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Descent-CoOp v1.2
Descent-CoOp v1.2
Descent-CoOp v1.2
Place a red objective token face Place a villager token in the middle All figures in Monster Group C
down in the middle of each room. of each room. gain an additional 2 per hero (3
These are the Warning Beacons. At the end of each hero turn, a for master figures).
Once per turn, a hero adjacent to a villager within 3 spaces of a hero If an Overlord card would place
beacon may test or . If he may move up to 3 spaces. Monster reinforcements for Monster Group
passes, he may turn the token face figures may move through C, ignore that part of the card.
up. If he fails he may spend an villagers, but may not end their Instead, each surviving figure from
action to turn if face up instead. turn on a villager space. A villager that group recovers all .
A monster figure adjacent to a on the exit tile is rescued and the The heroes win when all figures
beacon may spend an action to token is removed. from Monster Group C have been
turn it face down. The heroes win when all the defeated.
The heroes win when all beacons villagers have been rescued.
have been lit.
Place a red objective token face Place a white objective token on the Place one red objective token in the middle of
exit. This is the ray of sunlight. each room. This is the arena marker.
down in the middle of each room.
These are the Glyphs of Power. When a hero moves adjacent to an arena
Once per turn, a hero may spend 1 marker he may choose to begin the challenge.
Once per turn, a hero may test action and suffer 1 to move the Once the challenge has begun, take one
. If he passes, he may turn an white objective token up to 3 spaces. challenge marker per hero, and place them
If any hero figure ends their turn on face up adjacent to the arena marker.
adjacent token face up. If he fails,
he may spend an action to turn it the ray of sunlight, place a fatigue Heroes adjacent to an attribute tests can
attempt it once per turn. If they fail they can
face up instead. token on this card. if there are no
spend an action to resolve it instead.
hero figures on the ray of sunlight,
If a hero is defeated, the nearest Once all challenge monsters have been
remove all fatigue tokens from this
token is turned face down. defeated and all attribute tests passed, place
card. the arena marker on this card.
The heroes win if all hero figures The heroes win when there are 3 The heroes win when all arena markers have
are on the Exit tile and all glyphs fatigue tokens on this card. been placed on this card.
are activated.
Place a red objective token in the far Place three infection tokens per hero Place Raythen and Serena.
corner of the last room. This is the on the board, distributed as evenly as Place one blue objective marker face down in
secret passage to the treasure room. possible across all dungeon rooms. the middle of each room. These are the
waypoint tokens.
Remove both Secret Passage cards Once per turn, a hero may test or
When Raythen or Serena move adjacent to a
from the search deck, then set up the . If he passes, he may remove waypoint token, flip it face up. While adjacent
map as normal. an adjacent infection token from the to an active waypoint token Raythen or
When a hero performs a search board. If he fails, he may spend an Sereran may treat any other active waypoint as
action on the token in the last room action to remove it instead. adjacent while moving.
resolve a Secret Passage card. If a hero is defeated, add an infection If Raythen or Serena are defeated, flip the
furthest face up token face down. The defeated
The heroes win if all hero figures are token in the square where they fell. Leuitenant will then spend their next activation
on the Exit tile and all Search tokens The heroes win when all infection recovering all and then move their figure to
have been resolved. tokens have been removed from the the last face up waypoint token. If all waypoints
map. are face down, place the figure on the Exit tile.
The Overlord wins when Raythen and Serena
are both on the Entrance tile.
TRUESHOT THE SHADOW RUNE AURIM MAIL
Place Bol'Goreth. Place Lady Eliza Farrow. Place Lord Merick Farrow.
When activated, Bol'Goreth attacks the When activated, Lady Eliza attacks a When activated, Lord Merick Farrow
closest hero that he hasn't already defeated, hero within 4 spaces with the least tests . If he passes, add one fatigue
and then rolls a green power die. On a , Health, then moves 3 spaces towards token to this card. If he fails, he attacks
place a fatigue token on this card. the entrance. the nearest hero, ignoring LOS and
When Bol'Goreth attacks a hero he adds If Lady Eliza is defeated, she rolls two red range. If Lord Merick Farrow is defeated,
+1 for each fatigue token on this card. power dice and recovers the number of remove all fatigue tokens on this card,
If Bol'Goreth defeats a hero, place one of rolled, then her figure is placed on he recovers all , and his figure is
their hero tokens on this card. the exit. moved to the middle of any adjacent
If Bol'Goreth is defeated, remove all from room tile.
The Overlord wins if Lady Eliza enters
this card and he recovers all . the Entrance tile. The Overlord wins if there are 10 fatigue
The Overlord wins if there is one hero token tokens on this card.
from each hero on this card.
The current hero tests One figure in Group B One figure from Group B
. If the hero fails, that gains an additional may make an extra
hero is Immobilized. when it attacks a hero attack this turn as a free
If this was the first figure. action.
Overlord card drawn, If there are no figures in If there are no figures in
draw another Overlord Group B, respawn one Group B, draw another
card. figure at the Exit. Overlord card.
Each hero tests . Each One monster adjacent to Respawn one monster
hero who fails suffers 1 a hero makes an attack figure 3 spaces from the
. against that hero. nearest hero ignoring group
limits.
Draw another Overlord The attack gains the
Roll one grey defense die to
card. benefits as listed below: determine which monster
: +4 . group to use for the
reinforcement:
0 : No respawn
1 : Group C
2 : Group A
3 : Group B
Roll 1 red power die, all During the next hero's turn, Respawn one monster
monster figures regain the first time any monster figure 3 spaces from the
equal to the rolled. figure is defeated, that nearest hero ignoring group
monster figure instead limits.
comes back to life. Roll 2 red Roll one grey defense die to
power dice and regain determine which monster
equal to the rolled. group to use for the
If there are no figures in reinforcement:
Group B, respawn two 0 : No respawn
figures at least 3 spaces from
1 : Group A
the nearest hero and take
their actions normally. 2 : Group B
3 : Group C
The current hero gains Respawn one monster One figure in Group C
this card. While it is in figure 3 spaces from the may make an extra
his play area, every time nearest hero ignoring group attack this turn as a free
he deals any number of limits. action.
to a monster, he Roll one grey defense die to
determine which monster
If there are no figures in
must suffer 1 in Group C, draw another
group to use for the
return. Overlord card.
reinforcement:
Remove this card from 0 : No respawn
the hero when he takes
1 : Group B
a rest action or is
knocked out. 2 : Group C
3 : Group A