 3 The Brother
the action
dantdistrustful you in dreams. His eyes imals,
glowfarredmore
in thedisturbi
dark. food in of thenge the wrait +6 Gold. forks, go by your more and more tely deal You scou
hood is notr happy
and more for difficult
tions them
times. now
fairly untilHe be- loss
thegrowl A brief
ng noises. excha an-
Thenroar and for sparing their are
hs 2 Players: Fight Turn, immedia less.
often. Mothers
decision cry with emotion
and considers it disrespe Mountain withLocayour
coming more payin g rs are
only satisfied
notspeaks in awith
voice that
still
of terrifyin
could crush walls.
g beasts,
Wild
investigatio
lets you under lives. rs: +4 Gold. During your first whenIII, they 1hear
draw cardthe laughter
express their of their sonsanyo andne. On one ctful.of Wizards
tions unrea
we been Former hers live ‘Irefuse
councilo They signalin
Hunt ridersg their 3 Playe Phase dissatis the
faction the rock chable to
‘Haven’t ?! Witcseats. words echo will giveto resign. The monster
you real power. they Strenght youtowho,
have none other stand that those
areanger. +2 Gold. Damage. During daughters from outside. own. You soon boy’sbymotiacting onstheir ledges you can
I 1
- Location.
white frost
phantom axe freeze
exp lod ing energy Damag
take
equal totake 5 All
AllePlayers Damage
Players phanto m axe
All Players
Shield and lower highest Attributetake
+1.their During All3 Damage.
their Specialty
lower their
level each Player ’s Players take Dam
All Players take 4 Damage. levelthey
by 1. next Fight Turn: age equa
cannot raise their their Com l to
level to 0
and
(Mages cannot Shield levelbat level +1.
gather Protection,
they can raise
their Energy level).
hound fight
Preparation and Attack:
Each Fighting Player draws cards and lower their
Shield level, according to the Hound card.
Each Fighting Player plays one Combo (only apply
Damage and Shields).
Outcome:
If total Damage is greater than or equal to Hound’s
Life Points: Wild Hunt loses Shields equal to the
number of Damage that exceed the Hound’s Life
Points. Reveal a matching-level Hound token.
If less: Each Fighting Player discards all cards from
their hand.
monster fight
When the Monster is killed or chased away, Wild
Hunt loses Shields in the number equal to the Mon-
ster’s level.
Player do not suffer Fatigue.
To Support a Witcher on your Location:
Before creating the Life Pool, discard any amount of
cards from your hand.
Decrease the Monster’s Life Pool by the number of
cards that you discarded.
After creating the Life Pool, the Supported Player
draws a number of cards equal to the number of
2 2
2
Movement Fight,
Meditation,
and Action Drawing and
1 Fight, Exploration
gaining cards
Add Hound
Movement Meditation, Drawing and Add Hound and /or Monster Wild Hunt Movem
4/5 ent
and Action
Fight, 1 Exploration
Drawing and
gaining cards
Hound
AddExplor ation I
and /or Monster
Wild Hunt Movement
Wild Hunt Movement
5 2 3 Exploration I
4 Exploration I
Exploration I+
Level I Hound
Level I Hound +
Level II Monster
Level II Monster
Wild Hunt moves up
Wild Hunt moves
to 2 Locations
Wild Hunt moves up to 2 Locations
3 Level to randomly
Exploration I Level II Monster up to 2 Locations II Hound
3 4 5 Exploration I Level II Hound
to randomly chosen
chosen Player: activat Player :
7
to randomly
Exploration II e the Wild
II Hound chosen Player: activate the Wild Hunt’s
Level Level III Monst Special
Exploration I activate the Wild Hunt’s
4 5 6 Exploration II
er Special
Ability.
4
Level III Monster
Hunt’s Special Ability.
Exploration II Ability.
Level III Hound
8 5 6 Exploration II
7 Exploration II
Level III Monster
Exploration
Level III Hound +
Level III Monster
Level III Monst er
+
II +
Level III Hound
Exploration II Level III Monster X
6 7 8 Exploration II
No Exploration
X
X Turn Wild Hunt
Exploration II card on side B.
7 8 No Exploration
Procee
Turn Wild Hunt d toonthe
card side
Wild
B. Hunt Fight
2
CREDITS
3
6. A Wild Hunt Movement pool 6 is created. (Skip that
game setup Step in a 1-Player game.) Each Player places their
Scoring token near the Round Tracking board, creat-
ing the Wild Hunt Movement pool. The Closed Tavern
token is added to the pool. It is used in Phase IV of
each Round (as explained on page 9).
Game setup is similar to the standard game setup, with
following changes. Put all unused tokens back in the box.
7. Players choose the member of the Wild Hunt 7 that
SETUP CHANGES they will fight against. This character is called Wild
Hunt for short in this Rulebook and in the other game
components.
a. Players have a free choice,
1. Players don’t keep track of their Trophies 1 as col-
but we suggest fighting them nithral
lecting them is not a victory condition.
in a particular order: Nithral, strengthening
Important: Players don’t suffer Fatigue after gain- Imlerith, Caranthir, Eredin. the hound
ing a Trophy. When Nithral enters
b. Wild Hunt has 1 card that is Location with any Play
2. Players use Wild Hunt help cards 2 instead of the placed with the “A” side 7b choose any 1 Hound on
Game Board and place
standard help cards. facing up, near the Round Hunt Shield next to it, pe
Tracking board (or anywhere Player on Nithral’s Loc
3. Players place Quest tokens 3 anywhere near the visible to all Players). The Hound’s Life Po
increased by the amo
Main Board. Wild Hunt Shields. Wh
c. 6 Hounds of the Wild Hunt min- Hound is defeated, di
4. Take the Round Tracking board 4 with a symbol iatures and face-down tokens 7c corresponding Wild
matching the number of Players. Shields from the Game
are placed nearby, with 1 Hound
card with the side matching the
2 2 Player count face-up.
nithral and hounds
Movement
Fight,
Meditation, Drawing and Add Hound
d. 4 Special Attack cards 7d for the chosen Wild strengthen monster
Fight, and Action Exploration gaining cards and /or Monster
Wild Hunt Movement
Hunt are placed nearby – those are to beForused in d and/or the Wild H
each Houn
Meditation, Drawing and Add Hound on the same or neighboring Loca
Exploration 1
gaining cards and /or Monster
Exploration I Wild HuntLevel
Movement
I Hound the Final Fight. as a Monster, the Monster’s Life
P
is increased by 1.
2 Exploration I Level I Monster
e. Wild Hunt Shield tokens 7e are placed nearby.
xploration I Level I Hound Level I Hound +
3 Exploration I
Level II Monster
Wild Hunt moves
up to 2 Locations f. Unused Wild Hunt components are placed back
a.4 Select one Player to manage
Exploration I
the Round
Level II Hound
Tracking
to randomly
chosen Player: in the box.
xploration I Level I Monster
Board. activate the Wild
Hunt’s Special
5 Exploration II Level III Monster Ability.
8. The Charge/Bite token 8 is placed near the Monster
xploration I b. Keep that
Level Board
I Hound + near that
Wild
Player.
Hunt
Level
moves
III Hound +
Attack cards.
6 Exploration II
Level II Monster Level III Monster
up to 2 Locations
c.7 The TrackingExplorationtoken
II is placed X on the “1” spot in the
to randomly 9. Players choose a difficulty level. It determines the
xploration I top-left
Level corner.
II Hound chosenTurn
Player:
Wild Hunt card on side B.
number of Monsters 9 on the Main Board at the
8 No Exploration
activate the Wild
Proceed to the Wild Hunt Fight Preparation.
xploration II
5 : III Hound +
cards Level We suggest choosing the Easy or Normal level (see
Level III Monster
a. Place the Wild Hunt Event cards face-down with- page 5) for the first game.
xploration II out shuffling,
X on a designated spot on the Board. a. For each Monster, draw an appropriate Monster
The topmost card should have a number 1 on its token.
o Exploration
back. Turn Wild Hunt card on side B.
Proceed to the Wild Hunt Fight Preparation.
For the first Monster, a face-down Forest Loca-
b. Create the Exploration deck for that game: place
tion token is drawn.
3 face-down cards from the “Stage II” and 4 face-
down cards from the “Stage I” on top of them. For the second Monster (if there is one), a face-
down Water Location token is drawn.
4- or 5-Player game exception: place 3 cards
from the “Stage I” instead of 4. Reveal both tokens, then place the Monster(s)
on the Main Board following standard game
c. Keep the Wild Hunt Exploration deck (consisting
rules.
of 6 or 7 cards, depending on the number of Play-
ers) where the regular Exploration cards are kept
in a standard game.
4
b. Wild Hunt Shield tokens are taken from the pool 10. Place the Wild Hunt 10 on the Main Board.
and placed on the Wild Hunt card.
a. Draw and reveal a Mountain Location token: place
For Example: if it has 28 Wild Hunt Shields, place the Wild Hunt miniature on that Location Action
2 tokens with a value of “10” and 8 tokens with text.
a value of “1”.
b. Shuffle the Location token back into the pool.
11. Each Player draws 5 cards 11 to their hand and plac-
es 3 Gold on their Player Board.
11
barghest
Novigrad
6
4 2
9
2 hound fight
Preparation and Attack:
Each Fighting Player draws cards and lower their
Fight, Shield level, according to the Hound card.
Movement Meditation, Drawing and Add Hound
Wild Hunt Movement Each Fighting Player plays one Combo (only apply
and Action Exploration gaining cards and /or Monster
Damage and Shields).
Outcome:
1 Exploration I Level I Hound If total Damage is greater than or equal to Hound’s
leshen
Level I Hound + their hand.
3
Cidaris
Exploration I Wild Hunt moves
5
Level II Monster monster fight
up to 2 Locations
to randomly When the Monster is killed or chased away, Wild
4 Exploration I Level II Hound chosen Player:
activate the Wild
Hunt loses Shields in the number equal to the Mon-
ster’s level.
Hunt’s Special Player do not suffer Fatigue.
5 Exploration II Level III Monster Ability.
To Support a Witcher on your Location:
Before creating the Life Pool, discard any amount of
Level III Hound +
6 Exploration II
Level III Monster
cards from your hand.
Decrease the Monster’s Life Pool by the number of
cards that you discarded.
7 Exploration II X After creating the Life Pool, the Supported Player
draws a number of cards equal to the number of
Turn Wild Hunt card on side B. cards that you discarded.
8 No Exploration
Proceed to the Wild Hunt Fight Preparation.
7d phantom axe
All Players take Damage
equal to
axe level +1.
phantom age equal to
their Combat
Dam
7e 7b nithral
ers take
e level +1.
strengthening
All Play ax
m Defenseal to
totheir the hound
phan e Damage equ When Nithral enters the
tak el +1.
Pla yers e
hem y levto Location with any Player(s),
All
them
ax equal
ir Alc choose any 1 Hound on
the
to age
phanke Dam level +1.
1 Wild
Game Board and place
each
s ta ialty Hunt Shield next to it, per
ayer ec Player on Nithral’s Location.
All Pl their Sp The Hound’s Life Pool is
hound’s attack increased by the amount
of
Fight Turn:
Before the next Player’s Wild Hunt Shields. When
the
nd’s take
all Players attack Damage equal : Hound is defeated, discard
hou Fight Turn
of Hounds placed corresponding Wild Hunt
to thenext Player’s
number
equal one
Beforeby the ck
tacard.
Damage After,n: place Shields from the Game
Board.
d’ sersattake
Nithral’s
ht Tur placed by
hoallunPlayadditional Hounds
Fig
yer ’sofHound
miniature
al
to the
nex t Plaber
num
ck ge
Nithral’s
ma . After : place one
equ,card.
e the Nith ta
e Da rn
cardt Tu placed
ral’s ature by
Befor byyer
Plad’ ssat tak
’sl Fi
Ho unds
gh
Houn d mini
l ce one
allun addi
mb ay erof
tiona
er e eq
er,
ua
pla
card . nithral and hounds
ho
to ethe
nu
xt Pll’s Da
carm
Aftral’saced
ag
Nith
d. plniature
e by
nehra strengthen monsters
take Ho unddsmiacd.e on
10
re th
by Nit
ersitional Houn Hunt
Befo Play r of tel’s r, pl
car e by For each Hound and/or the Wild
all add mbe Nit. hra Af ur on the same or neighboring Location
e nu card d miniat Pool
to th thral’s rd. as a Monster, the Monster’s Life
Houn
by Ni ional ral’s ca is increased by 1.
addit Nith
8
7c 1
I
6 5
1
difficulty level
Num. of Just the Story! Story and Sword! Blood and Broken Bones! Death March!
Players (Easy) (Normal) (Hard) (Very Hard)
97 Wild Hunt Shield tokens 106 Wild Hunt Shield tokens 113 Wild Hunt Shield tokens 120 Wild Hunt Shield tokens
5
gameplay Each row also has a “Phase IV” spot 3 , showing what
happens at the end of each Round. (New Monster and/or
Hound appears, and Wild Hunt Moves.)
At the end of the 8th round 4 (7th round for 4- and
5-Player games), Players fight the Wild Hunt during
Phase IV.
THE WILD HUNT
Fighting the Wild Hunt is explained at the end of the Rule-
book (see page 11); gameplay changes are described
next.
2 3
Wild Hunt Movement
used in this game. 1
and Action Exploration gaining cards and /or Monster
of the game. They travel and affect different aspects of 4 Exploration I Level II Hound chosen Player:
activate the Wild
Hunt’s Special
the game. Players are unable to Fight them until the last 5 Exploration II Level III Monster Ability.
Round of the game (which can be the 7th or 8th Round, 6 Exploration II
Level III Hound +
Level III Monster
depending on the number of Players, see page 6).
7 Exploration II X
4
Turn Wild Hunt card on side B.
8 No Exploration
Proceed to the Wild Hunt Fight Preparation.
6
Phase I
Players perform Movement and Actions during
Phase I in any Player order.
Players may freely discuss the order of their Move-
ments and Actions. Each Player may complete all
of their Actions in a row, or alternate taking Actions
with other Players as they see fit.
Phase I ends when all Players collectively decide to
end it (or they can’t perform any more Movement or
Actions).
7
Exchange Action – two or more Witcher meet Supporting a Witcher:
When two (or more) Witchers are at the same Location, Any number of Players sharing a Location with
at any time during Phase I, any of them can perform Ex- a Player fighting a Monster may choose to Sup-
change Actions. port them.
Each Witcher (sharing the same Location) may freely
exchange (or simply give away) any of the following be-
tween themselves, any number of times each: Gold, Po-
tions, Bombs (Monster Trail Expansion), Trail tokens, and
Trail Quests (that have 1 Gold on them). (Each Witcher still
has a 4-Potion and 4-Bomb limit.)
8
You do not suffer Fatigue if you kill a Monster.
If the Monster is Defeated or Driven Away, the Remember: As with the standard Exploration
Wild Hunt loses a number of Shields equal to the cards, the used ones should be kept in the game
Level of the Monster. box and shuffled back only after the Players have
used all of them once during multiple play ses-
For example: When Player defeats a Griffin
sions.
(Level 2), they discard 2 Wild Hunt Shields.
Then, any Player that did not Fight a Monster may Medi-
tate; but remember, you do not suffer Fatigue when play- After reading one Wild Hunt Exploration card (and pos-
ing the Wild Hunt Expansion. sibly the Event card connected with it) Players move to
Phase III.
You can Meditate regardless if you Supported a Fight or
not. During the 8th Round (7th round for 4 and 5 Players)
no Exploration card is read.
After all desired Fights and/or
Meditations are done, any Player
draws the top Wild Hunt Explo- Phase III
ration card from the Exploration
deck (it may be a stage I or stage Players play Phase III as in a standard game in any order.
II card, as shown on the Round They may discuss the cards that they wish to get with one
Track). another.
Exactly one card is read (regard- After a Player gets a new card, the pool is moved to the
less of the number of Players in I right and a new card is drawn.
the game). After each Player has completed Phase III, move to
The entire card is read by any Player.; It may contain a: Phase IV.
Choice (to be made collectively by the group of Players). When a Hound appears, Fight,
take one Movement
Hound (from the
Meditation, Drawing and Add Hound
Wild Hunt Movement
and Action Exploration gaining cards and /or Monster
Discuss the possible options together and come to supply) and place it at the
a common decision. (If there is a need to break a tie, Wild1 Hunt’s LocationExploration
(cov- I Level I Hound
the youngest Player at the table makes the final de- ering the Location Action).
cision.) 2 is already a Hound
Exploration I Level I Monster
If there
Location tokens there, place it at a neigh- Level I Hound +
3 Exploration I
Level II Monster
Wild Hunt moves
boring Location with no up to 2 Locations
When drawn due to an Explo- to randomly
Hound,
4 chosen by theExploration
Play- I
You learn that a child has gone missing in one of
ration card’s effect, keep them parents are in despair and will stop at nothing to
ers.
get their son back. Apparently, they even hired
more relatives to collect money to pay the witch- activate the Wild
beside the card.
er who would agree to take a look at the case.
Hunt’s Special
Draw a Mountain Location token and place the
Quest token on the drawn Location. When any
Player enters this Location, reveal and read
5 Exploration II
The Hound card (on the side of the board) shows the ba-
Level III Monster Ability.
sic information
6 about Hounds, depending Level
on their
III Houndlevel.
+
the pool when their associat- 3 Exploration II
Level III Monster
9
3. Reveal both tokens; then: Solo Mode:
a. Place the Monster token (that was drawn during While playing the Wild Hunt solo, you don’t draw a token
step 1) near the Location on the main Board, that from the Pool, but the Wild Hunt always moves 2 Loca-
corresponds to the Location token drawn in step tions towards your Location.
2.
Wild Hunt builds up its power
b. Place the matching Monster card and the Location
token in the Monster section of the Game Board. If the Wild Hunt enters the Lo- imlerith
cation with 1 (or more) Witchers, mark of the spectre
When Imlerith enters the
If there are 3 Monsters present on the Board, and you the Wild Hunt’s Special Ability is Location with any Player(
choose any 1 Monster on
s),
the
1 Quest
2 Monster, and there are 3 Monsters in the game, they Phase IV End imlerith and hounds
strengthen monsters
add 4 Shields to the Wild Hunt instead. Move the Tracking token to the For each Hound and/or the Wild
Hunt
on the same or neighboring Location
Pool
as a Monster, the Monster’s Life
2
next row on the Round Tracking is increased by 1.
FIGHTING HOUNDS
Movement Exploration
and Action nd
Level I Hou
I
Exploration
1 Level I Mon
ster
I
Exploration es
nd + Wild Hunt mov
2
their Life Pool, they reduce
up to 2 Loc
their Shield level by 1.
ster
Level II Mon to randoml
y
barghest
I
Novigrad
3 Level II Hou
nd activate the
Wild
cial
I Hunt’s Spe
Exploration Ability.
4
Players that occupy the same Location as a Hound may
ster
Level III Mon
II
Exploration
nd +
5 Level III Hou
Exploration
II
Level III Mon
ster
decide to Fight it together.
6 X
Lower their Shield level if it is
II
Defense level is lowered by 1.
Exploration B.
t card on side aration.
7 Proceed to
the Wild Hun
t Fight Prep
leshen
Cidaris
tion
No Explora
5
nithra
in the last step of Player’s
thening
During the entire Fight,
(to a minimum of 1).
streng und
ho
the s the
griffin
l enter ,
Nithra yer(s)
Cintra
on d on
Locati any 1 Houn ce 1 Wild
choose ard and pla per each
Fight preparation
Bo it,
Game ield next to Location.
Sh hral’s
Hunt on Nit Life Pool is
yer
Pla und’s ount of
The Ho by the am en the
sed Wh
increa nt Shields. discard
Wild Hu is defeated, ld Hunt
d g Wi .
Houn Board
pondin
corres m the Game
s fro
Shield
nithral
unds
and ho ters
ns
then mo Wild Hunt
Based on the information shown 4/5
on the Hound’s card, according
streng the n
and/or Locatio l
h Hound neighboring
For eac or Life Poo
same nster’s
on the nster, the Mo by 1.
a Mo sed
as is increa
It enters a Location with any Player, and/or Damage symbols deal Damage to the Hound.
It moved 2 Locations. Shield symbols raise the Player’s Shield level (up to
their Defense Level).
If it is the Closed Tavern token, the Wild Hunt moves up
to 2 Locations towards any Player (chosen collectively by All other symbols are ignored.
all Players).
10
Result: If less than its Life Points:
After each participating Player played their card Combo, Each Player fighting the Hound discards all the cards
check the total Damage done to the Hound: that they have.
4/5
If greater than its Life Points (as shown on the Hound The Hound remains on the Main Board.
card):
The Wild Hunt loses Shields
equal to the inflicted Dam- 5 WILD HUNT FIGHT
age exceeding the Hound’s
Life Points.
7
Reveal a random Hound token of level matching the
level of the killed Hound - and each Player (that 8 par- Wild Hunt Fight Preparation
ticipated in this Fight) gains the bonus. (After, return
the token to the box). 1. Players prepare for the Fight
Players gain the Bonus in any chosen order. Each Player keeps their
hand of cards and shuffles
Remove the Hound miniature from the Main Board.
their discard pile with their
If equal to its Life Points: deck.
Reveal a random Hound token of level matching the The Wild Hunt card is turned
level of the killed Hound - and each Player (that par- over on side “B” to show the wild hunt terror
Before creating the Life Pool:
ticipated in this Fight) gains the bonus. (After, return Abilities it has during the each Player lowers the level of any
Attribute by 1 per each Quest token
Draw the top 1 card from your deck to your hand. cards. That is the Life Pool for the
Wild Hunt.
11
Wild Hunt Fight Wild Hunt Fight Turn
Fight Structure: When the Wild Hunt performs their Fight Turn, any
Player discards the top card from the Wild Hunt’s
1. All Players that are at the same Location as the Wild deck face up; if it’s a:
Hunt each perform a Fight Turn (in any order).
Special Attack card:
When a Player performs a Fight Turn, they per-
form all steps as they would during a regular Each Player applies the same effect (as shown on
Fight. the top part of that card).
2. All Players not at the same Location as the Wild Hunt Standard Attack card:
are directly moved to the Wild Hunt’s Location (they
Each Player flips the Charge/Bite token separately
do not perform a Fight Turn). and applies the corresponding effect.
3. The Wild Hunt performs a Fight Turn.
Being Knocked-Out
4. All Players (that are not knocked-out) take a Fight
If a Witcher has 0 cards in their hand and deck, they are
Turn (in any order).
Knocked-Out.
Repeat steps 3 and 4 until any of the following is true:
They don’t perform any further Fight Turns, nor apply
The Wild Hunt is defeated, Wild Hunt Attack effects.
all Witchers are Knocked-Out. The remaining Witchers continue the Fight.
Winning / Losing
Player’s Fight Turn
If all Witchers are Knocked-Out, all Players lose the game.
Players choose the order in which they perform their If the Wild Hunt Life Pool deck is empty, and there is
Fight Turn. at least one Witcher standing, the Fight is over and the
Each Player must complete their full Fight Turn be- Witchers win!
fore the next Player can start their Fight Turn. The Witchers that were Knocked-Out during the Final
Damage dealt to the Wild Hunt always removes Fight have also done their part; and therefore all Players
Shields first. When the Wild Hunt has no Shields re- are considered Winners.
maining, the Damage discards cards from the top of
their Life Pool deck.
Passive
Ability frost armor
Before the next Player’s Fight Turn:
Imlerith gains 1 Shield
per each Player.
12