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Acolyte

Faith
Faith cards power the Acolytes abilities. When an ability that needs Faith is played, simply add up all the Faith present (including items, innate abilities, and those drawn from Pray cards) and use this
as the power of the spell. Faith cards can be played for any reason, and need not effect anything to be played (though Threat and AP penalties apply).

Pray

Shuffle discard pile and draw 3 cards. All Faith cards drawn are
placed on this card.
This Reaction card allows the Acolyte to shuffle the discard pile and
draw three cards. Any Faith cards which are drawn are placed on this
card. Any non-Faith cards drawn are returned to the discard pile.

Attend the Weak

Faith, Heal. Restores 2 Vitality x Faith on 1 Target.


Adds 3 Threat.
This Action card allows the Acolyte to restore Vitality equal to the
Faith spent x2 to a single target (which may be the Acolyte) within 5
squares. Note that this ability increases the Acolytes Threat by 3.
This card also supplies a Faith.

Hand of the Father

Faith, Heal. Restores 3 Vitality and +1


to a Hero. 1 Hero per
Faith. Adds 4 Threat.
This Action card allows the Acolyte to restore +3 Vitality to multiple
Heroes on this Realm Tile. In addition, Heroes healed by Hand of the
to their Dice Pool this Hero Cycle. The amount
Father receive +1
of Faith the Acolyte generates affects the number of Heroes Hand of
the Father can affect. A minimum of 1 Hero will always be affected
because of the Acolytes base Faith of 1. Regardless of the amount of
Faith, each Hero may only be affected once. Note that this ability
increases the Acolytes Threat by 4.

Armor of Faith

Faith. Increase enemy attacks by +1TN per Faith.


This Reaction card causes all Enemies on the Realm Tile to add +1 to
their TN to hit the Heroes for every Faith the Acolyte spends.
This card also supplies a Faith.

Last Rites

Holy. Targets are hit with Holy power. Range extends out in a cross,
1 square per Faith. Nullifies Resurrect.
This Action card allows the Acolyte to select a target square within 4
squares of the Acolyte playing this card. Following the template seen
on this card, additional squares are targeted based on the number of
Faith calculated, radiating out clockwise in a cross pattern. Continue
defining which squares are hit until the number of squares (excluding
the initial center square) equals the number of Faith generated. All
targets who fall under the template suffer a single damage. If the
target has the Resurrect ability, they do not make a Resurrect roll. Last Rites benefits greatly from
standing still but CAN be cast with an Aggressive Move such as Hustle. This can greatly increase
the range of this spell at the cost of it hitting fewer targets.

Angelic Word

Holy. Damages 1 Target. Faith adds +1


to hit. Nullifies
Resurrect.
This Action card allows the Acolyte to target a single enemy within
3 squares and cause 2 damage. For every Faith generated, roll an
when rolling to hit. This ability can be played while
additional 1
moving, but grants extra damage if the Acolyte stands still. If the
target has the Resurrect ability, they do not make a Resurrect roll.

This card also supplies a Faith.

Feet of the Saints

Faith. Reduces AP usage of all Heroes attack Actions by -1AP.


This Reaction card allows the Acolyte to reduce the AP by -1 for all
Heroes when they make an attack Action for this Hero Cycle.

Consuming Fire

This card also supplies a Faith.

Fire. Creates a pillar of fire dealing damage to 1 target causing fire


DoT. Fire DoT: 1 Damage per refresh Phase per Faith.
This Action card allows the Acolyte to cause 1 damage to a single
target within 3 squares. This ability also causes 1 damage in the
Refresh Phase. How many Refresh Phases this DoT lasts has to do
with how much extra Faith was generated. For every Faith over 1,
the DoT lasts another round. Like most Acolyte spells, this ability
benefits greatly from standing still when it is cast.

Blessings of the Dawn

Righteous Fury

Faith. Adds +1
for attack Actions per Faith.
This Reaction card allows the Acolyte to cause all other Heroes on
for each Faith generated this Hero Cycle.
the Realm Tile to gain 1
Heros gain this bonus when making attack Actions only.

This card also supplies a Faith.

Faith. Hero attack Actions do +1 Damage. 1 Hero per Faith.


This Reaction card allows the Acolyte to increase the damage of a
Hero (or Heroes). For every Faith generated, 1 Hero within 4 squares
of the Acolyte adds +1 damage to their attacks for the remainder of
this Hero Cycle.
This card also supplies a Faith.

v1.3.2

Smite

(Optional: Guided by the Light.)


Deals damage to 1 Target within weapon range. Smite becomes an
Interrupt card if played after Guided by the Light.
This Action/Reaction card allows the Acolyte to damage 1 target
within weapon range. Smite can also be played after Guided by the
Light as an Interrupt. This ability can be played after an Aggressive
Move, but is not as accurate as when the Acolyte remains stationary.

Sprint

(+3) Move.
This Action card increases the number of squares a Hero can move
by +3. If this ability is used the Hero is considered to be Aggressively
Moving.

This ability uses the Acolytes weapon only.

Guardian Angel

Faith. Forces all successful enemy attacks on 1 Target in Hero


Cycle to be rerolled. Adds 2 threat.
This Interrupt card allows the Acolyte to select a single Hero. All
attacks made by the enemy against this Hero must be rerolled if they
are successful for the remainder of the Hero Cycle. (The results of the
second roll made by each enemy must be kept.)

Hustle

(+2) Move.
This Action/Reaction card increases the number of squares a Hero
can move by +2. If this ability is used the Hero is considered to be
Aggressively Moving.

This card also supplies a Faith.

Soothe Wounds

Chant of the Morning

Blood of an Overcomer

Dirge of Twilight

Heal. Restores 2 Vitality to target. Adds 2 Threat.


This Interrupt card allows the Acolyte to heal +2 Vitality on a single
target within 2 squares. This ability increases the Acolytes Threat +2.
This healing Interrupt card is very valuable as it allows the Acolyte to
heal during the Darkness Cycle.

Faith. Heal. Clears all Status Effects. Adds 1Threat.


This Reaction card allows the Acolyte to clear all Status Effects within
3 squares of the Acolyte. The number of Heroes this ability affects is
based on whether or not the Acolyte moves, and how far. This ability
increases the Acolytes Threat by +1.
This card also supplies a Faith.

Intercession

Faith. Provides +1
bonus to 1 Hero performing non-combat
actions.
This Action/Reaction card allows the Acolyte to select a Hero within
to all non-combat actions this
5 squares. That Hero gains +1
Hero Cycle.

Faith, Heal. Clears all status effects on 1 Hero. +1 Hero per Faith.
Adds 3 Threat.
This Reaction card allows the Acolyte to clear all Status Effects from
a single Hero on the same Realm Tile. An additional Hero per Faith
generated also clears Status Effects. This ability also increases the
Acolytes Threat by +3.

Deals damage to 1 Target within Weapon Range. Stuns Captains 1


Activation.
This Action card allows the Acolyte to make an attack against 1 target
within weapon range, causing 2 damage. The Acolyte also gains
based on whether or not he moves. If this attack is
additional
made against a Captain and the Captain survives, the Captain also
gains the Stunned Status Effect (They may not activate during their
next Activation.)

Guided by the Light

1 Attack on 1 Target within Weapon Range.


This Interrupt card allows the Acolyte to attack 1 target. This ability
and +1
when rolling
also grants the Acolyte an additional +1
the attack.

This card also supplies a Faith.

Stand Fast

Faith. Grants all Heroes -1TN to Courage tests and +1


to Hero
attack Actions
This Reaction card allows the Acolyte to grant all Heroes on the same
when making attack Actions, as well as -1TN on
Realm Tile +1
all Courage tests this Hero Cycle.

This card also supplies a Faith.

v1.3.2

Apprentice
Ongoing
Cards labeled as Ongoing stay out in the Refresh Phase. They are not cycled to the discard pile until they are cleared by the Apprentice. Ongoing cards can be played the same round they are cleared, and
need not effect anything to be played (though Threat and AP penalties apply). When Ongoing effects are cleared the Action Spaces they occupied are not available for use until the next Hero Cycle.

Arcane Lance

Arcane. Blasts 1 Target with 1 attack


This Action card allows the Apprentice to cause 2 damage to a single
target within 4 squares. The Apprentices accuracy improves if he does
not move.

Blood of Gaia

Fire. Molten rock erupts from the tile of the target and flows in a
1/3 cone hitting all targets.
This Action card allows the Apprentice to target a square up to 3
squares away. Then, a strip of 3 squares adjacent to the target square
is also affected. Each enemy model or lair under the targeted area
suffers 1 damage. (A Captain or larger model inhabiting multiple
squares does not suffer the attack multiple times.) The cone direction
can be positioned however the Apprentice chooses.
Heroes caught in the targeted area are damaged by this attack.

Winters Bite

Ice. 1 attack on 1 target. Target is stunned 1 Hero cycle.


This Interrupt card allows the Apprentice to attack a single enemy
within 2 squares, causing 1 damage. The effected target may not
activate until the end of the current Hero Cycle.

Heros Edge

Ongoing. Enhances 1 Hero for 1 Hero Cycle. Can be transferred


to attack
to another Hero in the next Hero Cycle. Grants +1
Actions, +1 .
and +1
This Reaction card allows the Apprentice to grant +1
to any Hero, including the Apprentice, for attack Actions only. As
long as this ability remains in play, the Apprentice may move this
ability to a new Hero in the Cleanup Step of the Refresh Phase.

Reservoir of the Ancients

a b

Ongoing. Grants +2
, +2
for all ARCANE attacks.
and +2
This Reaction card allows the Apprentice to gain +2
for every Arcane attack.

Fingers of Ia

Air. Attacks 1 target, then jumps 2 squares away hitting up 1 target


per Ongoing effect cleared.
This Action card allows the Apprentice to target a single enemy up
to 3 squares away, inflicting 1 damage. Then, the Apprentice may
clear Ongoing effects off of their Hero Board. For every Ongoing
effect cleared, the attack jumps to the next closest target (up to 2
squares away from the last target) and causes 1 damage to each target
effected. Fingers of Ia always hits new targets first before jumping to
previously hit targerts.
Ongoing effects cleared in this way do not free up Action Spaces.

Glaciers Grip

Ice. Covers a 3x3 area in ice. Double MP cost and -2TN for Hero
ranged attacks on targets caught.
This Reaction card allows the Apprentice to place the Glaciers Grip
token on any square up to 4 squares away. All eight adjacent squares
are caught under the spells effect. Models moving through the
targeted area require an extra movement point to move 1 square. In
addition, enemies affected by Glaciers Grip are easier for Heroes to
hit (-2TN) with ranged attacks.
Heroes caught in the spell are affected by Glaciers Grip.

Research

Ongoing. Allows Heroes to reroll any 1


per Hero Cycle.
This Reaction card allows Heroes, including the Apprentice, within 3
once per Hero Cycle.
squares, to reroll any 1

The Mountain Crumbles

Earth. Creates a 2 square Earth wave that crushes all targets.


Causes prone on Captains.
This Action card allows the Apprentice to target a square within 3
squares and to hit that square and an adjacent square. All enemies
under the two target squares suffer 1 damage, and any Captains hit
by this spell have the Prone Status Effect placed on them.
Heroes caught in the spell are affected by The Mountain Crumbles.

Sphere of Deflection

Ongoing. All Heroes in range gain +2TN against all Ranged attacks.
This Reaction card allows the Apprentice to affect Heroes, including
the Apprentice, within a 2 square range. Heroes within this range
gain a +2TN to defensive rolls versus ranged attacks against them.
Heroes retain this bonus as long as they remain within 2 squares of
the Apprentice.

v1.3.2

Aura of the Elements

Breath of Heroes

Attack

Blink

Illuminate

Sprint

Chaotic Overflow

Hustle

Ongoing. Absorb first point of damage done to this Apprentice per


Hero Cycle.
This Reaction card allows the Apprentice to ignore the first point of
damage done to him each Hero Cycle. This effect lasts until cleared
by the Apprentice.

Arcane. 1 Attack on 1 Target.


This Action card allows the Apprentice to cause 1 damage at the
range of the Apprentices weapon. However, because this attack is also
Arcane, it benefits from abilities that boost Arcane attacks.

Ongoing. Casts light on a tile. Instinct Monsters suffer +1TN to


attacks.
This Reaction card allows the Apprentice to affect whatever Realm
Tile the Apprentice is in. Instinct enemies suffer +1 to their TN when
attacking Heroes in that Realm tile.

Arcane. 1 damage per Ongoing effect cleared. Can be combined into 1


massive attack on 1 target or split into multiple single-target attacks.
This Action card allows the Apprentice to cause damage equal to the
number of Ongoing effect cards that this Apprentice clears from his
Hero Board. The spell can either split damage among several targets
within 4 squares, or the Apprentice can combine all of the damage
onto a single target within 4 squares. This spell can also only be cast
if the Apprentice is stationary which automatically provides an extra
+2 .

Heroes in range pass all Courage tests for 1 Hero Cycle.


This Reaction card allows the Apprentice to cause all Heroes within
4 squares to automatically pass all Courage tests for the remainder of
the current Hero Cycle.

Teleports 3 Squares. Not considered a Move.


This Reaction card allows the Apprentice to move up to 3 squares
away, regardless of enemy models in the way. Because this is not
considered a Move it does not count as an Aggressive Move.
Essentially, by itself, this card counts as remaining stationary for the
purpose of using additional abilities.

(+3) Move.
This Action card increases the number of squares a Hero can move
by +3. If this ability is used the Hero is considered to be Aggressively
Moving.

(+2) Move.
This Action/Reaction card increases the number of squares a Hero
can move by +2. If this ability is used the Hero is considered to be
Aggressively Moving.

Meditate

Riftwalk

Heals Vitality on this Apprentice and reduces Threat equal to


Ongoing effects. Clears all Ongoing effects.
This Reaction card allows the Apprentice to clear all Ongoing effects
on their Hero Board. The Apprentice then heals Vitality and reduces
the Threat on his Hero Board equal to the number of Ongoing cards
cleared.

Teleports 2 Squares. Not considered a Move.


This Interrupt card allows the Apprentice to move up to 2 squares.
Riftwalk is very useful for escaping enemy attacks.

Arcane Sigil

Life Sieve

Removes Curse from 1 Hero.


This Reaction card allows the Apprentice to remove the Status Effect
Curse from a single Hero on the same Realm Tile as the Apprentice.

Arcane, Ongoing, Requires Leech. Dot: Steals Vitality per Refresh


Phase. When target dies, Life Sieve is clear.
This Reaction card can be played by the Apprentice after Leech as
been played. After Life Sieve is played the target of the Leech suffers
an additional point of damage during each Refresh phase until they
die. When the target dies, this Ongoing spell is cleared.

Leech

Diminish

Arcane. Steals 2 Vitality from 1 Target.


This Action/Reaction card allows the Apprentice to target a single
enemy in an adjacent square causing them to suffer up to 2 damage.
The Apprentice then gains Vitality equal to the damage caused. If the
target only has 1 Vitality, only 1 is healed.

May choose to remove Ongoing spell effect. Threat reduced by 2


per Ongoing spells removed.
This Interrupt card allows the Apprentice to clear any number of
Ongoing spell effects from their Hero Board. Every Ongoing effect
cleared this way reduces the Apprentices Threat by -2.

v1.3.2

Archer
Optional
This term means that the ability may be used in conjunction with the ability (or status) listed. The Optional card must be in play before the current ability is used. Often it means the ability is getting
some sort of bonus and/or gets to carry the Combo bonus through from the previous card to the next.

Arrow

Ammo. Play Arrow in an Action Space. In the Hero Deck phase, it


moves into the Quiver.
This Reaction card allows the Archer to play Arrows into Action
Spaces. At the end of the turn (during the Hero Deck Phase), all
Arrows are moved into the Quiver, where they stay until they are
used.

Through a Needles Eye

Requires: Ammo. 1 Attack on 1 Target using weapon range that


ignores Armor (-2TN)
This Action card allows the Archer to discard a single ammo card to
make an attack at the range of the weapon. It causes 1 damage, and
also if the target has armor the TN is reduced by -2. If a target is not
Armored the -2 is not applied to the attack roll.

To the Knee

(Optional - Ammo) Target is Prone. Effects Captains and Minions.


This Interrupt card allows the Archer to attack any enemy in range
giving them the Prone Status Effect. This cancels that enemys
movement and Action this Darkness Cycle. If the Archer chooses to
attack without using Ammo she can use her base dice pool, (1
and 1 ) plus any buffs currently affecting her, instead any weapon
bonuses, to make an attack.

Orions Tears

Requires Ammo. Fires volley at targets in weapon range. 1 enemy


per Ammo card.
This Action card allows the Archer to discard any number of Ammo
cards from her quiver to make an attack. The attack can be split or
combined in any way the Archer chooses. The Archer gains bonus
based on whether or not she moved this Hero Cycle.

Circumvent

(Optional - Ammo) Strike target before attack then disengage 2


Squares. Not considered a Move. Attack misses.
This Interrupt card allows the Archer to cancel an attack, make an
attack against the attacking enemy, and then move 2 squares for
free. The attack that the Archer makes doesnt require Ammo. If the
Archer chooses to attack without using Ammo she can use her base
and 1 ) plus any buffs currently affecting her,
dice pool, (1
instead any weapon bonuses, to make an attack.

Kharons Payment

Requires: Ammo. Fires 1 Attack into a critical location.


This Action card allows the Archer to cause 3 damage against a single
based on whether or not she
target. The Archer gains bonus
moved this Hero Cycle.

Wayfarers Ruse

Fools Errand

Retrieve

Tumble

Requires: Ammo. Fires 1 attack at 1 target after receiving an


attack. Ammo can be played from the quiver or an Action space.
This Interrupt card allows the Archer to retaliate when attacked. The
Archer receives the attack first, (and any damage done) and then
makes an attack against a target of her choice. The Ammo spent for
Wayfarers Ruse can be played directly from an Action Space instead of
the quiver.

Search the Archers discard pile. Pull out 1 Ammo card and place
it in the quiver.
This Action/Reaction card allows the Archer to move an Ammo
card from the Discard pile back to the quiver. While pulling Ammo
from the Discard Pile requires AP, it allows the Archer a guaranteed
method for keeping her quiver loaded.

Requires: Ammo. Fires 1 attack, drawing enemies to the targeted


location. Location is considered Threat 5. Darkness Meter is
reduced by -2.
This Reaction card allows the Archer to target any single empty
square on your Realm Tile. (Place the Fools Errand token on the tile).
This ability automatically reduces the Darkness Meter by -2. When
enemies activate during the Darkness Cycle they move toward the
Fools Errand token as though it were a Hero with Threat 5.

(Optional - Ammo) Vaults 3 squares and attacks 1 target.


+1Damage if Adjacent. Not Considered a Move.
This Reaction card allows the Archer to move 3 squares for free and
then make an attack. If the desired target is at range the Archer must
spend an Ammo card to perform the attack. If the target is adjacent
after the move the Archer adds +1 damage to her attack. The attack
does not require ammo and can be made with her base dice pool.
This card can be used for just the movement component, if there is
nothing to attack.

v1.3.2

Gift of the Underworld

Hustle

Now You See Me

Scavenge

Vision of the Mark

Pincushion

Requires Ammo. 1 Attack on 1 Target. Does 1 Damage, and causes


Bleeding DoT. Bleeding DoT. 1 Damage per Hero Cycle.
This Action card allows the Archer to inflict 1 damage when she
successfully hits a target. In addition, this attack does 1 damage during
the Refresh phase. The duration of this ability can be increased,
depending on how little the Archer moved during the Hero Cycle.

1 Incoming attack is dodged.


This Interrupt card ignores 1 attack from an enemy causing zero
damage to the Hero.

May be played before any attack Action using Ammo.


, and
This Reaction card allows the Archer to gain +1 damage, +1
to an attack Action which uses Ammo. This ability must be
+1
played directly before an attack Action that uses Ammo.

Search the Archers discard pile, pull out 2 Ammo cards if grouped
and place it in the quiver.
This Action card allows the Archer to pull 2 adjacent Ammo cards
from the Discard pile. You cannot use this ability to pull a single
Ammo card out of the Discard pile.

(Optional - Circumvent) If Archer is adjacent to a Minion can use


the Minion to absorb 1 Darkness Cycle worth of ranged attacks. If
Hit, Minion Dies.
This Interrupt card allows the Archer to deflect all ranged attacks
made against the Archer to an adjacent Minion of the Archers
choice. No ranged attacks hit the Archer. If the Minion gets hit by at
least 1 attack the Minion dies.
If this Interrupt card is played after Circumvent, the Archer could kill
a target, then move 2 squares to another Minion and use that Minion
to block all ranged attacks that Darkness Cycle.

Find Weakness

Any Heroes attacking a single target selected by the Archer receive


and +1
to attack Actions. -1TN to non-combat actions
+1
for all Heroes in the same Realm Tile.
This Reaction card allows the Archer to choose a single target. All
and +1 . Also, while
attacks made against that target gain +1
this card is in play, all Heroes gain -1TN to non-combat actions in
the same Realm Tile.

(+2) Move.
This Action/Reaction card increases the number of squares a Hero
can move by +2. If this ability is used the Hero is considered to be
Aggressively Moving.

Pacify

Nature: Reduces Darkness Meter by -1.


This Reaction card allows the Archer to reduce the Darkness Meter
by -1.

Sprint

(+3) Move.
This Action card increases the number of squares a Hero can move
by +3. If this ability is used the Hero is considered to be Aggressively
Moving.

v1.3.2

Brigand
Optional
This terms means that the ability may be used in conjunction with the ability (or status) listed. The Optional card must be in play before the current ability is used. Often it means the ability is getting
some sort of bonus and/or gets to carry the Combo bonus through from the previous card to next (like the Shadows status).

Required
This term means the ability must be used in conjunction with the ability (or status) listed. Once again, the required card must be in play before the current ability is used.
The Brigand is at his best when he is using his Optional and Required cards in combination. In cases where the Brigand puts cards together, each cards effects are calculated. However, Action/Reaction
rules still apply.

Ongoing
Cards labeled as Ongoing stay out in the Refresh Phase. They are not cycled to the discard pile until cleared by the Brigand.

One with the Dark

Shadows: Ongoing. Can only be noticed and attacked by adjacent


enemies. TN6 to notice. Successful attacks break Shadows.
This Action card allows the Brigand to enter Shadows. Adjacent
enemies are able to test to see if they notice him. (TN 6). If the
Brigand is noticed he is removed from Shadows and can now be
considered for Priority. The Brigand is removed from Shadows if he
makes a successful attack.
 e Brigand can only move cautiously while in Shadows, and any
Th
card that combos with a Shadow card receives the bonuses at the top
of the card in addition to anything the card allows.
This card is Ongoing, so it stays in an Action Space during the Refresh Phase.

Shadowslip

Shadows: Ongoing. Can only be noticed and attacked by adjacent


enemies. TN5 to notice. Successful attacks break Shadows.
This Action/Reaction card allows the Brigand to enter Shadows.
Adjacent enemies are able to test to see if they notice him. (TN 5). If
the Brigand is noticed he is removed from Shadows and can now be
considered for Priority. The Brigand is removed from Shadows if he
makes a successful attack.
 e Brigand can only move cautiously while in Shadows, and any
Th
card that combos with a Shadow card receives the bonuses at the top
of the card in addition to anything the card allows.
This card is Ongoing, so it stays in an Action Space during the Refresh Phase.

Shadows Reach

(Optional - Shadows) Appears next to target within 3 squares. 1


attack on 1 target. Not considered a move.
This Action/Reaction card allows the Brigand to appear adjacent to a
target up to 3 squares away and attack that target. This attack causes
2 damage. Because it is an (Optional - Shadows) ability, it can be
played directly after playing a Shadows card, and receives the bonuses
from being in Shadows.

Dirty Tactics

1 attack on 1 target. Target is at half MP (rounded down).


This Action card allows the Brigand to cause 1 damage to a single
target within weapon range. Surviving enemies have their movement
reduced by half, rounded down.

Fools Gambit

A counterattack immediately following a successful enemy melee


attack. Brigand receives attack.
This Interrupt card allows the Brigand to attack an adjacent enemy
that successfully hit the Brigand. The Brigand receives the attack first,
(and any damage done) and then makes an attack against that target.

Suicide Run

(Optional - Shadows/Shadows Reach): Attacks all targets moved


through. Moves 2 squares. Hustle cards may be played, adding +2MP.
This Action card allows the Brigand to make an attack against all
enemies moved through. This is a single attack roll. The Brigand
causes 1 damage to each enemy moved through. Additional Hustle
cards may be played for +2MP each, allowing the Suicide Run to
continue for more potential damage.

Dark Reaver

(Optional - Shadows/Shadows Reach): Attacks all targets in a


to their attack next Darkness Cycle. Shadows +
90 arc. -1
Shadows Reach: 1 damage to all hit.
This Action card can target up to 3 enemies, reducing their attack
in the next Darkness Cycle. If this card is played after
rolls by -1
Shadows Reach while the Brigand is in Shadows, then each struck
target also suffers 1 damage.

Shadows Touch

Requires Shadows. (Optional - Shadows Reach) 1 massive attack


on 1 Target.
This Action card may only be used if the Brigand is in Shadows. It
receives the combo bonus from being in Shadows. Shadows Touch
causes 3 damage to a single target. If used in conjunction with the
(Optional - Shadows Reach), the Brigand would move 3 squares,
inflict 2 damage, and THEN cause 3 damage with Shadows Touch.
The Brigand reduces his TN based on any movement he performed
before the attack.

v1.3.2

Like a Reed in the Wind

Ill Take That

Blood Letting

Sprint

Unravel

Hustle

An incoming attack is directed towards an enemy. Attack misses


Brigand.
This Interrupt card allows the Brigand to deflect an incoming attack
made against the Brigand to an adjacent enemy instead. The attack
automatically hits and does the stated damage on the monster card to
the adjacent enemy.

Cures 1 Hero of Poison.


This Action card allows the Brigand to remove the Status Effect
Poison from a single Hero on the same Realm Tile.

If this Brigand picks up Treasure this Hero Cycle, he can draw


2Treasure tokens instead of 1. (Optional - Cunning) Can attempt
.
non-combat actions with +1
This Action card allows the Brigand to grab 2 Treasure tokens instead
of 1 when picking up treasure on a Realm Tile. If he plays Unravel
after Cunning (before making a non-combat action), the Brigand
on the test.
gains +1

1 Incoming Attack is parried.


This Interrupt card ignores 1 attack from an enemy causing zero
damage to the Hero.

(+3) Move.
This Action card increases the number of squares a Hero can move
by +3. If this ability is used the Hero is considered to be Aggressively
Moving.

(+2) Move.
This Action/Reaction card increases the number of squares a Hero
can move by +2. If this ability is used the Hero is considered to be
Aggressively Moving.

Unseen Ally

Requires Shadows (Optional - Shadows Reach): Provides 1 other


+1 , and +1 damage for 1 attack Action.
Hero with +1
Brigand stays in Shadows.
This Reaction card allows the Brigand to stay in Shadows and a Hero
, +1 , and +1 damage to their next
of his choosing gains +1
attack. If the Brigand uses Shadows Reach with this card he confers
the bonuses to his ally before the attack takes place.

a b

a b

Shadows Friend

Shadows, Ongoing. Do not remove the Shadows card.


This Interrupt card allows the Brigand to stop enemy attacks during
the Darkness Cycle by entering Shadows and being removed from
Priority. Shadows Friend can be played after being noticed.

The Brigand does NOT receive the Unseen Ally bonuses on his attack.

Attack

1 Attack on 1 Target.
This Action card allows the Brigand to cause 1 damage at the range
of his weapon.

Now you See Me

1 Incoming attack is dodged.


This Interrupt card ignores 1 attack from an enemy causing zero
damage to the Hero.

Lost in a Crowd

Adjacent enemies receive +2TN to attacks.


This Interrupt card causes all enemies in the 8 adjacent squares to the
Brigand to hit at +2TN against the Brigand.

Shadowstep

Move (Optional - Shadows): +3MP. In Shadows, +2 MP. Not


considered a Move.
This Reaction card allows the Brigand to move +3MP. This counts
as an Aggressive Movement, if the Brigand is not in Shadows. If the
Brigand is in Shadows, he can move +2MP, and the movement is not
considered a Move.

v1.3.2

Soldier
Rage
Rage cards are played face down from the Soldiers draw pile into Action Spaces. Each card played in this way is considered to be 1 Rage. Rage cards may be played to maintain a high Threat, filling
Action Spaces, even if they do not interact with an ability in play. Cards used for Rage are put into the Discard pile, without being revealed, once used.

Shield
For these abilities to be played, the Soldier must have a Shield equipped. The Shields dice are used in this case, not the primary weapon.

Harvest of Bones

Attacks all targets in a 90 Arc with 1 Attack. Rage adds 1


Additional square up to a maximum of 180.
This Action card allows the Soldier to hit 3 adjacent targets with a
single attack for 1 damage each. This attack is performed in a 90
degree arc as shown on the card. Up to 2 Rage can be played to
improve the attack by 1 square per Rage, making this attack hit 5
squares in a 180 degree arc.

Devastate

1 massive attack to 1 Target.


This Action card allows the Soldier to target a single enemy within
the Soldiers weapon range and causes 3 damage. The Soldier gains
bonuses to hit if he has not moved by lowering the TN needed to
hit by -1. If the Soldier moves at least his full movement before
performing this attack he gains bonus .

This Yoke is Heavy

Impenetrable

The Hidden Blade

Drawing the Ire

Blade Dance

The Easy Way

Shield: Attacks 1 Target. Captains and Minions can be knocked


Prone. This card counts as Rage.
This Reaction card may only be played if the Soldier has a shield
equipped and playing it automatically grants 1 Rage. In addition to
granting Rage, this attack also has the capability to give the Prone
Status Effect to Minions and Captains on a successful hit. This Yoke is
Heavy grants bonuses to the Soldier depending on how far he moves
this Hero Cycle.

1 Attack on 1 Target that ignores armor (-2TN)


This Action/Reaction card allows the Soldier to cause 1 damage to an
enemy. If the target has armor the TN is reduced by -2. If a target is
not Armored the -2 is not applied to the attack roll.

Shield: All attacks against this Soldier in the present Hero Cycle
have +1TN to hit. Each Rage adds +1 TN.
This Interrupt card requires a shield to use and increases the Soldiers
defense. The Soldiers TN is increased by +1, and +1 for every Rage
card currently in play.

Receive all attacks meant for 1 other Hero within 3 squares. Each
Rage reduces the protected Heros Threat by -1.
This Interrupt card allows the Soldier to select a single Hero within 3
squares. All attacks made against the target Hero are instead suffered
by the Soldier. Rage reduces the target Heros Threat by -1 for every
Rage currently in play.

After receiving any attack, Rage grants counterattacks. 1 attack


per Rage.
This Interrupt card allows the Soldier to retaliate against at least
1 attack made against him. For every Rage card played or on the
Soldiers Hero Board the Soldier makes a single attack against an
adjacent target. These attacks may be made on a single target or split
among adjacent enemies.

Allows this Soldier to Search his Draw pile and add 1 card to his
when attempting non-combat actions.
hand. Adds +2
This Action card allows the Soldier to add 1 card from his Draw pile
to his hand. After selecting the card reshuffle the Soldiers Draw pile.
to a non-combat action. (This card can be
This card also adds +2
played to gain either or both effects.)

Riding the Edge

Disengage

Move. Shield. This Soldier attacks targets passed over in a


3 Square straight line. Rage adds +1 Square. Cannot move
afterwards.
This Action card counts as an Aggressive Movement and can be
performed with a shield. Riding the Edge allows the Soldier to move
3 squares +1 square for every Rage played. This ability allows the
Soldier to move through enemies as an attack. The Soldier must end
his movement in an empty square (This includes any square made
empty by a enemy killed by this ability). Any target not successfully
killed is not moved through and the Soldiers movement ends.

The soldier has 2MP to use before a melee attack. Attack misses
Soldier. Not considered a move.
This Interrupt card grants the Soldier 2MP when attacked to avoid
the attack by moving. Any attacks that are out of range because of
Disengage, miss.

This card can be played with no targets to perform a move.

v1.3.2

Attack

1 Attack on 1 Target. Each Rage adds +1 .


This Action card allows the Soldier to make a single attack against an
enemy within weapon range. Each Rage card in play when this ability
per Rage.
is used grants 1

Hustle

(+2) Move.
This Action/Reaction card increases the number of squares a Hero
can move by +2. If this ability is used the Hero is considered to be
Aggressively Moving.

Battle Roar

Battle Joy

Your Mother is a Crawler

Follow Through

Battle Rage

Everyone Behind Me

Battle: All Heroes receive -1TN to hit with attack Actions


This Reaction card gives every Hero on the same Realm Tile as the
Soldier -1 TN to their attack Action rolls.

Forces all enemies within Threat Range to advance and attack


this Soldier. Each Rage increases Threat Range (not Threat) by +1
Square.
This Interrupt card forces enemies to come after the Soldier instead
of other Heroes. The Threat Range of the Soldier can be increased,
in order to draw more enemies, by playing Rage cards. Rage cards
played with this ability do not increase the Soldiers Threat, only his
range to affect enemies with this card. Enemies affected by this card
may only target the Soldier.

Battle: Every card played in an Action Space counts as Rage and


.
provides +1
This Interrupt card considers all cards played on the Soldiers Hero
Board to be Rage cards. Each of these Rage cards also grants 1
for any rolls made by the Soldier this Cycle Phase.

Battle: Requires Monsters to make a Courage test. Each Rage


raises test by +1TN.
This Reaction card requires monsters within range (based on how
much the Soldier moved this Hero Cycle) to pass a Courage test or
they do not activate this Darkness Cycle. The Soldier can increase the
difficulty of the Courage test by +1 for every Rage card played.

Requires - This Yoke is Heavy. 1 Attack on Bashed target.


This Reaction card may only be played if the This Yoke is Heavy card
has just been played. The Soldier immediately makes 1 attack against
the target that is suffering the Prone Status Effect from This Yoke is
Heavy.

Shield: (Optional-Impenetrable) Heroes within 1 Square receive the


Soldiers Shield Bonus and Impenetrable bonuses.
This Interrupt card requires a shield and allows all Heroes adjacent
to the Soldier to gain his shields defensive TN bonus. If this ability
card is played after Impenetrable, then the TN bonuses from the
Impenetrable card also affect adjacent Heroes.

Ill Take That

You Can Have This

Sprint

There Can Be Only One

1 Incoming Attack is parried.


This Interrupt card ignores 1 attack from an enemy causing zero
damage to the Hero.

(+3) Move.
This Action card increases the number of squares a Hero can move
by +3. If this ability is used the Hero is considered to be Aggressively
Moving.

Shield: Requires - Ill Take That. 1 Attack on Parried Target.


This Interrupt card may only be played after Ill Take That to
immediately make an attack against the target just parried.

Rage cards played provide bonuses to other Heroes attack Actions.


Each Rage played reduces Hero attack Actions by -1TN.
This Reaction card allows the Soldier to use his Rage to reduce the
TN of other Heroes attack Actions. Each Rage reduces their TN by
-1. The range of this ability is based on how much the Soldier moves
this Hero Cycle.

v1.3.2

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