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Objectives  Ready – Move ONCE OR attack ONCE AND place

Heroes: Complete the Quest objective ONE order token (move OR attack + order)
Overlord: Remove all heroes’ conquest tokens  Aim – Use before attacking. Re-roll any
number of dice. Remove when wounded,
Setup moved, re-equipped, or used
1. Choose Overlord – player to left of Overlord is  Dodge – Attacker must re-roll any number
First Hero of dice you choose. Remove at start of next
Heroes: turn (multiple dodges allowed)
2A Choose (or deal) Hero Sheets (choose 2 for  Guard – Interrupt attack during Overlord’s
2-player game) turn. Remove when wounded, at start of next
3A Take wound tokens, fatigue tokens, 300 turn, or when used
coins, order tokens, and a hero turn token (all  Rest – Return fatigue to maximum at start
next to Hero Sheet) of next turn. Remove when wounded, or next
4A Draw skill cards according to Hero Sheet. Each turn (when used)
player may discard one skill for another draw from
the same deck
5A Purchase equipment from town shop deck Overlord Cards – Pay threat cost to play
6A Take conquest tokens according to quest  Event – Play one per triggering condition at any
(shared by group) time
7A Starting with first hero, place figures on or  Trap – Play one per triggering condition at any time
next to an activated glyph on the map  Spawn – play one during step three of Overlord
Overlord: turn
2B Choose quest  Place figure on spaces that do not contain
3B Randomize chests and place number-side figures or obstacles, are not in an unrevealed
down next to the board, & lay out monster cards area, and are not in LOS of a hero (other figures
4B Assemble map board. Set compass rose and do not block LOS for this)
town marker near the board  Spaces may contain treasure or encounter
5B Place starting pieces. Randomly draw chest tokens
markers of appropriate type and place face number-  Monster is NOT placed if no valid location or
side down as required none left in supply (monsters may be moved from
6B Take three Overlord cards (start with 0 board to supply)
threat tokens)  Power – Play ONE face up on Overlord’s turn before
activating monsters
How to Play
Rounds Movement
A. Heroes take turns (they collectively decide order  You may move diagonally and pass through
each round) friendly creatures (cannot stop or attack on
B. Overlord takes turn occupied space)
A. Hero Turn  Attack is allowed before, during, or after
1. Refresh Cards – Rotate back exhausted cards movement
2. Equip Items – Equip the following, any excess  Heroes may spend fatigue to get additional
must be dropped or added to pack (holds three movement point(s)
items)  May perform movement actions:
 Items whose hand icons total two or less  0 Pick up item/token or Drop item/token
 1 Armour  1 Move through glyph/staircase, pass item,
 3 Potions drink potion
 2 Other  2 Open or close door/chest/rune door (if
3. Take one Action unlocked), re-equip item, climb pit
B. Overlord Turn  3 Jump over pit or shop in the town
1a. Collect one threat token for each hero. Heroes only
Collect additional threat tokens by discarding
Overlord cards (always and at any time) Attacking
1b. Draw two Overlord cards (discard down to 1. Declare target space and equipped weapon
eight). If last card drawn, then heroes lose three to be used
conquest tokens 2. Confirm LOS – Blocked by wall, closed door,
2. Play at most ONE spawn Overlord card figure, obstacle
3. Activate each monster. Move ONCE and 3. Count range and roll dice according to hero’s
make ONE attack weapon (add off-hand bonus -- unarmed melee
 End of Overlord Turn and End of round attack grants 1 red die) or monster’s reference card
(heroes add power dice per attack type trait)
Actions (must be declared) 4. Determine Success
 Run – Move up to TWICE your speed (move + 4.1. “X” result is automatic failure
move) 4.2. Compare range result. Attack succeeds if
 Battle – Make TWO attacks (attack + attack) total is equal to or greater than range
 Advance – Move ONCE and make ONE attack 5. Spend Power Enhancement, Surges, and Fatigue
(move + attack)
 Enhancement – For each rolled on power dice,  Staircases – Heroes and small monsters may move
may add ONE to either range OR damage through staircases of matching colour. Attacks can be
 Power Surge Heroes may use to trigger effects made through staircases both up and down
(may be used more than once) / Overlord gets one  Glyphs – Move between activated glyphs and town.
threat token for every TWO surges rolled Activated by a hero moving onto it (gain 3 conquest
 Fatigue – spend to roll additional power dice tokens). May only be used ONCE per turn by a hero.
(five max) Monsters MAY NOT end movement on activated
6. Inflict Wounds [Damage Rolled - max((Armour - glyphs, but may move through and target attack on
Pierce), 0) = Damage Dealt]
6.1. Total damage rolled and bonus damage Town – Shop for three movement points.
added Items are sold for half value rounded down.
6.2. Subtract armour rating (heroes = armour +  50 Healing potion
base rating)  50 vitality potion
6.3. Heroes remove one wound token for each  250 draw copper treasure
wound. Overlord places one token next to monster  500 draw silver treasure
for each wound  750 draw gold treasure
6.4. Hero killed if last wound token  1000 Draw skill card
 Move to town and end turn (familiars  500 Gain 1 training token (maximum of five in each
remain in dungeon) area)
 Hero loses conquest tokens and half
their money Treasure
 Fatigue and wound tokens returned to  Healing Potion – May immediately pickup and
max equip for free. Drink to recover three wounds
 Lingering effects are removed  Vitality Potion – May immediately pickup and
equip for free. Drink to restore Fatigue to maximum
Conquest Tokens  Money Markers – EACH hero gains 100 coins
Activating a glyph +3  Chest – Move onto space to open. Remove when
Opening chest +? (varies) complete
Hero Killed -2 to -4 (varies)  Money – Each hero gains indicated amount
Overlord draws last card -3  Copper treasure – Each hero draws one.
Encounters varies Discard now for 250. Sell later for 125
Killing named monsters +? (varies)  Silver treasure – Each hero draws one.
Discard now for 500. Sell later for 250
 Gold treasure – Each hero draws one. Discard
now for 750. Sell later for 375
 Conquest tokens – Heroes gain indicted
number
Effects  Curse – Overlord gains threat equal to number
 Burn – At start of turn roll one power dice for each of heroes
token. Remove token for each surge rolled. Suffer  Relic Markers – Never sold or lost. Use token when
wound for remaining tokens dropped
 Poison – Replace any number of wounds with
poison tokens. Poison is removed instead of replacing
wound tokens when healing
Special Abilities
 Stun – On next turn one token is discarded.  Aura – Suffer one wound after moving adjacent to
Monster’s turn ends. Heroes may either move,  Blast – Affects X spaces around target space within
attack, or place one order LOS (ignores figures). Only one re-roll is made for all
 Transformed – Replace hero with monkey token. dodges
Turn ends. Cannot attack or use items. Can move 5  Breathe – Use breath template. Ignore range. Only
spaces but cannot take movement actions. Has one re-roll is made for all dodges
hero’s wound and fatigue but Zero armour. Collect  Burn – If attack inflicts at least one damage (before
two wound tokens. Discard one after each of the next armour), then add burn token
two turns. When last is discarded, you return to  Command – Add one damage and range to all
normal attacks by friendly units within three spaces (ignore
 Web – at start of turn roll one power dice for each LOS). Effects are cumulative for each friendly unit
web token. Remove token for each power surge with ability
rolled. If any remain, then hero cannot spend any  Fear – Attacker must spend one power surge for
movement points every rank of fear. If not enough surges, then the
attack misses
 Fly – May move through enemy figures and
Props movement blocking obstacles. Cannot end
 Pit – Do not block LOS. If space is occupied, hero movement on them
falls in and suffers one wound. Climb out for 2  Grapple – Adjacent units cannot spend movement
movements points. Figure in pit cannot see out but points until figure is dead
others can see in  Knockback - After inflicting one damage (before
 Rubble – Block movement and LOS armour), move figures affected up to three spaces
 Water – Block movement but NOT LOS away. Enemies are knocked over first two spaces
 Pierce – Ignore one point of armour for every rank
of pierce
 Poison – wounds taken are replaced with poison
tokens
 Reach – Melee attack against adjacent spaces and
two spaces away. Requires LOS. Ignore range
 Quick Shot – May attack two times when activated
 Sorcery – After attack roll, may add one range OR
one damage per rank
 Stun – If attack inflicts one damage (before
armour), place stun token next to character. Named
monsters not affected
 Sweep – Affects all enemies within melee range.
Only one re-roll for all dodges
 Undying – If killed, roll one power die. If surge
rolled, then figure recovers to full strength. Leftover
damage is still dealt. Lingering effects are removed
 Web – After inflicting one damage (before armour),
place a web token

Miscellaneous Rules
 Doors – Monsters may open/close doors to
unrevealed areas
 Rune-locked doors- Place rune-key next to
compass rose when found. All heroes may now open
matching door
 Encounters – Triggered when a hero ends
movement on space
 Exploring – Overlord places ALL: monsters, items,
and doors as indicated by Quest Guide and then
reads any text aloud
 Familiars/companions – Move after owner’s turn.
They CAN move through enemy spaces, CAN end
movement on a hero’s space. DO NOT count as a
hero for monster spawning. CANNOT carry items,
perform movement actions, or be attacked or
harmed
 Boggs the Rat – Speed is 4. Cannot spawn
within LOS
 Mata and Kata – Speed is 6. May be given or
pickup ONE item each. May pass item for one
movement point
 Skye – Speed is 5. Adjacent enemies cannot
dodge or aim
 Pico- Does not move on own. Pass Pico for 2
movement points. Anyone carrying Pico rolls one
extra power die
 Large Monsters – Not affected by pits unless they
fit. LOS from any space they are on. They are only
affected once by the Blast or Sweep abilities. Dragon
and hell hound movement:
 Non-diagonal: rest of body follows to space
previously occupied
 Diagonal: move both halves in the same
direction
 Master Monsters – 50 Coins to the hero who kills
them
 Named Monsters- Overlord explains stats but not
special abilities. They are immune to stun

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