Descent-CoOp v1.2

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LIGHT THE BEACONS RESCUE THE TOWNSFOLK MONSTER HUNTERS

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.

GLYPHS OF POWER PURIFYING LIGHT THE ARENA /

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.

TREASURE HUNT / CLEANSING THE TAINT MENDING TALISMAN


WORKMAN'S RING

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 Ariad. Place Baron Zachareth. Place Belthir.


When activated, Ariad attacks any hero Place one blue objective token in the middle Place one blue objective token on each
of each room, these are mystic wards. hero sheet, these represent dragon eggs.
within 4 spaces, then rolls a red power
die. On a , place a fatigue token on As an action, Baron Zachareth or a master When activated, Belthir moves towards
this card. If there are 10 tokens on this monster may attack a mystic ward the closest hero with an egg token and
card, replace Ariad with Queen Ariad. If attempting to destroy it. Each mystic ward attacks them. When making this
Ariad is defeated, remove all fatigue has 10  and rolls a grey defense die. attack, Belthir gains : take an egg
Once destroyed, place the token on this
tokens on this card and she recovers all token from the targeted hero and place
card.
. it on this card.
Once per turn, a hero adjacent to a mystic
When activated, Queen Ariad attacks a ward may test . If the check passes If Belthir is defeated, adjacent heroes
hero then moves towards the Exit. recover all Hh for that mystic ward. may take one egg token off this card
and place it on their hero sheet.
The Overlord wins if Queen Ariad enters The Overlord wins if all mystic wards have
been placed on this card. The Overlord wins if all egg tokens are
the Exit tile.
placed on this card.

SHIELD OF THE DARK GOD FORTUNA'S DICE STAFF OF LIGHT

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.

DAWNBLADE GAUNTLETS OF POWER VALYNDRA'S BANE

Place Sir Alric Farrow. Place Splig. Place Valyndra.


If Sir Alric Farrow is defeated, he spends Randomly place 3 blue and 1 white When activated, Valyndra attacks an
the next activation recovering all  and objective tokens in the corners of the adjacent hero. Otherwise, she rolls test
moves his figure to the Exit tile or the final room face down. . On a success, place an objective
closest empty space. When activated, Splig moves towards token face down adjacent to the current
Whenever a hero is defeated, place a the closest objective token. If he is hero. This rockfall blocks LOS and
fatigue token on this card. already adjacent to a token, he flips it to movement. If all spaces are occupied,
reveal the objective. If it is the white the hero is defeated and the token is
The Overlord wins if there are 6 fatigue
objective he adds an additional red placed on his space. Once per turn, a
tokens on this card.
power die to all his attacks. hero may test  to remove one adjacent
rockfall.
If Splig has the white objective token he
moves towards the nearest hero and The Overlord wins if there are 10
attacks if possible. rockfalls on the map.
The Overlord wins if Splig defeats a hero.
WEB TRAP DARK MIGHT FRENZY

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.

ARACHYURA BARGHEST CARRION DRAKE

WORD OF PAIN EXPERT BLOW REINFORCEMENTS

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

CAVE SPIDER ELEMENTAL ETTIN

DARK BALM RISE AGAIN REINFORCEMENTS

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

FIRE IMPS FLESH MOULDER GOBLIN ARCHER


DARK MIGHT FRENZY DARK MIGHT

One figures in Group A One figure in Group A One figure in Group C


gains an additional  may make an extra gains an additional 
when it attacks a hero attack this turn as a free when it attacks a hero
figure. action. figure.
If there are no figures in If there are no figures in If there are no figures in
Group A, respawn two Group A, draw another Group C, respawn one
figures at the Exit. Overlord card. figure at the Exit.

GOBLIN WITCHER HARPY HYBRID SENTINEL

BLOOD BARGAIN REINFORCEMENTS FRENZY

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

MERRIOD PLAGUE WORM SHADOW DRAGON

SWARM DARK FORTITUDE

When monsters make Until the end of the next


an attack this turn they hero's turn, all monsters
add +1  for each other gain +2  to their
monster figure adjacent defence rolls.
to the targeted hero. If this was the first card
Overlord drawn, draw
another Overlord card.

VOLUCRIX REAVER ZOMBIE

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