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RAOV: The DelvenDeep Expansion V2.0.

2
Changes from previous version are marked in red

Introduction

Epic Play: Play a single level of DelvenDeep as a one-off using


the epic play rules in the Descent 2E core rulebook.

This variant is an expansion for RedJak's Automated Overlord


Variant (RAOV) V4. The Overlord AI for this expansion functions
per the rules in RAOV.

After completing a dungeon level, the heroes will be able to


spend XP for new skills. They will also be allowed to shop for new
The RAOV DD expansion is a random dungeon crawl campaign for gear.
Descent Second Edition. The heroes are investigating the
mysterious DelvenDeep dungeon. This dungeon is an everCampaign Setup
changing maze full of arcane magics. It is said that DelvenDeep
is home to all the evil in Terrinoth.
AO Deck
It is recommended to play DelvenDeep
There is no story. There is no grand quest. DelvenDeep is purely
using the RAOV V4 rules (though V2
about monster bashing. It is meant to be a simple hack 'n slash
and V3 will also work). The AO
random dungeon crawl experience.
deck should contain only three Blitz
cards to at the start of the campaign.
If there is ever a conflict between the DelvenDeep rules and the
main RAOV rules, the DelvenDeep rules will apply.
Dungeon Deck
Remove any Dungeon cards that you
don't have expansions for. For a less
sprawling dungeon, remove all corridor
Dungeon cards except 23B, 32B, 41B
and 76B from the deck.

Necessary Components

You will need a copy of the RAOV rules, as well as the


corresponding AO deck. You will also need a printed copy of the
Dungeon, Event, and Dark Influence cards that are part of this
expansion.
DelvenDeep assumes that you have access to Threat and Fortune
tokens from the official Lieutenant Packs. If you do not have
these tokens, use some other marker as a substitute.

Event Deck
Remove any Event cards that you don't
have expansions for.

All files can be found on my Google Drive at:


https://drive.google.com/folderview?id=0BzpR15sN2wAdlJmUDd0dUNoc1k&usp=sharing
You will also need Condition, Lieutenant, Monster, Relic, Search,
Secret Room (optional), and Shop Item cards.

Dark Influence Deck


Remove any Dark Influence cards that
you don't have expansions for.

The Plot, Overlord, Travel and Rumor cards are not used in this
expansion. However, the Agent cards from the lieutenants packs
can be used.

Campaign Structure
Over the course of the campaign, the heroes will explore multiple
levels of the DelvenDeep dungeon. Each level of the dungeon is
considered one quest.

Summary Cards
Summary cards are available as a
quick reference for the rules.

There are four ways to play a DelvenDeep campaign:


Short Campaign: Play two Act I levels, followed by two Act II
levels, and then the final level.

Condition Deck
You will need to create a Condition deck for applying random
conditions. Use one of each condition card to create the Condition
deck.

Each hero receives 2 XP at the end of the last Act I level to spend
on skills. The heroes also receive 200 gold to use during the
shopping step before Act II starts.

Lieutenant Deck
Create two Lieutenant Decks by shuffling all lieutenants cards of
the same act together.

Medium Campaign: Play three Act I levels, followed by three


Act II levels, and then the final level.
Each hero receives 1 XP at end of the last Act I level to spend on
skills. The heroes also receive 100 gold to use during the
shopping step before Act II starts.

Monster Deck
Create two Monster Decks by shuffling all monster cards of the
same act together.

Full Campaign: Play four Act I levels, followed by four Act II


levels, and then the final level.

Relic Deck
Create a Relic Deck by shuffling all Relic cards together.

Summon Agent Deck (optional)


These steps are explained in detail in their own sections below.
Collect all Agent cards from lieutenant packs you own. Shuffle the
Agent cards of the same Act together to create two Summon
Revealing a new room interrupts the current hero's turn. Once all
Agent decks.
the steps for revealing a new room are completed, the hero that
explored the room may continue their turn.
Relics For Final Level
Draw three random relics off the bottom of the Relic deck. Set
these relics aside for when the heroes reach the Final Level.
Explore
In order to move to the next room, the heroes must use an
explore action to open a door. Any hero adjacent to a door may
use an action to open the door and remove it from the map.

Quest Setup

Each level of the dungeon is considered one quest. At the start of


each quest, all card decks are shuffled and set aside.

Only one door in a room may be opened. Once a door is opened,


all other doors on the tile are removed and those open ends
become dead ends. Place a small end cap tile on the dead ends.

The Entrance
The indoor entrance map tile is placed on the table. Players place
their heroes on the entrance tile.

In a corridor, do not remove other doors when a door is opened.


All doors in a corridor are able to be explored.

The First Room


Draw a Dungeon card and attach the indicated tile to the
entrance tile. Place a door at each open end of the tile.

Open doors cannot be closed.

No monsters, events, or treasure tokens will spawn when


entering the First Room.

Dungeon Cards

When a hero opens a door to explore the next room, draw a


Dungeon card. Place the map tile indicated on the Dungeon card
and connect it to the current map tile at the explored open end.
The new map tile may be placed in any orientation that will fit.
Place doors on all the open ends of the new room tile.

The First Room is the spawn point for reinforcements and


lieutenants. When placing monster figures in the First Room,
start with the spaces adjacent to the entrance tile.
Treasure Tokens
Collect one green, two red, two blue, and one white objective
token. Shuffle all the tokens except the white one together face
down.

Corridors may only connect to rooms, not another corridor. If a


corridor Dungeon card is drawn when exploring from a corridor,
discard the card and draw another.

If the new map tile cannot be placed due to obstruction by other


tiles, use a small connecting tile if that will make it fit. If there is
no way to place the map tile even with a connecting tile, then
place the tile on another open end, if possible. Otherwise, draw
Shuffle the white token face down with the remaining two tokens. another Dungeon card.
Place these tokens in a stack underneath the first treasure token
stack.
If an open end would obviously not be able to accept any map
Place three of the face down tokens in a stack and set them
aside.

At the start of a new quest, the heroes take their turn first.

tile, then it is considered a dead end and doesn't need to be


explored.

The Overlord

If a corridor card is drawn, no Event card is drawn, no treasure


token is placed, and no monsters are spawned.

In this expansion, the Overlord's only function is to activate


monsters. There are no Overlord or Plot cards to play. There are
no quest objectives (except those triggered by an Event card).
The Overlord's goal is simply to destroy the heroes.

Heroes and monsters may move freely between explored rooms.


Any Local Event cards on a room will still apply when the room is
re-entered.

Monster movement, attacks, ability and surge use, and target


selection are all handled per the RAOV main rules using the
Automated Overlord cards.

Event Cards
After placing a new map tile, draw an Event card and resolve its
effect. The Event card may have special instructions for setting
up the room.

Revealing the Dungeon


The heroes move through the dungeon by exploring for new
rooms. The heroes goal is to find the Portal down to the next
level. When a room is revealed, Events and monster spawns will
be triggered.

If there is ever a conflict between the rules and an Event card,


the Event card overrides the rules.
If there is ever a conflict between a Local or Instant Event card
and a Global Event card, the Global Event card overrides the
other Event cards.

The steps for revealing new rooms are as follows:


1.
2.
3.
4.
5.

There are four types of Event cards:

Explore
Draw Dungeon card
Draw Event card
Place treasure token
Spawn monsters

Local: These Event cards indicate a permanent effect that


applies only to the room it was drawn for. Local Event cards
remain in play attached to the room they were drawn in.

Instant: These Event cards are one-time effects that are


resolved immediately. Once the effects of an Instant Event card
are resolved, it is discarded.

Trapped Treasure Tokens: When a hero searches a treasure


token and reveals a red or blue token, that hero must make an
attribute test. Draw an AO card and use the Random Number to
determine which attribute to test.

Global: These Event cards are a permanent effect that apply to


the whole dungeon level. When a Global Event card is drawn,
place it into play near the map and apply its effects.

1.
2.
3.
4.

During Act I, there may only be one Global Event card in play at
any time. When another Global Event card is drawn, discard the
Global Event card currently in play.

Awareness
Knowledge
Might
Willpower

Green Token: Draw a search card.

During Act II, there may be two Global Event cards in play at one
time. If a third Global Event card is drawn, the players decide
which existing Global Event card to replace with the new one.
However, if a Dark Influence card is drawn, the players must
choose to replace any non-Dark Influence Global Event cards
first.

Red Token: Damage trap. If the hero that searched the token
fails the attribute test, then the hero and all other figures
adjacent to the treasure token take one red die of damage. Do
not draw a Search card.
If the hero passes the test, then no damage is taken and the
hero can draw a Search card.

Quest: These Event cards trigger a mini-quest for the heroes to


complete. The heroes and the Overlord will each have an
objective for the quest. Quest Event cards remain in play until
the quest is completed.

Blue Token: Condition trap. If the hero that searched the token
fails the attribute test, then apply a random condition from the
bottom of the Condition deck to the hero and all other figures
adjacent to the treasure token. Do not draw a Search card.

If the heroes complete their objective first, each hero gains one
fortune token.

If the hero passes the test, then no condition is applied and the
hero can draw a Search card.

If the Overlord completes its objective first, the Overlord gains


one threat token per hero.

White Token: Portal. The heroes have discovered a portal down


to the next level. Leave the white objective token face up on the
map.

Treasure Tokens
After the Event card is drawn for a new tile, a treasure token is
added to the room. The Event card may have other instructions
for placing treasure tokens. Take the top objective token from the
treasure token stack and place it face down on the numbered
corner of the map tile.

Trait-Specific Monster Spawns


Some rooms will have a particular monster trait associated with
them. This will be noted on the Dungeon card by the monster
trait icons.
When spawning monsters in these rooms, draw monster cards
until a monster with a matching trait for the room is drawn.
If you do not have any monsters in the monster deck that match
the room trait, then draw from the bottom of the reinforcement
deck instead.

Spawning Monsters
After placing treasure tokens on a new tile, a monster group will
be spawned. The Event card may indicate special instructions for
placing (or not placing) monsters.
Draw a monster card from the bottom of the monster deck for
the current Act. Place this card in the Overlord play area. New
monster cards are placed to the right of any existing ones,
forming a row of monster cards.

Dark Influence Cards


Dark Influence cards are a special type of Global Event that
represent the influence of a particular lieutenant.

Place figures for the monster group starting at the furthest open
end from where the room was explored. Spawn monsters
according to the number of heroes.

If there is a lieutenant on the map that matches a Dark Influence


card in play, then that lieutenant gains +2 health per hero.
If there is an Agent on the map that matches a Dark Influence
card in play, then that Agent gains +1 health per hero.

If there is not enough space in a room to place all the monsters


in a group, spawn any extras in the First Room, adjacent to the
entrance.

Condition Deck

Whenever a random condition is to be applied to a hero, shuffle


the Condition deck and draw the bottom card. Apply the condition
to the hero and return the condition card to the Condition deck.

Revealing Treasure Tokens

Treasure tokens are treated like standard search tokens. When a


hero searches a treasure token, flip it over. The color will indicate
the outcome of the search.

Monster Activation

A hero with an ability to search tokens from a distance must still


make an attribute test for trapped tokens.

Monster groups activate in the order they were spawned, from


left to right in the row of monster cards laid out in the Overlord
play area.
Activation of individual figures within a monster group is
determined per the RAOV rules.

Blitz Cards

Once the portal is revealed, remove all doors on the map and
place an end cap tile on all open ends. No new rooms can be
explored.

Regardless of which version of the RAOV rules you are using,


drawing a Blitz card gains the Overlord one threat token. For the
V3 and V4 Blitz cards, ignore the text stating to draw Overlord
and Plot cards.

Heroes, monsters, and Agents cannot pick up a Portal.


Lieutenants are able to pick up a Portal.
If playing a single level using Epic Play, the lieutenant will spawn
with +2 health per hero.

Threat
The Overlord uses threat in order to spawn reinforcements. The
Overlord gains threat as follows:
1.
2.
3.
4.

Agents (optional)

One threat token whenever a Blitz card is drawn.


One threat token at the end of the hero turn if a hero is
in a room or corridor that does not also contain a
monster.
One threat token when a hero is knocked out.
One threat token at the end of the hero turn for each
lieutenant that is on the map.

When an Agent spawns, draw the bottom card from the Summon
Agent deck for the current Act.
An Agent will replace a monster figure in the monster group it
spawned for. If there is a master monster in the group, remove
the master monster and place the Agent in its place. If there is
no master monster, remove one of the minion monsters that is
closest to the heroes and place the Agent in its place.

If the Overlord has eight or more threat tokens at the start of the
Overlord turn, discard eight threat tokens and place
reinforcements.

If an Agent card is drawn that has the same name as a


Lieutenant in play, then discard the Agent card and draw a new
one.

Heroes do not gain fortune tokens when the Overlord discards


threat tokens for placing reinforcements.

Agents do not carry relics, and are unable to pick up the Portal.
They are treated as master monsters for all other purposes.

Reinforcements

If the heroes have Raythen or Serena as an ally, they cannot


spawn as an Agent. Discard the Agent card and draw another.

When a monster group is defeated, set the monster card aside to


form the reinforcement deck. Any new cards going to the
reinforcement deck are placed on top.

Likewise, if Raythen or Serena are on the map as an Agent, the


heroes cannot choose them as an ally.

When the Overlord reinforces, take the bottom monster card of


the reinforcement deck and put it into play as if spawning a new
monster group. Place figures for the monster group in the First
Room, starting adjacent to the entrance.

Lieutenants
When a Lieutenant spawns, draw the bottom card from the
Lieutenant deck for the current Act. The Lieutenant will spawn in
the First Room, adjacent to the entrance.

If there are no cards in the reinforcement deck when placing


reinforcements, draw a card from the bottom of the monster
deck.

If an Agent is in play that has the same name as the spawned


Lieutenant, remove the Agent from the map and discard the
Agent card. Place the Lieutenant in the space on the map that
the Agent was removed from (instead of placing the Lieutenant in
the First Room).

Lieutenants do not reinforce. If a Lieutenant is defeated, place


the card on the top of the Lieutenant deck.
Agents do not reinforce. If an Agent is defeated, place the Agent
card on top of the Summon Agent deck.

Lieutenants have a chance to be carrying a relic. When a


Lieutenant spawns, roll a brown defense die. If the result is any
number of shields, then draw the bottom card from the Relic
deck. The Lieutenant will be equipped with this relic. If the
heroes defeat the Lieutenant, then they gain control of the relic
for the rest of the campaign.

Secret Rooms

Secret rooms work per the RAOV rules.


A hero in a secret room that does not contain any monsters at
the end of a hero turn will not count towards generating threat.

If there are no relics left in the Relic deck, then there is no need
to check to see if a lieutenant spawns with a relic.

Do not use treasure tokens in a secret room. Use the secret room
challenge tokens as normal.

Lieutenants that spawn on the Final Level will always carry a


relic.

Portals

Lieutenants have an Encounter Objective to pick up the Portal


and move off the map at the entrance with it. If the Lieutenant is
defeated, then the portal is dropped in a space that the
Lieutenant occupied.

The white treasure token represents the Portal down to the next
level of the dungeon. The white treasure token remains on the
map where it was revealed. To complete the current level, all
heroes must exit by moving onto the Portal.
When the Portal is revealed, immediately spawn a Lieutenant in
the First Room.

If the heroes have Raythen or Serena as an ally, they cannot


spawn as a lieutenant. Discard the lieutenant card and draw
another.

The heroes cannot exit through the Portal if there is a Lieutenant


in the dungeon.

Likewise, if Raythen or Serena are on the map as a lieutenant,


the heroes cannot choose them as an ally.

Knocked Out Heroes

All Event cards in play are placed in the Event discard pile. The
Event discard pile is not shuffled back into the Event deck
between levels.

Whenever a hero is knocked out, the Overlord collects a hero


token from that hero. Hero tokens are returned to the heroes at
the end of each level.

Remove any Dark Influence Event and Dark Presence cards from
the Event card discard pile and shuffle them back into the Event
deck.

Terminology

Figure: The general term figure (as in a figure or all figures)


includes both monster and hero figures.

Return any discarded Dark Influence and Dungeon cards to their


respective decks. Return any monster cards in the reinforcement
deck to the Monster Deck. The Dark Influence, Dungeon,
Monster, Lieutenant, and Summon Agent decks are all reshuffled.

Monster: The general term monster (as in a monster or all


monsters) includes master monsters, minion monsters, and
lieutenants.

DelvenDeep Rumor Quests

Master Monster: The term master monster includes summoned


Agents.

It is possible to use a DelvenDeep quest as a Rumor quest in a


RAOV campaign or a standard campaign. The DelvenDeep card
set includes an Act I quest and an Act II Advanced Quest Rumor
card. The Act II card has two versions, one for play with an
Automated Overlord, and one for play with a real Overlord.

Encounter Objective: If using the RAOV V2 or V3 rules, this is


the same as Objective Priority.

At the start of the campaign, set aside any Relics that are
rewards in the campaign. These Relics should not be available in
a DelvenDeep Rumor quest. Do the same for lieutenants. Add the
DelvenDeep Act I Rumor card to the Rumor deck.

Fortune Tokens
Heroes may spend fortune tokens to gain bonuses as follows:

1 fortune token: During their turn, a hero may recover


1F
1 fortune token: After dice are rolled, a hero may
reroll 1 of their die.
2 fortune tokens: After performing their two normal
actions, a hero may immediately perform one additional
action. Limit once per round per hero.
2 fortune tokens: During the Shopping step, the
heroes may collectively spend fortune tokens to draw 1
additional Shop Item card.

For an Act I DelvenDeep Rumor quest, one Act I DelvenDeep


level will be played. For an Act II DelvenDeep Rumor quest, two
Act II DelvenDeep levels will be played.
Any lieutenants that spawn on the final level of an Act II
DelvenDeep Rumor quest will always carry a relic.
The heroes can decide to take a DelvenDeep Rumor quest at the
end of any campaign quest. The Overlord will not discard any
threat tokens as usual at the end of the quest. Instead, any
threat tokens the Overlord has will be carried over to the
DelvenDeep Rumor quest.

Completing A Level
When all heroes have exited the level by moving onto the Portal,
the level is complete. The heroes may now prepare to continue to
the next level.

At the end of the DelvenDeep Rumor quest, any threat tokens


the Overlord has are carried over to the next campaign quest.
Any fortune tokens the heroes have gained are also carried over
the next campaign quest.

All hero tokens that the Overlord has collected are returned to
the heroes.

If the heroes win a DelvenDeep Rumor quest, they may keep one
Relic gained during the quest, and all gold from Search items. If
the Overlord wins the quest, the Overlord gains threat tokens
equal to the number of heroes, and keeps any Relics carried by
surviving lieutenants.

Each hero gains 1 XP for completing an Act I level, and 2 XP for


completing an Act II level.
The heroes gain gold equal to the value of all search items they
are holding. Return these search items back to the search deck.
The heroes also gain 25 gold per hero for completing an Act I
level. The heroes gain 50 gold per hero for completing an Act II
level.

Additional rewards for winning an Act II DelvenDeep Rumor quest


will be noted on the card.
The Overlord cards and Plot cards are not used when playing a
DelvenDeep Rumor quest using a real Overlord. Only the
DelvenDeep and AO cards are used.

The heroes may spend XP to buy new skills.


If the heroes have an ally, they may give the ally one of that
ally's available skills.

Losing a DelvenDeep Rumor quest does not lose the campaign


that is being played. The heroes do not get trapped in
DelvenDeep, they simply fail the quest.

The heroes may purchase new gear. Deal out the top six shop
item cards for the current Act. Any items not purchased are
returned to the bottom of the shop item deck.

The Final Level

After the Shopping step, the Overlord discards all threat tokens.
The players discard all fortune tokens, recover all health and
stamina, and lose all conditions.

The final level of DelvenDeep dungeon is set up the same as


other levels.
When the Portal is revealed on the Final Level, spawn three
Lieutenants in the First Room and discard the Portal token.
Randomly give each lieutenant one of the relics that were set
aside during campaign setup.

If using the RAOV V3 or V4 rules, add one Blitz card to the AO


deck when a level is completed.

These Lieutenants are the Overlords of DelvenDeep dungeon.


Their only goal is to defeat the heroes. The heroes win the
campaign if they can defeat the final Lieutenants.

Marshall
By The Book: Exhaust this card when an Event card is drawn.
Test C. If you pass, you may shuffle the Event card into the
Event deck and draw a new Event card. If you fail, suffer 1 F and
the Event card is played.

Losing

Just Reward: Exhaust this card when the Overlord activates a


monster group. While this card is exhausted, each time a
monster that is in your line of sight and in that group resolves an
If the Overlord collects a number of hero tokens equal to twice
the number of heroes, then the campaign is lost. The adventurers attack that targets another hero within 3 spaces of you, you may
force the Overlord to discard 1 threat token after the attack.
have failed to conquer the DelvenDeep Dungeon. Players should
start a new campaign and try again.
Zealous Fire: Exhaust this card when a Blitz card is drawn
during monster activation. Recover 1 F. When you refresh this
If a lieutenant moves off the dungeon entrance while carrying a
card, choose 1 monster within 2 spaces of you. That monster
Portal, then the heroes become trapped in DelvenDeep and the
suffers 1 H.
campaign is lost. Players should start a new campaign and try
There are two ways that the heroes can lose the campaign.

again.

Prophet
Grim Fate: A hero with the insight token may suffer 2 f and
exhaust this card during his turn to reveal the top card of the
Event deck. Place the revealed card on the top or bottom of the
Event deck.

Appendix A: Relics
Some effects on Relics may not apply due to the mechanics of
this variant. The following are some adjustments to Relics to
make them compatible.

Wildlander
Danger Sense: Exhaust this card to reveal the top card of the
Event deck. You may place the card on the top or bottom of the
Event deck.

Bones of Woe: Instead of drawing an Overlord card, the


Overlord gains one threat token.
Omen of Blight: Choose a random condition from the Condition
deck.

Appendix C: Playing DelvenDeep With A Real


Overlord

Shadow Plotter (Good): Instead of revealing the Overlord


hand, the Overlord loses three threat tokens.
Shadow Plotter (Evil): Instead of drawing Overlord cards and
discarding, the Overlord gains three threat tokens. This card does
not refresh until the start of another quest.

It is possible to play a DelvenDeep campaign with one player as


the Overlord. All it takes is some minor adjustments to the rules.
The AO deck is not used for monster activation when playing
against a real Overlord.

Shards of Ithyndrus: The effect of this Relic only applies to the


lieutenant or monster wielding it.

The AO deck is used for determining some random elements.


When a trapped treasure token is revealed, an AO card is still
drawn to determine which attribute to test against. Some Event
cards, such as the Traitor card, will also use the AO deck to
determine a random target.

Staff of Shadows: Exhaust this card to reroll either an X result


on a blue attack die, or a blank result on the highest defense die
of the lieutenant.

Sun's Fury: Ignore the Return this card to the game box...
text.

At the start of an Act I DelvenDeep level, the Overlord draws two


Dungeon, two Event, and two Dark Influence cards. This is the
Overlord hand. Whenever a card from the Overlord hand is
played, the Overlord draws a new card of the same type. At the
start of an Act II DelvenDeep level, the Overlord draws three of
each card.

The Manor's Heart (Good): Recover wounds or fatigue equal to


the number of threat tokens the Overlord has.
The Manor's Heart (Evil): While a lieutenant is carrying this
Relic, its effects apply to all master monsters on the map.

Placing Rooms
When the heroes explore a new room, the Overlord chooses a
Dungeon card in their hand and plays it. The Overlord places the
matching room tile, chooses the orientation, and places doors.

The Shadow Rune (Evil): Ignore the Zachareth Only text. The
last surge option should read Gain a threat token.

Triggering Events
Once a new map tile is placed, the Overlord chooses an Event
card in their hand and plays it.

Stone of Wayward Means: While a lieutenant is carrying this


Relic, its effects apply to all monsters on the map.

Tome of the Five Lies: When this lieutenant spawns, the


Overlord gains threat tokens equal to the number of heroes.

A Dark Influence card cannot be played unless a Dark Influence


Event card is played first.
During Act II, the Overlord chooses which existing Global Event
card is replaced when playing a new Global Event card.

Valyndra's Gift: The lieutenant will always use this relic for itself
when it is first attacked.

Placing Treasure Tokens


The Overlord takes the top treasure token from the stack and
chooses where to place it in the room.

Appendix B: Hero Skill Modifications

A handful of hero skills do not function within the mechanics of


this variant. Mainly, those skills that affect the Overlord hand.
Use these suggested modifications to the text of hero skill cards
to make them work within Delvendeep.

Spawning Monsters
The Overlord draws a number of cards from the bottom of the
Monster deck equal to the number of monster groups that will be
spawned, plus one. Choose which monsters to spawn and place
the remaining cards on top of the Reinforcement deck. The
Overlord may ignore Dungeon card monster trait requirements.

Completing A Level
All Event cards in play and in the Overlord's hand are placed in
the Event card discard pile.
During Act I, the Overlord may choose up to two Event cards in
the discard pile and remove them from the game. The remaining
cards in the Event discard pile are shuffled back into the Event
deck.

The Overlord places the monster figures in any location within


the room. However, figures may not be placed in a space
adjacent to the room entrance.

During Act II, the Overlord may choose up to three Event cards
in the discard pile and remove them from the game. The
remaining cards in the Event discard pile are shuffled back into
the Event deck.

Conditions
Whenever a random condition is called for (such as with trapped
treasure tokens), the Overlord shuffles the Condition deck and
draws two cards from the bottom. Choose one card and apply the
condition. Place both cards on top of the Condition deck.
Monster Activation
The Overlord may choose the order in which monster groups and
figures are activated.
Gaining Threat
Because a real Overlord is unable to gain threat from Blitz cards,
threat is instead gained when a master monster, Agent, or
Lieutenant is defeated.
When a master monster, Agent, or Lieutenant is defeated, the
Overlord gains threat tokens equal to the size of the figure's
base.
The other means for gaining threat tokens still apply.
Reinforcements
The Overlord draws a number of cards from the bottom of the
Reinforcement deck equal to the number of monster groups that
will be spawned, plus one. Choose which monster group to spawn
and place the remaining cards on top of the Reinforcement deck.
Reinforcements are placed in any space in the First Room.
The Overlord also has the option to Restock a monster group that
is currently in play. Figures can be added to a monster group in
play up to the group limit. The cost to Restock is one threat per
base space of the monster figure. This cost is per figure
Restocked.
Restocked monsters are placed in any space in the First Room.
Multiple figures and monster groups may be Restocked at one
time.
Restocking occurs during the Reinforcement step, at the start of
the Overlord turn.
Spawning Lieutenants
The Overlord draws a number of cards from the bottom of the
Lieutenant deck equal to the number of lieutenants that will be
spawned, plus one. Choose which lieutenants to spawn and place
the remaining cards on top of the Lieutenant deck.
If a lieutenant would carry a relic, the Overlord draws two cards
from the bottom of the Relic deck. Choose one relic to give to the
lieutenant and place the other card on top of the Relic deck.
Spawning Agents (optional)
The Overlord draws a number of cards from the bottom of the
Summon Agent deck equal to the number of Agents that will be
spawned, plus one. Choose which Agents to spawn and place the
remaining cards on top of the Agent deck.

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