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Campaign Activities Buy and Sell Items [p43]

If gained a Global Achievement with type = existing one, replace existing one May spend Gold to buy Items from City Supply (Reputation affects cost)
If the city Prosperity Level increases, add new Items to the City Supply [p43] Characters cannot trade Gold nor Items and cannot own duplicate Items
If adding a card to Road or City Event Deck, shuffle deck Items available for purchase limited to # of copies of Item cards (per party)
For multiple parties, any unused characters Items are part of City Supply
City Activities [p42-48] May sell Items for Gold at price (rounded down) back to City Supply

Create a New Character [p42] Retire a Character [p48]


Pick any unlocked class that is not already in the party Character must retire if Personal Quest complete (cant retire if has no Quest)
Pick a starting level. May start at any level up to the citys Prosperity Level May perform city activities before retiring but cannot do another scenario
Record character name and level in a new Character Sheet Personal Quest conditions must be met at the time of retirement
Receive Gold = 15 x (L+1) (L = characters level) See FAQ for scenario areas referenced by Personal Quests
Receive XP = minimum required for level (as per Character Sheet) Unlock envelope as directed by Quest card. If already unlocked, unlock new
Choose 1 Perk for every character the player has retired. If 1 player controlling Random Item Design and Random Side Scenario (see Loot X Ability)
2 characters, count each characters retirement lineage separately [FAQ] Add new City and Road Events to decks as per the Event ref #s listed on the
Draw 2 random Personal Quest cards and choose one, shuffling the other to retired characters and on the unlocked characters Character Mats [p6]
the deck (if deck is empty, no quest is received). A player may keep their City gains 1 Prosperity checkmark
Personal Quest secret or public as desired [FAQ] When 1st character retires, open the Town Records book and read
Create Active Card Pool with Level 1 and Level X Ability Cards Add the characters Items to the City Supply
Follow the Level Up a Character steps below for the remaining levels Remove the characters Personal Quest card from the game

Level Up a Character [p44] Road and City Events [p41-42]


Must level up if the character has enough XP (see Character Sheet). May level Draw City Event card if doing City Event activity (once per visit and only if the
up if the characters current level < the citys Prosperity Level last scenario was played in Campaign Mode) or Road Event card if travelling
For each level: to unlinked Campaign Mode scenario (see Start of Scenario)
Chose 1 Ability Card with level <= character level, add to Active Card Pool Read front side. Party chooses between two options (choice is permanent)
Choose and mark 1 new Perk on the Character Sheet, gaining any benefits After making choice, read back side to learn outcome based on conditions:
Increase HP on the damage track of the Character Mat Class Icon: Outcome is applied if the party has a member of that class
Reputation: Outcome is applied if the partys reputation is in range
Buy Enhancements [p45-47] Otherwise: Outcome is applied if no preceding outcome was applied
May buy only if The Power of Enhancement achievement is unlocked No Condition: Outcome is always applied
Place sticker on an open Enhancement spot on the Ability Card If gained an Item Design, add all copies of that Item to the City Supply
Enhancement is permanent and affects all characters of that class Assign an Item reward to only one character (party decides) [FAQ]
Total # of enhanced cards for a class must be <= citys Prosperity Level Distribute Collective rewards/penalties among the party as desired [FAQ]
Can apply Bless and Strength to beneficial Self, Ally and Range abilities Assign Each rewards/penalties to every character (no qualifier = Each) [FAQ]
If character has to lose something and doesnt have enough, lose what they can
Donate to the Sanctuary [p45] Cant have < 0 Gold, < min XP for level, or < min checkmarks for Perks
Once per city visit, between scenarios played in Campaign Mode, a character If discarding ability cards, do so after Hand selection (see Start of Scenario)
may pay 10 Gold to add 2 Bless cards to their Attack Mod Deck City cannot go below minimum Prosperity for its current level
Add checkmark to envelope opening conditions [p49] Remove card from game or return card to bottom of deck (no shuffle)

Version 75 Page 1
Start of Scenario Start of Round
Players choose the scenarios play mode (Campaign or Casual) Each player must declare either a Long Rest or Two Actions
Scenario must be unlocked before it can be played in any mode by any party Cannot do Two Actions if < 2 cards in Hand
A party may play a scenario in Campaign Mode if all the following are met: Cannot do Long Rest if < 2 cards in Discard Pile (cards in Active Area may
o The scenario has not been completed in Campaign Mode by any party be moved to Discard Pile to meet condition)
o The scenarios required Global Achievements are unlocked by any party If a character cant do Two Actions nor a Long Rest, character is
o The party has gained the scenarios required Party Achievements Exhausted (see Character Exhaustion)
If playing in Campaign Mode, must do a Road Event if the location the party is If doing Two Actions, each player chooses two Ability Cards secretly from
travelling from is not linked to the scenario their Hand as their Two Actions and picks one as their Leading Card
Read scenario introduction and special rules, do not read numbered sections The Leading Card determines each players Initiative
Players choose scenario level [p15]: Players may discuss their plan except Ability Card numbers or titles [p17]
Recommended level is average party character level / 2 (rounded up) Each player places their Two Action cards face down, Leading Card on top
Optional adjustments: -1 for Easy, +1 for Hard, +2 for Very Hard Draw 1 Monster Ability Card for each monster type with a figure on the board
If solo or multi-player with open info, +1 to monster levels and Trap damage and place in their discard pile. This is the monsters Ability Card for the round
Layout all map tiles and place all connecting doors [p12-13] If no cards to draw, shuffle all discards back into a new deck before drawing
Place overlay tiles [p14-15] and monsters in the 1st room only The Monster Ability Card sets Initiative for every monster of that type
Player count defines the monster count and their ranks/bases [p13] Players reveal their Two Action cards [FAQ]
Previously looted Goal Treasure Tiles are reset if replaying scenario Determine turn order for all figures as per ascending Initiative order
Previously looted numbered Treasure Tiles are not reset if replaying All Elites of a type act first in their standee number order, then Normal
scenario (even for different parties) monsters of that type act in their standee number order
Randomize the standee numbers for the monsters in the room For ties between monster types, players decide
Place Monster Stat Cards in sleeves, showing the stats level = scenario level Players doing Long Rest act on Initiative 99
Add all scenario setup modifier cards to Attack Modifier Decks Tied players decided by Non-Leading Card. If still tied, tied players decide
Shuffle the Monster Ability decks that correspond to monster types in the room For ties between a player and a monster, player goes first
Shuffle the Monster Attack Modifier Deck (all monsters use the same deck) Summons by players act immediately before the player
Each player chooses one of two Battle Goal cards in secret (it remains secret If player summoner has multiple Summons, they act in summoned order
throughout scenario). Unchosen card is discarded Special scenario allies with numbered tokens act in token number order
Each player may equip owned Items below their Character Mat:
Max one Head , one Body and one Leg Round
Max one 2-handed or two 1-Handed Perform each figures turn in Initiative order (see Player and Monster Turns)
Max number of Small Items = character level (rounded up) If a monster is Spawned due to a scenario rule during the round, setup monster
Add Modifier Cards from equip Items to players Attack Modifier Deck on the map at the designated spawn location or nearest empty hex (Pressure
Shuffle Attack Modifier Deck for each player, composed of the base 20 cards Plate ok) (players decide ties) and draw a Monster Ability Card if new type
adjusted for Perks, Sanctuary donations, scenario effects and Items [p5] If Spawned in the middle of round:
Each player builds their Hand from their Active Card Pool with the number of o If lower Initiative than current figure, it acts after the figure's turn ends
cards = to the Hand size listed on the Character Mat [p6] o If higher Initiative than current figure, it will act in Initiative order
Discard cards from Hand due to effects from pre-scenario Events [FAQ] If Spawned at end of round, monster will act next round in Initiative order
Place 6 Element tokens on the Inert column of the Elemental Infusion Table If the scenario objective is completed during a round, finish the remainder of the
Players place characters in 1st room positions and start the 1st round round then finish the scenario (see End of Scenario)

Version 75 Page 2
Player Items [p8] Player Abilities
May use reactionary Items during monster turns if their conditions met. May use Abilities cannot target an ally unless the card/rules specify otherwise
other Items during player turn if their conditions met, even during an ability Only Attack abilities (card says attack) and abilities that specify a Range
o Cannot use Item if Stunned , Item not equipped, Spent or Consumed (including Loot) require Line of Sight (LOS): A line between any corner of the
o Cannot use Item with attack effect/bonus after drawing from Attk Mod Deck start and end hexes that does not touch a wall, a wall corner or a closed door.
o Can use during your turn Item after doing Two Actions or Long Rest The entire area of a partial hex is considered a wall.
The Range for an ability is the number of connected hexes between the source
If Item has Spend symbol and no slots , rotate card (now Spent)
and destination (including destination hex). Path cant go through walls between
If Item has Consume symbol , flip card facedown (now Consumed) hexes. It has to go around via an unblocked hex, adding +1 range [FAQ]
If Item has neither Spend nor Consume symbol, may use it any # of times
Item Heals act as Heal X Self (see Heal X for Poison and Wound) [FAQ] Move X [p19]
Must use an open Item slot if its conditions are met (even if no benefit) [p8] Move up to X number of hexes
Place character token on next open slot. Spend card when all slots used Cannot move if Immobilized
Item used when it alters/adds: ability, effect, figures performed action or stats Cannot move through walls but can move onto doors (see below)
Movement cost = 2 for Difficult Terrain hexes
Player Turn
Normal moves can go through allies but not enemies nor Obstacles
Start of Player Turn Jump and Flying can ignore all figures, Traps and Terrain but
If Wounded , suffer 1 point of damage (see Character Damage) must end in hex with no figures. Last hex for Jump done as a Normal move
o If a figure loses Flying while on Obstacle, treat as a Damage Trap, then
Long Rest [p17] moves immediately to nearest empty hex (Pressure Plate ok)
Treat as a player turn on Initiative 99 (can use Items and Summons still act) If moved into a Trap :
Lose 1 Discard Pile card if available (do not have to Lose card in Active Area) Apply negative effect on character and remove the Trap tile from the board
Return rest of Discard Pile cards to Hand Damage Traps inflict 2+L damage (L = scenario level)
Perform Heal 2 Self (see Heal X for Poison and Wound ) [FAQ] Damage Traps created from abilities do not use (L) scale [FAQ]
Refresh all Spent (not Consumed) Item cards (see Player Items) If moved into a Hazardous Terrain :
Inflict (2+L)/2 damage, rounded down (L = scenario level)
Player Actions Do not remove the Terrain tile from the board
Cannot do actions if Stunned - place Two Action cards in Discard Pile Damage applied only when moved onto the hex. No damage if standing on it
Pick any 1 top action and any 1 bottom action from the Two Action cards If moved onto Story Point Hex
May use top action as Attack 2 and/or bottom action as Move 2, ignore all Read scenario story point
other abilities and symbols on the card and place in Discard Pile after use If moved onto a Closed Door that is not marked as Locked [p19]:
Play each of the Two Actions in either order, one card at a time Flip door tile to open side. Once open, treat doors as an empty hex
Abilities on an action card are done in the order listed on the card Reveal room and contents (monster count based on starting player count)
May skip ability/effect except XP, standalone Infusion (if perf. other ability) Randomize standee numbers for the monsters in the revealed room
or if it will cause HP or card loss, or a neg. Condition on the character or ally If out of standees, place only those available, starting with closest to the door
Named monsters and Bosses are not Normal nor Elite monsters Draw Monster Activity Cards for any new monster types
If card is not an Active Bonus ability , complete the action and place Revealed monsters with lower Initiative than the revealing character take
their turns immediately after the characters turn ends, in Initiative order
the card in either the Discard Pile or the Lost Pile (if it has Lost symbol )
Remaining revealed monsters take their turns in normal Initiative order
If card is an Active Bonus ability, place in the players Active Area
Version 75 Page 3
Attack X [p19-22] Draw Attack Modifier 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]:
Designate enemy target(s):
Positive effects are part of the drawing figures attack and may be skipped
Cannot attack if Disarmed
If not under Advantage nor Disadvantage or under both (they cancel):
Suffer Damage effects and other HP reducing effects that dont state
Draw 1 Attack Modifier card
Attack are not attacks
If Rolling Modifier drawn, keep drawing until a Rolling Modifier
Cannot attack the same enemy multiple times with the same listed ability
card is not drawn
Multi-target attacks treated as a separate attack to each target, each with its
Apply all drawn card effects on the attack. Player chooses order
own Attack Modifier card draw (but all together are a single attack action)
If under Advantage:
May attack Obstacles with Hit Points as designated by scenario
Draw 2 Attack Modifier cards and use the better one. If ambiguous, use
o Can only be destroyed through damage and not with any other ability
the first card. An effect listed on a card is positive but has an undefined
o Obstacles are immune to all Conditions
value. Examples [FAQ]:
o Player summons treat Obstacles with HP as enemies with Initiative 99
+1 Stun vs +1, or +1 Stun vs Stun: +1 Stun is better
Melee Attack
+0 Stun vs +2: Ambiguous
o Any attack that does not specify a Range is a Melee Attack
+1 Stun vs +1 Fire: Ambiguous
o Limited to range 1 (see Player Abilities). May target 1 adjacent enemy
+0 Muddle vs +2 Stun: Ambiguous
o May target > 1 enemy if designated as Area Effect or Target Z
If 1 Rolling Modifier card drawn, its effect is added to the other card
Ranged Y Attack (do not draw another card)
o May target 1 enemy within Y hexes if in LOS (see Player Abilities) If 2 Rolling Modifier cards drawn, continue drawing until Rolling
o May target > 1 enemy if designated as Area Effect or Target Z Modifier card is not drawn. All drawn card effects apply
o If an ability defines a range and spawns other attacks, they are ranged Player chooses order for multiple effects
o Ranged Attacks on an adjacent enemy suffer Disadvantage If under Disadvantage:
Area Effect (AoE) Draw 2 Attack Modifier cards and use the worse. If ambiguous, use the
o Affected area is defined by the diagram on the card in any rotational first card
orientation. May use mirror image of the entire diagram If 1 Rolling Modifier card drawn, ignore it and do not draw another
o Character is in the grey hex (if there is one), targets are in the red hexes If 2 Rolling Modifier cards drawn, continue drawing until Rolling
o Must target all enemies that are in the affected area if they are in LOS Modifier card is not drawn, then only apply the effect of the last card
o If the diagram has a grey hex, it is a Melee Attack. All red hexes are Place drawn Attack Modifier cards in their discard deck (except Bless and
always considered in range (but not necessarily in LOS) [FAQ]
Curse cards - remove them from the deck, do not place in discard deck)
o If the diagram has no grey hex, it is a Ranged Attack. May cover any
Apply each defenders individual defensive bonuses to their incoming attack
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) (see Shield X and Pierce Y )
Apply adjusted damage to monster, tracking it on the numbered section of the
Target Z
monster stat sleeve that matches the monsters standee number
o May target Z number of different enemies in the attacks range and LOS
If monsters or obstacles HP <= 0:
o Target Z on an AoE attack or other multi-target attack adds Z-1 individual
Remove monster or obstacle from map immediately (no effects applied)
targets to the attack within the stated range but outside the original area
If monster not Summoned nor Spawned, place Money Token on death hex
Apply any adjustments (bonuses and penalties) to the attacks base X damage
Kill credit goes to the character that does the killing blow [FAQ]
from Active Bonus cards, Items and other sources
Resolve Ability Effects applied from the attack, even if attack does 0 damage
If target Poisoned , add 1 to the attack
For each attack on the defender, resolve the defenders Retaliate X ability
If multiple adjustments, player chooses order of application
if active and if the defender survived
Version 75 Page 4
Active Bonus [p25-26] Recover X [p27]
Place Active Bonus cards in Active Area above the Character Mat Select either X Discarded or X Lost cards as indicated (optionally including
Active Area cards may be moved to Lost or Discard piles at any time by cards of the indicated type in the Active Area) and return to Hand
the player to end effects or to meet gameplay conditions Cannot recover cards with Cannot Recover symbol
Persistent Bonus
Refresh Item [p27]
Place character token on 1st slot when card is played and advance to
Regain either Spent or Consumed Items as indicated (rotate/flip back cards)
next slot when triggered. The token designates the slot is available
Items with unused multi-use slots are not Spent [FAQ]
If slot gives experience , it is gained when the token moves off that slot
Character must use up a slot if conditions met, even if benefit not gained Gain Experience [p27]
Place card in Lost Pile when the token moves off the last slot Must grant character the XP if the ability is used and its conditions are met
If no removal conditions or the card has no slots, keep the card in the Active If XP is attached to a specific ability (with a comma), it is only granted if that
Area for the rest of the scenario ability is used. Otherwise, it is granted if any ability on the card is used
Round Bonus If XP = 10, claim 10 XP Token and reset track back to 0
o Effect active from when the card is played until the end of the round
o The card is placed in the Discard or Lost Pile at end of round
Summon [p26]
Place any large Summon Token in empty hex adjacent to summoner
Shield X and Pierce Y [p25] Cannot perform summon if no empty hex available (Pressure Plate ok)
Reduce the attacks damage by Shield X minus attacks Pierce Y Place Summon card in Active Area and small Summon Tracker on card
Shield from Monster Ability card becomes active on monsters Initiative Summon card defines stats for summoned figure
Shield from Monster Statistic Card trait is always active [FAQ] Summons act on the next round before the summoner (see Start of Round)
A Shield from an Attack Modifier card is available until the end of the round Summons are not directly controlled - they obey monster AI rules, following
If multiple Shields abilities available, player chooses order of use [FAQ] an assumed ability card Move+0, Attack+0 and targeting enemy monsters
Stunned figures can use an active Shield [FAQ] Summons use summoning players Attack Modifier Deck for their attacks
Kills by a Summon are credited to its summoner
Retaliate X [p26]
Summon is removed if summoner is Exhausted, Summons HP = 0, its
Apply X damage to attacker if in retaliation range (= 1 or Range Y if specified)
card is Recovered or the player moves the card to the Lost Pile
If retaliator killed or exhausted by attack, Retaliate does not activate
Retaliate from Monster Ability card becomes active on monsters Initiative Loot X [p27]
Retaliate from Monster Statistic Card trait is always active Character gains Money Tokens and Treasure Tiles within range X and LOS
Retaliate is not an attack so no Attack Modifier card draw nor Shield Treasure Tile effects apply only to the looting character
If multiple Retaliate abilities available, player chooses order of use Looted Items are not usable in the scenario in which they were found
Stunned figures can use an active Retaliate [FAQ] Numbered Treasure Tiles can only be looted once for all parties
Money and Treasure cannot be shared between characters
Heal X [p26]
If loot is a specific named Item, add Item to the characters owned Items
Heal Self - Return X HP to self. If from a Modifier Card, drawing figure heals If character already has Item, gain sell value in Gold and add to City Supply
Heal Range Y - Return X HP to either self or 1 ally within Y hexes and in LOS If loot is a Random Item Design, draw card from deck, find the other copy of
If target Wounded , remove Wound token in addition to HP recovery the Item and add both to the City Supply (if deck is empty, no reward)
If target Poisoned , remove Poison token but do not recover HP If loot is an Item Design, add all copies of that Item to City Supply
If target Poisoned and Wounded, remove both but do not recover HP If loot is a Random Side Scenario, draw and unlock (if deck empty, no reward)
Version 75 Page 5
Ability Effects Elemental Infusion [p23]
Place Element token in Strong column of the Elemental Infusion Table
Push X and Pull X [p22]
Elemental Infusions allow the use of Elemental Augment abilities
May move an enemy X hexes in the direction specified by attacker Elements are considered infused at the END of the figures turn
For Push, every hex moved must be further from the attacker
If created via a Multi-Element , player chooses which Element to infuse
For Pull, every hex moved must be closer to the attacker
Must do a standalone Infusion ability if any ability on the card is performed
Cannot Push/Pull into enemy figure, obstacle, wall or closed door
Cannot Push/Pull less than X hexes unless halted by above [FAQ] Elemental Augment [p24]
Difficult Terrain and targets allies (except last hex) do not affect Push/Pull If an Element is in the Strong or Waning column of the Elemental Infusion
Resolve Trap and Hzrd Terrain effects if non-flying target enters those hexes Table, it may be consumed - move token to the Inert column [p24]
If target killed, remove from map. Push/Pull ends (credit kill to pusher/puller) A figure cannot infuse an Element and consume it on the same turn, but
they can consume an Element if it was previously infused by another figure
Add Target [p22]
One Augment icon cannot be used to consume more than one infusion
May add an additional new target within range of attack and in LOS
If ability has multiple Augments, player picks Elements to consume
Apply 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 If an Augment consumes a Multi-Color Element , player chooses which
one Element to consume
Conditions [p22-23] If a single Augment lists multiple Elements, must consume all to gain effect
Place token (not Bless nor Curse ) in section on Monster Stat Sleeve Apply the effect of the Elemental Augment(s) if its Element was consumed
o Conditions must remain until the requirement for removing them is met
End of Player Turn
o Gaining a duplicate Condition replaces previous one with newly applied one
o Bosses are immune to some Conditions (see Monster Statistic Card). Must loot any Money or Treasure in the characters hex (see Loot X Ability)
o Cannot apply Curse or Bless if all cards are in use [FAQ] Remove Immobilize , Disarm , Stun , Muddle , Invisible
Negative Conditions (applied to all targets of the ability) and Strengthen tokens from the character that were not applied this turn
o Poison - All enemies add +1 to all of their attacks on the affected figure If the character is standing on a Pressure Plate, see scenario book for effect
o Wound - Suffer 1 damage at the start of their turn
Character Damage [p28]
o Immobilize - Cannot perform any Move ability (immediate effect)
Player must choose ONE of the following to resolve the damage:
o Disarm - Cannot perform any Attack nor their effects (immediate effect)
Take HP damage, tracking it on the Character Mat
o Stun - Cannot do any ability during turn or use Items (immediate effect).
Pick 1 card to Lose from Hand (cant pick un-played Two Action cards)
Character must do Long Rest or discard 2 Hand cards on their next turn
Pick 2 cards to Lose from Discard Pile (may include non- Active cards)
o Muddle - Suffer Disadvantage (immediate effect) Receive any additional effects if damage is from an attack
o Curse - Shuffle Curse card into targets non-discarded Attack Modifier If the characters HP <= 0, they are Exhausted
Deck. If target immune to Curse, dont add card but target affected if drawn
Positive Conditions (applied to self or allies through specific actions) Character Exhaustion [p28]
o Invisible - Cannot be Focused nor affected by targeted ability (target Remove all Active cards from the characters Active Area
or attack) from enemy. Monsters treat invisible enemies as Obstacles Remove figure from map. Player can no longer participate in the scenario
o Strengthen - Gain Advantage (immediate effect) If all characters become Exhausted, the scenario is lost (see End of Scenario)
Exhaustion due to insufficient cards does not set HP to 0 (for Battle Goals)
o Bless - Shuffle Bless card into targets non-discarded Attk Mod Deck
The characters modifier deck is not reset until the end of the scenario
Version 75 Page 6
Determine available move points from the Monster Stat Card adjusted by X
Monster Turn [p29-32] Move minimum hexes to eventually get as close as possible to an unoccupied
Start of Monster Turn hex where the monster can attack the Focused Target (in range and LOS),
attempting to get into a position where it can attack with max efficiency [FAQ]
If monster is Wounded , it takes 1 HP of damage (remove figure if HP = 0,
no kill credit to characters) If monster Disarmed or has no attack, move as if it has a melee attack
Attempt to Focus on the closest enemy based on the monsters pending action: Efficiency includes avoiding disadvantage (1st priority) and maximizing
Must have an unblocked path (allies do not block) to an unoccupied hex attacks on other targets (2nd priority) [FAQ]
where it could eventually move to and attack the enemy. Note that a monster Closeness is measured by the minimum total number of hexes needed to
focuses on an enemy (no LOS required), but moves towards an unoccupied eventually physically move to reach the destination hex [FAQ]
attack position hex where it will be in range and LOS Will not trigger Trap nor Hazardous Terrain unless it is the only
Treat Traps and Hazardous Terrain that would be triggered by the way to eventually reach the destination hex (will minimize the # of triggered
move as Obstacles unless they are the only open path towards the negative hexes)
destination hex (will minimize the # of triggered negative hexes) A figure allied with the monster that occupies the ending hex halts the
Closest = minimum hexes to eventually get as close as possible to a hex to performed movement at the previous hex [FAQ]
where the monster can attack the enemy. If the monster has no attack, treat If moved into a Trap or Hazardous Terrain , resolve its effects
as if it has a melee attack Remove the monster figure if its HP = 0 (Trap and Terrain kill credit goes to
If above results in multiple enemies in range and LOS of the ending hex or whomever caused it to trigger so no credit if the monster suicides [FAQ])
multiple enemies already start in range and LOS, closest is based on simple
proximity (not through walls) to the monsters current hex [FAQ] Attack X [p31]
If above results in a tie, Focus on the enemy acting earlier in round. If still tied, Monster cannot attack if Disarmed
players decide Multiple attack abilities listed in Monster Ability Card affect the same target
If the monster cannot obtain Focus, the monster cannot move nor attack but while target remains alive, switching to new target if the current one dies [FAQ]
will do other abilities If attack does not specify a range, use base range on Monster Statistic Card
Attack is NOT ranged if ability is Area Effect with grey hex or if it
Monster Action
specifies an adjacent target [FAQ]
Monster cannot use any abilities in the Monster Ability Card if Stunned , Determine attack base damage from Monster Statistic Card adjusted by X
but still does its End of Turn If Single-Target attack, perform attack on Focused Target if in range and LOS
Perform ONLY the abilities on the drawn Monster Ability Card in the listed If Multi-Target attack, perform attack on Focused Target plus max # of targets
order using the adjusted Normal or Elite values on the Monster Stat Card for max effect, choosing targets per normal Focus rules and excluding figures it
on an ability modifies an existing one, no on an ability adds a new one is already attacking (targets must be in range and in LOS) (players decide ties)
Special traits on the Monster Statistic Card are active for entire round Apply adjustments (bonuses and penalties) from abilities such as Poison
Abilities cannot target an ally unless the ability specifically states otherwise (see player Attack X ability).
Draw Attack Modifier Card from monsters deck, accounting for Advantage
Monster Abilities and Effects and Disadvantage effects (see player Attack X ability)
Move X [p30-31] Apply targets defensive bonuses (see Shield X and Pierce Y abilities)
If the attack damages a character, see Character Damage
Monster cannot move if Immobilized
Resolve Ability Effects applied from the attack, including any traits listed in the
Functions exactly like players Move X ability for Difficult Terrain , Monster Stat Card, even if attack does 0 damage
Normal , Jump and Flying (but cant move onto closed doors) For each attack on the defender, resolve defenders Retaliate X ability (see
Players decide ties between qualifying hexes when resolving movement player Retaliate X ability)
Version 75 Page 7
Active Bonus [p32] End of Monster Turn
Activated on monsters turn and is active until the end of the round Remove Immobilize , Disarm , Stun , Muddle , Invisible
and Strengthen tokens from the monster that were not applied this turn
Elemental Infusion [p23]
Place Element token in Strong column of the Elemental Infusion Table End of Round [p32-33]
Elements are considered infused at the END of the figures turn
Perform when all figures have taken a turn
If a monster created an infusion with a Multi-Element , players choose
If 2X or Null Attack Modifier card was drawn from an Attack
which Element to infuse
Modifier Deck, shuffle all its discards back into the deck
Elemental Augment If a drawn Monster Ability Card has the Shuffle symbol , shuffle all
Monsters always consume Elements if they are able discards of that deck back onto that Monster Ability Deck
All monsters of the type gain the benefit Place all Active Round Bonus ability cards in Discard or Lost Piles
Players choose which one Augment to consume if its Multi-Color Move Elemental Infusions one step left on the Elemental Infusion Table
In all other respects, functions exactly like a players Elemental Augment effect Characters may perform a Short Rest if >= 2 cards in Discard Pile:
Move one random Discard Pile card into the Lost Pile OR may keep that
Heal X [p31] card, take 1 HP of damage and Lose a different random card (once per rest)
Monster will heal itself or an ally within range and in LOS, whichever has lost Return the remaining cards in the Discard Pile into Hand
the most HP (players decide ties) If the scenario calls for tracking rounds, move round tracker forward one space
If Heal ability does not specify range, use the Monster Stat Card base range
In all other respects, functions exactly like a players Heal X ability End of Scenario [p33,49]
Remove Attack Modifier cards added by Items, scenario effects , and
Loot X [FAQ]
Bless and Curse cards from all Attack Modifier Decks
Loot taken by monsters is permanently removed, even if the monster is killed
Characters recover HP, lost and discarded Ability Cards and refresh all Items
Monsters cannot loot Treasure Tiles
Players gain XP earned during the scenario
Summon [p31] Characters gain Gold from looted Money Tokens as per scenario level
conversion [p15] (anything not looted during scenario is NOT gained)
Place Summon in empty hex (Pressure Plate ok) adjacent to the summoner
Goal Treasure Tiles are not kept after the scenario ends [FAQ]
and as close as possible to enemy (players decide ties)
If scenario successful (i.e. the scenarios objective is completed):
Cant summon if no empty hex or no available standees
Players record Checkmarks and resultant Perks from completed Battle
Summons by monsters not removed if the summoning monster dies [FAQ]
Goals (3 Checks = 1 Perk, must pick Perk if enough Checks) [FAQ]) [p44]
Monster Summons behave exactly like normal monsters, using the
All characters gain scenario bonus XP = 4 + (Lx2), L = scenario level
Monster Ability Cards of their type
If playing scenario in Campaign Mode:
Monster Summons from player mind-controlled monsters are not mind-
Read conclusion and mark sticker on Campaign Map as completed
controlled [FAQ]
Characters gain rewards and achievements as designated by scenario
Monster Summons do not act (nor gain bonuses from their ability card) on
If reward = Item, award to any character
the same round as they were summoned, they will act in the next round
If reward = Item Design, add all copies of that Item to City Supply
during their normal Initiative order
Unlock new designated scenarios by placing stickers on Campaign Map
Other Abilities and Effects Return all Battle Goal cards to their deck
Either return to Gloomhaven (see City Activities) or start another scenario (can
Function exactly like a players abilities and effects
repeat the same one or travel to an unlocked one - see Start of Scenario)
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Add Target Ability that allows an additional attack Boss A type of monster designated by a scenario.
Glossary to a new target They are not considered normal nor elite monsters
Ability A single activity that can be performed by a Adjacent Hexes (or figures within hexes) are Campaign Mode One of the two ways a scenario
figure. One ability may result in multiple effects considered adjacent if the hexes share a side and the can be played. A scenario can only be played in
Ability Card (Character) Lists the abilities a shared side does not contain a wall campaign mode one time by all parties (total) and
character can perform as one of their 2 actions during Advantage Qualifier for an attack. Requires only if its requirements have been met
their turn. Separated into a top part and a bottom part, drawing of two attack modifier cards instead of one Casual Mode One of two ways a scenario can be
only one of which is performed during the turn and choosing the best one played. A scenario can be played in casual mode if it
Ability Card (Monster) Drawn for each monster Ally Any figure that is on the same side as the has been unlocked on the campaign map
type at the beginning of the round. Lists the abilities character or monster. A figure is not their own ally Character A role-played personage controlled by a
that all monsters of that type can perform as their player. The same character can be controlled by
Ambiguous An effect listed on an attack modifier
action during their turn. Also defines the initiative of different players during different sessions. A player
card is positive but has an undefined value. Ex: (Stun
those monsters for the round. A on the ability can control multiple characters during a session. A
vs +1) and (+1 Stun vs +1 Fire) are ambiguous
modifies an existing ability listed on the monster character can only ever belong to one party
Area Effect (AoE) 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 Character Mat Defines a characters max hand
Ability Card Deck - Composed of all the ability cards size, tracks HP, tracks XP and designates locations
in the cluster is in range, all are. Melee AoE attacks
specific to a character. Card levels > 1 are not for the active area, discard pile and lost pile
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 Checkmark (Perk) Awarded during gameplay,
Action (Character) A character can perform two mainly through completion of battle goals. Recorded
Attack Ability used to damage enemies. An ability
actions during their turn, chosen in secret at the on character sheet. 3 checkmarks gains 1 new perk
must state Attack in order to be considered an
beginning of the round. One action is composed of
attack. Suffer damage effects are not attacks. Checkmark (Prosperity) Awarded during
the abilities listed in either the top or bottom of one
Cannot attack the same target more than once with a gameplay. Recorded as marks on the bottom of the
ability card. Abilities must be performed in order, one
single ability unless specified campaign map. Sufficient checkmarks will advance
card at a time. Negative abilities may not be skipped
Attack Action Any action that includes one or more the citys prosperity level
Action (Monster) Composed of the abilities listed in
attack abilities City Event Optionally performed as a city activity.
the monster ability card drawn for the monster type. A
Attack Modifier Card Drawn whenever an attack is Results in rewards or penalties to the party
monster can perform one action during their turn. All
performed. The card defines a modification to the City Supply The stock of items available for
abilities must be performed (if possible) in order
attacks damage or an additional effect purchase in the city. Items are added to the supply by
Active Area Contains a characters played active
Attack Modifier Deck Made up of attack modifier increasing the citys prosperity level and through
bonus ability cards. Cards may be moved to discard
cards. Each character has their own deck. One deck awards gained during gameplay
or lost piles at any time by player to end effects or to
is shared by all monsters. Composed of 20 base Class One of the archetypes a character can
meet gameplay conditions
cards, plus adjustments from gameplay and perks belong to. There cannot be characters of duplicate
Active Bonus Ability that continues to provide
Battle Goal Chosen by each character at the classes in a party in the same game session
effects after it is played. Card is placed on a
beginning of a scenario. Awards perk checkmarks if Condition Refers to a positive or negative state that
characters active area
goal is met and scenario is completed successfully is placed on a figure through gameplay. Also refers to
Active Card Pool - Composed of a characters level
Bless A condition gained through ability cards or bless or curse cards that are added to an attack
1, level X and any higher-level ability cards gained
modifier deck. A condition that ends next turn is
from leveling up. It is a subset of the ability card deck gameplay rewards. Adds a bless card to an attack
modifier deck giving 2x damage modification when removed at the end of a figures turn if it started its
drawn turn with the condition

Version 75 Page 9
Consumed Item Designates an item as used. A Enemy Any figure that is on the opposite side of the Initiative Defines the turn order for figures in a
consumed item cannot be used again in a scenario character or monster round. Figures with lower initiatives act earlier
until it is refreshed with a refresh ability Enhancement A permanent modification to an Item Grants abilities to a character when used.
Curse - A condition gained through ability cards or ability card marked by a sticker on the card. Awarded during gameplay and purchased as a city
gameplay penalties. Adds a curse card to an attack Purchased by a character as a city activity. Effects all activity. Characters may equip items (# limited by
modifier deck negating all damage when drawn characters that are members of the class type) prior to playing a scenario. May be used any
Difficult Terrain Imparts a move cost of 2 to a hex Exhaustion Occurs when a player reaches 0 hit time during the round if the item is not spent, not
points or when they cannot do two actions nor a long consumed and its conditions have been met
Disadvantage Qualifier for an attack. Requires
drawing of two attack modifier cards instead of one rest at the beginning of their turn. If all characters Item Design Reward that adds items to city supply
and choosing the worse one. Typically affects ranged become exhausted, the scenario ends as a failure Jump A type of movement ability that ignores
attacks performed on adjacent enemies Experience (XP) Earned during gameplay. Earning figures, traps and terrain except in the ending hex
Discard Pile Composed of ability cards played by a sufficient XP causes a character to level up as Leading Card One of the 2 action ability cards
character that do not contain a lost symbol. Discarded defined in the character sheet chosen by a player that defines their initiative
cards can be recovered to the hand by recover Experience Ability Ability that earns the character Line of Sight (LOS) Required for attack abilities
abilities, a long rest or a short rest experience (card says attack) and abilities that specify a range
Door (Closed) Entry point between two rooms. A Figure A monster, a character or a summon token (including loot). It is a line between any corners of the
closed door is treated as a wall. May only be moved located on a map tile start and end hexes that does not touch a wall, wall
onto by a character. A door opens immediately when Flying A type of movement ability that ignores corner or closed door.
a character enters the hex figures (except on the ending hex), traps and terrain Long Rest One of the two options a character has
Door (Locked) Cannot be entered nor opened by Focus The act of a monster choosing a target for for performing a turn. Used to retrieve discarded
any figure until specified by the scenario the turn cards, refresh spent items and regain lost hit points
Door (Open) A door that a character moved onto. Focused Target The enemy a monster will attempt Loot Ability used by a figure to obtain treasure tiles
Treated as an empty hex to target during their turn (players only) and money tokens during a scenario.
Element There are 6 element types that may be Money tokens looted by monsters are permanently
Global Achievement Awarded during gameplay.
infused by abilities. Infused elements may be removed
Recorded on the campaign map. Used to meet
consumed by augments to gain additional effects scenario requirements and unlock gameplay options Lost Pile Composed of ability cards played by a
Element Augment Ability that consumes an infused Gold Earned during gameplay. May not be traded character that contain a lost symbol, lost through
element for additional effects damage or lost through resting. Lost cards can be
between characters
recovered back into the hand with recover abilities
Element Infusion Ability that allows an element Hand - Composed of ability cards chosen from a
augment ability to consume an element Melee Attack A type of attack ability used to
characters active card pool. Limited to the hand size
damage (typically) adjacent enemies
Element Infusion Table Used to track the state of defined in the character mat
infused elements during a scenario. Elements may be Hazardous Terrain An overlay tile that inflicts Money Token Placed on the death hex of a non-
inert, strong or waning summoned, non-spawned monster. Looted by a
damage when a figure moves onto it. Standing on it
character with a loot ability or by ending their turn on
Elite Monster One of two monster ranks. Defined does not cause damage
the hex. Awards gold at the end of the scenario
by the scenario setup instructions and the # of Heal Ability used to regain lost hit points and to
characters that started the scenario. Uses the right- Monster Any enemy of the characters
remove poison and wound conditions
side values and traits on the monster statistic card Monster Statistic Card Defines the values for
Hit Points (HP) The amount of damage a figure can
Empty Hex Hex that doesnt contain a token, figure lose before it is exhausted (player) or killed (monster) monster characteristics for all monster levels as well
or overlay tile (except an open door or pressure plate) as their permanent traits
Version 75 Page 10
Monster Statistic Sleeve Used to reveal the Pierce Ability that negates some or all of a shield Side Scenario Any scenario numbered 52 or higher
statistic values and traits for a specific level of a Pressure Plate An overlay tile that causes a result Slot A place on an active bonus ability card or item
monster type. Also used to track damage and if a character ends their turn on the hex used to mark how many uses of the ability remain
conditions for all monsters of a monster type
Prosperity Level (City) Increased by earning Spawned Monster Refers to a monster brought
Move Ability used to traverse map tile hexes prosperity checkmarks. Gaining city prosperity levels into play when specific scenario conditions are met
Named Monster A special monster designated by a adds new items to the city supply and defines the Spent Item Designates an item as used. A spent
scenario. They are not considered normal nor elite maximum level for characters if they choose to level item cannot be used again in a scenario until it is
Negative Ability Ability that if played will cause a up beyond their current XP based level refreshed with a refresh ability or through a long rest
character or their allies to lose HP, lose a card or Pull Ability that moves an enemy towards the figure Summon (Ability) Ability that brings a new figure
suffer a negative condition Push Ability that moves an enemy away from the into play
Normal Monster One of two monster ranks. figure Summon (Figure) Figure brought into play by a
Defined by the scenario setup instructions and the # Range (Calc) Count hexes including target. Path summon ability. Represented by a standee (for
of characters that started the scenario. Uses the left- cant go through a wall between hexes, it has to go monster summon) or by a token (for player summon)
side values and traits on the monster statistic card around via an unblocked hex, adding +1 range Target The figure that will be affected by an ability
Null Card A type of attack modifier card that Range Attack A type of attack ability used to performed by another figure
negates all damage for the attack when drawn damage both adjacent and non-adjacent enemies Target X Designates that an attack ability may
Obstacle An overlay tile that blocks movement. Recover Ability that returns discarded or lost cards target X different enemies within the attacks range
Some obstacles can be damaged, but only by back into the hand Targeted Ability An ability is targeted if it states
damage abilities. They are unaffected by conditions
Refresh Ability that resets spent or consumed items target or attack
Overlay Tile Tile placed on top of a map tile to
Retaliate Ability that inflicts damage onto a figure Trait Ability listed in a monster statistic card. Traits
denote a door, treasure, obstacle, terrain, pressure
that performed an attack. Retaliate itself is not are available to those monsters for the entire round
plate or trap
considered an attack Trap An overlay tile that inflicts damage or negative
Party A group of characters playing the campaign.
Road Event Performed when traveling to a conditions when a figure moves onto it. The trap is
New characters can join a party only in the city.
scenario. Results in rewards or penalties to the party removed after it is triggered or a door closes on it
Existing characters can join or leave outside the city.
A party cannot be split across the campaign map Rolling Modifier A type of attack modifier card that Treasure Tile (Goal) May be looted during the
signifies additional cards must be drawn scenario as part of the scenarios objective. It is not
Party Achievement Awarded during gameplay.
Round Encompasses a single cycle of individual kept after scenario completion and resets if replayed
Recorded on the party sheet. Used to meet scenario
requirements turns performed by all figures. A round ends when all Treasure Tile (Numbered) May be looted during
figures have completed each of their turns the scenario. Can only be looted once during the
Path (Unblocked) A chain of hexes that a figure
Round Bonus A type of active bonus ability that campaign
can successfully move through
remains until the end of the round or until all its uses Turn Defines the scope of all activities and actions
Perk Earned by gaining checkmarks. 3 checkmarks
have be consumed that a figure can perform during a round. All figures
earns 1 perk. Recorded on character sheet. Earning a
Sanctuary A character may donate 10 gold to the perform one turn each, one at a time, in a round
perk allows modification of the characters attack
modifier deck sanctuary as a city activity to gain 2 bless conditions Unoccupied Hex A hex that does not contain a
figure, a summon token nor an ally token
Persistent Bonus A type of active bonus ability that Shield Ability that reduces attack damage
remains for all of scenario or until all slots used Short Rest An optional activity performed by Wall Walls block movement, LOS and adjacency.
characters at the end of a round. Used to retrieve Walls between connected hexes affect range. The
Personal Quest Obtained when creating a new
discarded cards back into the hand entire area of a partial hex is considered a wall
character. Defines a characters retirement conditions
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