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0.

Setup
0.1. Choose Quest: Place the peril token on the start space of the peril track and place the enemy, location, and
exploration decks near the quest sheet.
0.2. Create Enemy Deck
Shuffle this cards (2-4) into one or more stacks as specified by the quest sheet.
0.3. Create Location Deck
After shuffling the stacks, place them on top of each other in the order shown
0.4. Create Exploration Deck
on the quest sheet.
0.5. Prepare Nemesis: that matches the nemesis banner and place it near the quest sheet. This is the nemesis lair.
0.6. Supply: Separate the wound tokens, success tokens, condition cards and progress tokens
0.7. Choose Heroes: collect the hero cards and 4 activation cards for that hero type.
0.8. Choose Party Leader and Distribute Player Count Cards: Leader receives the party leader token.
 When a game effect targets the active hero, and there is no active hero, than effect targets the party leader
instead.
0.9. Reveal Starting Location: Reveal the top location from location deck and spawn enemies according to that card.
 Populate the play area with enemy cards from the enemy deck. Enemies are always spawned one at a time,
beginning with the party leader and proceeding clockwise.
-Engage with heroes. Faceup
-Put it in the shadow zone. Facedown

1. Hero Phase
Heroes activate in clockwise order, starting with the party leader. When a hero activates, he performs ONE action
and may be attacked by any enemies in his engagement zone.
 If a game effect targets a party leader who is defeated, it targets the next hero in clockwise order instead.
1.1. Choose ONE Action, exhaust it.
 At the start of a hero’s activation, if all 4 of their activation cards are exhausted, that hero suffers 2 wounds ()
and readies all of their activation cards.
1.1.1. Attack: Each ✲ applies 1  to the targeted enemy in engagement zone.
 More than 1 enemy targeted in attack→ after rolling dice, the hero divides the successes among the targets.
 When an enemy suffers wounds from an attack, that enemy reduces the number of  suffered by its resilience.
 A ranged attack: target enemy in the shadow zone, own engagement zone or another hero’s engagement zone.
 If a ranged attack target more than one enemy, they do not have to be in the same zone.
 When a facedown enemy would suffer wounds, it is flipped faceup. Then, it suffers wounds normally.
 Defeated enemies still apply.
 Defeated nemesis still apply.
 A defeated enemy’s card is placed in the discard pile.
 You can engage and attack exhausted enemies.
 A hero can have a maximum of three enemies in his engagement zone at a time.
 If game effect would place more than 3 enemy into that zone, that hero suffers a number of  equal to that
enemy’s attack value, and the enemy moves to the shadow zone.
1.1.2. Aid: Before rolling dice must choose another hero. For each ✲ produce one success token.
 A hero cannot target himself.
 Each hero cannot have more than 5 Success Tokens.
1.1.3. Rest: Each ✲ allows the active hero to recover 1 .
 The rest action also has an effect that readies all of their activation cards (including itself).
1.1.4. Explore: Each ✲ adds 1 progress to the active location.

1.2. Spend Success Tokens, place in the play area. Success Tokens=✲ Max: 2 pcs!!
1.3. Roll Dice: dice for hero and one enemy die for each readied enemy in his engagement zone.
 The active hero does not roll an enemy die for an exhausted enemy when he performs an action.
1.4. Reroll Dice: hero or/and enemy dice.
 Each icon is rerolled during this step. It can cause multiple rerolls. Each applies +1 ✲.
1.5. Apply Modifiers: F.e. items, enemy effects etc.
1.6. Apply Results
 ✲: applies an effect that corresponds to the action performed.
 : for each, the active hero chooses one readied enemy engaged with them with which to counterattack. Active
hero must choose the readied enemy with the highest attack value that has not already been chosen to
counterattack. Each enemy can only attack once per action. Enemies always apply the maximum .
 : First add together all enemy attack value, then subtract by the number of icons. One cancels only one , not
the whole enemy die!!
 : If one or more threat results are rolled, the active hero resolves all threat effects on quest sheets, faceup cards in
play (exhausted, in shadow etc), and faceup cards in the nemesis lair. Each Threat effect resolved once per action.
1.7. Cleanup: The hero checks if any heroes or enemies have been defeated during the action.

 Notes
 After a hero performs a Rest action that has a prepare icon, he readies all four of his action cards.
 A hero can perform an action even targets are no available.
 An effect that causes an enemy to suffer wounds  from an other source, directly, ignores the effects of resilience.
 An effect that does not exhaust, such as one with a Success Token cost, can be triggered multiple times each phase,
but only once per timing instance specified by the effect.
 Any effect that does not have a cost is a persistent effect and is always active (F.e. Apply +4 to your health value.)
 Heroes cannot target a Nemesis in the nemesis lair with any game effect unless the quest sheet specifies otherwise.
 There is no limit to the number of items a hero can have in their play area at the same time.

2. Enemy Phase
2.1. Activating readied enemies. First party leader and then clockwise, each hero activates one enemy per turn.
Choose by zone: own engagement zone → shadow zone, either faceup or facedown → skips turn, next hero
activates an enemy
2.1.1. Facedown enemies:
 Facedown enemies can be engaged, targeted by effects, or attacked. If the enemy suffers , is engaged, or
activates, that enemy is revealed and its card is flipped faceup.
 If you target facedown enemy in shadow zone, first decide to assign X damage to it, then flip it. You can't change
that fact (whether it wasn't enough, or it was overkill).
 If a facedown enemy cannot be affected by a particular game effect that reveals it, it is still revealed, but the
specific effect is ignored. Any associated costs for the effect are still paid.
 While an enemy is facedown, any effects on its card do not apply.
 Facedown enemies are considered to be non-nemesis enemies without a rank.
 Faceup enemies, whether or not they were facedown before, cannot be flipped facedown.
2.1.2. Resolve all keywords on that enemy’s effect bar from left right. If enemy was facedown, flipp it first, then
resolve effect bar.
2.2. Exhaust enemy
 You can engage and attack exhausted enemies.
 A faceup or facedown enemy in the shadows can be exhausted.
 Effects on exhausted cards can apply if the effects do not have a cost requiring the card to exhaust.
2.3. Defeated Heroes / Enemies: When a hero or enemy has suffered  equal to its health value, it is defeated.
 If a hero or enemy is defeated during its activation, it resolves the remainder of its activation.
 Defeated Hero: the hero is eliminated from the game using the following steps:
1. Wound tokens on the hero’s card and exploration cards and success tokens in the hero’s play area are
discarded.
2. Enemies that are engaged with that hero are placed in the shadows.
3. The hero’s card is turned facedown.
Defeated heroes do not activate, cannot have enemies engaged with them, and cannot recover wounds.
Surviving heroes may continue to try to complete the quest.
 Defeated enemy: It’s card is placed in the discard pile. If the enemy deck is expended, the party leader shuffles
the enemy discard pile to form a new enemy deck.
2.4. End: After all enemies are exhausted, all enemy cards in play are readied, and the enemy phase ends.

 Other notes
 If an enemy is exhausted before it would have activated during the enemy phase, it will not activate that phase.
 Certain game effects can cause enemies to activate outside of the enemy phase. Resolve same way as 2.1.
 A Nemesis in the nemesis lair does not activate during the enemy phase.
 When an effect spawns a Nemesis, the Nemesis is removed from the nemesis lair and put into play following the
normal rules for spawning.
 If a game effect forbids an enemy from engaging a hero, that enemy is placed in the shadow zone.

🗝 Keywords
 Inflict: Hero engaged with the enemy a number of  equal to that enemy’s attack value. If the enemy is in the
shadows, the active hero suffers the .
 Advance: The enemy engages the active hero.
 Retreat: The enemy is placed faceup in the shadows.
3. Peril Phase
3.1. Increase peril by moving the peril token one space to the right on the peril track.
3.2. Resolve any peril effects triggered by the peril track by the matching colour.
 If the peril token is on the last space of the peril track, the party still resolves any peril effects triggered by the
last space during the peril phase.
 If peril increases or decreases through other quest rules, peril effects are not resolved.
 The party leader is the active hero during the peril phase.

4. Travel Phase
The Travel phase allows heroes to travel to a new location if the active location is fully explored. Each location effect
describes WHEN it is resolved. If the party chooses not to travel, they proceed to the end of the round.
 The party leader is the active hero during the travel phase.
3.1. Start of Location Phase
3.2. Can travel: progress tokens = exploration value.
 Party leader discards that location’s card, placing all progress tokens in the supply. He reveals a new active
location from the location deck and spawns enemies like point 0.9.
 The party leader may pass the party leader token to a different hero.
 When the party travels, non-nemesis enemies in the shadow zone are discarded.
 A nemesis in the shadow zone is not discarded when the party travels.
 Locations may have more progress on them than their exploration value.
3.3. Can’t travel: progress tokens < exploration value. OR If there are no locations remaining in the location deck, the
party cannot travel.
3.4. End of Location Phase

🗘 5. End of round
 After all phases of the round are resolved, the party resolves any effects that occur “at the end of the round,” such as
the effects on some quests.
 The party leader is the active hero while resolving end of round effects.
 After all end of round effects have been resolved, the heroes start the next round with another hero phase.

🗙 6. End of the Game


Each quest sheet describes how the party completes the quest.
Game rounds continue until either the quest’s “Victory” or “Defeat” criteria have been met.
When the party resolves the “Victory” or “Defeat” condition presented on the front side of the quest sheet, the party
reads the “Victory” or “Defeat” section on the back of the quest sheet.

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