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Rulebook Arena v11 WEB Compressed
Rulebook Arena v11 WEB Compressed
Rulebook Arena v11 WEB Compressed
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Index Defense (Stat)...........................11 MAGIC ITEMS......................27 Sniper (Villain)........................33
Door Tile.................................25 Artifact...................9,27,31,39 Soldier (Villain)........................33
A Drawback (Attack Card)...........17 Special Attack.......................11,15
Scroll........................9,27,31,38
ACTION..............................12 Duration of Effects...................23 Special Power...........................35
Match.........................................6
Move Action.....................12,13 Spikes Tile.................................26
Miss....................................17,22
Prime Action...................14,15 E Start of Turn...........................12
Mission...............................29,33
Aid Token........................9,14,31 Easy difficulty............................39 STATS......................................10
Mob..........................................21
Ally........................................5,18 EFFECTS......................17,23,24 Basic Attack.............................11
Modifier................................20,21
Altar Tile..................................26 Conditions......................23 Defense...............................11
Move Action.........................12,13
Area.........................................19 Other effects.........................24 Hit Point (HP)........................11
Movement (Stat)........................11
ARTIFACT...........................9,27 Empowered (Condition)..........23 Movement...............................11
Co-op Mode.....................31,39 End of Turn..............................12 N Statue Tile..................................25
ATTACK...........................14,15 ENEMY......................................5,18 Strike......................................20
Negate (Effect).....................15,24
Basic...............................11,15,34 in a straight line / making an Striking Phase...........................20
Nonlethal damage....................22
Primary...........................11,15 attack ........................................19 Swamp Tile................................26
Normal difficulty......................39
Special...........................11,15 Epic Campaign......................6,37 Symbol (Rulebook)......................5
Attack Card............................8,16 Equip.....................................39 O
Attack Timeline........................17 Event......................................33 T
OBSTACLE..........................25,26
Aura......................................35 Evil Power.............................31,34 Tactician (Combat Role)..........10
Orb Tile.....................................25
Experience Point...............6,37,38 Tank (Combat Role)................10
B Exposed (Condition)...............23 P Target (Attack Card)........17,18,19
BARRIER............................25 Team.......................................6,7
F Passive Power.............................11
Basic Attack.....................11,15,34 Team Token................................31
Permanent Effect.......................23
Battlegrid..............................8,30 Fate Card...................................31 Teleport.....................................26
Phases of a Turn..........................12
Benefit (Attack Card)...............17 Figure.................................9,30 Temporary Effect........................23
Phases of a Boss Turn.................35
Blessed (Condition)................23 First Aid......................................14 TERRAIN.............................25,26
Player.........................................5
Border (Attack Card)...............16 Flask...................................31,35 TILE...................................8,25,30
Player Aids..............................8,30
BOSS........................................29 Focus.........................................20 Time Token.............................31
Portal Tile.................................26
Boss Fight................................35 Foe..........................................33 TOKENS.........................36,9,30
Preparation Phase.......................17
Boss Spell............................31,36 Force (Effect).............................24 Aid.............................9,14,31
Primary Attack......................11,15
Bosspad....................................31 Life................................30
H Prime Action.........................14,15
Bruiser (Combat Role)................10 Team...................................31
Protected (Condition)...............23
Brute (Combat Role).................10 Hard difficulty..............................39 Time....................................31
PVE..........................................6
Harmful.....................................23 XP............................................31
C PVP..........................................6,7
Hastened (Condition)...............23 Topic (Rulebook)........................5
Campaign Tome................6,31,37 Heal........................................11 Q Toughened (Condition)...........23
Cannot regain HP (Effect)........24 Healer (Combat Role).................11 Trigger (Passive Power)...........11
Quest..................................6,33
Can’t make Special Attacks Helpful.....................................23 Turn.........................................12
Quest Guide...........................6,31
(Effect).....................................24 Hero.....................................6,10 Turn Order...............................7,12
Quest Rewards................37,38,39
Central Square.........................19 Heropad.............................8,10,30
Chapter..........................................5 Heroic Action......................9,14,31 R V
Chest Tile....................................25 Hit (Attack Card)...................17,22 Valid...............................7,18,19
Range (Attack Card).............16,19
Circles (Passive Power)........11,20 Hit Point/HP (Stat)...................11 VILLAINS......................31,33,34
Reaction Attack.........................15
Colored Rings.............................34 HP Track................................8,30 Sentinel...............................33
Recruit...........................................7
Combatant...............................5,33 Sniper................................33
I Refresh......................................35
COMBAT ROLES.................10,11 Soldier................................33
Regain (Effect).........................24
Competitive Mode......................6 Immunity (Effect)......................24 Warlord..................................33
Remove (Effect).......................24
COMPONENTS....................2,8 Improved First Aid..................38 Vision..................................19,20
Residual Damage......................22
Co-op Mode......................30,31 Instantaneous Effect...............23 Vulnerable (Condition)...........23
Resolve (Attack Timeline)........17
CONDITIONS.......................23 Interrupt (Special Attack)........15
Revive (Effect)..........................24
Control (Effect)........................24 Item........................................14 W
Round.....................................32
Controller (Combat Role).........11 Warlord (Villain)......................33
K Ruins Tile................................26
Cooperative Mode.................5,29 Wall Tile..................................25
Rule.........................................5
Copy (Effect)...............................24 Keyword.....................................5 Weakened (Condition)............23
Rulebook..................................5
Co-op........................................5
Critical Hit..................................22 L S X
Cursed (Condition)..................23 Lava Tile......................................26 XP Token..................................31
SCROLL................................9,27
Legitimacy................................18
D Co-op Mode.....................31,38
Level Up................................31,38 Y
Section (Rulebook).....................5
Damage.......................................11 Lever Tile.................................25 You...............................................5
Sentinel (Villain).......................33
Death.................................11,22 Life Token...............................30
Shooter (Combat Role)............11
Declaration of Attack.......16,17,18 Line.........................................19
Sidestep.....................................13
Credits Component List Table of Contents
B. Action phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
C. End of turn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Game & Project Design, Direction, Management, Production: 12x Character Sheets (Heroes) 20x Condition Tokens 3.3 - Move Action. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Alexandre Aboud, Clayton Machado, Danilo de Alcantara Magalhães
8x Character Sheets (Bosses) 4x Effect Tokens Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 3.3.1 - Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Illustrations: Guilherme Batista (Cover Art and most pieces), 3.3.2 - Sidestep. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
1x Game Board 2x Wall Tokens
Bramasta Aji, Carlos Ryal, Ivan Inagaki, James Colmer, Luciano I - This Rulebook . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Komorizono, Mario Wibisono, Pablo Blayker, Raphael Madureira 3.3.3 - Item transfer/pick up. . . . . . . . . . . . . . . . . . . . . . . . 14
I.I - How to use. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
3.3.4 - First Aid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Art Direction: Alexandre Aboud 1x Rulebook 2x Brute Hero Figures I.II - Structure. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
3.4 - Prime Action. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Miniature modeling: Nick Mancini, Salvador Gomes, Bruno 1x Quest Guide 2x Tactician Hero Figures I.II.I - References. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Peschiera, Rodrigo Domeneguetti, Alex Ruiz, Fábio Nishikata, Junior A) Take another Move Action. . . . . . . . . . . . . . . . . . . . . . 14
1x Campaign Tome 2x Tank Hero Figures I.II.II - Cooperative Mode . . . . . . . . . . . . . . . . . . . . . . . . . 5
Guerhard B) Heroic Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
1x Quickstart 2x Healer Hero Figures I.III - Language and Formatting. . . . . . . . . . . . . . . . . . . . . . . . . 5
Graphic Design: Igor Freitas, Cristiana Viana C) Attack (Basic, Primary, or Special).. . . . . . . . . . . . . . . 14
2x Shooter Hero Figures I.IV - Special symbols. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2x Player Aids 4 - Attacks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Design and Miniatures Manager: Clayton Machado II - The Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2x Controller Hero Figures 4.1 - Types of Attacks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Plastic Tray modeling: Noah Adelman II.I - Setting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2x Dice - d20 4x Sentinel Figures 4.1.1 - Basic Attack. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Writer, editor: Danilo de Alcantara Magalhães II.II - Game Modes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
12x Colored Rings 3x Soldier Figures 4.1.2 - Primary Attack (silver border). . . . . . . . . . . . . . . . 15
Manufacturer: Dragori Games, Inc. II.II.I - Introduction to PvP (Competitive) . . . . . . . . . . . 6
48x Hero Attack Cards 3x Sniper Figures 4.1.3 - Special Attack (gold border). . . . . . . . . . . . . . . . . . 15
II.II.II - Introduction to PvE (Cooperative). . . . . . . . . . . 6
Technical Support: Amanda Marli, André Altemari, Bruno Machioni, 1x Warlord Figure 4.1.3.1 - Interrupts . . . . . . . . . . . . . . . . . . . . . . . 15
Cleber Machado, Dhiego Fernandes, Giancarlo Silva, Lannie Neely, 14x Heroic Action Cards II.II.II.I - Epic Campaign. . . . . . . . . . . . . . . . . . . . . . 6
Mauricio Navate, Suzana Gonçalves, Vanessa Gomes 1x Dragon Figure 4.1.4 - Reaction Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
20x Level UP Cards
4.2 - Reading an Attack Card. . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Special Thanks: There are too many and too important voluntary play- 30x Scroll Cards 3x Chest Figures General Rules & Competitive Mode. . . . . . . . . . . . . . 7
testers, proof-readers, advice-givers, cash-providers, and all other kinds A) Border . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
2x Orb Figures
of helpers, for us to name them all. You know who you are, and we are 16x Artifact Cards 1 - Table set-up. Starting a PvP Match.. . . . . . . . . . . . . . . . . . . . . . 7 B) Range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
forever grateful. All these people are represented here by Chen Chen, 3x Prisoner Figures
11x Villain Cards Step A) Define Teams. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Danielle Nascimento, Danilo Chiaretto, Edson Aoki, Freddy, Gustavo C) Target . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Barreto, James Windau, Jeferson Lança, Luiz Felipe G. Baio, Martyn 15x Boss Spell Cards Step B) Assemble the Arena (place Tiles) . . . . . . . . . . . . . . . . . 7 D) Benefit / Drawback. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Yost the Ghost, Oliver Howarth, Rafael Melo, Rodrigo Bicalho, Victor 5x Wall Tiles (5x1)
Valle and Vitor Ohi. 20x Evil Power Cards Step C) Recruit Heroes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 E) Hit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
15x Flask Cards 9x Wall Tiles (4x1) Step D) Deploy Heroes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
A Special THANK YOU to everybody that actively participated to F) Effects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
make this game better through the 14,000+ comments made during 4x Wall Tiles (3x1) Step E) Pick Heroic Actions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 G) Miss . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
5x Fate Cards
the campaign and afterwards, the thousands of people who contacted Step F) Pick Aid Tokens. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
2x Wall Tiles (2x1) 4.3 - Making an Attack. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
us by e-mail, messages and all sorts of communication, and to every 60x Campaign Cards
single Kickstarter backer that participated in the campaign that 2x Big Door Tiles PvP Table Components Overview . . . . . . . . . . . . . . . . . . . . . . . 8 4.3.1 - Declaration of Attack. . . . . . . . . . . . . . . . . . . . . . . . 17
40x Boss Attack Cards
ran from March 27th to April 26th, 2018, represented here by the 2 - Heroes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
incredible Collectors named below: 4x Single Door Tiles 4.3.2 - Benefit / Drawback . . . . . . . . . . . . . . . . . . . . . . . . . 18
1x Overlord Perks Card
2.1 - Reading a Heropad. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 4.3.3 - Declaration of Target. . . . . . . . . . . . . . . . . . . . . . . . 18
2x Lever Tiles
Anders “Ingolf ” Søgård, Brian “Mech Western” Dills,
B) Combat Role. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 4.3.3.1 - Legitimacy. . . . . . . . . . . . . . . . . . . . . . . . . . 18
Cheuk Hay, Christopher Wilkinson, Fernando Costa, Gary Lee, 2x Lava/Spikes Tiles (4x2)
Giselle Ip, Gregory Whitten, “Guoccamole”, Ingebrigt Megård, 2x Team Tokens C) Hit Points (HP). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
2x Lava/Spikes Tiles (3x3) 4.3.3.2 - Range. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Jeffrey R. Cooke, Konstantin Dirr, Mitchell Furness, 16x Hero Tokens D) Basic Attack. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 4.3.3.3 - Vision. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Patrik Byhmer, Qi WAN, Robert Andersson, “Saitan69”, 2x Lava/Spikes Tiles (3x1)
Terence Sung, Timothy M Lee, Tyler Lee Harding, Zola Suwaro 15x Foe Tokens E) Defense. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 4.3.4 - Striking Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
4x Lava/Spikes Tiles (2x2)
8x Life Tokens F) Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 4.3.4.1 - Circles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
2x Lava/Spikes Tiles (2x1)
4x Aid Tokens G) Primary Attacks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 4.3.4.2 - Focus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Post a nice picture of the game with the story of your epic PvP match,
tournament or Cooperative Campaign on Instagram, Facebook or 4x Altar Tiles H) Special Attacks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
6x Door Tokens 4.3.4.3 - Mob. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Twitter using the hashtag #arenathecontest - You could get featured 4x Portal Tiles I) Passive Power. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 4.3.4.4 - Other result modifiers. . . . . . . . . . . . . . . . . 21
on our webpages or win nice rewards in upcoming promotions! 1x XP Token
2x Ruins/Swamp Tiles (4x2) 3 - Turns. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
1x Time Token 4.3.5 - Miss (Residual Damage). . . . . . . . . . . . . . . . . . . . . 22
4x Ruins/Swamp Tiles (2x2) 3.1 - Turn Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 4.3.6 - Hit. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3x Prisoner Tokens
2x Stairs Tiles 3.2 - Phases of a Turn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 4.3.7 - Death. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
2x Orb Tokens
4x Quest Item Tiles A. Start of turn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
*Access arena.st/components for the visual component list
5.4.3 - Forcing movement. . . . . . . . . . . . . . . . . . . . . . . . . . 24 10.2 - Missions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 (ii) exclusive rules. Co-op mode brings to the table some mechanics
Arena: the Contest (ATC) has a simple concept and intuitive mechanics. and situations that never surface in PvP (E.g., Automation of enemies,
5.4.4 - Negating an attack. . . . . . . . . . . . . . . . . . . . . . . . . . 24 10.2.1 - Villains. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 You don’t need to memorize all the rules, nor read this entire Rulebook, Experience Points, Level UP, purchasing items, Campaign Cards). Find
to start playing. their rules in the cooperative chapter.
5.4.5 - Copying an attack . . . . . . . . . . . . . . . . . . . . . . . . . . 24 10.2.2 - Evil Power. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
5.4.6 - Controlling a combatant. . . . . . . . . . . . . . . . . . . . . 24 10.2.3 - Villain Behavior. . . . . . . . . . . . . . . . . . . . . . . . . . . 34 The minimum reading required to start a game is the QuickStart, a In other words, any doubts about rules that are not exclusive to PvE
short document with the necessary guidelines and sufficient descrip- (nor exclusive to PvP) are solved in Chapter One, even if you are
5.4.7 - Removing attacks or effects . . . . . . . . . . . . . . . . . . 24 10.2.3.1 - Basic Strategy. . . . . . . . . . . . . . . . . . . . . . . 34 tions of all general rules. playing the cooperative mode of the game.
5.4.8 - Immunity to new effects from enemies. . . . . . . . 24 10.2.3.2 - Villains’ thinking steps. . . . . . . . . . . . . . . 34
However, the game also has many specific rules because it comes with
5.4.9 - Can’t make Special Attacks. . . . . . . . . . . . . . . . . . . 24 10.2.4 - Flasks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 several Heroes, each with its own set of unique attacks.
I.III - Language and Formatting
5.4.10 - Regain 1 spent Special Attack. . . . . . . . . . . . . . . . 24 10.2.4.1 – Getting flasks. . . . . . . . . . . . . . . . . . . . . . . 35 While a chess bishop can only move diagonally and capture pieces in
6 - Tiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 10.2.4.2 - Using flasks. . . . . . . . . . . . . . . . . . . . . . . . . 35 its path, an ATC hero may hide behind a wall, mob or curse an enemy, Words in dark green are introductions that explain the name or con-
interrupt attacks, heal allies, attack an area, and more – not to mention cept featured in the section, making them easier to understand.
6.1 - Barriers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 10.2.4.3 – Losing flasks. . . . . . . . . . . . . . . . . . . . . . . . 35 the ability to move diagonally and orthogonally, in any combination.
6.1.1 - Wall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 10.3 - Boss Fights. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Words in dark blue are examples, always introduced by “E.g.” and
With this rich variety of actions and tactical possibilities, sometimes written within parentheses.
6.1.2 - Door. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 10.3.1 - The Turn of a Boss. . . . . . . . . . . . . . . . . . . . . . . . . 35 specific situations will arise on the board, and you will have questions
on how to solve them. The first time a concept or keyword comes up in a section, its first
6.2 - Obstacles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Phase 1) Refresh. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
letter is Capitalized. If you don’t understand the capitalized concept,
6.2.1 - Statue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Phase 2) Special Power. . . . . . . . . . . . . . . . . . . . . . . . 35 Answering these specific questions is the purpose of this Rulebook. you should search and read its section in the Rulebook.
6.2.2 - Chest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Phase 3) Aura . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 When we (the rules) are not referencing you (the player), we will use
6.2.3 - Lever . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Phase 4) Boss Spell. . . . . . . . . . . . . . . . . . . . . . . . . . . 36 I.II - Structure the genderless pronoun “it” to reference heroes, villains, allies, etc.,
because using a “singular they” would, in some cases, create ambig-
6.2.4 - Orb. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Phase 5) Action Phase . . . . . . . . . . . . . . . . . . . . . . . . 36 uous rules. You may also apply the following concepts, sometimes
This Rulebook is divided into specific segments because it’s intended
6.3 - Terrains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 11 - The Epic Campaign. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 found in attack cards:
for episodic consultations.
6.3.1 - Lava/Spikes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 11.1 - Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 You: the combatant who owns the attack card.
Since ATC comes with two heavily independent game modes
6.3.2 - Altar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 11.2 – Quest rewards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 (Competitive and Cooperative), each has its own Chapter. Combatant: any character (Hero or foe) fighting on the Battlegrid.
6.3.3 - Portal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 11.2.1 – Special Rewards. . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Enemy: any combatant from the opposing team.
A Section is every single identifiable segment of a chapter. They all
Ally: any combatant on your team that is not you.
6.3.4 - Swamp/Ruins. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 11.2.2 – Experience Points: gaining. . . . . . . . . . . . . . . . . . 38 have a keyword in their name and a reference number that places it
in the Rulebook.
7 - Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 11.2.3 – Experience Points: spending. . . . . . . . . . . . . . . . 38
7.1 - Artifacts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 11.2.3.1 – Level UP. . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Topics are the most specific units of information. They generally I.IV - Special symbols
contain a single rule. Most sections have several topics and subtopics
Step G) Pick and equip Artifacts. . . . . . . . . . . . . . . . . . . . . . . . . 27 11.2.3.2 – Primary Attack Card (permanent). . . . . 38 (rules closely related, or deriving from the rule contained in a topic). indicates PvP-Exclusive rules. They are not applicable in the
7.2 - Scrolls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 11.2.3.3 – Special Attack Card (consumable). . . . . 38 Cooperative Mode of the game.
Step H) Pick Scrolls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 11.2.3.4 – Improved First Aid (consumable) . . . . . 38 I.II.I - References indicates advanced rules you may ignore while you get acquaint-
11.2.3.5 – Scrolls (consumable) . . . . . . . . . . . . . . . . 38 ed with the game. You should feel the game is only complete when
Sometimes the Rulebook repeats rules because they relate to more
you use these, but they may be left out in the first couple of matches
Cooperative Mode. . . . . . . . . . . . . . . . . . . . . . . . . 29 11.2.3.6 – Artifacts (permanent). . . . . . . . . . . . . . . . 39 than one section and this rulebook is meant for topical consultation
to allow easier grasping of the essential rules.
instead of back-to-back reading; other times, we recommend getting
11.3 – Adjusting the difficulty. . . . . . . . . . . . . . . . . . . . . . . . . . . 39 acquainted with another set of rules to better understand a topic.
8 - Table set-up. Starting a PvE Match.. . . . . . . . . . . . . . . . . . . . . . 29 indicates optional increments to the game. The game is entirely
playable without them. Use them to enrich your experience, especially
Step A) Determine the Game Mode. . . . . . . . . . . . . . . . . . . . . . 29 Whenever a topic relates to another section or implies specific knowl-
when you feel familiarized with the game.
Step B) Assemble your Team. . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 edge of another set of rules, the page number where you can find such
section comes within parenthesis (E.g., “You must roll a die for every you will find this symbol only in the Cooperative Title of this
Step C) Make common preparations. . . . . . . . . . . . . . . . . . . . . 29 target you attack (Striking Phase - p. 20).”). Rulebook, and in the Quest Guide. It quickly identifies components,
Step D) Make specific preparations . . . . . . . . . . . . . . . . . . . . . . 29 rules, and sections that are exclusive to the Epic Campaign, in which
you play quests in sequence, following a background story.
You may play cooperative quests as individual scenarios, each with a 1) Both teams roll a die (repeat, if the result is a tie). Step E) Pick Heroic Actions (p. 14)
different team, according to the players’ desires.
2) If your team rolled the higher number, grab any tile and place it • Divide the Heroic Action cards into two equal decks and give one
However, for the ultimate cooperative experience, you may play the
anywhere on the grid. to each team.
Epic Campaign, in which a single Team travels the world on a journey
to accomplish a major goal, following an immersive background story
3) Then, the opposing team picks any tile and places it anywhere • Each team secretly picks two heroic action cards.
developed in between sequential missions.
(observing step 4).
Reveal your cards only when you use them.
In the Campaign Tome, hints, clues and puzzle pieces help the party
determine the path they want to follow through a story with multiple 4) You cannot place a new tile on squares that overlap or are adja-
branchings and endings. cent to other tiles.
Step F) Pick Aid Tokens
Good performance on quests (measured by secondary goals you ac- 5) Repeat steps 2 and 3 until each team has placed five tiles each
complish) grants the party additional Experience Points, which may (ten total tiles on the battlegrid). • Each team picks two Aid Tokens (First Aid, p. 14)
be spent to purchase Level UP cards and other special items that you
can use in future quests.
There are also steps G (Scrolls) and H (Artifacts), related to optional
Victory condition: Achieve one of the endings. Step C) Recruit Heroes increments to the game. Skip to Sections 7.1-7.2 (p. 27) if you wish to
implement them.
• Both teams roll a die (repeat, if the result is a tie).
Remove all unpicked cards from the table, as well as anything else you
• If your team rolled the higher number, recruit any Hero. Grab the
will not use (like figures and cards of heroes that were not recruited).
recruited hero’s Token, Heropad and Attack Cards.
• Then, the opposing team does the same. Teams alternate, until six When you conclude all the steps, the match is ready to start. The first
(or eight) total heroes are recruited. hero’s turn starts.
SPECIAL ATTACKS
SPECIAL ATTACKS
SPECIAL ATTACKS
Exposed (applied by Effects or when Mobbed) . Primary Attack. make that Special Attack. regains 3 HP. and Blessed (both apply once 0 damage + effects You or an ally0within range regains 8 HP. whenever it declares an attack on 0 damage + effects
damage + effects
easy to determine.
enemies on the 1target.square 1 enemy Benefit: You may move up to 3 squares HP belowInterrupt: Used during the target’s turn.
60 Effects: You are Protected (ends if used). 65 This can’t lower your 1. making an attack
60
10. Hero Token: Tokens whose
Exposed (applied11 by Effects
damageBenefit: IgnoreMobbed).
when
+ oreffect all effects applied by your Memory Theft Masterstroke before declaring 1the target. Celestial Armor Holy Light 0 damage
8 squares
+ effectsTake 10 damage before striking. 1 enemy Divine Grace Miracle
Effect: The target takes +5 damage if it is square 1 enemy Drawback:
enemies on the 1target.square
Backstab 1 enemy
10 damage
Benefit: Wings of Justice
+ effects
You may move up to 3 squares This can’t lower your HP belowInterrupt:
1. Miracle
Used during
making the target’s turn.
an attack
11 damage + effect
Benefit: Ignore all effects applied by your 8 squares 1 enemy
before declaring 1the target.
square 1 enemy Drawback: Take 10 damage before striking.
PRIMARY ATTACKS
PRIMARY ATTACKS
PRIMARY ATTACKS
1 enemy
Backstab 1 square damage if it is Exposed. (ends if used). Interrupt: Used duringMiracle
the target’s turn.
2 squares
1 enemy
(see Benefit)
Rokaru, the Samurai
Tide of Blades
1 square 1 enemy
Ancestral Katana
2 squares 1 enemy
Catharina, the Witch
Black Plague
8 squares 1 enemy
Blood Curse
8 squares 1 enemy
(p. 27).
grid, from left to right, in the
11 damage + effects Benefit: If you have 35 of fewer HP, 11 damage + effect 11 damage + effect 11 damage + effect 11 damage + effects
Effects: The target is Exposed you may target 2 enemies. Death Claws Effect: You may move the target Effect: The target can’t use its Ancestral Katana Effect: The target is Effects: The target is Cursed Soul Link
PRIMARY ATTACKS
PRIMARY ATTACKS
PRIMARY ATTACKS
(ends if used). 12 damage per hit up to 2 squares. Then, all enemies Passive Power. Vulnerable (once per turn). (once per turn).
11
Benefit: If you have 35 or fewer HP, you 1may Power (If it’s a Circle, it can’t be triggered). Miss: The target
effecttakes
from15aresidual
combatantdamage.
12 damage
5 residual damage. per hit enemy 2 squares 1 enemy squares Both 1 enemy
target 2 enemies.2 squares (see Benefit) up to 3
Temporary: ends at the start
must be within range.
1 square 1 enemy 1 square 1 enemy Miss all: The last missed target takes 2 squares 1 enemy 1 square enemies Miss:
of Rokaru’s nextThe Effect:takes
target
turn. 5The residual
targetdamage.
can’t use its Passive 8 squares 1 enemy 8 squares 1 enemy Effect: You may transfer 1 Permanent
Benefit: If you have 35 or fewer HP, you may 11 damage
Power (If it’s a Circle, + effect
it can’t be triggered). Miss: The target
effecttakes 22 damage
from15aresidual
combatant to +another.
damage. effect Both
SPECIAL ATTACKS
SPECIAL ATTACKS
have 35 or fewer HP, your strikes are 12 damage per hit
5 residual damage. use your Passive Power. On your each target twice, at any time. Power (If it’s a Circle, it can’t be triggered). Permanent effect from a combatant range swaps HP values with the Miss: The target
effecttakes
from15aresidual
combatant to another. Both
damage.
Effect: On the first hit, if you Temporary: ends at the start
must be within range.
6 7 6 Aid, p. 14).
the attacks produces a lasting
8
Brutality Tactics Despair
effect, place the correspond- 6 Trigger: Hit a target that isn’t adjacent to any of your allies (on your first hit of your turn).
6 Trigger: Hit a target that is adjacent to at least one of your allies (on your first hit of your turn).
5 Trigger: Hit a target (on your first hit of your turn).
On the Heropad, you find all Hero-related information: Passively tends to... Ideal in a group that wants... Passively tends to... Ideal in a group that wants... E) Defense
• Stats: Hit Points (HP), Basic Attack, Defense and Movement; Cause extra damage A powerful source Recover HP of allies with Its heroes to last The Defense value indicates how likely an attack targeting you will miss.
to targets distant of melee damage. each successful attack. longer and fight in
• 4 Attacks (2 Primary and 2 Special); A high defense means your hero is good at dodging or blocking.
from its allies. better conditions.
• Passive Power. • You must roll a die for every strike of your attack.
• Your attack is a Hit (p. 22) only if the result of the roll equals or
Niary, the Hunter
shooter
Twin Shot
8 squares up to 2
enemies
Explosive Arrow
8 squares 1 enemy
Tactician Shooter exceeds the target’s Defense stat.
Benefit: You may strike 2 targets Benefit: Gain a +2 bonus to your roll
once or 1 target twice. and ignore all Helpful Conditions on
Essentially, a... Stats indicate they... Essentially, a... Stats indicate they...
PRIMARY ATTACKS
the target.
7 damage per hit + effect
12 damage + effect
Effect: n The last target hit is
Exposed (ends if used). Effect: n You may move the target
1 square. Versatile close combat Have moderate Ranged combat role; Are very high-powered, F) Movement
role that causes harmful defense and HP. deadly, but the easiest but with low defense
effects to enemies. to kill. and hit points. How many Movement Points you are allowed to spend in a Move Action
55 Perfect Hunt Rapid Fire (p. 12)
all enemies in
Passively tends to... Ideal in a group that wants... Passively tends to... Ideal in a group that wants...
8 squares 8 squares up to 3
a straight line enemies
Benefit: You may move up to 4 13 damage per hit
squares before declaring the targets.
8
SPECIAL ATTACKS
Bruiser Controller
Effect: Target takes 4 damage.
PASSIVE POWER
Essentially, a... Stats indicate they... Essentially, a... Stats indicate they... H) Special Attacks (p. 15)
A) Name and Combat Role F) Movement
Close combat, reliable Have high HP and Versatile ranged role that Are easy to hit, and They have golden borders and are your deadliest resources. You should
B) Combat Role icon G) Primary Attacks role, often alive by the moderate defense, but causes the most powerful have moderate HP. time them well, because you can make each of them only once per match,
end of the fight. low damage power. adverse effects to enemies. and only if your Team Token is “Special Ready” (meaning your team
C) Hit Points (HP) H) Special Attacks spent its last Prime Action on a non-special action). Each Hero owns
Passively tends to... Ideal in a group that wants... Passively tends to... Ideal in a group that wants... two Special Attacks.
D) Basic Attack I) Passive Power
Ward off enemy To create lasting havoc Cause extra damage to To tactically control
E) Defense attacks, staying alive on the front lines. a secondary target near the game through I) Passive Power
longer. whom they attack. ranged combat.
A special ability directly related to your Hero’s Combat Role. It produces
B) Combat Role a certain automatic Effect when a condition is met in combat.
Combat Role is a classification that determines the fighter's tendencies, Tank Trigger: the condition that you must meet to produce the passive power’s
stats and attacks, indicating the optimal function a hero would perform C) Hit Points (HP) effect.
in combat. Essentially, a... Stats indicate they...
Your Hit Points Stat indicates how much punishment you can take. Let Effect: The automatic combat consequence of meeting the trigger.
There are seven combat roles, each with its own color and symbol. Close combat, Have high defense
your HP get to zero and you die.
die-hard role. and many hit points, • Even if you meet the trigger several times, the passive power’s effect
Heroes of the same Role share identical Stats and Passive Power.
but low damage power. only applies once per turn, immediately after you meet the trigger
• Place your hero's Token on the HP Track according to this stat.
Although the combat role gives a clue about how a hero would fight, for the first time.
keep in mind that heroes are vastly diverse because all attacks in the Passively tends to... Ideal in a group that wants... • Damage taken reduces HP by the same amount. When damaged,
move your token to a lower position. Circles: The passive power of Tanks and Bruisers. They follow special
game are unique. Draw attacks, The perfect bait to rules that do not apply to other passive powers (p. 20).
punishing enemies that protect strategically
• Your team cannot recruit more than one hero of the same combat • When you receive a Healing Effect, move your token to a higher
focus other targets. important Heroes.
role. position, never exceeding the Hero’s Hit Points Stat (any exceeding
points regained are lost).
Special
A special category of characters with their own charac-
• When your HP drops to zero (or less), you are considered Dead teristics, including new Statistics and Passive Powers.
after the attack that killed you is completely resolved (Death, p. 22).
WALL
a turn, and the hero following the next one, and which hero would take • Do nothing, and pass the turn.
a turn if one of them dies before their turn comes. the edges or corners) has eight adjacent squares.
• There is one Turn Order per team, each followed independently. Move Action Prime Action • Your entire move action may combine orthogonal and di-
They correspond to the order in which teams deployed heroes on agonal moves (consuming 1 movement point per square).
the Battlegrid. Spend Movement Points to: • Extra Move Action
• Move • Heroic Action
Arrange your Heropads to reflect your team’s turn order and You can only Sidestep to a square you could get to by spending
• Sidestep • Basic Attack
use your Team Token to track whose turn is coming up (Table ALLY a single movement point (E.g., you cannot sidestep through the
Set-up, 1D). • Provide First Aid • Primary Attack corners of Barriers or to Ruins/Swamp Tiles).
• Pick up (or transfer) items • Special Attack
WALL
• Nothing can alter turn orders during the match, not even Interrupt • If you move diagonally through a corner shared with a Terrain Tile
Attacks (extra action made outside of the attacker’s turn) (p. 15). (p. 26), you will suffer its effects, as if you had just entered and then
left it a single time (E.g., you take damage by passing through the
• Teams always alternate taking turns. Two heroes from the same C. End of turn
You may freely step on squares occupied by allies, but you corner of a Lava Tile, or you have to spend an extra movement point
team can never act in consecutive turns. • If your Team Token read “No Special” when the turn began, flip it to go through a corner shared with Ruins).
cannot end your move action on them.
to “Special Ready”.
• When you move to leave a square that is adjacent to an enemy, you
A A B B C C D D A A ... • Place the team token close to the Heropad of your team’s next hero incite a Reaction Attack (p. 15).
If a hero dies, teams still alternate, following each team’s turn order to act. This act declares that you are passing the turn. LAVA
independently. For instance, if B dies:
3.3.2 - Sidestep
...
Sidestep is a special movement through which the combatant swiftly
enters an adjacent square to avoid inciting reaction attacks.
3.2 - Phases of a Turn • You can spend a number of movement points equal to your • You cannot end your movement on a square already occupied by
Movement Stat to sidestep to a single adjacent square. another combatant, Barrier or Obstacle.
Each turn breaks down into three phases, resolved in this exact • You may choose to sidestep to a square occupied by an ally. If you • You cannot step on squares occupied by enemies, Barriers or
sequence: do, switch places with that ally. Obstacles, but you can freely move through squares occupied by
allies and Terrains.
A) Start of turn; • Sidestep never incites Reaction Attacks (p. 15).
C) End of turn.
A. Start of turn
3.3 - Move Action
• Temporary Effects you applied on your previous turn expire (take
back the Primary Attack Card that applied it – it should have been Move Action is the primary way of repositioning combatants during the
placed on the Heropad of the affected Hero to track the duration match. It intimately connects with good performance in combat, as all
of the effect). attacks require Range and Vision (p. 19) of your target.
• Check if you are under any Effects (p. 23) or Circles (p. 20). • See the Movement Stat on your Heropad. You have that number of
Movement Points to spend on your Turn.
• Check if your Team Token is “Special Ready” or “No Special”. If
it’s “No Special”, you can’t make a Special Attack (p. 15), perform • Once you start your Move Action, you may spend your movement
a Heroic Action (p. 14) or First Aid (p. 14), or use a Scroll (p. 27) points in any number of different actions, explained in the subsec-
this turn. tions below (E.g., you may move, provide First Aid, transfer a scroll
to an adjacent ally, and then move again).
PRIMARY ATTACKS
Spend 1 movement point; the target.
7 damage per hit + effect Benefit: Gain a +1 bonus to your roll. circumstances of battle in such a way that the declared attack
Have a “Special Ready” Team Token. Flip it when you declare • Heroic actions are not Attacks. Their effects happen automatically 12 damage + effect is no longer possible, the opponent can no longer attack this
this action; (there is no die roll). Effect: The last target hit is Deals damage equal to Basic Attack stat turn, because, with the declaration of attack, the enemy’s Prime
Exposed (ends if used). Effect: You may move the target Action was spent (Declaration of Attack, p. 17).
Spend 1 Aid Token; and • You must have the Team Token “Special Ready” side up. Flip it when 1 square. Miss: No residual damage.
you declare this action. • Like any special attack, making an interrupt requires a “Special
Have 21 HP or more, and then take 20 damage.
4.1.2 - Primary Attack (silver border) Ready” Team Token which then flips it to “No Special” side.
• The target of the First Aid revives: C) Attack (Basic, Primary, or Special) • Spends a Prime Action. This action doesn’t change your team’s Turn Order (the team
55
On the square of death (or nearest possible square of choice, if token only flips, not changing its original position to another
Attack is the most frequent action you will perform in a Turn. It harms • There is no limit to how many times you can repeat the same heropad).
the square of death is occupied)
Perfect
the enemy team while helping your own, being Huntdirect way to
the most Rapid Fire
Primary Attack in a match (respecting the limit of one Prime Action
With 20 HP; and get you closer to victory. per turn). • They never incite Reaction Attacks (because they can only be incited
all enemies in up to 3 on one’s own turn, and you make interrupt attacks on turns that
8 squares a straight line 8 squares enemies belong to others).
With all unspent Special Attacks available. • If it misses, the target takes 5 Residual Damage, unless the Attack
Benefit: You may move upSeeds
to 4 Card states otherwise (p. 22).
• This action does not incite Reaction Attacks. Tide of Blades Spring 13 damage per hit
squares before declaring the first
8
1 square 1 enemy 8 squares 1 ally
If the attack deals multiple strikes, you must miss all rolls to 4.1.4 - Reaction Attack
SPECIAL ATTACKS
target.
11 damage + effect
Effect: You may move the target up to 2
0 damage + effects
Effects: The target regains 32 HP or you deal residual damage.
3.4 - Prime Action Despite having to wait for their Turn to act, all combatants are always
squares. Then, all enemies now adjacent to and the target regain 18 HP each.
the target take 3 damage each.
17 damage per hit + effect
Miss: The target takes 5 residual damage.
You may remove 1 Permanent effect from
a combatant within range.
Miss: The target regains 15 HP (no residual
damage).
aware of their immediate surroundings. If you make a careless action
Effect: The first target hit is 4.1.3 - Special Attack (gold border) on your own turn while adjacent to an enemy, you incite a Reaction
You may spend your Prime Action doing one of the three options Slowed. Attack.
below: • Spends a Prime Action (except if it is an Interrupt).
6
Conditions for you to make a reaction attack:
A) Second Move Action • You can make each of your Special Attacks only once per match.
B) Heroic Action There are four types of attacks (Basic, Reaction, Primary, Special), and A) Being adjacent to an enemy; AND
three of them you make on your own turn, at the expense of a Prime To track the special attacks you made, remove their attack
C) Attack (Basic, Primary or Special) - p. 15. cards from the game, or put them over a combatant’s Heropad B) The turn belongs to this enemy; AND
Action (Basic, Primary, Special). Keep reading, as the following section
lists the rules that govern attacks. if the attack causes Effects that require tracking. Do not return
Accuracy C) This enemy does an inciting action:
5
the cards to your hand after such effects end.
Trigger: Hit a target from at least 5 squares away (on your first hit of your turn).
14 • Arena - The Contest Effect: Target takes 4 damage. Rulebook • 15
PASSIVE POWER
Inciting Actions: • Reaction attacks resolve before the attack or movement that incited Sometimes, however, complex situations may arise to demand exact
them.
C) Target (p. 18) knowledge of the order of steps you and your opponents have to follow
C.1) Declaration of Movement (not Sidestep) to another square when you attack. For that, follow the Timeline and sections below:
Attack Targets are the combatants you declare you want to strike with
on a Move Action (even if this square is also adjacent to you); OR If an enemy dies as a result of your attack, all of its future action
your attack. They must match the description of valid targets stated in
is forfeited.
C.2) Declaration of Target in a Ranged Attack .
The declaration that incited the attack resets (E.g., if your
this section of the attack card, which informs you how many combatants
you can strike and who they are. Attack Timeline
Observe that all conditions must already exist at the exact moment enemy declared it would leave to square C12, after your reaction Declaration of Attack (p. 17)
the enemy makes the inciting action (Eg., Entering a square adjacent attack it may now choose to leave to square C13, or stop moving Combatant may Interrupt
to you does not incite a reaction, only leaving a square while already altogether) (E.g., after your reaction attack, the target declared D) Benefit / Drawback (p. 18)
Preparation Phase
adjacent to you does). by the enemy that incited you may change). Benefit / Drawback (p. 18)
Some Attack Cards come with this field, which describes additional rules
about the execution of the attack and its consequences. Read and follow Declaration of Target (p. 18)
the instructions (if any). Check legitimacy
4.2 - Reading an Attack Card Check Range
Check Vision
Attack Card is the complete source of information about each of the E) Hit (p. 22) Enemy may Reaction Attack
attacks you see in each Heropad. Its purpose is consultation (by your-
self and the opposing team), and tracking both the duration of Effects The Hit field shows you what happens when you successfully strike a
target (in other words, when the die result is equal to, or higher, than Striking Phase (p. 20)
produced by the attack and which Hero is affected (by placing it over a
C.1 C.2 the target’s Defense). Roll the die
heropad). Each Attack Card has its identifying name and the symbol of
Apply result modifiers:
Striking Phase
the Hero’s Combat Role. Some attacks only deal Damage, others deal damage and apply Effects – Circles
Reaction Attack (described on the following entry), and some deal 0 damage, but apply – Focus
Effects. – Mob
Made during the target’s turn. A) Border – Other modifiers
1 square 1 enemy inciting a Reaction Attack Determine if you hit or missed*
Twin Shot F) Effects (p. 23)
Deals damage equal to Basic Attack stat + effect up to Effects are additional consequences of attacks you hit. Apply them in Hit (p. 22) Miss (p. 22)
B) Range 8 squares 2 enemies C) Target the order they are listed. Because of their diversity, effects have their
Effect: The target loses 1 movement point this turn. Apply Passive Power Effect Apply residual
D) Benefit / Benefit: You may strike 2 targets once or own Section. Apply Attack Damage
1 target twice.
Execution Phase
Miss: No residual damage. Drawback
7 damage per hit + effect E) Hit Apply Effects in the order
they are listed
• You may incite – and suffer – reaction attacks from different ene-
F) Effect Effect: n The last target hit is Exposed G) Miss (p. 22)
(ends if used).
mies on the same turn. (E.g., If you are adjacent to enemies 1 and 2 Miss all: The last missed target takes G) Miss If you roll lower than your target’s Defense Stat, you miss your target. Death (p. 22)
and declare a valid target to your ranged attack, you incite reaction 5 residual damage. When you miss all the strikes the Attack allows you to make, skip the Verify dead combatants
attacks by both enemies.) Temporary: ends at the start “Hit” and “Effects” fields and follow this field’s instructions instead.
of Niary’s next turn. Attack resolves
• Each combatant can make only one reaction attack per turn. (E.g.,
in the situation above, if you decide to move away from enemies 1 and *If the attack has multiple strikes, return to the
2 after attacking, they cannot make another reaction attack because 4.3 - Making an Attack Declaration of Target step, until all strikes resolve.
you left a square while adjacent to them, as they already have when
you made your ranged attack.) To defeat your enemies, you should attack them as hard, accurately and
fast as possible. Plan ahead! Anticipate what your enemies might do, 4.3.1 - Declaration of Attack
• Making reaction attacks is optional (You may be incited and choose because they will try the same!
not to attack). (E.g., in the situation above, enemy 2 may decide not A) Border Simply state the name of the attack you will make and give your oppo-
to attack you when you declare your target; then, when you leave In most cases, this is the simple way you will spend your Prime Action: nent the chance to make an Interrupt Attack (p. 15).
your square, enemy 2 regains the option of attacking you, and may Primary Attacks have a silver border, while Special Attacks have a gold-
yet again decide not to.) en one. This distinction is important because special attack cards do not A) Choose an attack from your Heropad. • If you declare a Special Attack, flip your Team Token to “No Special”.
return to their owner’s hand and are instead removed from the game
• You cannot target allies, only enemies. after the attack is made (Special Attacks, p. 15). B) Select a suitable target within Range. • This declaration spends your Prime Action. (E.g., if your enemy’s
interruption prevents the attack from going forward, you cannot
• Like any other attack, you must roll a die to check if it hits, and C) Roll a die and compare the result to the target’s Defense. declare another attack.)
observe applicable modifiers (E.g., Mobs, Effects, Conditions) (Result B) Range (p. 19) C1) Lower: you Miss and deal Residual Damage (if it’s a Primary • Declaring a Ranged Attack does not incite Reaction Attacks (p. 15).
Modifiers, p. 20 to p. 21).
The upper section of the card defines two significant requirements of or Special Attack). A “natural 1” on the die is always a Miss (p. 22). Only the declaration of target to a Ranged Attack does. (E.g. Your
• Even if your Basic Attack is Ranged, your Reaction Attack has 1 every attack, starting with range. Range is the maximum distance (in attack might have a Benefit that allows moving to another square,
C2) Equal or higher: you Hit and get to apply damage to your tar-
square of reach and you can make it as usual if an enemy incites it. number of squares) you can be from your target in order to attack. making you leave the square you occupied when the attack was de-
get, as well as all Effects described on the Attack Card. A “natural
clared. In other words, if you declare an attack while adjacent to an
20” on the die is always a Critical Hit (p. 22).
enemy, move as the result of a benefit, and land adjacent to another
enemy, you incite the second enemy, not the first.)
• Validation of target comes before the reaction attack (E.g., if you are
CS
making a Ranged Attack and you are adjacent to an enemy, you may
A ENEMY
declare invalid targets on purpose, forfeiting your entire action, to
WALL
avoid suffering the reaction attack).
4.3.3.1 - Legitimacy
“Meanwhile, you may strike each target at any time.”
A Target is considered legitimate when it matches the description on
• Resolve the attack until the end of the Striking Phase, determining the declared attack’s Card. For instance, you cannot target an ally if the Despite not having Vision of its enemy, the attacker has Vision over the central
if it hits the target or not, and then reset the Attack Timeline to the square. The enemy gets attacked as if it were on the central square.
attack card’s target description states “1 enemy”. It is one of the three
“benefit” step, until you make all strikes. conditions to a valid target, alongside proper distance and vision.
Enemies in a straight line: all Enemies in one orthogonal or diagonal
“Ignores all Effects applied on the Target by Enemies.” Examples: line from the square you occupy (Rook or Bishop movement). 4.3.3.3 - Vision
• Effects produced by enemy attacks (including self-inflicted effects) The third prerequisite for validating a Target, alongside its legitimacy
1 enemy: choose any enemy.
and currently affecting the target are ignored as if they didn’t exist. and proper distance (Range), is vision. Vision means you can see some-
1 ally: choose any combatant on your team, except yourself. thing on the Battlefield, because you can trace an uninterrupted straight
• The ignored effects are not lost as a result of this benefit and con- line between your square and the target's square.
Up to 2 enemies: choose one or two enemies. You can Strike each of
tinue to affect the target after the attack resolves, even if the effect’s
them once. • Check if Barriers block the way between your square and that of
text implies it should end after the next attack (E.g., “Reduce the next
attack’s damage to zero”). (E.g., “ends if used”.) Up to 3 enemies: pick one, two or three enemies. your target. If they don’t, you have vision.
• It’s not possible to attack the same target three times; if there is only Obstacles, Terrains and combatants do not block Vision.
one available target, you can only attack it once.
You can choose any one (but not all) of the lines seen above.
of its attack is not you. Suppose this enemy moves behind a wall and
WALL There are at least two enemies adjacent to you; and
attacks one of your allies. Before this enemy rolls the die to check if
WALL the attack hits, you apply your tank’s passive power, even if such tank Such enemies are not adjacent to each other.
cannot see the enemy anymore).
No Vision, as the lines cross vertices / edges of squares occupied by barriers. 4.3.4.2 - Focus
A B A B
With no distractions around them, ranged combatants can Focus and 1 1 4.3.4.4 - Other result modifiers
make an extra careful attack that is more likely to hit its targets.
C 2 You must pay attention to other – much rarer – game elements that
• Targets of focused attacks are considered Exposed. might change the result of your strike from Hit to Miss, or from miss
WALL
WALL
Pay attention to your attack’s Benefit. Scrolls and Artifacts might also
Start your turn with no other combatants (allies or enemies) You are never mobbed if you are adjacent to an ally. influence the final result of the roll.
WALL
Then, apply all result modifiers (if any), listed in the sections
that follow.
• If the final result of the roll equals or exceeds the target’s defense B
stat, the strike is successful, and the attack produces damage and A
effect. Rolling a “natural 20” is a Critical Hit (Hit, p. 22).
• If the final result of the roll is lower than the target’s defense, the strike
misses. Rolling a “natural 1” is always a miss. 1
If that was the Primary or Special attack’s only strike, or if you 1 and B are potential targets of focused attacks.
missed all strikes of an attack, you won’t produce the attack’s
target – moving it to deal damage to Miss: The target takes 5 residual damage.
the effect’s description. considered non-existent. (E.g., if there are two active Protected
• Residual damage applies nonlethal damage: it cannot lower the other nearby enemies). conditions granting +3 Defense to an enemy with a Defense Stat of 6,
target’s HP below 1. • Do not mistake the target of an attack with the target of an effect. it has 9 total defense, not 12 (6+3+3).)
• Dead combatants cannot receive heal- The target of your attack has its own field on the Attack Card and
must be validated before you roll against its Defense. But you don’t • They apply at the first opportunity. (E.g., your attack has 3 targets.
• Residual ignores all effects on yourself and the target (except if ing. End all active Effects on them.
have to roll a die to apply effects, regardless of whom they target. Conditions only affect the 1st strike.)
their text mentions the residual damage explicitly). (E.g., if you
are Empowered and miss an attack against a Vulnerable target, Effects applied by a dead combatant remain as if it lived (E.g., • Ends if used means you lose the Condition after it is considered
your Residual Damage does not get +3 damage bonus from your You are Blessed and apply a Temporary Curse on an enemy. • Since there is no roll required, ignore all combat situations related for the first time (E.g., you are Protected and a Weakened enemy
Empowered Condition, nor does your target suffer +3 residual dam- If you die, the Blessed status is removed, but the Curse should to the Striking Phase (p. 20) (E.g., Focus). rolls a ‘2’ on a strike against you (both conditions end if used). Your
age for being Vulnerable.) remain until the start of the turn that would be yours if you lived, Defense had a necessary “+3” bonus on that strike, so you lose your
• You can only affect valid targets, which means you need:
Duration of Effects, p. 23.) Condition even if that did not impact the result of the roll. But your
• Some attacks do not deal residual damage. Always follow the text Your target to match the description in the “Effect” field enemy did not hit you, so its -3 damage penalty was not considered.
on the attack card. • Remove the dead hero’s figure from the Battlegrid and put its Token (Legitimacy, p. 18); Its Weakened condition remains).
on the square the figure occupied.
Nonlethal damage: any damage that cannot lower its target’s HP Proper distance to the target (Range, p. 19); and • Condition Token: You may put it close to a combatant’s figure while
below 1. Combatants may freely occupy and step on this square; the it is affected by an effect, as a visual help for players’ memories.
Vision of the Target (p. 19).
token does not influence the combat rules. Consult the Player Aid for a quick reference on Condition symbols,
• If there are no valid targets, the effect is lost and the action that and use the star token to track other effects.
Attacks that target “a dead combatant” must consider that the
4.3.6 - Hit would have produced it resumes as if the effect did not exist.
dead combatant is in this square, for purposes of Range and HARMFUL HELPFUL
Vision (p. 19).
You Hit a Target when the result of your Strike is successful (your die roll, 5.2 - Duration Cursed Blessed
plus modifiers, results in a number equal or above your target’s Defense • Flip the dead hero’s heropad upside down and ignore it on the
Stat). If that happens, you get to apply the attack’s Damage and Effects. Effects are produced, affect a target, and then end. Knowing their Roll twice and use the worst result Roll twice and use the best result
Turn Order (p. 12).
Duration allows you to plan your moves around how long they will last. Apply only on Primary Attacks. Apply only on Primary Attacks.
A) If you hit a target, your hero’s Passive Power may have triggered. Remember to keep alternating teams, as two teammates can Apply once per turn, even if the attack Apply once per turn, even if the
Check if it was, and apply its Effect (p. 11). never take consecutive turns (E.g., Hero #2 on your team's turn A) Instantaneous: resolves completely on the same Turn it was activat- has multiple strikes. attack has multiple strikes.
order is dead. After hero #1 acts, pass your Team Token to hero ed (E.g., Healing, moving a combatant, Reviving a dead ally, removing
You must have Vision (p. 19) over the target of your passive
#3, who will be the next to take a turn (after the opposing team an attack or effect). Exposed Protected
power’s effect (except Circles, p. 20).
passes). However, if hero #3 dies on the opposing team's turn, Take -3 to Defense against enemy attacks Gain +3 to Defense against enemy attacks
the next hero to take a turn in the match will be hero #1 of your B) Temporary : lasts until the start of the next turn of the combat- Do not apply on attacks by allies. Do not apply on attacks by allies.
B) Then, the target of your strike takes damage; move its Token to a ant that applied it.
new position on the HP Track. team (again). The same team can never take two turns in a row Apply once per turn, even if the attack Apply once per turn, even if the
in a PvP match). has multiple strikes. attack has multiple strikes.
• To track who was affected and remember the effect, place the Attack
C) Finally, apply the Effects of the attack in the order they appear in Card that describes it on the Heropad of the affected combatant.
the Attack Card’s description; Slowed Hastened
PASSIVE POWER PASSIVE POWER
7 7
Take the card back (or remove it from the game, if it’s not a
residual damage). regains 8 HP.
You cannot Sidestep or move due to Benefits You do not incite Reaction Attacks
Miss: The target regains 15 HP (no o You or an ally within range
its turn (up to once per turn). Effects: n Negate the target’s attack.
SPECIAL ATTACKS
SPECIAL ATTACKS
Primary Attack. make that Special Attack. whenever it declares an attack on 0 damage + effects
o Permanent - Gain a copy of that within range. It regains 4 HP
Attack from the target.
move yourself up to 3 squares and
from the target. Then, you may
7 o Permanent - Choose an ally below 1.
striking. This can’t lower your HP
6
If one of the effects will last beyond the end of this turn, place
Effects: n Remove 1 Primary Effect: n Remove 1 Special Attack Effects: n The target regains 25 HP. Drawback: Take 10 damage before
Apply on Move Actions (Sidestep) and Prime Actions Apply when leaving a square, or
Memory Theft Masterstroke 60 Divine Grace Miracle 60
the attack card over the affected hero’s Heropad. (Benefits that allow you to move). declaring the target of a Ranged
regains 8 HP.
(Passive Power is not affected).
PRIMARY ATTACKS
PRIMARY ATTACKS
damage if it is Exposed. enemies (except Passive Power). o You or an ally within range
Effect: n The target takes +5 deal Hit damage but apply no effects
Effect: n The target’s attacks and immune to new effects from applied by enemies.
11 damage + effect is Toughened (once per turn) within range all Temporary effects
10 damage + effect Effect: n An ally within range Effects: n Remove from an ally
your enemies on the target.
• The start of the next turn of the attack card’s owner is the maximum
Benefit: Ignore all effects applied by Benefit: Gain a +2 bonus to your roll. 10 damage + effect 6 damage + effects
tactician healer
age, it will end when the hero that applied the effect starts its turn).
Benefit: If you have 35 of fewer HP,
Effects: n The target is Exposed you may target 2 enemies. Effect: n You may move the target Effect: n The target can’t use its Effect: n The target is Effects: n The target is Cursed
PRIMARY ATTACKS
PRIMARY ATTACKS
PRIMARY ATTACKS
(ends if used). 12 damage per hit up to 2 squares. Then, all enemies Passive Power. Vulnerable (once per turn). (once per turn).
o If you have 35 or fewer HP, the now adjacent to the target take 3 o The target takes 5 damage
target takes +7 damage. damage, each. upon missing an attack roll (up to
once per turn).
65 Bestial Fury
1 square 1 enemy
Bloodthirst
1 square 1 enemy
60 Dragon Spirit
2 squares 1 enemy
Ten Thousand Swords
1 square up to 3
enemies
60 Soul Link
8 squares 1 enemy
Dark Ritual
8 squares 1 enemy
Do not apply on attacks by allies. Do not apply on attacks by allies.
You may choose not to apply it.
Benefit: Strike the target twice. 24 damage + effect 25 damage + effect Benefit: You may move up to 5 22 damage + effect 0 damage + effect
• If the target of the effect dies, the effect ends. Apply once per turn, even if the
8 7 7
Apply once per turn, even if the attack
Effect: n Permanent - While you Effect: n Permanent - You can’t squares. Meanwhile, you may strike Effect: n You may transfer 1 Effect: n You or an ally within
12 damage per hit + effect
SPECIAL ATTACKS
SPECIAL ATTACKS
SPECIAL ATTACKS
have 35 or fewer HP, your strikes are use your Passive Power. On your each target twice, at any time. Permanent effect from a combatant range swaps HP values with the
Effect: n On the first hit, if you critical hits on rolls of 17 or more. first hit of your turn, a combatant 7 damage per hit to another. Both must be within range. target if the HP difference doesn’t
have 35 or fewer HP, the target within 8 squares of you takes 4 exceed 22.
takes +12 damage. damage or regains 4 HP.
6 7 6
6
Brutality
Trigger: Hit a target that isn’t adjacent to any of your allies (on your first hit of your turn).
6
Tactics
Trigger: Hit a target that is adjacent to at least one of your allies (on your first hit of your turn).
5
Despair
Trigger: Hit a target (on your first hit of your turn). has multiple strikes. attack has multiple strikes.
You can apply the damage before or after resolving the attack's
Effect: Target takes 4 damage. Effect: Target takes 4 damage. Effect: Another enemy within 5 squares of you takes 4 damage.
• If the owner of the attack card dies, the effect remains active until
PASSIVE POWER PASSIVE POWER PASSIVE POWER
Effects. If revived, flip the Heropad again, in the position it had before. the turn that would belong to such owner, if alive, starts. Weakened Empowered
The turn order does not change (E.g., in the example above, if Deal -3 damage when your attack hits an enemy Deal +3 damage when your attack hits an enemy
Critical Hit does not apply more than once per turn. C) Permanent: lasts until the affected combatant dies or another effect
hero #3 revives hero #2, the next to take a turn on your team will Do not apply when attacking allies. Do not apply when attacking allies.
be hero #1, as the Team Token cannot go back in the turn order). removes it. Apply once per turn, even if the attack Apply once per turn, even if the
• Track the effect with the attack card that applied it. has multiple strikes. attack has multiple strikes.
• When all enemy Heroes are dead at the same time, you win
the match. • There is no limit to the number of Effects (either Permanent and/ Effect Tokens: use these if you need to track good or bad effects
or Temporary) that can affect the same combatant at the same time. that are not a Condition (E.g., The target cannot regain HP).
• A copied attack must be repeated exactly like its original description. Only Basic Attacks can target doors;
Tiles are neutral elements that represent the scenario where the battle Doors cannot receive Effects (except from Passive Powers);
• Use the Attack Card that did the copying to track Temporary or
5.4.1 - Cannot regain HP takes place. From the moment you decide your Heroes’ initial position,
Permanent Effects, if any (do not use the copied hero's attack card). 1x1 tiles have 15 HP; 2x1 tiles have 25 HP;
they directly impact the game’s strategy by interacting with combatants
• Healing Effects may still target you, they just do not recover your HP. (dealing damage, blocking vision, impairing movement, and more). They are immune to Focus and Mob.
5.4.6 - Controlling a combatant
There are three categories of tiles: • Once you open or destroy a door, remove its tile. You cannot close
5.4.2 - Reviving a dead combatant • Controlling happens and is resolved during the controller’s Turn. the door again.
The controller (and controlled) combatants never lose their turns • Barrier: wall, closed door (p. 25)
• If this Effect is coming from an attack, you must roll a die against as a result of this effect.
the dead target’s Defense Stat and consider all applicable result • Obstacle: statue, chest, lever, orb (p. 25)
modifiers, as if the target were alive (p. 20). • Since Reaction Attacks can only target the turn’s owner, the con- 6.2 - Obstacles
trolled combatant’s actions do not incite them (p. 15). • Terrain: lava/spikes, altar, portal, swamp/ruins, stairs (p. 26)
• The figure of the target you revive must be placed within 5 squares Obstacles are 1x1 tiles that assume a more prominent role in Cooperative
of you and in a square to which you have Vision. • If you control an enemy, invert that combatant’s reference of ene- Mode, where Levers, Chests, Statues, and Orbs, aside from their own
mies and allies when applying rules (E.g. Mob, p. 21) or following 6.1 - Barriers specific rules, can receive additional meaning on a Quest description.
• The target revives affected by no effects (all effects had ended with its attack cards (E.g., “Effect: one ally within range regains 6 HP”).
the death of the combatant – p. 22). • Regarding positioning and vision, Obstacles work like an enemy
• All effects on the controlled combatant remain active. Barrier is a complete obstruction on the Battlegrid. It’s not possible to
combatant:
• If the target beared any items (E.g., artifacts, scrolls), they all return move through or occupy the same square as its tile. It blocks Vision (p. 19).
to the target, except if an ally picked such items from the ground. • The controlled combatant can only make a Special Attack if it is You cannot occupy or step on their squares;
available, and if its Team Token is “Special Ready”.
• This is not a healing effect. 6.1.1 - Wall They do not block Vision.
The controlled combatant's Team Token does not flip to “No
Special” if it makes a Special Attack while under control. Wall is a tile that separates rooms and blocks combatants’ vision of
what’s on the other side. 6.2.1 - Statue
5.4.7 - Removing attacks or effects Statue tiles represent some humanoid figure (prisoners, stat-
ues, etc.). Like doors, they have different colors and tokens on
• This is an Instantaneous Effect, which means there is no automatic the HP Track. Their backside portrays a prisoner with a color
regaining of what was removed (this effect does not “expire”). that matches the statue.
• You cannot move through squares occupied by walls.
Revived Heroes regain Primary Attacks lost.
• You cannot move diagonally through the vertices of squares occu- • They may represent a breakable object, something to be released,
pied by walls. or other stuff.
5.4.8 - Immunity to new effects from enemies
• You cannot attack or move walls. Spend a Prime Action to release prisoners.
• Enemies cannot apply effects on you. If you are their target, the
effects are lost. • Walls block Vision.
6.2.2 - Chest
This includes effects that remove other effects and “Negating
an attack” (p. 24). 6.1.2 - Door Chests contain something that shows up as soon as you
5.4.3 - Forcing movement open them.
• This effect only protects you against new effects. Door is a removable tile that separates rooms. Once opened or destroyed,
• Forced movements ignore their target’s Slowed Condition (p. 23). • To open a chest, you need to be adjacent to it, spend 1 Movement
such rooms become accessible. point, and declare that you are opening the chest.
Do not remove enemy effects already active on you by the time
This means you may freely force movement of combatants on you receive immunity. They function normally. Doors come in different colors, each with its own Token. The edges of After that, you immediately retrieve the Item it contains.
Swamp/Ruins Tiles (p. 26). tokens follow the color of the tiles, allowing you to track and distinguish Remove the chest tile from the Battlegrid.
5.4.9 - Can’t make Special Attacks their HP.
• They do not incite Reaction Attacks (p. 15), as they occur outside
• You cannot attack chests (if a Quest says it is locked, you cannot
of the target’s Move Action. • While active, you cannot declare Special Attacks. destroy the chest to hoard its contents).
• The target cannot move past squares occupied by enemies of the • You do not lose your Special Attacks. After this effect ends, they
combatant forcing the movement. return to their previous availability status. • You may put locked or unlocked doors on the grid, according to 6.2.3 - Lever
the side of the tile.
• The movement can never end on a square occupied by Barriers,
Levers are tiles that might activate Events.
combatants or Obstacles. 5.4.10 - Regain 1 spent Special Attack • To open an unlocked door, you need to be adjacent to it, spend 1
• Regain one of your own Special Attacks, even if it had been negated Movement Point, and declare that you are opening that door. • To activate a Lever, you need to be adjacent to it and
5.4.4 - Negating an attack or removed. spend a Prime Action (p. 14);
After that, you may resume your Move Action and spend your
• Permanent Effects from the same Special Attack do not stack (E.g., remaining movement points (if any). If activated, remove it from the Battlegrid;
• Produced only by Interrupt Attacks (p. 15).
if you apply Divine Grace’s Permanent effect twice on a hero, it will
• If your target cannot receive Effects applied by enemies (E.g., regain 4 HP when attacking, not 8 HP). • You cannot attack levers.
Sanctuary), you cannot negate its attack.
• To track this regained attack’s Permanent effect, we suggest you use
the card or chest that was used to regain it.
6.3.3 - Portal
6.3 - Terrains
Portals are 2x2 tiles that allow teleportation
Terrains are tiles that represent special features of the ground upon of your figure to another portal tile on the If you want to use scrolls in your PvP match, follow the Step H below
where combatants step. They are the only tiles that can occupy the same Battlegrid. during your prematch procedures (p. 7):
square as a combatant. Movement over and through their tiles is possible
and they don’t block the combatants’ vision.
Step H) Pick Scrolls
• There cannot be more than one terrain tile on the same square , and • Whenever your figure is on a portal tile, you may spend 1 Movement
they do not block Vision. Point to teleport to any square of another portal tile.
• Put all scroll cards face up on the table.
• Adjacent tiles of the same kind are considered one. • Declaring a teleport incites the Reaction Attack of adjacent enemies If you want to use artifacts in your PvP match, follow the step G below
(p. 15). on your prematch procedures (p. 7): • Each team rolls a die (reroll ties). The winner (higher number) picks
a card.
6.3.1 - Lava/Spikes • You cannot teleport through Sidestep (p. 13).
• Teams alternate picks until both have picked twelve cards each.
These terrains represent dangerous squares on the Battlegrid. They cause • You cannot teleport a combatant with an effect that forces Step G) Pick and equip Artifacts
damage to heroes that enter them or finish their turns on them. NEVER movement. • Both teams shuffle their 12-card decks and put them face down.
treat Lava and Spikes differently, unless a Quest instructs otherwise.
• You cannot teleport if all possible destination squares are occupied. • Both teams roll a die (repeat, if the result is a tie).
• Both teams draw three scroll cards and assign them to one or more
• If your team rolled the higher number, pick any available artifact heroes in the team.
and choose a Hero to equip it, then put the card over its Heropad
6.3.4 - Ruins/Swamp image. You must keep the cards a secret, revealing them only upon use.
• You take 4 damage when entering a lava tile (voluntarily or forced
by some Effect). Every time a Hero dies, its Team can draw two additional scroll
These are tiles that represent a difficult terrain • Alternate with the opposing team. You cannot pick an artifact if the •
If you are already on a square with lava, entering another to enter and move around, forcing you to sum of levels of all your artifacts will exceed six. cards from its deck and assign them to heroes in any combination.
square with lava has no consequence. (E.g., if you can move spend two Movement Points for each time you
an enemy 2 squares, and such enemy is on a lava tile, moving it enter one of its squares. NEVER treat Ruins • Stop picking when your levels add up to six. The opposing team • Your team can have a maximum of three drawn scrolls in hand.
to an adjacent tile with spikes causes no damage, but taking it and Swamp differently, unless a Quest may continue picking until their levels add up to six (E.g., You start
instructs otherwise. If your team already has three scrolls and draws more, you
OUTSIDE the lava tile and then forcing it to enter the tile again picking, and pick a level 3 artifact. Your opponent picks a level 3 ar-
causes 4 damage). tifact. You pick another level 3 artifact. Both artifacts you picked add must discard scroll cards until you’re back at three. Then, the
• Heroes on swamp tiles are Slowed (Harmful Condition, p. 23). match continues.
up to six, so you must stop. Your opponent may then pick three level
• If you end your Turn on lava, you take 4 damage. 1 artifacts in a row. They won’t alternate with you because you can’t
Forced movement ignores swamp (p. 24). If the bearer of scrolls dies, the dropped scrolls do not count
• If you move diagonally through a lava tile, you take 4 damage as if pick artifacts anymore).
• You must spend two movement points every time you enter a towards the maximum a team can carry, until an ally picks
you had entered it. them up from the ground.
swamp square, regardless if the square you left was already a swamp • Each hero can equip only one artifact.
• You can take lava damage only once per turn (E.g., if you move or not.
• You can only unequip an artifact at the end of the match, or when • Scrolls are not limited by Range or Vision. They do not require
diagonally through the vertex of a square with spikes (1), then, further
ahead, you step entirely on a lava tile (2), and finish your turn on this • If you have only one movement point left and you want to enter a the equipped hero dies. rolling a die. Their effects automatically affect the targets chosen.
lava tile (3), even though you have met the conditions for taking lava swamp square, you may declare you will spend your pending Prime
Action to Move again (p. 14). If you do, the last point of your first If you die, the artifact drops on the last square you occupied. • Scrolls are not bound to a particular Turn or moment. To use them,
damage three times, you only lose 4 HP). you just need to obey its card’s text and the following Team Token
move action “joins” the first point of your second move action (such Only your unequipped teammates can then take it;
point is not lost); rule:
• To pick up and equip an artifact, you must spend 1 Movement
SPIKES • You must spend two movement points to move diagonally between Point. This action does not incite Reaction Attacks; To use a scroll, your team token must be “Special Ready”; when
two “normal” squares if the movement crosses the vertex of a you use it, flip it to “No Special”.
swamp square. The artifact is equipped and produces its powers immediately
after being picked (p. 14). • Scroll effects are never temporary or Permanent;
You also cannot do it with Sidestep using a single Move Action.
LAVA Artifacts’ powers are not Effects (E.g., if an enemy would ignore • Remove any scroll from the game immediately after use. It cannot
an effect on the bearer, it will not ignore the artifact’s power). be used again in the match.
• Grab all Evil Power cards, shuffle them and make a deck facing
down.
8 - Table set-up. Starting a PvE Match.
Do the same with Flask and Fate Cards, if the quest uses them.
• If you want to play a Campaign, grab the Campaign Tome and start D.2) Boss
reading it. The Tome will determine the quests you must play.
• Grab and position all components listed on the quest’s instructions
(E.g., orbs).
Step B) Assemble your Team • Grab the Bosspad and the Boss’ Attack Cards, Tokens and miniature.
• Choose freely among all Heroes at your disposal. Restrictions: Bosses usually start the fight with 280 HP. To track them, put
the Boss Token on slot “70” of the HP Track and three Life
The Party must have precisely four heroes; Tokens on the slot “0” when the fight starts. When the Boss
loses its 70th Hit Point, jump the token from slot “1” back to
There cannot be two heroes of the same Combat Role (p. 10). slot “70”, remove one Life Token from the track, and continue
to track the rest of the damage as usual (E.g., if the Boss’ token
is on slot “5” and it takes 15 damage, remove one Life Token and
Step C) Make common preparations place the Boss’ token on Slot “60”). Repeat this whenever the
Boss Token completes a full lap around the HP track. When
Regardless of your choice in Step A, follow these procedures: there are no Life Tokens on the HP Track and the Boss’ Token
moves below 1 HP, it means the Boss has lost 280 HP (70x4),
• Put the board on the table with its empty side facing up. and you win the fight.
• Grab the Heropad, Attack Cards, Token and hero figures and place Some Bosses might have different HP. Change the number of
them in front of you. Life Tokens accordingly.
Equip the Artifacts you own (max level: 6) by placing • Grab the appropriate Boss Spell cards, shuffle them and make a
them over heropads (max artifacts per hero: 1), and assign the deck facing down (they are the equivalent of Evil Power cards for
Scrolls you own. Boss quests).
18
Turn Sequence
PHASE 1: REFRESH Fire Fury: You are Empowered. It is not an effect.
- End all temporary effects applied by Azymor.
- Remove all effects on Azymor.
19
Burning Claws Furious Bite
PHASE 2: LAVA CONTROL
- Move 2 Lava Tiles up to 2 squares (according to 2 squares 1 enemy 2 squares 1 enemy
the quest’s instructions).
20 damage + effects Benefit: This attack is a critical hit
on a roll of 17 or more.
PHASE 3: FIRE AURA Effects: Move the target 3
PRIMARY ATTACKS
- Draw a Boss Spell card and apply its Power (no
roll required). Volcanic Burst Fire Breath Flame Storm
- Obey the Command in the next phase, when
targeting. 8 squares 1 enemy 8 squares 1 enemy 2 squares 1 enemy
24x16 squares.
Sentinel Sniper Soldier Warlord
1 - Lava Citadel
1
not only tracks the HP of 23
combatants but the HP of information related to a boss
doors, prisoners and other 10 (attacks, stats, and more), it’s
elements. Also used to the equivalent of a heropad.
track the passage of
16 9 20. Quest Guide: essential book-
time and Experience
let with all instructions you
Points gained or spent. 26
need to play a quest (E.g.,
position of tiles and enemies,
21 events, stats of foes, etc.).
4 24
21. Heroic Action Cards: two for
the team. Each can be used
22
3. Coordinates: this will help only once per match, produc-
you determine the position ing dramatic combat results.
11
of elements in the Battlegrid,
5 22. Aid Tokens: they track how
Action, in any order.
Action and one Move
can take one Prime
During your turn, you
6
to Basic Attack stat square. You cannot turn.
Deals damage equal movement points this
not incite Reaction Attacks.
• Sidestepping does the corner of
Miss: No residual damage. diagonally to cross
• You cannot Sidestep
27
Barriers or Ruins.
number coordinate.) 1
flip your Team Token Attacks again.
Reaction Attack
3
"No Special" side up. 1 movement point for
your Team Token is Target loses
14
this turn.
Extra Move Action
Miss: No residual damage.
13
(but each enemy
once.
attack or
resolve before the
• Reaction Attacks them.
movement that provoked
PRIMARY ATTACKS
PRIMARY ATTACKS
PRIMARY ATTACKS
within range all Temporary effects is Toughened (once per turn) Vulnerable (once per turn). (once per turn). 2 squares of the target takes range. The next enemy who hits Weakened (once per turn) and 11 damage + effect
instructions, statue, orb and Sanctuary Black Plague 2 squares Blackwater 1 enemy Taint
60 60 55 60
squares 1 enemy 8 squares 1 enemy 8 squares
7
2 squares
enemies (except
Effect:Passive
An Power).
ally within range is Toughened Miss: The target
Effect:takes
5 residual is Vulnerable (once
The targetdamage. Miss: The target
Effect:takes 5 residualenemy
Another damage.
within 2 squares of effects fromEffect:
itself
or its The
allies.
target is Weakened
Miracle Divine Grace (oncetakes
per turn) and10 immune
damage to+8 effect
new effects from Soul Link Dark Ritual per turn). 11 damage + effect Eternal Blaze Fireball the target takes 313damage.
damage + effect Tide of Blood Maelstrom 11and
damage + effect
Miss: The target 5 residual damage. squares 1 enemy Temporary: ends at the start 8 squares 1 enemy 8 squares 1 enemy Miss: The target
(oncetakes
per 5turn)
residual damage.
immune to new
2 squares 1 enemy
1 enemy enemies (except Passive Power). Miss: next
of Catharina’s turn.
Effect:takes
The target 5 residual is Vulnerable (once
The targetdamage. all combatants Miss: The target
Effect:takes 5 residualenemy
Another damage.
within 2 squares of effects from itself or its allies.
Temporary: ends atEffect: An ally within range is Toughened
6 7 8 7
Drawback: Take 10 damage before Effects: The target regains 25 HP. Temporary: ends at the start Effect: You may transfer 1 Effect: You or an ally within Effect: Permanent - You are Effect: Allies of the target that 24 damage + effects Temporary: ends at Effect:
the start The target is Weakened
SPECIAL ATTACKS
SPECIAL ATTACKS
SPECIAL ATTACKS
SPECIAL ATTACKS
striking. This can’t lower your HP Miss:
of Taram’s next (oncetakes
Theturn.
target per turn) and immune
5 residual to new effects from
damage. Permanent effect from a combatant per turn). Empowered (once per turn). the target takes 3 damage. end their turn within 4 squares of it of Liana’sMiss:
next The
turn.target
(oncetakes
per 5turn)
residual
and damage.
immune to new
Permanent - Choose an ally range swaps HP values with the Temporary: ends at the start
below 1. enemies (except Passive Power). to another. Both must be within range. target if the HP difference doesn’t Miss: The target takes 5 residual damage. take 8 damage. Effects: You may remove effects from itself or its allies.
within range. It regains 4 HP Miss: next
of Catharina’s turn. takes 5 residual damage.
The target
choices.
Miss:
of Taram’s Theturn.
next target takes 5 residual damage. Temporary: ends at the start combatant within range. of Liana’sMiss:
next The
turn.target takes 5 residual damage.
Effects: Negate the target’s attack. its turn (up to once per turn).
of Catharina’s next turn. Permanent - A combatant within
Miss: The target regains 15 HP (no Temporary: ends at the start Temporary: ends at the start
7 6 6 7
You or an ally within range of Taram’s next turn. range is Hastened or Slowed. of Liana’s next turn.
regains 8 HP. residual damage).
8
Hope Despair Accuracy Tactics
5 5 5 6
5. 2x Player Aid: briefing pad
Trigger: Hit a target (on your first hit of your turn). Trigger: Hit a target (on your first hit of your turn). Trigger: Hit a target from at least 5 squares away (on your first hit of your turn). Trigger: Hit a target that is adjacent to at least one of your allies (on your first hit of your turn).
with frequently used game these may be kept off the ta-
rules – conditions, turn ac- ble, as you must read them
tions, reaction attacks and only in-between quests.
tiles. hero’s attacks. If one of the attacks produces 10. Combatant Tokens: placed on the HP Track 12. XP Token: it tracks how many Experience 15. Evil Power Cards (p. 34): they determine the The choices you make
a lasting effect, place the corresponding card to control the hero’/boss’/villain’ current HP; Points the Team has. Move it around as you powers and behavior of villains in a Mission. when reading them determine
6. Twenty-sided Die: rolled over the Heropad/Bosspad/Villain Card of accomplish objectives and purchase items. Keep the shuffled deck face down and draw a what will happen on your
to determine if attacks hit the affected combatant to track the effect while 11. Life Tokens: sometimes combatants’ max new card every time a villain takes a turn for journey.
(Striking Phase, p. 20). it’s active. HP will exceed the size of the HP Track (E.g., 13. Time Token: occasionally used, according the first time in a Round (p. 32).
Bosses have 280 HP and require three +70 life to the quest instructions, to count time (E.g., 26. Level UP Cards: they
7. Heropad (p. 10): main card 9. Figures: miniatures that indicate a com- tokens). You should put these life tokens on You must survive for six Rounds. Move this to- 16. Fate Cards: shuffle the number required by should be over the heropad
with all essential information batant’s position and identity on the grid. “slot 0” to indicate that the HP Track is ex- ken one slot every time a round ends). the quest before it begins and leave them face of the leveled-up hero, to
about a hero. Arrange them Colored Rings attached to villains’ figures tended (E.g., if a Hero with 70 max HP levels down. You must draw one of them to de- indicate its acquired power.
according to the hero you are used to identify their colors for tracking up and now has 80 max HP, put the hero’s to- 14. Team Token: in PvE, as there’s no fixed Turn termine the occurrence of a random event, Purchasable with XP inbe-
control and your seat at the HP and effects. ken on slot 10 and a +70 token below it, indi- Order, it only tracks the availability of Special when prompted. tween quests.
table, as in PvE there is no exact cating it has not 10, but 80 HP. Once the hero Attacks (p. 15). Use the Red Team Tokens to
Turn Order to follow (p. 32). suffers enough damage to have 70 HP or less, track if your team is “Special Ready”, and put 17. Villain Cards (p. 33): each represents a vil- 27. Scroll / Artifact Cards:
remove the life token from the HP track). the Blue Team Tokens over Heropads to track lain figure on the grid. They may be used to items purchasable with XP, or
8. Attack Cards (4x/hero): each effects applied by foes with no attack cards. track turns and effects. obtained in campaign events
describes, in detail, one of the or during quests.
Sentinel
that heroes come first and foes come second (E.g., In the first round, the quest. Use it as guidance in the table set-up stage (p. 29).
your Tank can act first and your Healer fourth; in the second round, Sentinel You can play any quest in the Quest Guide as a one-shot adventure,
your Healer could act first and your Tank third, according to players’ or start an Epic Campaign with the immersive story found in the E) Map
wishes). Campaign Tome, which determines the sequence of quests. The grid layout you must consult when assembling the board. It shows
the position of every single tile and foe you must place. Use it along-
The order does not have to be predetermined before the round Foe is the generic name for any enemy of Heroes found in quests. Its
side the list of components for a fast table set-up.
begins. Players may choose who will be the next to take a turn subdivisions are Villains (generic enemies found in every mission) and
Bosses (the main enemy found in boss fights).
at each combatant’s end of turn.
10.2 - Missions
Foes also act in any order the players choose. Combatant is any figure capable of taking a Turn. In PvP, the only
combatants are the Heroes. However, as most PvP rules also apply to the Mission is a quest with several objectives, in which Villains are the
game’s Co-op Mode, you will many times read rules or text descriptions Heroes’ enemies.
C A B A B C A C B C B A
• Despite the alterable sequence of turns, Team Token, Special Attack that use this generic concept because they are including the foes.
ROUND 1 ROUND 2 (p. 15) and Temporary Effect (p. 23) rules remain the same. 10.2.1 - Villains
10.1 - Reading a Quest You will encounter four types of Villains in Quests:
• Sentinels: melee fighters.
B.2
• Soldiers: melee fighters with an extended reach.
• Snipers: ranged fighters.
• Warlord: the most powerful villain in a mission.
B.1
Sentinel Warlord
Overlord Perks
Bosses and other unique Villains have this Special Feature. Apply the
A) Introduction following rules whenever you fight Overlord foes:
A brief description of the quest’s background and purpose. It also • When the Overlord attacks, ignore all effects applied by Heroes or
contains the list of goals you must/can accomplish and how many Scrolls (on itself and its targets). Bosses cannot ignore Talismans.
Experience Points each is worth. The quest is instantly over when you • If any power or effect would control them or copy, negate, or remove one
meet the Primary Objective. of their attacks, they take 12 damage instead (damage reduction applies).
B) Quest Description • They are immune to Mob and Focus.
Further detailed explanation of the scenario’s special features, rooms, • Reroll a die the first time they miss a strike on their turn. If the strike
Villains, Tiles and/or Events. now hits, it deals -3 damage.
QUESTS’ GOLDEN RULE: (E.g., an Evil Power card commands that the villains attack the nearest
hero with lowest HP. If there are two heroes adjacent to a villain, and
Whenever more than one enemy behavior or quest situation is pos-
both have exactly 10 HP, the players must choose the hero they want to
sible within the rules, the Players must choose which one happens.
get attacked, as both are tied in the criteria.)
current HP. • If all heroes are out of reach, spend this turn's Prime Action on a Miss: The last missed target takes 5 residual
damage.
Effect: The target regains 6 HP if it’s an ally
or takes 6 damage if it’s an enemy.
Effect: Transfer 7 HP from the target to you
or an ally within range.
second move action and move as close and safely as possible to the Miss: No residual damage. Miss: The target takes 5 residual damage.
nearest hero, prioritizing safety (E.g., the villain would rather move
10 squares and stop 3 squares away from its target, than move 12
squares and step on lava to stop adjacent to the target). 10.2.4.1 – Getting flasks
• Before the match starts, shuffle all flask cards and put their deck
Sentinel Warlord Soldier Sniper
10.2.3.2 - Villains’ thinking steps face down on the table.
• When a villain dies, the Team must choose a Hero. This Hero may
1) Determine the attack’s target by verifying if the hero that most 10.3.1 - The Turn of a Boss
• You must match the colors of the components above to keep track of draw a card from the top of the flask deck.
meets the Evil Power’s description is reachable. If not (E.g., the vil-
different villains (E.g., If you attack a green sentinel, move the green lain’s attack is 1 square range, and there are walls and other villains • You may spend 1 Movement Point to transfer a flask to an adjacent ally. • Follow the table set-up procedures (especially the ones described
token on the HP Track. If the green token reaches the 0 HP slot of the at p. 29, D2 - Boss)
occupying all squares around such hero), verify if the second-most is
track, remove the green sentinel figure and green sentinel villain card reachable, and so on, until a target is determined. 10.2.4.2 - Using flasks • The rules regarding Rounds (p. 32) remain the same, but usually,
from the table. If, further down a mission, the instructions say another the only foe taking a Turn in the round is the boss.
sentinel spawns, you may reuse these green components). 1.1) If a low-HP villain needs to step on a harmful tile to get to a • Each hero can bear up to 2 flasks at the same time.
potential target, but doing so would cause its instant and certain If you want to draw a third flask, first remove one of the other A Boss’ turn has 5 phases:
• Whenever new villains spawn, they do so with full HP and can
death, the hero is not reachable. The villain will move towards two cards you are bearing.
take their turns on that same Round, unless stated otherwise. If the Phase 1) Refresh
another reachable target, if possible (inciting Reaction Attacks • To use a flask, you must flip a “Special Ready” Team Token.
instructions do not determine their spawning squares, you cannot
do not fall in this category, since the damage is not certain). • All Temporary Effects the boss applied on the last round end.
place them adjacent to one another. • Treat a flask like any other attack: You must spend a Prime Action;
1.2) If there is a tie, the villain will choose the safest hero to reach roll to check if the strike hits; apply damage and effects just as you Grab the Attack Card that was tracking the effect and put it
(E.g., getting to one of the heroes requires stepping on lava). would during a regular attack. back on the boss’ attack cards pile.
10.2.2 - Evil Power
• Consider flasks as Primary Attacks for bonuses and penalties that • Remove from the boss all effects applied by heroes.
Evil Power Cards automate and empower villains. Each card comes 1.2.1) If the tie remains, the villain will choose the hero that affect attacks (E.g., Conditions, Mob, Focus, negating attacks).
with a Power field, which gives a certain benefit to all living villains (or requires fewer movement points to reach (E.g., getting to one The boss takes 5 damage for every Permanent Effect removed
drawback to all heroes), and a Command field that determines their of the heroes requires moving around a larger pool of lava). this way.
10.2.4.3 – Losing flasks
behavior.
1.3) If no heroes are reachable, apply the Basic Strategy, regard- • When the flask deck ends, enemies stop dropping flasks.
ing moving towards the nearest hero.
Phase 2) Special Power
• When the quest ends, heroes lose all flask cards. They will compose • What happens in this phase varies according to the boss. It is usu-
2) Take the safest possible path to get within reach of the determined a new deck before the next quest starts. ally related to other elements on the Battlegrid, such as Tiles and
target (E.g., if the villain has to step on lava to reach a hero within 3 Villains. Read and follow the instructions in the Quest Guide and
squares, and there is another hero within 4 squares that is safe to reach, Bosspad.
the villain will step on lava, because the target was already determined
10.2.5 - Other interactions
Malicious Justice Baleful Devastation Profanation
in the first step - The exception is rule number three, below). Phase 3) Aura
Power: Villains are Hastened.
Command: Attack a hero whose Basic Attack
Power: Villains are Empowered (once
per turn) and their attacks’ damage can’t be
Power: Heroes are Cursed (once per turn).
Command: Basic Strategy.
10.2.5.1 – Object Traits
2.1) If a ranged villain is adjacent to its target, “the safest possible • Aura is a power that affects Heroes that are close to the Boss. Read
is ranged within 6 squares of you. If not reduced by effects (including Toughened or
Temporary: ends on the next round,
• Only Basic Attacks can target objects, such as doors and orbs.
possible, use the Basic Strategy. immune to damage).
after the last hero’s turn.
Command: Basic Strategy.
path” could be to sidestep away and avoid inciting a Reaction Attack. and apply what’s described in this field to the heroes within reach.
Temporary: ends on the next round,
after the last hero’s turn. Temporary: ends on the next round,
after the last hero’s turn.
• They are immune to all Effects, except Passive Power.
• They are immune to Focus and Mob.
11.2.3.1 – Level UP
• Cost: 1 Token = 3XP; 2 Tokens = 7XP. 11.3 – Adjusting the difficulty Heroic Actions/campaign Follow rules Follow rules 1 of each
• Improved First Aids do not have a drawback (you do not take 20 Team Token (when to flip
Level UP Cards are boosts you permanently attach to a specific Hero of damage). You can adjust the difficulty of quests to your group’s needs and pref- No limit Follow rules Follow rules
the Team, making it a better fighter. to “No Special”)
erences. The Normal difficulty level is already challenging, requiring
• Use the Red Tokens to track your regular First Aid uses, and the good strategy and understanding of the game to overcome the mis- Team Token (when to flip Follow rules Follow rules Startround
of next
Blue Tokens to represent the Improved First Aid. sions and bosses. back to “Special Ready”)
• You do not lose any of your two regular First Aid uses when acquir- Easy Mode is a good way to introduce the game to casual players, or
ing an Improved First Aid.
Lava/Spikes Tiles (damage) 3 4 5
get a “feeling” for how difficult the game actually is before starting
an Epic Campaign. If you feel like you are failing too much and it is N = Normal XP earned as indicated in Quest Guide.
• The party can own a maximum of two Blue Aid Tokens at the same
harming your overall experience, try Easy Mode’s modifications. * Earn 3 XP for each hero living when the quest ends.
time. They are lost when used, or at the end of the next quest. ** You can select the Heroic Actions cards during the quest, right before you perform them.
There is no need to select them before the match starts.
Hard Mode is suited for players who need to shatter some of their love
11.2.3.5 – Scrolls (consumable) for their game. If you feel like you are an expert, or if you have already *** Except Boss Fights.
beaten the Epic Campaign and want a new level of challenge, try Hard
• Cost: 1 XP each.
Mode’s modifications.
• You must attach the level up card to a hero as soon as you purchase it. • Your party can own any number of scrolls at the same time, but
before each quest begins, the party must select a maximum of three Easy
• You cannot detach or transfer Level UP cards. scrolls and assign them to one or more heroes. Chests and Events: Heroes regain 30 HP instead of 20 HP, except
Boss Fights.
• Apply them only when it benefits you (E.g.: you may not deal +1 • You permanently lose a scroll card after using it. You can only own
damage when attacking an ally). XP: The Primary Objective grants 20 XP; Secondary Objectives do
it a second time if the campaign specifically rewards it.
not grant XP.