Campaign Ca mpaign Act iviti es
Buy and Sell Items [p43]
✓ If gained a
✓ May spend
Global Achi evement evement with type = existing one, replace existing one Supply [p43] ✓ If the city Prosperity Level increases, add new Items to the City Supply [p43] ✓ If adding a card to Road or City Event Deck , shuffle deck
• •
City Activities [p42-48] Create a New Character
Gold to buy Items from City Supply (Reputation affects Reputation affects cost) Characters cannot trade Gold nor Gold nor Items and Items and cannot own duplicate Items Items available for purchase limited to # of copies of Item cards (per party) For multiple parties, any unused character’s Items are part of City Supply ✓ May sel l Items for Gold at ½ price (rounded down) back to City Supply •
[p42]
Retire a Character
[p48]
any unlocked class that is not already in the party ✓ Pick a starting level. May start at any level up to the city’s Prosperity Level ✓ Record character name and level in a new Character Sheet ✓ Receive Gold = 15 x (L+1) (L = character’s level) ✓ Receive XP = minimum required for level (as per Character Sheet ) Perk for every character the player has retired. If 1 player controlling ✓ Choose 1 Perk for 2 characters, count each character’s retirement lineage separately [FAQ] Draw 2 random Personal Quest cards and choose one, shuffling the other to ✓ Draw the deck (if deck is empty, no quest is received). A player may keep their Personal Quest secret Quest secret or public as desired [FAQ] reate Ac tiv e Card Po ol with Level 1 and Level X Ab il ity Cards ✓ Create Ac ✓ Follow the Level Up a Character steps below for the remaining levels
Character must retire ✓ Character
Level Up a Character
Road and City Events
✓ Pick
[p44]
XP (see Character Sheet ). May level ✓ Must level up if the character has enough XP (see up if the character’s current level current level < the city’s Prosperity Level For each level: 1 Abi li ty Card with level <= character level, add to Ac ti ve Card Pool ✓ Chose 1 Abi Perk on the Character Sheet, gaining any benefits ✓ Choose and mark 1 new Perk on ✓ Increase HP on the damage track of the Character Mat •
Buy Enhancements Enhancements
[p45-47]
May ✓ May
buy only if “The Power of Enhancement” Enhancement ” achievement is unlocked Place sticker on an open Enhancement spot Enhancement spot on the Ab the Ab il ity Card ✓ Place Enhancement is Enhancement is permanent and affects all characters of that class Total # of enhanced cards for a class must be <= city’s Prosperity Level Can apply Bless and Bless and Strength to Strength to beneficial Self , Al ly and Range abilities Range abilities • • •
Donate to the Sanctuary ✓ Once
[p45]
per city visit, between scenarios played in Campaign Mode, Mode, a character
may pay 10 Gold to Gold to add 2 Bless cards to their At their At tac k Mod Deck Add checkmark to envelope opening conditions [p49] ✓ Add
if Personal Quest complete (can’t retire if has no Quest) Quest ) May perform city activities before retiring but cannot do another scenario Personal Quest conditions Quest conditions must be met at the time of retirement See FAQ for FAQ for scenario areas referenced by Personal Quests Unlock envelope as directed by Quest card. Quest card. If already unlocked, unlock new ✓ Unlock Random Random Item Design and Random Random Side Scenario (see Loot X Ability ) Events to decks as per the Event ref #’s listed listed on the ✓ Add new City and Road Events to retired character’s and on the unlocked character’s Character character’s Character Mats [p6] Prosperity checkmark ✓ City gains 1 Prosperity checkmark ✓ When 1 st character retires, open the Town Records book and read Add the character’s Items to the City Supply ✓ Add t he character’s Personal character’s Personal Quest card Quest card from the game ✓ Remove the • • •
[p41-42]
✓ Draw
City Event card if doing City Activity (once per visit and only if the last scenario was played in Campaign Mode) Mode ) or Road Event card if travelling to unlinked Campaign Mode scenario Mode scenario (see Start of Scenario) Scenario ) and read front side Party chooses between two options (choice is permanent) ✓ Party ✓ After making choice, read back side to learn outcome based on conditions: Class Icon: Icon : Outcome is applied if the party has a member of that class Reputation: Reputation: Outcome is applied if the party’s reputation is in range Otherwise: Otherwise: Outcome is applied if no preceding outcome was applied No Conditio Conditio n : Outcome is always applied Design , add all copies of that Item to Item to the City Supply ✓ If gained an Item Design, Item reward to only one character (party decides) [FAQ] ✓ Assign an Item reward “Collective” rewards/penalties among the party as desired [FAQ] ✓ Distribute “Collective” rewards/penalties ssign “Each” rewards/penalties rewards/penalties to every character (no qualifier = “Each”) [FAQ] “Each”) [FAQ] ✓ Assign ✓ If character has to lose something and doesn’t have enough, lose what they can Can’t Can’t have have < 0 Gold, Gold , < min XP for level, or < min checkmarks for Perks If discarding ability cards, cards, do so after Hand selection Hand selection (see Start of Scenario) Scenario ) City cannot go below minimum Prosperity for its current level ✓ City • • • •
• •
✓ Remove
card from game or return
card to bottom of deck (no shuffle)
Start of Scenario
Start Sta rt o f Round
✓ Players
Each ✓ Each
Casual ) choose the scenario’s play mode ( Campaign or Casual) Scenario must be unlocked before before it can be played in any mode by any party A party may play a scenario in Campaign Mode if Mode if all the following are m et: Campaign Mode by Mode by any party o The scenario has not been completed in Campaign Achievements are unlocked by any party o The scenario’s required Global Achievements are o The party has gained the scenario’s required Party Achievements Campaign Mode, Mode, must do a Road Event if the location the party is ✓ If playing in Campaign travelling from is not linked to the scenario ✓ Read scenario introduction and special rules, do not read numbered sections Players choose scenario level [p15]: ✓ Players Recommended level is average average party character level / 2 (rounded up) Optional adjustments: -1 for Easy, Easy, +1 for Hard, +2 for Very Hard If solo or multi-player with open info, +1 to monster levels levels and Trap damage Layout all map tiles and place all connecting connecting doors [p12-13] ✓ Place overlay tiles [p14-15] and monsters in the 1 st room only Player count defines the monster monster count and their ranks/bases [p13] Previously looted “Goal” Treasure Tiles are Tiles are reset if replaying scenario Previously looted looted numbered Treasure Tiles are Tiles are not reset if replaying scenario (even for different parties) Randomize the standee numbers numbers for the monsters in the room ✓ Place Monster Stat Cards in sleeves, showing the stats level = scenario level Add all scenario setup modifier cards to At tac k Mod if ier Decks ✓ Add ✓ Shuffle the Monster Ability decks that correspond to monster types in the room Deck (all monsters use the same deck) ✓ Shuffle the Monster Attack Modifi er Deck (all Each player chooses one of two Battle Goal cards Goal cards in secret (it remains secret ✓ Each throughout scenario). Unchosen card is discarded Each player may equip owned Items below their Character Mat: Mat : ✓ Each • •
• • • •
• • •
•
•
Max one Head
•
Max one 2-handed 2-handed
, one Body
Max number of Small Items
= ½ character level (rounded up)
Add Modifier Cards from Cards from equip Items to player’s At player’s At tac k Mod ifi er Deck huffle At tack Modi fier Deck for each player, composed of the base 20 cards ✓ Shuffle At adjusted for Perks, Perks , Sanctuary donations, Sanctuary donations, scenario effects and Items [p5] Items [p5] Each Eac h player builds their from their Ac their with the number of Hand from Hand Ac ti ve Card Pool ✓ cards = to the Hand size listed on the Character Mat [p6] Mat [p6] Discard cards from Hand due Hand due to effects from pre-scenario Events [FAQ] Events [FAQ] ✓ Discard Inert” column of the Elemental Elemental Infusio n Table ✓ Place 6 Element tokens on the “Inert” Players ✓ Players
place characters in
room positions
•
•
• •
• •
•
• • • • • • •
Characters ✓ Characters
•
1 st
•
Round
and one Leg
or two or two 1-Handed
•
player must declare either a Long Rest or Two Actions Cannot do Two Actions if Actions if < 2 cards in Hand Cannot do Long Rest if Rest if < 2 cards in Discard Pile (cards in Ac in Ac ti ve Ar ea may ea may be moved to Discard Pile to Pile to meet condition) If a character character can’ can’t do Two Actions nor Actions nor a Long Rest , character is Exhausted (see Exhausted (see Character Character Exhaustion ) Actions, each player chooses two Ab ili ty Cards secretly from ✓ If doing Two Actions, each their Hand as their Two Actions and picks one as their Leading Card The Leading Card determines each player’s Initiative Players may discuss their their plan except Abi li ty Card numbers or titles [p17] Each player places their Two Action cards Action cards face down, Leading Card on Card on top ✓ Each ✓ Draw 1 Monster Ability Card for each monster type with a figure on the board and place in their discard pile. T his is the monster’s Ab il it y Card for the round If no cards to draw, shuffle all discards back back into a new deck before drawing The Monster Ability Card sets Initiative for every monster of that type Players reveal their Two Action cards [FAQ] ✓ Players Initiative order ✓ Determine turn order for all figures as per ascending Initiative order All Elites of Elites of a type act first in their standee number order, then Normal monsters of that type act in their standee number order For ties between monster types, types, players decide Players doing Long Rest act on Initiative 99 Initiative 99 Tied players decided decided by Non-Leading Card . If still tied, tied players decide For ties between a player and a monster, player player goes first Summons by players act immediately before the player If player summoner has multiple multiple Summons, Summons , they act in summoned order Special scenario allies with numbered tokens act in token number order
and start the
1 st round
may use any number of Items at Items at any time (see Player Items) Items ) each figure’s turn in Initiative order Initiative order (see Player and and Monster Turns) Turns ) If I f a monster is Spawned due to a scenario rule during the round, setup monster ✓ on the map at the designated spawn location or nearest empty hex ( Pressure Plate ok) Plate ok) (players decide ties) and draw a Monster Ability Card if new type If Spawned in the middle of round: Initiative than current figure, it acts after the figure's turn ends o If lower Initiative than Initiative than current figure, it will act in Initiative order Initiative order o If higher Initiative than If Spawned at Spawned at end of round, m onster will act next round in Initiative order Initiative order ✓ If the scenario objective is completed during a round, finish the remainder of the round then finish the scenario (see End of Scenario) Scenario ) ✓ Perform
•
•
Player Player Abil ities
Player Items [p8] •
May use any Item any Item any time if its conditions met, even in the middle of an ability Cannot use Item if Item if Stunned , Item not Item not equipped, Spent or Spent or Consumed Item with attack effect/bonus after drawing from At tk Mod Deck o Cannot use Item with Item after doing Two Actions or Actions or Long Rest o Can use “during your turn” Item after o
✓ If
Item has Spend symbol
and no slots
, rotate card (now Spent) Spent )
✓ If
Item has Consume symbol , flip card facedown (now Consumed) Consumed ) If Item has neither Spend nor Consume symbol, may use it any # of times ✓ (see Heal X for X for Poison and Poison and Wound) Wound ) [FAQ] ✓ Item Heals act as Heal X Self (see •
•
Must use an open Item slot if its conditions are met (even if no target) [p8] ✓ Place character token on next open slot. Spend card Spend card when all slots used Item used when it alters/adds an ability, ability, effect, figure’s performed action or action or stats
Abilities cannot target an ally unless the card/rules specify otherwise Only Attack Only Attack abilities abilities (card ( card says “attack”) “attack” ) and abilities that specify a Range (including Loot) Loot ) require Line of Sight (LOS): (LOS): A line between any corner of the start and end hexes that does not touch a wall, a wall corner or a closed door The Range The Range for for an ability is the number of connected hexes between the source and destination (including destination hex). Path c an’t go through walls between hexes. It has to go around via an unblocked hex, adding +1 range [FAQ]
• •
•
Move X Move up ✓ Move •
Playerr Tur n Playe Start of Player Turn ✓ If
Wounded
Long Rest
[p17]
✓ Treat
as a player turn on Initiative 99 Initiative 99 (can use Items and Items and Summons still Summons still act) Discard Pile card Pile card if available (do not have to Lose card Lose card in Ac in Ac tiv e Ar ea) ea) Return rest of Discard Pile cards to Hand ✓ Return Lose 1 ✓ Lose 1
✓ Perform
•
Heal 2 Self (see (see Heal X for X for Poison Poison and Wound ) [FAQ] Spent (not Spent (not Consumed) Consumed ) Item cards (see Player Items) Items )
✓ Refresh all
•
Player Player Actions Cannot ✓ Cannot
do actions if Stunned - place Two Action cards in Discard Pile any 1 top action and any 1 bottom action from the Two Action cards Action cards May use top action action as At as At tac k 2 and/or bottom action as Move 2, 2, ignore all other abilities and symbols on the card and place in Discard Pile after Pile after use Play each of the Two Actions in Actions in either order, one card at a time ✓ Play Abilities on an action card are done in the order listed on the card May skip a positive ability or effect (except (except XP) XP) but must do an ability if it will result in: HP or HP or card loss, or a negative Condition on the character or an ally Named monsters and Bosses are Bosses are not Normal nor Normal nor Elite monsters Elite monsters Pick ✓ Pick •
• •
•
✓ If
card is not an Ac an Ac ti ve Bo nu s ability
, complete the action and place
the card in either the Discard Pile or the Lost Pile (if Pile (if it has Lost symbol ✓ If
card is an Ac ti ve Bo nus
ability, ability, place in the player’s player’s Act Act iv e Area
)
•
•
to X number of hexes
Cannot move if Immobilized
•
Cannot move through walls but can move onto onto doors (see below)
•
Movement cost = 2 for Difficult Terrain hexes
•
Normal
•
, suffer 1 point of damage (see Character Damage) Damage )
[p19]
moves can go through allies but not enemies nor Obstacles
and Flying can ignore all figures, Traps and Jump Jump Traps and Terrain but Terrain but must end in hex with no figures. Last hex f or Jump done Jump done as a Normal move o If character loses Flying while on an Obstacle hex, Obstacle hex, it suffers damage as if it sprung a Damage Trap, , then moves immediately to nearest empty Trap hex (Pressure (Pressure Plate ok) Plate ok) (player chooses) (see Character Damage) Damage)
If moved into a Trap : ✓ Apply negative effect on character and remove the Trap tile from the board Traps inflict 2+L damage (L = scenario level) ✓ Damage Traps inflict ✓ Damage Traps created Traps created from abilities do not use (L) scale [FAQ] If moved into a Hazardous Terrain : ✓ Inflict (2+L)/2 damage, rounded down (L = scenario level) ✓ Do not remove the Terrain tile from the board ✓ Damage applied only when moved onto the hex. No damage if standing on it If moved onto Story Point Hex Hex Read Re ad scenario story point ✓ If moved onto a Closed Door that that is not marked as Locked [p19]: Locked [p19]: ✓ Flip door tile to open side. Once open, treat doors as an empty hex ✓ Reveal room and contents (monster count based on starting player count) ✓ Randomize standee numbers for the monsters in the revealed room ✓ If out of standees, place only those available, starting with closest to the door ✓ Draw Monster Activity Cards for any new monster types Revealed monsters with lower Initiative than the revealing character take ✓ Revealed their turns immediately after the character’s turn ends, in Initiative order Remaining revealed monsters take their turns in normal Initiative order Initiative order ✓ Remaining
Attac At tac k X Designate ✓ Designate •
Draw At tack ✓ Draw At
[p19-22]
Modi fi er card(s) card(s) for each enemy affected by the attack (if no cards are left to draw, shuffle discards back into a new deck, then draw) [p11] : Positive effects are gained gained by the drawing figure and may be skipped If not under under Ad vant age nor Disadvantage or under both (they cancel): 1 At tac k Mod if ier card ier card ✓ Draw 1 At
enemy target(s):
•
Cannot attack ifif Disarmed
•
“Suffer Damage” effects are not targeted attacks and do not require LOS Cannot attack the same enemy multiple times with the same listed ability May attack Obstacles with Obstacles with Hit Points as Points as designated by scenario o Can only be destroyed through damage and not with any other ability o Obstacles are immune to all Conditions Initiative 99 o Player summons treat Obstacles with HP as enemies with Initiative 99
• •
✓ If
Rolling Modifier drawn, keep drawing until a Rolling Modifier card is not drawn ✓ Apply all drawn card effects on the attack. Player chooses order If under Ad under Ad vant age: age : Attack Modifier cards and use the better one. If ambiguous, use ✓ Draw 2 Attack Modifier the first card. An effect listed on a c ard is positive but has an undefined value. Examples [FAQ]: +1 Stun vs +1, or +1 Stun vs Stun: +1 Stun is better +0 Stun vs +2: Ambiguous Ambiguous +1 Stun vs +1 Fire: Ambiguous Ambiguous +0 Muddle vs +2 Stun: Stun: Ambiguous
•
•
Melee Attack o Any attack that does not specify a Range is a Melee Attack o Limited to range 1 (see Player Player Abil ities). ities ). May target 1 adjacent enemy May target > 1 enemy if designated as Ar ea Effec t
o •
•
•
or Target Z
•
Ranged Y Attack
•
May target 1 enemy within Y hexes if in LOS (see Player Abilities) Abilities )
o
•
May target > 1 enemy if designated as Ar ea Effec t or Target Z o If an ability defines a range and spawns other attacks, they are ranged o Ranged Ranged At tacks on tacks on an adjacent enemy suffer Disadvantage
✓ If
1 Rolling Modifier card drawn, its effect is added to the other card (do not draw another card) cards drawn, continue drawing until Rolling ✓ If 2 Rolling Modifier cards Modifier card card is not drawn. All drawn card effects apply ✓ Player chooses order for multiple effects If under Disadvantage: Disadvantage: cards and use the worse. If ambiguous, use the ✓ Draw 2 Attack Modifier cards first card
o
•
Ar ea Effec t (A oE) o Affected area is defined by the diagram on the card in any rotational orientation. May use mirror image of the entire diagram o Character is in the grey hex (if there is one), targets are in the red hexes o Must target all enemies that are in the affected area if they are in LOS o If the diagram has a grey hex, it is a Melee Attack. Attack . All red hexes are always considered in range (but not necessarily in LOS) LOS ) [FAQ] o If the diagram has no grey hex, it is a Ranged Ranged At tack. tack . May cover any area where at least 1 hex is within range. The rest of the red hexes are always considered in range (but not necessarily in LOS) LOS ) o Each target suffers a separate attack, each with its own At tack Modi fier card draw (but all together are a single attack action)
Target Z range and LOS o May target Z number of enemies within the attack’s range and o Each target suffers a separate attack, each with its own At tack Modi fier card draw (but all together are a single attack action) Apply any adjustments (bonuses and penalties) to the attack’s base X damage ✓ Apply from Ac from Ac ti ve Bo nu s cards, Items and other sources •
If target Poisoned
• •
, add 1 to the attack
If multiple adjustments, player chooses order of application
•
✓ If
1 Rolling Modifier card drawn, ignore it and do not draw another cards drawn, continue drawing until Rolling ✓ If 2 Rolling Modifier cards Modifier card card is not drawn, then only apply the effect of the last card drawn At tac k ✓ Place drawn At
Mod ifi er cards cards in their discard deck (except B l es s
and
Curse cards - remove them from the deck, do not place in discard deck) defender’s individual individual defensive bonuses bonuses to their the ir incoming attack ✓ Apply each defender’s (see Shield X X and Pierce Y ) Apply adjusted damage to monster, tracking it on the numbered section of the ✓ monster stat sleeve that matches the monster’s standee number If monster ’s or ’s or obstacle’s obstacle ’s HP <= HP <= 0: Remove monster or obstacle from map immediately (no effects applied) ✓ Remove Summoned nor Spawned, Spawned , place Money Token on Token on death hex ✓ If monster not Summoned nor ✓ Kill credit goes to the character that does the killing blow [FAQ] esolve Ab il it y Eff ects applied from the attack, even if attack does 0 damage ✓ Resolve Ab •
✓ For
each attack on the defender, resolve the defender’s Retaliate X if active and if the defender survived
ability
Acti Ac ti ve B on us
Recover X
[p25-26]
lace Act iv e Bon us cards in Ac in Ac ti ve Ar ea above ea above the Character Mat ✓ Place Act ✓ Act iv e
Area cards may be moved to Lost or Discard Discard piles at any time by the player to end effects or to meet gameplay conditions
•
Persistent Bonus on 1 st slot when card is played and advance to next slot when triggered. The token designates the slot is available
Place character token ✓ Place ✓ If
slot slot gives gives experience experience , it is gained gained when the the token moves off that slot ✓ Character must use up a slot if conditions met, even if benefit not gained Place card in Lost Pile when the token moves off the last slot ✓ Place ✓ If no removal conditions or the card has no slots, keep the card in the Ac tiv e Ar ea for ea for the rest of the scenario •
Round Bonus o Effect active from when the card is played until the end of the round The card is placed in the Discard or Lost Pile
o
Shield X
and Pierce Y
at end of round
X Discarded or Discarded or X Lost cards as indicated (optionally including cards of the indicated type in the Act iv e Area ) and return to Hand •
✓ Reduce
the attack’s damage by Shield X minus attack’s Pierce Y Shield from Monster Ability card Ability card becomes active on monster’s Initiative Shield from Monster Statistic Card trait is always active [FAQ] A Shield from Shield from an At an At tack Modi fi er card card is available until the end of the round If multiple Shields abilities Shields abilities available, player chooses order of use [FAQ]
• • •
Refresh Item ✓ Regain either •
Stunned
Retaliate X
figures can use an active Shield [FAQ]
✓ Apply • • • •
X damage to attacker if in retaliation range (= 1 or Range Y if specified) If retaliator killed or exhausted exhausted by attack, Retaliate does Retaliate does not activate Retaliate from Monster from Monster Ability card becomes active on monster’s Initiative Retaliate from Retaliate from Monster Statistic Card trait is always active Retaliate is Retaliate is not an attack so no At no At tack Modi fi er card card draw nor Shield
If multiple Retaliate abilities Retaliate abilities available, player chooses order of use
• •
Stunned
Heal X ✓ Heal ✓ Heal
figures can use an active Retaliate [FAQ] Retaliate [FAQ]
Self - Return X HP to self. If from a Modifier Card, Card , drawing figure heals Range Y - Return X HP to either self or 1 ally within Y hexes and in LOS
✓ If target
Wounded
✓ If target
, remove Poison token Poisoned Poison token but do not recover HP Poisoned and Wounded, Wounded, remove both but do not recover HP
✓ If target
, remove Wound token in addition to HP recovery
are not Spent [FAQ] Spent [FAQ]
[p27]
character the XP if the ability is used and its conditions are met If XP is XP is attached to a specific ability (with a comma), it is only granted if that ability is used. Otherwise, it is granted if any ability on the card is used XP = 10, claim 10 XP Token and Token and reset track back to 0 ✓ If XP = •
Summon [p26] •
• • •
•
•
large Summon Token
in empty hex adjacent to summoner
Cannot perform summon if no empty hex available available ( Pressure Plate ok) Plate ok)
✓ Place
in Act ive A rea and small Summon Tracker Summon card Summon card in Act
on card
Summon card defines stats for summoned figure Summons act on the next round before the summoner (see Start of Round ) Summons are not directly controlled - they obey monster AI rules, following an assumed ability card “Move+0 “ Move+0,, Attack+0” and and targeting enemy monsters player ’s At Summons use summoning player ’s At tack Modi fier Deck for their attacks Kills by a Summon are Summon are credited to its summoner Summon is removed if summoner is Exhausted, Exhausted, Summon’s HP = HP = 0, its card is Recovered
Loot X
or the player moves the card to the Lost Pile
[p27]
✓ Character gains
Money Tokens and Treasure Tiles within Tiles within range X and LOS Treasure Tile effects Tile effects apply only to the looting character Looted Items are Items are not usable in the scenario in which they were found Numbered Treasure Tiles can only be looted once for all parties Money and Treasure cannot be shared between characters Item , add Item to Item to the character’s owned character’s owned Items ✓ If loot is a specific named Item, Item , gain sell value in Gold and add to City Supply ✓ If character already has Item, If loot is a Random Item Design , draw card from deck, find the other copy of ✓ If the Item and add both to the City Supply (if Supply (if deck is empty, no reward) If loot is an Item Design, Design , add all copies of that Item to City Supply ✓ If If loot is a Random Side Scenario, Scenario , draw and unlock (if deck empty, no reward) ✓ If • • • •
[p26]
Spent or Spent or Consumed Items as Items as indicated (rotate/flip back cards)
Items with unused multi-use slots
Must grant ✓ Must
•
[p26]
[p27]
Gain Experience
• •
Cannot recover cards cards with Cannot Recover symbol
Place any ✓ Place [p25]
[p27]
✓ Select either
Abil Ab il it y Effec Ef fec ts Push X
Elemental Eleme ntal Infusion
and Pull X
[p23]
✓ Place
[p22]
•
Element token in “Strong” column of the Elemental Infusion Table Elemental Elemental Infusion s allow the use of Elemental Elemental Au gment abilities gment abilities Elements are considered infused at the END of the figure’s turn
•
If created via via a Multi-Element
•
May ✓ May
move an enemy X hexes in the direction specified by attacker For Push, Push , every hex moved must be further from the attacker For Pull, Pull , every hex moved must be closer to the attacker Cannot Push/ Push /Pull into Pull into enemy figure, o bstacle, bstacle , wall or closed door Cannot Push/ Push /Pull less Pull less than X hexes unless halted by above [FAQ] Difficult Terrain and target’s allies (except allies (except last hex) do not affect Push/ Push /Pull Trap and Hzrd Terrain effects if non-flying target enters those hexes ✓ Resolve Trap and If target killed, remove remove from map. Push/ Push /Pull ends Pull ends (credit kill to pusher/puller) •
, player chooses which Element to infuse
• •
Elemental Augment
•
✓ If an
•
•
Add Ad d Tar get
[p24]
Strong” or “Waning” Waning” column of the Elemental Element is Element is in the “Strong” Elemental Infusion Table, Table, it may be consumed - move token to the “Inert” Inert” column [p24] A figure cannot infuse infuse an Element and Element and consume it on the same turn, but they can consume an Element if it was previously infused by another figure •
One Au One Au gmen t icon on an ability card cannot be used to consume more than one infusion If an ability has has multiple Aug ment s , player chooses which Elements to Elements to consume (none, some or all)
•
[p22]
✓ May
add an additional new target within range of attack and in LOS all effects and conditions of the attack to new target except effects that would result in more targets receiving attacks beyond the newly added target
✓ Apply
•
If an Au an Au gmen t consumes a Multi-Color Element
•
Conditions
[p22-23]
Place token ✓ Place
(not Bless Bless nor Curse ) in section on Monster Stat Sleeve Conditions must remain until the requirement for removing them is met o Gaining a duplicate Condition replaces previous one with newly applied one o Bosses are Bosses are immune to some Conditions (see Monster Statistic Card ). o Cannot apply a Condition if all its tokens or cards are in use [FAQ] Negative Negative Condition s (applied to all targets of the ability) o
•
o
Poison
- All enemies add +1 to all of their their attacks on the affected affected figure - Suffer 1 damage at the start of their turn
o
Wound
o
Immobilize
o
Disarm
o
o
- Cannot perform any Move ability (immediate effect) - Cannot perform any any At At tack nor their effects (immediate effect)
Stun - Cannot do any ability during turn or use Items (immediate Items (immediate effect). Character must do Long Rest or discard 2 Hand cards Hand cards on their next turn - Suffer Disadvantage (immediate effect)
Muddle
Curse - Shuffle Curse card Curse card into target’s non-discarded non-discarded At At tack Modi fi er Deck. Deck . If target immune to Curse, Curse, don’t don’t add card but target affected if drawn Positive Conditions (applied to self or allies through specific actions) o
•
o
Invisible - Cannot be Focused nor Focused nor targeted by enemies (immediate effect). Monsters treat invisible characters exactly as if they were Obstacles
o
Strengthen
o
Bless
- Gain Ad Gain Ad vant age (immediate effect)
- Shuffle Bless card into target’s non-discarded non-discarded At At tk Mod Deck
, player chooses which
one Element to consume If a single single Au gmen t lists multiple Elements, Elements, must consume all to gain effect ✓ Apply the effect of the Elemental Elemental A ugment(s) if ugment(s) if its Element was consumed •
End of Player Turn Must loot ✓ Must ✓ Remove
any Money or Treasure Treasure in the character’s hex (see Loot X Ability) X Ability) Immobilize
, Disarm
, Stun
, Muddle
, Invisible
and Strengthen tokens from the character that were not applied this turn the character is standing on a Pressure Plate, Plate, see scenario book for effect
✓ If
Character Damage
[p28]
✓ Player
must choose ONE of the following to resolve the damage: Take HP damage, HP damage, tracking it on the Character Mat Pick 1 card to Lose from Lose from Hand (can’t pick un-played Two Action cards) Action cards)
• •
Pick 2 cards cards to Lose from Lose from Discard Pile ( Pile ( ma may include no nonany additional effects if damage is from an attack ✓ If the character’s HP <= HP <= 0, they are Exhausted •
Act iv e cards)
✓ Receive
Character Exhaustion all Ac tiv e ✓ Remove all Ac
[p28]
cards from the character’s Act character’s Act iv e Ar ea figure from map. Player can no longer participate in the scenario Exhausted, the scenario is lost (see End of Scenario) Scenario ) ✓ If all characters become Exhausted, Exhaustion due to insufficient cards does not set HP to HP to 0 (for Battle Goals) ✓ Exhaustion ✓ Remove
Monster Turn
Determine ✓ Determine
[p29-32]
available move points from the Monster Stat Card adjusted by ± X minimum hexes to eventually get as close as possible to an unoccupied hex where the monster can attack the Focused Target (in Target (in range and LOS), LOS ), attempting to get into a position where it can attack with m ax efficiency [FAQ]
✓ Move
Start Start of Monster Turn ✓ If monster is
Wounded , it takes 1 HP of HP of damage (remove figure if HP = HP = 0, no kill credit to characters) ✓ Attempt to Focus on the closest enemy based on the monster’s pending action: Must have an unblocked path (Obstacles ( Obstacles block, block, allies do not block) to an unoccupied hex where it could eventually move to and attack the enemy. A monster focuses on an enemy (no LOS required), LOS required), but moves towards an unoccupied attack position hex where they will be in range and LOS
If monster Disarmed
• •
•
Treat Traps Traps and Hazardous Terrain that would be triggered by the move as Obstacles unless Obstacles unless they are the only open path towards the destination hex (will minimize the # of triggered negative hexes) Closest = minimum hexes to eventually eventually get as close as possible to a hex to where the monster can attack the enemy. If the monster has no attack, treat as if it has a melee attack If above results in multiple multiple enemies in range and LOS of LOS of the ending hex or multiple enemies already start in range and LOS, LOS, closest is based on simple proximity (not through walls) to the monster’s current hex [FAQ] Focus on the enemy acting earlier in round. If still tied, ✓ If above results in a tie, Focus on players decide Focus , the monster cannot move nor attack but ✓ If the monster cannot obtain Focus, will do other abilities
•
•
•
•
•
•
Monster Action any abilities in the Monster Ability Card Card if Stunned , but still does its End of Turn ONLY the abilities on the drawn Monster Ability Card in the listed ✓ Perform ONLY the order using the adjusted Normal or Normal or Elite values Elite values on the Monster Stat Card “±” on an ability modifies an existing one , no “± “ ±” on an ability adds a new one Special traits on the Monster Statistic Card are active for entire round Abilities cannot target an ally unless the ability specifically states otherwise otherwise • • •
Monster Abilities and Effects
•
Functions exactly like player’s Move X ability X ability for Difficult Terrain
•
If ✓ If
moved into a Trap or Hazardous Terrain , resolve its effects (see player Move X ability) X ability) Remove the monster figure if its HP = HP = 0 (Trap (Trap and and Terrain kill Terrain kill credit goes to ✓ Remove whomever caused it to trigger – so – so no credit if the monster suicides [FAQ])
At tac k ± X •
[p31]
Monster cannot cannot attack if Disarmed
Multiple attack abilities abilities listed in Monster Ability Card affect the same target while target remains alive, switching to new target if the current one dies [FAQ] ✓ If attack does not specify a range, use base range on Monster Statistic Card •
Attack is NOT ranged if ability is Ar is Ar ea Effec t with grey hex [FAQ] damage from Monster Statistic Card adjusted Card adjusted by ± X ✓ If Single-Target attack, perform attack on Focused Target if in range and LOS ✓ If Multi-Target attack, perform attack on Focused Target plus Target plus max # of targets for max effect, choosing targets per normal Focus rules Focus rules and excluding figures it is already attacking (targets must be in range and in LOS) LOS ) (players decide ties)
and Flying
Determine attack base ✓ Determine
Apply ✓ Apply
adjustments (bonuses and penalties) from abilities such as Poison (see player At player At tack X ability). Draw At tack Modi fi er Card from monster’s deck, for Ad vant age ✓ Draw At deck , accounting for Ad and Disadvantage effects Disadvantage effects (see player At tack X ability) target’s defensive defensive bonuses (see bonuses (see Shield X
and Pierce Y
abilities)
If ✓ If
Monster cannot cannot move if Immobilized , Jump Jump
Will not trigger trigger Trap nor Hazardous Terrain unless it is the only way to eventually reach the destination hex (will minimize the # of triggered negative hexes) A figure allied with the monster that occupies the ending hex halts the performed movement at the previous hex [FAQ]
✓ Apply
[p30-31]
•
Normal
Efficiency includes avoiding avoiding disadvantage (1st priority) and maximizing attacks on other targets (2nd priority) [FAQ] Closeness is measured by the minimum total number of hexes needed to eventually physically move to reach the destination hex [FAQ]
•
Monster cannot use ✓ Monster
Move ± X
or has no attack, move as if it has a melee attack
,
(but can’t move onto closed doors)
Players decide ties between qualifying hexes when resolving resolving movement
the attack damages a character, see Character Damage esolve Ab il it y Eff ects applied from the attack, including any traits listed in the ✓ Resolve Ab Monster Stat Card , even if attack does 0 damage ✓ For
each attack on the defender, resolve defender’s Retaliate X
player Retaliate X ability) X ability)
ability (see
Acti Ac ti ve B on us •
End of Monster Turn
[p32]
Activated on monster’s monster’s turn and turn and is active until the end of the round
Elemental Infusion
•
Element token in “Strong” column of the Elemental Infusion Table Elements are considered infused at the END of the figure’s turn If a monster created an infusion with a Multi-Element which Element to infuse
, players choose
Elemental Augment •
Immobilize
and Strengthen
[p23]
✓ Place •
✓ Remove
Monsters always always consume Elements if they are able All monsters of the type gain the benefit benefit
, Disarm
, Muddle
, Invisible
tokens from the monster that were not applied this turn
End of Round ✓ Perform
, Stun
[p32-33]
when all figures have taken a turn
✓ If
2X or Null Attack Modifier card was drawn from an At tack Modifier Deck , shuffle all its discards back into the deck
If ✓ If
a drawn Monster Ability Card has the Shuffle s Shuffle s ym ymbol discards of that deck back onto that Monster Ability Deck
, sh shuffle al all
all Ac ti ve ✓ Place all Ac
Rou nd B on us ability cards in Discard or Lost Piles Elemental Eleme ntal Infusion s one step left on the Elemental Elementa l Infusio n Table Players choose which which one Au one Au gmen t to consume if it’s Multi-Color Characters may perform perform a Short Rest if Rest if >= 2 cards in Discard Pile: Pile: In all other respects, functions exactly like a player’s Elemental Elemental Au gment effect gment effect Move one random Discard Pile card Pile card into the Lost Pile OR Pile OR may keep that ✓ Move [p31] Heal X card, take 1 HP of HP of damage and Lose a Lose a different random card (once per rest) Return the remaining cards in the Discard Pile into Pile into Hand ✓ Return Monster will heal itself or an ally within range range and in LOS, LOS, whichever has lost ✓ If the scenario calls for tracking rounds, move round tracker forward one space the most HP (players HP (players decide ties) •
✓ Move
•
•
•
•
• •
If Heal ability does not specify range, use the Monster Stat Card base range In all other respects, functions functions exactly like a player ’s player ’s Heal X ability X ability
Loot X • •
[FAQ]
Loot taken by monsters is permanently removed, even if the monster is killed Monsters cannot cannot loot Treasure Tiles
Summon [p31] ✓ Place
Summon in empty hex ( Pressure Plate ok) Plate ok) adjacent to the summoner and as close as possible to enemy (players decide ties) Can’t summon if no empty hex or no available standees Summons by Summons by monsters not removed if the summoning monster dies [FAQ] Monster Summons behave exactly like normal monsters, using the Monster Ability Cards of their type Monster Summons from Summons from player mind-controlled monsters are not mindcontrolled [FAQ] Monster Summons do Summons do not act (nor gain bonuses from their ability card) on the same round as they were summoned, they will act in the next round during their normal Initiative order • • •
•
•
Otherr Abi lities and Effe Othe Effects cts •
Function exactly like a player’s a bilities and effects
End of Scenario emove At tack ✓ Remove At
[p33,49]
Modi fi er cards cards added by Items, Items , scenario effects
, and
Bless Bless and Curse cards from all At all At tack Modi fier Decks HP, lost and discarded Abi li ty Cards and refresh all Items ✓ Characters recover HP, ✓ Players gain XP earned during the scenario Gold from looted Money Tokens as Tokens as per scenario level ✓ Characters gain Gold from conversion [p15] (anything not looted during scenario is NOT gained) Tiles are not kept after the scenario ends [FAQ] ✓ “Goal” Treasure Tiles are If scenario successful successful ( i.e. the scenario’s objective is completed): Checkmarks and resultant Perks from Perks from completed Battle ✓ Players record Checkmarks and Goals (3 Checks = 1 Perk, Perk, must pick Perk if Perk if enough Checks) Checks ) [FAQ]) [p44] XP = 4 + (Lx2), L = scenario level ✓ All characters gain scenario bonus XP = If playing scenario scenario in Campaign Mode: Mode: Map as completed ✓ Read conclusion and m ark sticker on Campaign Map as ✓ Characters gain rewards and achievements as designated b y scenario Item , award to any character ✓ If reward = Item, ✓ If reward = Item Design , add all copies of that Item to City Supply ✓ Unlock new designated scenarios b y placing stickers on Campaign Map Goal cards to their deck ✓ Return all Battle Goal cards Either return to Gloomhaven (see City Activities ) or start another scenario (can ✓ Either repeat the same one or travel to an unlocked one - see Start of Scenario) Scenario ) •
•
Glossary Abi li ty – A – A single activity that can be performed by a figure. One ability may result in multiple effects
Ad d Targ et – et – Ability Ability that allows an additional attack to a new target
Boss – Boss – A A type of monster designated by a scenario. They are not considered normal nor elite monsters
Ad jacen t – Hexes – Hexes (or figures within hexes) are considered adjacent if the hexes share a side and the shared side does not contain a wall
Campaign Campaign Mode – Mode – One One of the two ways a scenario can be played. A scenario can only be played in campaign mode one time by all parties (total) and only if its requirements have been met
Abi li ty Card (Ch aract er) – er) – Lists Lists the abilities a character can perform as one of their 2 actions during Adv antag e – Qualifier – Qualifier for an attack. Requires their turn. Separated into a top part and a bottom part, drawing of two attack modifier cards instead of one only one of which is performed during the turn and choosing the best one Abi li ty Card (Mo nst er) – er) –Drawn Drawn for each monster All y – Any – Any figure that is on the same side as the type at the beginning of the round. Lists the abilities character or monster. A figure is not their own ally that all monsters of that type can perform as their Amb igu ou s – An – An effect listed on an attack modifier action during their turn. Also defines the initiative of card is positive but has an undefined value. Ex: (Stun those monsters for the round. A “± “±” on the ability vs +1) and (+1 Stun vs +1 Fire) are ambiguous modifies an existing ability listed on the monster Ar ea Effec t (A oE) – oE) – A A type of attack that can damage statistic card. No “ ±” on the ability grants a new ability multiple enemies within a cluster of hexes. If one hex Abi li ty Card Dec k - Composed of all the ability cards in the cluster is in range, all are. Melee AoE attacks specific to a character. Card levels > 1 are not contain a grey hex, range AoE attacks do not. An AoE available to use at the start of the game attack may target a hex instead of a figure Act io n (Character) – (Character) – A A character can perform two At tack – Ability – Ability used to damage enemies. An ability actions during their turn, chosen in secret at the must state “Attack” in order to be considered an beginning of the round. One action is composed of attack. “Suffer damage” damage ” effects are not attacks and do the abilities listed in either the top or bottom of one not require LOS. Cannot attack the same target more ability card. Abilities must be performed in order, one than once with a single ability unless specified card at a time. Negative abilities may not be skipped At tack Act io n – Any – Any action that includes one or more Act io n (Monster) – (Monster) – Composed Composed of the abilities listed in attack abilities the monster ability card drawn for the monster type. A At tack Mod ifi er Card – Drawn – Drawn whenever an attack is monster can perform one action during their turn. All performed. The card defines a modification to the abilities must be performed (if possible) in order attack’s damage or an additional effect Act iv e Ar ea – ea – Contains a character’s played active At tack Mod ifi er Deck – Made – Made up of attack modifier bonus ability cards. Cards may be moved to discard cards. Each character has their own deck. One deck or lost piles at any time by player to end effects or to is shared by all monsters. Composed of 20 base meet gameplay conditions cards, plus adjustments from gameplay and perks Act iv e Bon us – Ability – Ability that continues to provide Chosen by each character at the Battle Goal – Goal – Chosen effects after it is played. Card is placed on a beginning of a scenario. Awards perk checkmarks if character’s active area goal is met and scenario is completed successfully Act iv e Card Po ol - Composed of a character’s level Bless – Bless – A A condition gained through ability cards or 1, level X and any higher-level ability cards gained gameplay rewards. Adds a bless card to an attack from leveling up. It is a subset of the ability card deck modifier deck giving 2x damage m odification when drawn
Casual Mode – Mode – One One of two ways a scenario can be played. A scenario can be played in casual mode if it has been unlocked on the campaign map Character – A – A role-played personage controlled by a player. The same character can be controlled by different players during different sessions. A player can control multiple characters during a session. A character can only ever belong to one party Character Mat – Mat – Defines Defines a character ’ character ’s max hand size, tracks HP, tracks XP and designates locations for the active area, discard pile and lost pile Checkmark ( Checkmark (Perk) Perk) – – Awarded Awarded during gameplay, mainly through completion of battle goals. Recorded on character sheet. 3 checkmarks gains 1 new perk Checkmark ( Checkmark (Prosperity) Prosperity) – – Awarded Awarded during gameplay. Recorded as marks on the bottom of the campaign map. Sufficient checkmarks will advance the city’s prosperity prosperity level City Event – Event – Optionally Optionally performed as a city activity. Results in rewards or penalties to the party City Supply – Supply – The The stock of items available for purchase in the city. Items are added to the supply by increasing the city’s prosperity p rosperity level and through awards gained during gameplay Class – Class – One One of the archetypes a character can belong to. There cannot be characters of duplicate classes in a party in the same game session Condition – Refers – Refers to a positive or negative state that is placed on a figure through gameplay. Also refers to bless or curse cards that are added to an attack modifier deck. A condition that ends “next turn” turn ” is removed at the end of a figure’ figure ’s turn if it started its turn with the condition
Consumed Item – Item – Designates Designates an item as used. A consumed item cannot be used again in a scenario until it is refreshed with a refresh ability Curse Curse - A condition gained through ability cards or gameplay penalties. penalties. Adds a curse card to an attack modifier deck negating all damage when drawn Difficult Terrain – Imparts – Imparts a move cost of 2 to a hex Disadvantage – Qualifier – Qualifier for an attack. Requires drawing of two attack modifier cards instead of one and choosing the worse one. Typically affects ranged attacks performed on adjacent enemies Composed of ability cards played by a Discard Pile – Pile – Composed character that do not contain a lost symbol. Discarded cards can be recovered to the hand by recover abilities, a long rest or a short rest
Enemy – Enemy – Any Any figure that is on the opposite side of the character or monster
Initiative – Initiative – Defines Defines the turn order for figures in a round. Figures with lower initiatives act earlier
Enhancement – Enhancement – A A permanent modification to an ability card marked by a sticker on the card. Purchased by a character as a city activity. Effects all characters that are members of the class
Item – Item – Grants Grants abilities to a character when used. Awarded during gameplay gameplay and purchased as as a city activity. Characters may equip items (# limited by type) prior to playing a scenario. May be used any time during the round if the item is not spent, not consumed and its conditions have been met
Exhaustion – Exhaustion – Occurs Occurs when a player reaches 0 hit points or when they cannot do two actions nor a long rest at the beginning of their turn. If all characters become exhausted, the scenario ends as a failure Experience (XP) – (XP) – Earned Earned during gameplay. Earning sufficient XP causes a character to level up as defined in the character sheet Ability that earns the character Experience Ability – Ability – Ability experience
Door (Closed) – (Closed) – Entry Entry point between two rooms. A closed door is treated as a wall. May only be moved onto by a character. A door opens immediately when a character enters the hex
Figure – Figure – A A monster, a character or a summon token located on a map tile
Cannot be entered nor opened by Door (Locked) – (Locked) – Cannot any figure until specified by the scenario
The act of a monster choosing a target for Focus – Focus – The the turn
Door (Open) – (Open) – A A door that a character moved onto. Treated as an empty hex
Focused Target – Target – The The enemy a monster will attempt to target during their turn
Element – Element – There There are 6 element types that may be infused by abilities. Infused elements may be consumed by augments to gain additional effects
Global Achievement – Awarded – Awarded during gameplay. Recorded on the campaign map. Used to meet scenario requirements and unlock gameplay options
Flying – Flying – A A type of movement ability that ignores figures (except on the ending hex), traps and terrain
Element Element Augment – Augment – Ability Ability that consumes an infused Gold – Gold – Earned Earned during gameplay. May not be traded element for additional effects between characters Element Element Infusio n – Ability – Ability that allows an element Hand Hand - Composed of ability cards chosen from a augment ability to consume an element character’s active card pool. Limited to the hand size Element Element Infusio n Table – Table – Used Used to track the state of infused elements during a scenario. Elements may be inert, strong or waning Elite Monster – One – One of two monster ranks. Defined by the scenario setup instructions and the # of characters that started the scenario. Uses the rightside values and traits on the monster statistic card
defined in the character mat An overlay tile that inflicts Hazardous Terrain – Terrain – An damage when a figure moves onto it. Standing on it does not cause damage Heal – Heal – Ability Ability used to regain lost hit points and to remove poison and wound conditions
Hit Points (HP) (HP) – The – The amount of damage a figure can Empty Hex – Hex – Hex that doesn’t contain doesn’t contain a token, figure lose before it is exhausted (player) or killed (monster) or overlay tile (except an open door or pressure plate)
Item Design – Design – Reward Reward that adds items to city supply Jump – Jump – A A type of m ovement ability that ignores figures, traps and terrain except in the ending hex One of the 2 action ability cards Leading Card – Card – One chosen by a player that defines their initiative Line of Sight (LOS) (LOS) – Required – Required for attack abilities (card says “attack”) “attack” ) and abilities that specify a range (including loot). It is a line between any corners of the start and end hexes that does not touch a wall, wall corner or closed door. Long Rest – Rest – One One of the t wo options a character has for performing a turn. Used to retrieve discarded cards, refresh spent items and regain lost hit points Loot – Loot – Ability Ability used by a figure to obtain treasure tiles (players only) and money tokens during a scenario. Money tokens looted by monsters are permanently removed Lost Pile – Pile – Composed Composed of ability cards played by a character that contain a lost symbol, lost through damage or lost through resting. Lost cards can be recovered back into the hand with recover abilities Melee Attack – Attack – A A type of attack ability used to damage (typically) adjacent enemies Money Token – Token – Placed Placed on the death hex of a nonsummoned, non-spawned monster. Looted by a character with a loot ability or by ending their turn on the hex. Awards gold at the end of the scenario Monster – Any – Any enemy of the characters Monster Statistic Card – Defines – Defines the values for monster characteristics for all monster levels as well as their permanent traits
Monster Statistic Sleeve Sleeve – – Used Used to reveal the statistic values and traits for a specific level of a monster type. Also used to track damage and conditions for all monsters of a monster type Move – Move – Ability Ability used to traverse map tile hexes Named Monster – A – A special monster designated by a scenario. They are not considered normal nor elite Negative Negative Abilit y – Ability – Ability that if played will cause a character or their allies to lose HP, lose a card or suffer a negative condition
Pierce – Pierce – Ability Ability that negates some or all of a shield
Side Scenario – Scenario – Any Any scenario numbered 52 or higher
Pressure Plate – Plate – An An overlay tile that causes a result if a character ends their turn on the hex
Slot – Slot – A A place on an active bonus ability card or item used to mark how many uses of the ability remain
Prosperity Level (City) – (City) – Increased Increased by earning prosperity checkmarks. Gaining city prosperity levels adds new items to the city supply and defines the maximum level for characters if they choose to level up beyond their current XP based level
Spawned Monster – Refers – Refers to a monster brought into play when specific scenario conditions are met
Pull – Pull – Ability Ability that moves an enemy towards the figure
Summon (Ability) – (Ability) – Ability Ability that brings a new f igure into play
Push – Push – Ability Ability that moves an enemy away from the figure
Designates an item as used. A spent Spent Item – Item – Designates item cannot be used again in a scenario until it is refreshed with a refresh ability or through a long rest
Normal Monster – One – One of two monster ranks. Defined by the scenario setup instructions and the # of characters that started the scenario. Uses the leftside values and traits on the monster statistic card
Range (Calc) – (Calc) – Count Count hexes including target. Path can’t go through a wall between hexes, it has to go around via an unblocked hex, adding +1 range
Null Card – Card – A A type of attack m odifier card that negates all damage for the attack when drawn
Range Attack – Attack – A A type of attack ability used to damage both adjacent and non-adjacent enemies
Target – Target – The The figure that will be affected by an ability performed by another figure. Targets of an attack ability and abilities that specify a range require LOS
Obstacle – Obstacle – An An overlay tile that blocks movement. Some obstacles can be damaged, but only by damage abilities. They are unaffected by conditions
Recover – Ability – Ability that returns discarded or lost cards back into the hand
Target X – X – Designates Designates that an attack ability may target X different enemies within the attack’s range
Ability that resets spent or consumed items Refresh – Refresh – Ability
Ability listed in a monster statistic card. Traits Trait – Trait – Ability are available to those monsters for the entire round
Tile placed on top of a map tile to Overlay Tile – Tile – Tile denote a door, treasure, obstacle, terrain, pressure plate or trap Party – Party – A A group of characters playing the campaign. campaign. New characters can join a party only in the city. Existing characters can join or leave outside the city. A party cannot be be split across the campaign map Party Achi evement evement – – Awarded Awarded during gameplay. Recorded on the party sheet. Used to meet scenario requirements Path (Unblocked) – (Unblocked) – A A chain of hexes that a figure can successfully move through Earned by gaining checkmarks. 3 checkmarks Perk – Perk – Earned earns 1 perk. Recorded on character sheet. Earning a perk allows modifica tion of the character’s attack modifier deck
Retaliate – Retaliate – Ability Ability that inflicts damage onto a figure that performed an attack. Retaliate itself is not considered an attack Road Event – Event – Performed Performed when traveling to a scenario. Results in rewards or penalties to the party
Figure brought into play by a Summon (Figure) – (Figure) – Figure summon ability. Represented by a standee (f or monster summon) or by a token (for player summon)
Trap – Trap – An An overlay tile that inflicts damage or negative conditions when a figure moves onto it. The trap is removed after it is triggered or a door closes on it
Rolling Modifier – A – A type of attack modifier card that signifies additional cards must be drawn
Treasure Tile (Goal) – (Goal) – May May be looted during the scenario as part of the scenario’s objective. It is not kept after scenario completion and resets if replayed
Round – Round – Encompasses Encompasses a single cycle of individual turns performed by all figures. A round ends when all figures have completed each of their turns
Treasure Tile (Numbered) – (Numbered) – May May be looted during the scenario. Can only be looted once during the campaign
Round Bonus – Bonus – A A type of active bonus ability that remains until the end of the round or until all its uses have be consumed
Turn – Turn – Defines Defines the scope of all activities and actions that a figure can perform during a round. All figures perform one turn each, one at a time, in a round
Sanctuary – Sanctuary – A A character may donate 10 gold to the sanctuary as a city activity to gain 2 bless conditions
Unoccupied Hex – Hex – A A hex that does not contain a figure, a summon token nor an ally token
Shield – Ability Ability that reduces attack damage Persistent Bonus – Bonus – A A type of active bonus ability that Shield – Short Rest – Rest – An An optional activity performed by remains for all of scenario or until all slots used characters at the end of a round. Used to retrieve Obtained when creating a new Personal Quest – Quest – Obtained discarded cards back into the hand character. Defines a character’s retirement character’s retirement conditions
Wall – Wall – Walls Walls block movement, LOS and adjacency. Walls between connected hexes affect range