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rulebook

C ontents

G ame components p 6

Western warrior board p. 7

Demon board and Hellhound board p. 8

Special troglodyte board p. 9

Board of destiny p. 10

G etting set - up and ready to play p 14

Human player p. 14

Infernal player p. 15

R ules priority hierarchy p 16

S equence of play p 16

Preparation phase of the human player p. 16

Activation phase of the human player p. 17

Preparation phase of the infernal player p. 18

Threat phase of the infernal player p. 19

Activation phase of the infernal player p. 20

M ovement p 20

C ombat p 21

E quipment p 22

T alents p 23

G ifts p 24

T iles p 25
creatures, armed with claws and fangs, descended gathering a little power; others turned their legions grim invocations and inter-dimensional portals
T he U nderworld upon them. Among these pitiful minions were the against their superiors. Some separated and were not their only powers. A fierce battle started.
puppeteers of death‒‒abominable in appearance joined the ranks of the Lost, those creatures wit- The human forces secured victory, but at what
has always been paved and deeds‒‒who served as their commanders. hout master or laws who carved out areas within cost? Many Redeemers lost their lives allowing
The doctors in demonology and religion who the Underworld. Chaos reigned. So much so that their allies to push back the troglodytes and their
accompanied them pondered the discoveries they the humans had the opportunity to claim a whole demon masters. Some creatures, including Karti-
made in this strange subterannean realm. bank of the river Styx! At least a fairly substantial keya, a powerful scaled entity, attempted to take
part, enough to found in 1634 a functional colony, advantage of the humans. Among the troops who
This story begins in Prague, May 23, 1618. During In order to fully understand this hostile recep- a real city... fought against these creatures, swordswomen
a meeting with King Matthias I, Emperor of the tion, we must place ourselves into the head and and guardians--mighty warriors who forged a
Holy Roman Empire and King of Bohemia, repre- hooves of a demon who, while quietly leading This, they baptized New Jerusalem. bond of sisterhood during the bloodshed--proved
sentatives of the Protestant religion were flung their flock throughout the Underworld, happe- to be the most worthy.
out of a window. Negotiations had rarely ended ned upon these furious half-demented soldiers. It was rather ironic: upon the soil of a massacre,
so badly. Even though a dung heap saved these The humans’ sudden arrival in the demonic strata on the ruins of a martyred city, the foundations of New Jerusalem was safe, but for how long?
people from certain death, the aggression lit the was an unwelcome and perplexing suprise. As the a holy city were thrown down. Mortal forces joined
fuse of an already volatile situation. Underworld struggled to organize itself, discord together to lead this walled city, whose population Nine years have passed. This is a considerable
reigned supreme. was a haphazard mixture of mercenaries, ordina- lapse of time for mortals, who have consolidated
This situation, ripe for a bloody war, had a name: ry people, former criminals in search of a new life their position and are about to get their hands on
Europe. Larger, better prepared expeditions allowed the and the servants, more or less well-intentioned, the Prima Materia. Nine years for the Underworld,
mortals to push back these creatures. If the sur- of powerful noble families. It was from this formi- is nothing but a breath. And for Heaven? A flut-
The conflicts between Reformists and Catholics prise effect had first played in their favor, musket dable fortress that human armies ventured into ter of eyelids. The occultists and theologians had
were numerous and ran deep. They were also bursts soon pushed them back, wailing and disor- Hell. The demons and the fallen angels had at last warned the colonists: human flesh and blood had
conducive to the multifaceted and complex politi- ganized. Their demonic shepherds were forced to organized themselves, in order to hold back those no place here. Accounts of demented messengers
cal struggles that were shaking the continent. All withdraw. Quickly, the humans set up a camp and unwelcome intruders who have their place here told of angels, seen above the city of Dis, in the
the dynastic, family, religious and popular tensions explored the immediate surroundings. The mortal – but only after their death. This alliance, under- depths of the Underworld. This was how far the
accumulated, adding fuel to a particularly bloody patrols plunged deeper into the tortured plains mined by dissent, centuries-old conspiracies and arrogance of mortals had led them. These ange-
war. Paying these irregular troops quickly became and mountain ranges, worthy of a delirious Hiero- millennial rivalries, was against the settlers, but lic appearances coincided with an onslaught of
an issue. Led by captains whose allegiances were nymus Bosch painting. failed to dislodge them. vicious demons. But now their quarrels seemed to
often just for the money, they plunged the affec- be over--at least for the moment. Demonic hosts
ted areas into a bloodbath. Absence of pay often Among these stunned doctors, several were But it is another story that really interests us. gathered millions of creatures. What ramparts
meant devastation and plundering. The payment inquirers into the Great Work of Alchemy. They besides those of the mighty Dis could resist such
of their stipend was sometimes not enough to rein discovered elements of the first order in these New Jerusalem has a sky of rocks and a ceiling power?
in these soldiers. impious lands, unsuspected reagents that made of sulfur, towards which it raised its spires and
great leaps forward possible in their field of study. prayers. For foundations, it has an impious network These years had been used to equip and prepare
The conflict evolved, changing ground according Several people speculated that it was in Hell that of tunnels and passages. The leaders of the city the patrols that explored the tunnels beneath New
to the political conditions. Death followed where- they would find the Prima Materia, a fantasized discovered with astonishment that swarms of tro- Jerusalem. They kept the troglodytes at bay and
ver it went. There were hundreds of thousands of substance, the ultimate key to producing the Phi- glodytes, small hungry creatures equipped with with considerable effort pushed back the demons.
victims, perhaps even a million souls struck down. losopher’s Stone. The rumor swelled in Hell just as claws and sharp fangs, were likely to spring at any However, the tunnels were stirring. The rock oozed
It was in this context of iron and powder that the much as in Europe: wealth had been discovered in time to slay and remove city dwellers. putrid fluids. The deepest bowels pulsated with
German city of Magdeburg was besieged. Magdeburg or, at least, something of prime impor- regenerated life. In the shadows something gathe-
tance was taking place there. Even worse, demons were seen in the deepest sha- red its strength and called for support, preparing
Strategic city and Protestant bastion, Magdeburg dows, leading these monstrosities. The threat was itself.
was taken by storm in 1631 by a certain Com- If the discovery of the Underworld did not solve real. Who knew what Machiavellian plan these
mander Tilly, a Catholic Brabant who struggled the land conflicts, it at least slowed them down. No horrors could weave under the holy city? Because The year is 1643.
to retain his troops. Propaganda or reality, the one was really safe from an attack while leaving of the frequent disappearances and murders, the
ensuing massacre and fire decimated five out of a church or a temple, but the troops converged leaders made a hasty decision to send able-bo- In the darkness, blood will flow once more.
every six inhabitants. These "festivities" were progressively towards the portal of Magdeburg. died men into these black and fetid bowels.
spread over several days. In time, strange reports Through fragile alliances, a painful, rather uncer- But what fool would venture there on their own
got back to the officers: in the waves of the Elbe, tain calm settled in Europe. Those with power accord? A solution was self-evident. The jails of
the river that crosses the martyred city, disturbing looked above all to carve a share of the tremen- New Jerusalem were crowded with criminals. Most
green glimmers could be seen. The phenomenon dous riches that the Underworld represented. The were exiled or executed. It was quickly decided to
soon grew. According to the occultists and other greater the number of thrones that joined the inva- enlist them to explore the underground tunnels.
esotericists sent to investigate, there was no doubt ding forces, the more their thrusts destabilized the With a knight leading them, a man of absolute
about it; it was a portal. But where did it lead? In demonic ranks, allowing the settlers to strengthen piety: a Redeemer. Armed with a hammer forged
order to find out, soldiers were sent beyond this their position. with faith, this holy man guided these condemned
terrifying threshold which was now on the surface convicts - brutes and scouts - to purify the depths
of the river; a roughly made crane first permitted The Underworld counter attacked without any of the city.
boats to pass through it. real cohesion.
It was a fierce struggle that took place in the
Those returning from the expeditions were wild- The conflicts that undermine mortals are, at worst, darkness. The Brother and his condemned
eyed, wounded, and on the brink of madness. Men a few decades old. The demonic hostilities date convicts very quickly understood that the demo-
talked about landscapes of suffering that were from the Fall - thousands of years ago. In this nic creatures were organized and were looking
quite impossible to conceive. Herds of grotesque invasion the demonic captains saw a means of to burn New Jerusalem to ashes. As it turned out,
Claustrophobia 1643 is an adventure game that Warrior boards: character parchment Western warrior board x5 the warrior rolls during an attack (combat
allows two players to battle in the underground and tablet ) and its defense value (defense ).
tunnels below New Jerusalem, the Christian bas- Each player has boards that allow them to con- 1 Name: Western Warriors are nameless as aa 4.4 Space for a gift token or to draw an
tion built at the heart of the Underworld. One of the trol their warriors. A warrior board is composed of befits valueless scum. They are sacrificable con- instinct card: this space can hold a gift token
players plays the role of a group of resolute West- two parts: the character parchment and the tablet. victs often sent on dead-end, futile missions. or an instinct card icon.
erners while the other leads an almost infinite army When a player has to use a miniature, they slide 2 Force and type: the shape of the icon indi- Talents: some warriors have talents. These
of demonic creatures. the corresponding parchment into a tablet. cates the warrior force. Here it is a Western are represented by icons.
warrior. The illustration of the icon itself indi-
Parchment x7 cates the type of warrior – leader or
fighter.
Game components 3 Artwork
4 Lines of activation:
aa 4.1 Space for the activation die: each
line of activation corresponds to a value of
the die.
Miniatures x35 aa 4.2 Space for a damage marker: when
The miniatures represent the warriors from two this warrior suffers a hit, they receive a dam-
factions: age marker. The human player chooses
The human faction controlled by the human which line of activation to place it on.
player and composed of human warriors. In this aa 4.3 Statistics: these give the number of
box, the human faction is the Western warrior movement points they have available (move-
force. ment ), the number of combat dice that
The infernal faction controlled by the infernal Tablet x5
player and composed of infernal warriors. In this
box, the infernal faction is the demon warrior force.
Tablet x4
We created this identifier as we plan on releasing 3 2 1
additional Forces in future products. The warriors
from the same faction are allied warriors and the
warriors from different factions are enemy warriors.

Parchment x15

Western warriors

5 5 4.1 4.2 4.3 4.4


Demon warriors

6 7
Demon x13 and hellhound board x2 8 Space for the damage markers: a space is Special troglodyte board x1
indicated by a red heart icon for each of the 1
1 Name: each demon is unique and has a demon’s life points. 1 Name 2
name that was given to it by the Westerners on
their first meeting. Hellhounds are numerous in 2 Force and type: the shape of the icon indi-
the underworld in the same way as troglodytes cates the warrior force. Here it is a demon
and therefore do not have their own names. warrior. The illustration of the icon itself indi-
2 Force and type: the shape of the icon indi-
3
cates the type of warrior – tough troglodyte. 4
cates the warrior force. Here it is a demon Demon board
1
warrior. The illustration of the icon itself indi- 3 Artwork
cates the type of warrior – demon or 2 5
hellhound. 4 Statistics: movement , combat ,
3 Artwork defense , and a number of life points .
4 Statistics: the demons and the hellhounds
have the same statistics as the Western warriors Talent: some troglodytes have one or more 5
- movement , combat and defense . 4 3 talents that are represented by icons.
They also have a number of life points that
determine the number of hits they can suffer
before being killed. 6
Ability: each demon has an ability whose 7.1
effects and the conditions of use are described 7.3
on the board. The hellhounds do not have any 7.2
abilities. 7.5
6 Talent: some demons have one or more tal-
7.7
7.6
ents that are represented by icons.
7 Power: some demons and hellhounds have 7.4
a power that requires the use of the dice of des-
tiny to trigger them. 8
aa 7.1 Phase: this icon indicates during
which phase of the game this power be-
Hellhound board
comes active. 1
aa 7.2 Name of the power
aa 7.3 Target: these icons indicate the war- 2
riors who are affected by this power.
aa 7.4 Trigger conditions: this indicates the
value or combination of dice of destiny nec-
essary to trigger the power.
aa Space for the dice of destiny 4 3
aa 7.5 Preparation spaces: the dice are
allocated here until the trigger conditions
of the corresponding power are fulfilled. 6
aa 7.6 Trigger spaces: when the trigger 7.1
conditions of the power are fulfilled, the 7.3
infernal player slides the dice from the 7.2
preparation space to the trigger space 7.5
7.7
and the effect is triggered.
aa 7.7 Effect: the triggered effect is de- 7.6
scribed for each demon and hellhound in this
box. It also indicates the duration that the
8 7.4
effect remains active. If nothing is indicated,
the effect is immediate.

8 9
Board of destiny x1 the value or combination of dice of destiny Powers on the board of destiny :
necessary to trigger the power.
The board of destiny is the control panel of the aa Space for the dice of destiny aa Abyssal threat aa Dark destiny
infernal player. It allows them to manage their aa 2.5 Preparation spaces: the dice are X Condition: the infernal player must Condition: the infernal player must
threat points and dice of destiny but also to trig- allocated here until the trigger conditions allocate 1,2 or 3 dice of destiny of allocate 1 die to trigger this power.
X
ger their powers by assigning these dice. of the corresponding power are fulfilled. X the same color to trigger this power.
1 Troglodyte zone aa 2.6 Trigger spaces: when the trigger
aa 1.1 Name conditions of the power are fulfilled, the Effect: the infernal player gains 3 TP Effect: the infernal player draws the
aa 1.2 Force and type: the shape of the icon infernal player slides the dice from the per die of destiny allocated on the same number of event cards as the
indicates the warrior force. Here it is a demon preparation space to the trigger space trigger space of this power. value of the die on the trigger space
warrior. The illustration of the icon itself indi- and the effect is triggered. of this power. They choose one
cates the type of warrior – troglodyte. aa 2.7 Effect: the triggered effect is repre- aa Supernatural speed of them to add to their hand; then
aa 1.3 Statistics: the troglodytes have the sented by an icon. See the description of the Condition: the infernal player must discard the others.
same statistics as the Western warriors -
movement , combat and defense .
board of destiny’s effects, page 11.
3 Threat point storage zone: this is where
2 allocate 2 dice with a white result to
trigger this power. aa Intrepid charge
They also have a number of life points that the infernal player keeps the threat points they Condition: the infernal player must
determine the number of hits they can suffer
before being killed.
have gained.
4 Available dice pool: this reserve can hold
Effect: the troglodytes gain +1
until the beginning of the next
7+ allocate several dice with a total
value of at least 7 to trigger this
2 Powers the six dice of destiny that are available to the infernal player preparation phase. power.
aa 2.1 Phase: this icon indicates during infernal player to trigger their powers and those The infernal player allocates a speed
which phase of the game this power be- of the demons and the hellhounds. token on the troglodyte image on Effect: during the threat phase,
comes active. Alarm tile dice space: up to 3 bonus dice of the board of destiny as a reminder. the infernal player can bring their
aa 2.2 Name of the power destiny obtained through the effect of an alarm warriors into play ignoring the
aa 2.3 Target: these icons indicate the tile can be placed in this space. It is only used as aa Frenzied creatures empty tile restriction.
warriors who are affected by this power. a reminder. Condition: the infernal player must
aa 2.4 Trigger conditions: this indicates
2 allocate 2 dice with a red result to aa Sneaky charge
trigger this power. Condition: the infernal player must

1.1 Effect: the troglodytes gain the


8+ allocate several dice with a total
value of at least 8 to trigger this
frenzied talent until the beginning of power.
1.2 the next infernal player preparation
phase. The infernal player allocates Effect: during the threat phase,
the frenzied token on the troglodyte the infernal player can bring their
zone on the board of destiny as a warriors into play ignoring any tile
reminder. with an opening restriction.
1.3
2.1
2.2
2.3

4 2.5
2.6
5
2.4
3

2.7

10 11
Prima Matiera gems x20 Tiles x48 Equipment cards x20 Various tokens x86
The Prima Matiera The Claustrophobia 1643 box is full of various
is a rare stone but Recto Verso tokens whose uses depend on effects (tile, card
is abundant in the etc.) or on the scenario being played. They are list-
Underworld. It has ed here:
great powers and is
x10 x10 much sought after by
humans. 4
These gems are the currency of the infernal 3 teleportation / seal of
player that allows them to bring into play their protection tokens
4 Recto Verso 1 explosive
warriors. The small gems are worth 1 threat token
point (TP) and the big ones are worth 3 threat 1 held explosive
points. According to the scenario, the Western warriors token
have access to equipment such as weapons or
4 1 direction token
Activation dice x8 armor that are represented by these cards. The
The activation dice are only effects and conditions of use are indicated on
used by the human player to each card.
activate their warriors.
3 2 Event cards x24 4 miraculous
10 triggered water tokens
effect tokens 4 held miraculous
1
water tokens
Dice of destiny x6
The dice of destiny are only
used by the infernal player The tiles represent the Underground tunnels
to activate their powers and which the warriors explore.
1 Number: each tile is numbered to help set- 1 prescience token
those of their demons and hell-
hounds. ting up the play area.
2 Occupation limit: this value indicates the Recto Verso 5 chest tokens

Combat dice x10 maximum number of warriors of each faction 5 held chest
The combat dice are used by that can be present at the same time on that tile. The infernal player can draw these cards after tokens
1 blessed token
both players. Combat dice are 3 Effect icon: some tiles possess special rules the triggering of one of the board of destiny’s
rolled to determine the number that are indicated by an icon. powers. The effects and conditions of use are
of successful hits that occur 4 Opening indicated on each card.
during combat. The skull icon
indicates a value of 6. Turn marker x1 Instinct cards x24
The turn marker is used in 1 locked door 3 hole in the
1 rock slide token
token ground tokens
Damage markers x40 some of the scenarios and is
The damage markers are used moved on a turn track that can
by both players to record the be found on the reverse side of
hits suffered by their warriors. each tile.
18 talent tokens 6 loss of talent
tokens
Exhausted state tokens x5 Recto Verso

Gift tokens x7
Some warriors Depending upon the effects of the choice of the
2 speed 6 escape tokens
can receive gifts. line of activation of their warriors, the human tokens
2 courage tokens
According to the player may draw instinct cards. These cards
scenario, the corre- The exhausted state tokens are placed on the have two uses and the player must choose one of
sponding tokens are Western warrior board as a reminder to the play- them at the moment they are played. On the one
placed on the recipi- er when required. hand they allow the result of an activation die to 5 anger 5 pursuit tokens 1 exalted token
ent warrior’s board. be modified and on the other a single effect. tokens

12 13
The human player The infernal player
P reparing for play
1 Gather your men: Select the specified min- 1 Gather your Infernals: Select the specified
iatures and their corresponding assembled miniatures and place them in front of you.
boards and place them in front of you.
2 Order your ranks: Select the board of
aa Select a faction - one player selects the hu- 2 Sanctify the Redeemer: Select the gift destiny and place it in front of you. Select the
man faction - one player the infernal faction. tokens “Aura of Courage” and “Prescience” and assembled board of the demon - The Hunter,
aa Both players select a scenario from the sce- place them in the slots of the Redeemer warrior the assembled boards for each of the Hellhounds
nario booklet to play. We chose the scenario board as indicated. and place them as indicated in figure.
“The Survivors” to guide you through the se-
quence of play. 3 Equip your men: Place the equipment card 3 Harness your resources: Select all 6
Scenarios describe the tile layout required to set Blunderbuss by one of the Condemned scout’s destiny dice and place them in the available dice
up the play area, the specific forces each player warrior board. pool on the destiny board as indicated.
has access to, victory conditions, specific loca-
tion effects etc. 4 Final preparation: Gather the activation dice, 4 Final Preparation: Select all of the Prima
aa Each player prepares their faction following shuffle the deck of instinct cards and place them Matiera gems, shuffle the deck of event cards and
the steps below. within reach. place them within reach.

1 2 1 2

x11 x2

3 4 3 4

14 15
Fig.3
and fight troglodytes, hellhounds and demons. Choose to add a single instinct card to each of
R ules priority hierarchy their active warriors. Choose which of the two
aa Preparation phase of the infernal player effects enter play. The instinct card is placed
The infernal player selects which of their powers next to the selected warrior’s board with the
are triggered. chosen effect visible for the human player.

Claustrophobia 1643 contains game play where aa Threat phase of the infernal player aa the rolled value on the activation die is then
numerous effects due to cards, powers, abilities, The infernal player brings demons, hellhounds changed to that shown on the instinct card.
etc occur. As such it is possible that two rules can and troglodytes into play. That activation die is placed in the appropriate
seem to contradict each other. slot on the line of activation. (Fig.2),
When this occurs, the following priority hierarchy aa Activation phase of the infernal player
should be applied: The infernal warriors move and fight the human Fig.2
warriors.
1 scenario
contains an instinct icon, an instinct card can
2 tile be drawn from the instinct card deck into the
Preparation phase human players available instinct card hand.
3 Western warrior board of the human player The number of instinct cards that the human
player may have in their hand at any one time is
4 demon, hellhound and tough troglodyte The human player determines the statistics of limited to the amount of warriors that the human
board their Western warriors for the current turn using player starts the game with. If that number is
these steps: exceeded at any time, the human player must
board of destiny immediately discard down to match that number
1 Discards all instinct cards played during - the discarded cards are placed in the instinct
6 gift token the last turn. Place these cards in the instinct card discard pile and none of their effects can be
deck discard pile. next to the instinct card deck. used. The remaining hand of instinct cards can
7 equipment card Remove all previously allocated activation dice. OR be used during the next preparation phase of the
Remove the exhausted state tokens and any aa the effects as described on the card are ap- human player.
8 event card other invalid tokens. plied.
Gifts
9 instinct card 2 Roll as many activation dice as there are 4 Finally apply any further effects created by If an activation die is assigned to a line of acti-
active warriors. the activation dice’s final value to each of the vation that is not exhausted and contains a gift
rulebook rules. warriors. Some warriors can draw additional icon, that gift's effect is applied. Gift effects are
3 Select an activation die for each of their instinct cards and/or activate gifts, based upon described in more detail on page 24.
warriors and place it on the warrior’s board in that final die value.
the space indicated according to the result of The final placement of the activation die Healing
S equence of play that die roll. (Fig.1). determines the line of activation. The warrior’s The effects of certain cards can “heal” a pre-
statistics, available gifts and available instinct viously canceled line of activation. In this case,
Fig.1 cards are defined BY this line, this turn. the corresponding damage marker should be
removed by the human player. If the line that
Exhausted state has just been healed is the line designated by
Each game is divided into a series of turns. If a Western warrior's final activation die value the warrior’s activation die in the preparation
These turns are divided into 5 phases. Those assigns it in a line of activation that has been phase, then they are no longer considered to be
phases play in the following order: cancelled by a damage marker, that warrior exhausted and can act normally.
becomes exhausted for that turn. An “exhaust-
aa Preparation phase of the human player ed state” token is placed on that warrior’s board
The human player determines the statistics of and they are considered exhausted (Fig.3). Activation phase
their warriors. of the human player
Instinct
aa Activationphase of the human player If an activation die is assigned to a line Each human warrior can now perform any
The human warriors move, explore the tunnels of activation that is not exhausted and action. Each warrior is activated one warrior at

16 17
a time. Each warrior must complete their activa- Preparation phase aa If not fulfilled, the allocated dice of destiny Troglodytes
tion before the next warrior starts theirs. During of the infernal player remain in the preparation spaces.
their activation, a warrior can: Fulfilment may occur during the next prepara- 1 TP
aa move first, then perform an action (Fig.4), The infernal player selects which powers of tion phase with the allocation of further dice.
Fig.4 their board of destiny, which powers of their (Fig.7).
hellhounds and their demons are active this turn
by allocating the appropriate amount of dice of Fig.7
destiny on the boards.
These allocated dice of destiny are placed into Each troglodyte costs 1TP to bring into play.
the appropriate preparation spaces until the Troglodytes have the following statistics: 1 ,
conditions required to trigger the power have 1 ,3 et 1 .
been fulfilled. They are then moved to to the trig-
ger spaces and the power comes into effect. In Hellhound
order to do this, the infernal player carries out
OR the following steps: 3 TP
aa perform an action first, then move (Fig.5). 2
Fig.5 1 Discard all event cards played during the
last turn. Place these cards in the event deck
discard pile next to the event card deck. Collect
all of the dice of destiny located in the trigger
spaces. This forms the available dice pool. Dice A hellhound costs 3TP to bring into play.
of destiny located in the preparation spaces The infernal player has a maximum of 2 hell-
may also be added to the available dice pool. Event card hand size restriction hounds in any one game.
The number of event cards that the infernal Hellhounds have the following statistics:
2 Roll 3 dice of destiny from their available player may have in their hand at any one time 0 ,0 ,4 et 3 .
dice pool. The rolling of 3 dice is mandatory - is limited to 4. When a hellhound is brought into play, the
Both movement and perform an action are therefore dice of destiny from the preparation If that number is exceeded at any time, the infer- infernal player can use one of the die from their
optional. A warrior cannot begin to move, spaces MUST be used if not enough dice of des- nal player must immediately discard down to 4 available dice pool to immediately trigger their
perform an action, and then finish their tiny from the available dice pool are available. - the discarded cards are placed in the event power. The value of this dice of destiny is chosen
movement. card discard pile and none of their effects can by the infernal player and triggers that hell-
3 Allocate all of the rolled dice in whatever be used. hound’s power.
The different possible actions are: manner they like between the different preparation These cards can be used at the time indicated
aa enter combat spaces. These spaces can be empty or already in their description and must then be discarded. Demon
aa perform an action described in the scenario have dice on them during this distribution.
(denoted by the keyword action). 5 TP
aa Use any of their equipment (denoted by the 4 Check whether the active powers’ trigger Threat phase
keyword action). conditions have been fulfilled. of the infernal player
aa If fulfilled, move the dice of destiny in the
The rules for movement and combat are described preparation spaces into the trigger spaces. (Fig.6). Once the dice of destiny have been allocated
in detail on pages 20 and 21 respectively. Fig.6 and the powers triggered, the infernal play-
er can bring their demon warriors into play. In The infernal player can only bring into play
Exhausted warrior (with an exhausted state token) order to do this, they can spend as many TP as the demons specified by the scenario currently
Any warrior that has an “exhausted state” token they choose from their threat point storage zone being played.
on their board has the following statistics until taking into account the cost of each warrior and The statistics, talents, abilities and powers of
the next preparation phase: 0 ,0 ,3 . their associated restrictions. these demons are described on their boards.
In addition, they can no longer use any talents
and do not draw an instinct card. They do not In most scenarios, the infernal player has a Important: the infernal player can trigger
benefit from any of the advantages linked to demon warrior reserve pool consisting of 11 the power of the demon during its prepara-
their equipment cards unless otherwise indicat- 2 troglodytes, 2 hellhounds and at least 1 demon, tion phase even if its miniature is not yet in
ed on the card. However, they can benefit from from which they take the miniatures to bring play!
any eventual bonuses to their statistics. into play.

18 19
Fig.9 Fig.10
The infernal player chooses the tile or tiles on
which their warriors are brought into play, tak- M ovement
ing into consideration any tile occupation limits 1
(see Movement: Tile occupation rule below), and
the following two restrictions:
aa Tile with an opening
The tile must have at least one unexplored Movement is always optional. A warrior moves
opening. An opening is considered “unexplored” by leaving a tile by an opening. They can move as
when it does not lead to another tile. many times as they wish within the limit of their 2
aa Empty tile value. Leaving a tile costs 1 .
The tile must not contain any enemy warriors.
Some tiles have an effect that has unfortunate After the Condemned Scout moves, the Redee-
Warriors that are brought into play during the consequences for the warriors. The trigger con- mer cannot leave the tile anymore because of
threat phase can act normally during the follow- ditions of each tile’s effects are described on inferior numbers.
ing activation phase. pages 25 and 26.
Exploration
Adjacent tiles The infernal warriors cannot explore an unex-
Activation phase Tiles are considered adjacent if they are in edge plored opening.
of the infernal player to edge contact and an “opening” connects During their movement, each human warrior can
them directly to each other. leave a tile to explore an unexplored opening to
Each infernal warrior on a tile can be activated. reveal a new tile. This is called exploration. An
Each warrior is activated one warrior at a time. Restrictions opening is unexplored if it does not lead imme-
Each warrior must have finished their activation There are two restrictions to take into account diately to another tile. The player carries out the
before the next warrior can be activated. during movement: following steps:
During their activation, a warrior can:
aa Tile occupation rule: to move onto a tile, the 1 They place their warrior on the opening C ombat
aa move first, then perform an action, player controlling the warrior who moves must they wish to explore.
OR check that the destination tile can accommo-
aa perform an action first, then move. date them. A tile cannot accommodate more 2 The infernal player takes the first tile from
warriors of each faction than is given by the tile the pile and places it in contact with the opening
Both movement and perform an action are occupation limit. The tile occupation limit is indi- to be explored, any way they like, as long as the A warrior can attack an enemy warrior who is
optional. A warrior cannot begin to move, cated on each tile (Fig.8). new tile is accessible to the warrior exploring it on the same tile as themselves.
perform an action, and then finish their Fig.8
(Fig.10).
movement. When a warrior attacks, the player who controls
3 The human player then moves their warrior them carries out the following steps:
The different possible actions are: onto the new tile.
aa enter combat 1 They must choose which of the enemies on
aa perform an action described in the scenario. 4 Any effects the tile generates are triggered the same tile they are going to target. A target
(denoted by the keyword action). (description of the tiles pages 25 et 26). can be a human warrior, a demon, a hellhound,
a special troglodyte or all of the troglodytes
The human warrior may continue to move present on the same tile.
or explore additional tiles if they still have any
remaining points. 2 The player rolls a number of combat dice
equal to the warrior’s combat points . Each
Dead ends die with a value higher than or equal to the
If, after exploring an opening, the play area is left selected target’s defense points is counted
aa Blocking rule: a warrior can only leave a tile with no more unexplored openings, the last tile as a hit. A result on a combat die is always
containing enemy units if there are at least as to have been placed is discarded by the infernal counted as a hit.
many warriors from their faction as there are player and a new tile is drawn and so-on until a
enemies (Fig.9). tile with an unexplored opening appears. 3 The player that controls the warrior or war-
riors that have been hit must then allocate the hits.

20 21
Allocation of hits on the troglodytes line is then considered canceled. Once all 6 lines Elusive
A single hit is enough to kill a troglodyte as they of activation of a Western warrior have been T alents A warrior with this talent can move
only have 1 . The miniature is removed from canceled, they are killed, and their miniature is without taking into account the number
the play area and returned to the demon warrior immediately removed from the game (Fig.12). of enemy warriors. They are therefore
reserve pool. If several hits are successful, any Fig.12 not affected by the blocking rule.
additional hit is transferred to the next remaining If a warrior with elusive is on the same
troglodyte on the same tile. Each successful hit Some warriors have talents which give them tile as one or more enemies with impres-
kills one troglodyte. (Fig.11). extra abilities during the game. A Western sive, the two talents cancel each other
Fig.11 warrior cannot use any talent while they are out and the normal blocking rule applies
considered to be exhausted. to all.
A warrior cannot combine the effects of a single
talent. The use of each talent is described below. Frenzied
A warrior with this talent can re-roll
each combat die once if it did not pro-
Blessed duce a hit the first time during step 2 of
The warrior with this talent can, during a combat.
the preparation phase after the acti-
vation dice have been assigned, bless Impressive
another warrior of their choice. A warrior with this talent can prevent
The demon attacks their enemy. A warrior cannot be blessed and at the one or more enemies from leaving the
They have a of 4 so the Infernal same time receive an instinct card (faith tile that they are currently on.
player rolls 4 combat dice. They and animal instinct do not mix well). The If a warrior with elusive is on the same
The Redeemer has a of 3 this turn. He is obtain 1,2,4 and 5, which scores blessed warrior gains either a bonus of tile as one or more enemies with impres-
hunting troglodyte - he rolls 3 combat dice - a two successful hits as the Rede- +1 or +2 until the end of the fol- sive, the two talents cancel each other
2, 3, and . He scores 2 successful hits and meer has a of 4. The Human lowing activation phase. Furthermore, if out and the normal blocking rule applies
kills 2 troglodytes as troglodytes have a of 3. player chooses to place the damage the line of activation that the warrior to all.
markers on lines 4 and 6 of the was using is canceled, it is immediately
Allocation of hits on a hellhound Redeemer's lines of activation. healed. Ranged combat
The infernal player places a damage marker for Place the blessing token, showing the A warrior with this talent can attack an
each successful hit on the corresponding hell- Important: if the selected canceled line of acti- appropriate side, on the blessed war- enemy warrior on the same tile or on an
hound’s board. As soon as that damage equals or vation corresponds to the activation die, that rior’s board. adjacent tile.
becomes greater than its , the hellhound is warrior is not considered “exhausted”. A Western This talent can only be used once per
killed, and the miniature is not returned to the warrior becomes “exhausted” ONLY when they scenario. Discard the blessing token at Resistant
demon warrior reserve pool but instead perma- receive an activation die that matches a previ- the end of the activation phase of the A warrior with this talent ignores the
nently removed from the game. ously canceled line during the preparation phase. warrior. first hit they suffer in each activation
phase.
Allocation of hits on a demon Bodyguard
The infernal player places a damage marker for During an attack a warrior with this
each successful hit on the corresponding demon’s E quipment talent can choose to suffer a number
board. As soon as that damage equals or becomes of hits allocated to an allied warrior in
greater than its , the demon is killed, and the combat, on the same tile.
miniature is removed from the game and placed
back into the demon warrior reserve pool. The sec- Devoted
ond time the demon is killed, the miniature is not Some human warriors can benefit from equip- A warrior with this talent can use certain
placed into the demon warrior reserve pool but is ment that increases their statistics or gives them gifts (scenario dictated) associated to
permanently removed from the game. special abilities. The conditions for obtaining certain lines of activation of their board.
these equipment cards are described in each If the die chosen for this warrior corre-
Allocation of hits on a Western warrior scenario. Warriors cannot exchange this equip- sponds to the line of activation of one of
Each successful hit requires the human player to ment, drop it, pick it up, or destroy it. Equipment their gifts, it can be used.
select a line of activation. They then place a dam- is removed from the game when the owner is
age marker in the corresponding space and that either killed or leaves the game.

22 23
Devouring pit
G ifts T iles For every warrior on this tile at the start
of their preparation phase, the con-
During their next preparation phase, the human trolling player rolls a combat die. If the
player rolls 2 additional activation dice. These resulting value is equal or higher than 4,
additional dice are then placed on the recipient’s that warrior suffers a hit.
The devoted talent allows the warrior who has board to indicate receipt of the gift. The tile occupation limit is given on each tile as
it to use gifts. Which gifts are available to the well as a number to facilitate game setup. Some Flooded tunnel
owner of the talent are scenario dictated. For tiles carry special rules that are indicated by When a warrior enters this tile, they
each of the indicated gifts, the player places an icon. These special rules may produce limit- must immediately end their movement
the corresponding token on the warrior’s board ed-use effects. When this is the case, a resolved (even if their point resource is not
during setup. Each gift is associated with a die The effect of this gift starts at the end of the effect token is placed on the icon after resolu- fully used up).
value. The gift is activated if the warrior receives preparation phase of the human player. tion to signify that the effect has already been Leaving this tile will cost a warrior their
an activation die of the same value and they are The warrior with this gift can immediately heal applied and can no longer be used. full point resource.
not exhausted. the line of activation of their choice of an allied
warrior on the same tile as them. Remove the Alarm Fog
corresponding damage marker. This effect is only triggered the first time Any warrior on this tile has a of 6.
a human warrior enters the tile. During
the next threat phase, the infernal play- Healing fountain
er rolls one additional die of destiny. The When this tile is placed in the game,
After having rolled the dice during a combat, the infernal player places a die of destiny on two miraculous water tokens are placed
warrior with this gift strikes a hit for all result At the end of the human player’s preparation the alarm tile dice space on the board of on it. At the start of one of their prepa-
higher or equal to 2 irrespective of the phase, they place the prescience token on the destiny. After resolution of the effect, the ration phases (before rolling the dice)
of their target. pile of tiles. player places a triggered effect token on the human player can discard one of
This gift has no effect if the warrior uses a gre- The effect of this gift starts during the first explo- the tile’s icon. these tokens to heal a line of activation
nade or a blunderbuss. ration carried out during the following activation of their choice from a warrior on this tile.
phase. Booby-trapped tunnel The corresponding damage marker is
The human player secretly chooses the tile that This effect is only triggered the first time removed from the warrior’s board. This
is to be placed from the next 3 of the pile. Fur- a human warrior enters this tile. The healing effect can be carried out twice.
thermore, they choose the orientation of this tile. infernal player rolls a die. If the result
The effect of this aura starts at the end of the They must however make sure that the chosen is 3 or more, the human warrior suffers Hole in the ground
preparation phase of the human player. tile is accessible to the warrior who is exploring. a hit. After resolution of the effect, the When this tile is played, the infernal
All allied warriors gain +1 until the beginning The other 2 tiles are replaced on top of the pile player places a triggered effect token on player must place a hole in the ground
of the preparation phase of the human player. in the order the player chooses. the tile’s icon. token on another tile already in play.
Mark the warriors by using an anger token. The human player removes the token from the The troglodytes consider all the tiles
pile after the gift has been used. Carnivorous tunnel with a hole in the ground token and all
Each time a warrior on this tile is hit the hole in the ground tiles as adjacent
during a combat, the effects of that hit and can move between them. Moreover,
are doubled. When a troglodyte is hit the blocking rule and the impressive tal-
The effect of this aura starts at the end of the on this tile, two troglodytes are killed ent are ignored if a troglodyte moves
preparation phase of the human player. At the end of the human player’s preparation instead of one. between tiles using a hole in the ground.
Choose another allied warrior. They gain +1 phase, the warrior with this gift can strike a hit
, +1 and +1 until the beginning of the next on a warrior of their choice on the same tile. Demonic well Lair
human player’s preparation phase. The human player then rolls a combat die. If the The infernal player can always bring The infernal player can always bring
Mark the chosen warrior’s board using a cour- result is more than or equal to 4, the holder of into play a demon or a hellhound on into play a troglodyte on this tile. They
age token. the gift also suffers a hit. This gift can be used this tile. They do not need to take into do not need to take into account the
twice per human player’s preparation phase. account the restrictions concerning a restrictions concerning a tile with an
tile with an opening or an empty tile. opening or an empty tile.
If they do so, the cost of the demon is
reduced by 1 TP.

24 25
Luminescent mushrooms Faction: p.6, 12, 14, 20.
The of any warrior on this tile can Force: p.6, 7, 8, 9, 10, 14. C redits
never be higher than 3. Gift: p.7, 12, 14, 16, 17, 23, 24.
Hand size restriction: p.17, 19.
Sanctuary Healing: p.17, 25.
The human player rolls a die for each of Hellhound: p.8, 10, 12, 15, 16, 18, 19, 21, 22, 25.
the infernal warriors who enters this tile. Hit: p.7, 8, 10, 21, 22, 23, 24, 25, 26. Game Designer: CROC with the participation of Laurent Pouchain.
If the resulting value is equal or higher Life point: p.8, 9, 10.
than 5, that warrior suffers a hit. Line of activation: p.7, 13, 17, 22, 23, 24, 25. Character and Cover Ar twork: Pascal Quidault.
Movement: p.7, 8, 9, 10, 18, 20, 21, 25.
Stash Occupation limit: p.12, 20, 25. Tile Ar twork: David Demaret.
The effects of this tile are scenario Phase:
dependent. After resolution of the aa Phase of activation: p.16, 17, 20, 23, 24. Equipment Ar twork: Milan Nikolic.
effect, the player places a triggered aa Phase of preparation: p.11, 16, 17, 18, 19,
effect token on the tile’s icon. If nothing 22, 23, 24, 25. Sculptors: Gautier Giroud, Martin Lavat, Stéphane Simon &
is specified in the special rules of the aa Threat phase: p.11, 16, 19, 20, 25. Stéphane Nguyen.
scenario, the tile has no effect. Player:
aa Human player: p.6, 7, 12, 13, 14, 16, 17, 21, Graphic Design: Loïg Hascoët & Vincent Jamgotchian.
Tomb 22, 24, 25, 26.
This effect is only triggered the first time aa Infernal player: p.6, 8, 10, 11, 12, 13, 15, 16, Scenario Writers: CROC, Guillaume Gigleux, Philippe Masson,
a human warrior enters this tile. The 18, 19, 20, 21, 22, 25. Philippe Villé & Thierry Vareillaud.
human player draws an instinct card. Power: p.8, 10, 11, 12, 13, 16, 18, 19.
After resolving the effect of the tile, the Prima Matiera gems: p.12, 15. Translators: Rebecca Sevoz & Bart Hulley.
player places a resolved effect token on Reserve pool:
the tile’s icon. aa Available dice pool: p.10, 18, 19. Introduction: Thomas Hervet.
aa Demon warrior reserve pool: p.19, 22.
Space: Publisher: David Bertolo.
aa Preparation space: p.8, 10, 18, 19.
Index aa Trigger space: p.8, 10, 11, 18.
Statistic: p.7, 8, 9, 10, 16, 17, 18, 19, 22.
Rules: Erwan Hascoët, Tony Berart & David Bertolo.

Talent: p.7, 8, 9, 11, 18, 19, 23, 24, 25. Proofreaders: Tony Berart, David Bertolo, Laurent Pouchain,
Target: p.8, 10, 21, 24. Sylvain Thomas, Matt John, Barry Doublet, Tracey Fraser-
Threat point (TP): p.10, 11, 12, 19, 25. Elliott & Chaz Elliott. Many thanks to the members of the www.
Ability: p.8, 16, 19, 22, 23. Threat point storage zone: p.10, 19. the-overlord.com community for their feedback!
Action: p.18, 20. Tiles:
Blocking: p.20, 23. aa Adjacent tile: p.20, 23. Production Manager: Tracey Fraser-Elliott.
Board of destiny: p.10, 11, 13, 15, 16, 18, 25. aa Empty tile: p.11, 20, 25.
Cards: aa Tile with an opening: p.11, 20, 25. Testers: David Bertolo, Tony Berart, Yohann Hériot & Manu
aa Equipment card: p.13, 14, 16, 18, 22. To kill: p.22. Crochet.
aa Event card: p.11, 13, 15, 16, 18, 19. Troglodyte: p.8, 9, 10, 11, 16, 19, 22, 25.
aa Instinct card: p.7, 13, 14, 16, 17, 18, 23, 26. Warrior: Thanks to Asmodee, Geoffrey Picard, Marc Mathaly and the
Combat: p.7, 8, 9, 10, 12, 18, 20, 21, 23, 24, 25. aa Allied warrior: p.6, 23, 24. teams that worked on the previous version of the game.
Conditions: p.8, 10, 11, 13, 14, 18, 20, 22. aa Demon warrior: p.6, 8, 9, 10, 19, 22.
Defense: p.7, 8, 9, 10, 21. aa Enemy warrior: p.6, 20, 21, 23.
Demon: p.8, 15, 16, 19, 21, 22, 25. aa Human warrior: p.6, 16, 17, 21, 22, 25, 26.
Dice: aa Infernal warrior: p.6, 16, 20, 21, 26.
aa Activation dice: p.7, 12, 14, 16, 17, 22, 23, 24. aa Western warrior: p.6, 7, 8, 10, 12, 13, 16, 17,
aa Combat dice: p.7, 12, 21, 23, 24, 25. 22, 23.
aa Dice of destiny: p.8, 10, 11, 12, 15, 18, 19, 25. Warrior board: p.6, 7, 12, 14, 16.
Exhausted: p.12, 16, 17, 18, 22, 23, 24.
Exploration: p.21, 24.

26

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