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Rulebook
Preview

Rulebook is currently still in development.


What you see here is just it’s latest iteration.
Please feel free to post Typos to our BGG page under the rules forum section.

Last Modified: October 22, 2015 2:50 PM


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Game Overview 2
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mbark on an adventure of dark fantasy, steeped in the land by playing one of six unique characters, whose skill Ghost Actions 15
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fear, myth and superstition. Hunt or be hunted by and knowledge grow as they face challenge after challenge. Using This Rulebook 2 The Sleeping Vampire 15
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creatures of antiquity and legend. Search dangerous Harness the power of artifacts long forgotten and find rituals Blocked Map Spaces 15
locales to find clues to the source of evil sinking its claws into from the pages of the dreaded Necronomicon. Game Setup 4 Snares 15
the heart of the land, decimating its people and settlements. Can you survive, or will you play on as a ghost? Or worse…. Starting with New or Existing Characters 4 End of a Chapter 15
Free the denizens from the scourge of witchcraft and will you be doomed to transform into one of the creatures Adding New Characters Campaigns/Skipping Ahead
vampirism. Oppose the spreading darkness as it overtakes that hunt by night? 5 Encounters 16
Using the Story Journal 5 Setup 16
Game Overview Skill Checks
Choose Your Path
5
5
Encounter Turn/Round
Character Turn
16
17
Folklore The Affliction is an adventure board game where There is no need to have a player antagonist or game master Attention! 6 Character Movement 17
your characters play through a series of stories in their quest because the mechanics make those decisions for you. Games World Map 6 Attacking 17
to save the land from evil. Every story is steeped in tales and with only one player require you to play two characters. Skirmish Tables 6 Devastating Strike and Fault 17
lore from ages past. As your characters complete stories, they Adventuring Phase 6 Exhausting Items and Abilities 18
will become more powerful and gain enough strength to rid Using This Rulebook Encounters 6 Dying in Combat 18
the land of its Afflictions. Story Closing 6 Ghosts in Combat 18
Stories are broken into multiple chapters to provide Before playing the first time, it is recommended that you General Gameplay 7 Creature Turn 19
convenient stopping points, allowing players to have control review the following sections in this order.” Characters 7 Creature Movement 19
of how long their game sessions last. Most chapters will take Attributes 7 Creature Attacks 19
approximately 45-60 minutes to complete. 1. Using the Story Journal, General Gameplay Rolling Dice 7 Auras 20
As you progress through the various stories, characters 2. Traversing the World Map, Adventuring, Game Setup Character Roles 8 Special Instructions 20
grow in skill and ability, retaining all that they have learned 3. Review the Components and Awards sections only if Skills and Checks 8 Devastating Strike and Fault 20
from previous adventures. They are progressively more needed. Character Growth 8 General Rules 21
difficult, challenging players continuously. Stories may 4. Wait to read the On Death and Dying section until Abilities 9 Missing a Turn 21
be replayed multiple times in order to explore the many somebody dies. Effects 9 Sight 21
outcomes that can occur based on the choices you make. You may wait to read the Combat section until you are Statuses 9 Darkness 21
Folklore the Affliction is a cooperative game for 1 to 5 asked to Encounter or Skirmish with an enemy. The first story Infections 10 Summoning 21
players, where everyone works together to achieve their goals. contains a tutorial that summarizes these sets. The Diseased Condition 10 Throwing and Pushing 21
Corrosion 10 Winning A Combat 22
Companions 11
Mission 11 Skirmishing 23
Lycanthropy 11 1. Determine Strength: 23
2. Place Marker: 23
Traversing the World Map 12 3. Attack or Defend: 23
World Map Movement 12 4. Creature’s Turn: 23
Terrain Symbols 12 5. Character’s Turn: 23
Road Events 12 6. Reduce Counter: 23
Off-Road Events 12 7. Repeat Steps: 23
The Wanted Condition 12 8. Get Loot: 23
Locations 12 Chapters yet to be imported 24
Towns 13 Awards Chapter 24
Entering Towns 13 On Death and Dying 24
Adventure Locations 13 Wrapping Up a Game 24
Components 24
Adventuring 14 FAQ 24
Adventure Turn/Round 14 Credits 24
Phase 1 : Resting 14 Printable Sheets 24
Phase 2 : Character Actions 14 Status Reference 24
Phase 3 : Map/Leader Transition 14 Index 24
Map Transitions 14

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Game Setup Adding New Characters Campaigns/Skipping Ahead

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Starting with New or Existing Characters

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If you wish to add a new character to an existing campaign (example adding a 4th character to a group of three). Or you wish
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to start fresh with new characters, but do not want to play from the beginning. Use these guidelines to provide characters what
and other starting gear for your character as shown on they need, in addition to starting equipment.
1. Number of Characters: Determine the number your Character card. Example, the Arcansist should take a
of characters being played, from two to five. Single-player Ritual and Bandage token. Story Story Difficulty Items Artifacts Lore Coins Ability Points
games require two characters. Place starting items and weapons to the left of your
Character Cards. Each character may equip any items by II Dusk 2 0 23 1d6 x 10 4, or Starting Abilities +1
2. Place the World Map: Place the World Map in placing them to the right of the Character Card (see the
the middle of your play area. Item Deck section on page XX for details) III Twilight 3 1 46 2d6 x 10 6, or Starting Abilities +3

3. Prepare Card Decks 6. Choose Your Story: Choose the story you wish to IV Twilight 3 1 69 2d6 x 10 9, or Starting Abilities +6
a. Separate the pieces of the game and arrange all decks play. New players should start with Everything Changes.
according to type. V Midnight 5 2 92 3d6 x 10 10, or Starting Abilities +7
b. Remove the six (6) starting items from the Item deck 7. Place The Group Marker: Place the Group
and twelve (12) starting abilities from the Ability Marker on the World Map at the Starting Location VI Midnight 5 2 116 3d6 x 10 13, or Starting Abilities +10
deck, designated by the character portraits. referenced in the Story Journal. For the Everything
c. Shuffle all decks, except Ability, and arrange Creature Changes story, this is the Church of the Crossroads space. Using the Story Journal
and Affliction decks in alphabetical order.
8. Character Order: Roll off to determine who is
4. Choose Your Character: Each player selects a character 1. Mark this on that character’s card. Number The Story Journal guides the characters through various STORY SKILL CHECK
Character Card, associated Booklet and miniature. If you all remaining characters 2 through 5, clockwise. Character adventures. Every Story has a difficulty level—Dusk (easiest),
already have a character and want to continue with them, 1 starts as the Leader and takes the Leader Token. Twilight (hard) and Midnight (deadly)—that assume a
skip ahead to section 6. character has completed a certain number of stories.
Nerve 5 ALL
9. Time To Play: Open the Story Journal to your chosen CHARACTERS
5. Equip Your Character: Take the starting Abilities story and begin. »» Dusk: characters who have completed 0-1 stories

»» Twilight: characters who have completed 2-3 stories With silent dread, you enter the mouth of the
Town Item dead tree, trying to avoid its jagged teeth.
Reference Tokens
»» Midnight: characters who have completed 4-5 stories You enter as cautiously as possible, carefully
Status
Reference
avoiding the vicious teeth.
For example, if you play a Story written at Twilight difficulty
In your efforts to get past the teeth of the
with starting characters, they may have trouble staying alive.
Reference tainted oak, you cut yourself on their sharp
Sheet The beginning of every story will show you the difficulty
edges. Lose 2 Vita.
Story
level, starting location and the estimated duration. Place the
Road
Journal
Events Group Marker at the starting location of the World Map and
World Map Off-Road
then read through the narrative. During the narration, you
Events will come upon various events, as follows. Choose Your Path

You may be asked to make a choice which could change the


Church of direction of a story. When this occurs, you are usually asked
Dusk 90 to read a Story Moment, which are located the back of the
Leader
the
Token
Min Journal.
Crossroads
Difficulty Start Location Duration
Starting
Rituals CHOOSE YOUR PATH
Artifacts Militia Prayers Tarot
Deck Companions Deck Deck
Skill Checks One character may
Roads Hills Mountain
Rivers Forest Plains
Area Borders Marsh Wasteland

Group No Passage

Marker give the street urchin If you decide to be


Character Whenever you encounter a Skill Check, the character(s) a coin, if you have uncharitable, the
Miniature
Character specified will roll the skill shown by rolling a d10 and adding one. The character Leader must read
Journal Rituals
Abilities
Deck
Animal
Companions
Items
Deck Deck any skill modifiers they have. The outcome for both success to do so must read Story Moment 14.
(green) and failure (red) are provided. Story Moment 52.

Starting Equipped
Skirmish Character
Abilities Items
Card Card

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miniatures in the Start Zone, and then read the Goals and
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Attention! Map Features. Goals explain what your objectives are while on
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the map. Map Features are things the characters may interact Characters attack roll with modifiers is equal to a target’s defense,
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You may see a dialog box with the title Attention! that with, such as a search location. the attack is successful.
provides important information concerning the Story or map. The map shown here instructs players to place a Restless List of playable characters.
Spirit and two Flesh Eating Ghouls on the map, a Skill Check For example, if a target’s Defense is 35 and the attacker’s roll is 37 then it is a successful
dice and three Search tokens. Many maps also have Exit »» The Arcanist: A dabbler in the hit. If the result of the attacker’s roll was 22, then it would be a miss since the result was
ATTENTION! Zones when characters may transition to the next map. arcane and a seeker of secrets. Her not greater than or equal to 35.
occult knowledge is peerless. She carries
The Leader gains the Farmer the Stiletto, and is immune to being »» Might: A character’s skill in combat. Add this number
Companion. Transformed. to attack rolls.

»» The Archeologist : A scholar For example, if a character has “Might +5” , the they would roll their attack dice and add
Search Search
possessing knowledge of things ancient + 5.
World Map and mystical. He carries a Whip that
Restless can hinder his foes. He is immune to the »» Power Points: This number represents the number
Spirit
When a World Map dialog box appears, the group must 1 Immobilized status. of Power Points the character has which can be spent to
travel to and from specific locations on the world map in order Flesh Eating Flesh Eating use their Abilities.
»» The Avenging Madman : A
Ghoul Ghoul
for the Story to progress. This does not mean that you have 1 2

to go directly there if you have other business to take care of, revenge driven farm-hand whose family »» Stride: This number represents the number of squares
such as stopping off at the Church of the Crossroads to learn Skill Dice was slaughtered by vampires. His rage has a character can move when adventuring on a map and
a new ability. made him unstable and strong. He flings the number of road segments the group can move on the
himself into combat with Bale Hooks. The World Map.
Madman has a vendetta against vampires,
WORLD MAP Start cannot be Deranged and has outstanding »» Vita: The life force of a character. If the Vita of a
Zone
nerve. A consequence of this is that he is character reaches zero, they die and become a ghost.
Search
Travel from the town of unable to use ranged weapons.
Ostelink
Terrain TIle: Crypt #03

»» The Exorcist : A priest sent to rid


to the caves of Arcanist Attributes Skills

Skill check dice are map-based skill checks, showing in the the land of evil. He holds the Aspergillum, Forbidden s Learned s Mythos Vita Archeology

Nurian’s Hollow location’s Map Features. When you are on or adjacent to one a weapon that can be filled with holy Power
5
21 Might
+3
+1
Occult
of these, you pick up the dice from the map and roll it. waters. He is immune to Bloodlust, and +2
Nerve
See the Adventuring section on page XX for more details on can revitalize his allies through prayer. 4 37 +1
Stride Defense
Adventuring. Rituals

Skirmish Tables »» The Telepath : A talented mentalist Starting Equipment


Power Point Tracker

Encounters who can access unique and powerful Stiletto, Bandage, Ritual 10 9 8 7 6
Vita Tracker
5 4 3 2 1 0

At the beginning of each chapter, there is a Skirmish Table. psychic abilities. She carries quartz Special Ability
There are times you will be asked to roll on this table, such While exploring an adventure map, you may be asked to geodes that she hurls at her enemies with Resist the Change: You
30 29 28 27 26 25 24 23 22 21

as if you encounter a creature while resting. Skirmishing is battle creatures. Keep in mind you may still interact with Map the power of her mind. have created powerful wards
against the dark magic 20 19 18 17 16 15 14 13 12 11
afflicting the land. You can
another combat mechanic explained later. Features while in combat. never be Transformed.
10 9 8 7 6 5 4 3 2 1
»» The Witch Hunter: A fanatical
Dice Roll (d10) Creatures Encountered bounty hunter sworn to undo all
ENCOUNTER paganism. He is a tracker and a marksman
1-4 Rabid Wolf with the crossbow. He is immune to being Rolling Dice
Spooked.
Encounter a Restless Spirit and
5-8 Highwayman Dice are used to attack your foes, perform skill checks,
2 Flesh Easting Ghouls.
Attributes resist statuses, cast rituals and more. Dice are denoted as
9-0 Night Stalker d[x}, where [x] specifies the number of sides. When you see
Each character has a number of attributes: a notation such as “1d4”, it means roll one four-sided die,
while “2d6” means roll two six-sided dice. A notation such
»» Damage: This is the damage that a character inflicts as“d6:5+” means roll one six-sided die and the listed effect
Adventuring Phase Story Closing on a successful hit, even without holding a weapon. It is occurs if you score a 5 or more.
represented as a dice on the character cards. If a weapon
You will eventually arrive at an destination that requires the When you finally find and face the Affliction of the story, is equipped and used to make an attack, add its bonuses There are two types of d10 dice, a single-digit and a double-digit (called a d00). Together,
use of an adventure map. When this occurs, you transition you read the Story Closing section. This tells you the outcome to the attack. they are called Percentile dice as they produce results from 1-100.
from a narrative mode to an adventure mode, where you solve and awards for successfully defeating, or being defeated by
puzzles, search for clues and battle horrific creatures. the Affliction. »» Defense: The character’s ability to evade foes in
Place the adventure map shown on top of the World combat. This is the target number which is required for
Map and set it up as instructed by the journal. Place your an opposing attack roll to hit the character or foe. If the

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like lycanthopy. If your total Lore decreases beyond a expending Power Points. Each new character starts with five
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There are three major roles within the game: STORY SKILL CHECK previous lore threshold, you lose the associated benefits (5) Power Points. The total number of points can be increased
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until you regain enough to reach that level again. Ability during play. Characters can use abilities as often as they like
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»» Controller: The Controller is a player-specific role,

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ANY ONE Points are not lost if this occurs. as long as they have the necessary Power Points.
rather than a character role. The Controller is always the Speech 8 CHARACTER GNE0070 – Base Game
player that is to the right of the player who is the current
Leader. They are responsible for placing and controlling
enemies during combat encounters, and rolling for Convince the highwaymen to leave peacefully! Skill Tree Nature’s Call

enemies during Skirmishes. You exert yourself as the dominant force and ask Lore Hunt * Nature

them to leave. They realize that the curator is not Total Gain +1 Ability Point Keywords
»» Leader: A character becomes the Leader when they easy pickings and decide to take their trouble
have the Leader Token in their possession. The Leader elsewhere.
Gain +10 Might, +1 Damage and –10 Defense for one
acts first during a turn, is responsible for movement on Skirmish with the Highwaymen. After the skirmish, 140 +1 combat per story.
Deal an additional
+2 damage to one
the World Map and has the final say in any and all group the assailants break and run. Nature creature on a
decisions. successful hit.

128 +2 +5 Might OR +5 Defense.


»» Narrator: The Narrator can be any player. Their job All skill checks are made by rolling a d10. Success is achieved if the value of your roll Power Points
Needed to
is to read through the story being played in the Story equals or exceeds the target value listed on a challenge. For example, the Exorcist must Use
Journal. This should be done out loud so that the other make a Faith 4 check. This means the character must roll one 10-sided die and add any 116 +1 +1 Damage with Melee weapons.
1
players may hear how events unfold. Pick the Narrator at bonuses they may have. The result must be greater than or equal to 4. So if the Exorcist
#38
the start of a story. rolls a 3 on a d10, and then adds his bonus (in this case, the Exorcist starts with a +2 Faith For example, let’s say the Madman had 130 Lore and chose the +5 Might bonus. If he lost
bonus), the result is 3 + 2 = 5, which is a success. However, any time an unmodified skill 104 +1 +1hetowould
5 Lore, bringing him to 125 Lore, AnyloseSkill.
his +5 Might bonus until he reached 125
Skills and Checks check result is 1, it is an automatic failure. Lore once more. He cannot choose to change his bonus to +5 Defense as he already made Characters are allowed to learn/use abilities when there is

Skill checks are made during various events Character Growth Avenging Madman
92 +2 that choice previously.
+5 Vita and you may retrain your Abilities.
a shared Keyword. There is only one of each Ability card in the
game, players must arbitrate amongst themselves if multiple
and challenges. They even play a part in The Avenging Madman has a soul
Abilities players want to learn a specific Ability.
80
driven mad by loss. At the end of a
certain combat situations. Each character has There are several ways to make hard
characters
day’s labor,unique andingrow
he fell asleep the +1 Power Point. Abilities may be learned at the Church of the Crossroads
the following skills: powerful as they progress through barn amongst These
stories. bails of hay. When next
include: Each characters begins the game with two Abilities. These library. Learning an ability requires a character to spend
he awoke, the sun shining brightly

1. Archeology: Knowledge and skill pertaining to T P :


»» heir ath Players must will
overhead, the sight the greeted him
choose
foreverone of his
torment two paths
memories. 68
are represented by the character’s portrait at the bottom right
+1 Increase base damage to 2d4.
of the Ability card. An optional rule for experienced players
Ability Points for each Ability Cost point. For example, if the
Ability Cost is 2, then it requires 2 Ability Points.
His entire family, massacred night by
things ancient and cultural. for their character the when they firstclearly
something startinhuman.
out. TheseBut the is to choose your own Abilities with a total cost of 3 Ability Ability Points are earned as characters collect Lore and
paths reflect the different personalities
body of his wife andwasprofessions
not among the
56
Points. The cost+1of an+1
ability
Strideisin
represented
combat. in the lower-left learn new skills from their Skill Tree, as mentioned in the
2. Awareness: How in-tuned your character is to their victims. Driven to the brink of insanity,
that the characters may possess.
he tookAs his an
bailexample, the the
hook and followed of the card, within the Power Point icon. previous section.
surroundings. Avenging Madman can choosetracks to play
to thisas anwhich
land Avenger,
is afflicted
Avenger: +1 Companion slot.
pledged to defend those in need, by things pulled straight from his
or theRage
nightmares. Savage, whoseand
is his purpose 44 +1 Savage: Gain 1 extra Rage target.
Effects
3. Ecology: The character’s knowledge of the world, purpose is to destroy those that have wronged
revenge you and
his weapon.

3 2
environments, plants and animals. those important to you. Effects are similar to Statuses in that they have some
C H O O S E A C H A R A C T E R F O C U S 32 +1 Ability
+1 NerveCost special properties:
OR ABSORPTION 1 against Vampires.
4. Faith: The character’s spiritual strength, knowledge Avenger S ava g e
and willpower. »» Absorption: When a target is affected by Absorption
Your newfound purpose is to avenge
those that have perished at the hands
Your rage becomes your most reliable
weapon. Once per chapter, choose
20 +1 Once per chapter, youActive
Passive Ability may re–roll
Ability a failed Nerve check.
[X], then that target takes [X] less damage for each
5. Nerve: Bravery and overall ability to act in the face of of evil. Once per story, choose an a creature type to focus your hatred different attack that hits them.
terror. option. You may not change it until the
next story:
upon. When hit by a creature of this
type, they lose 1 Vita. You may add
8
There are two types +1 to Any Skill.
of Abilities:
half the value of your current Power »» Reduction: When a target is affected by Reduction
The Avenger gives all other characters
6. Occult: Knowledge and skill concerning subjects fighting the same creature as he is +1
Points to your might, rounded down. Passive: These abilities are represented by a GREY power [X], then they do [X] less damage for each successful
arcane and occult. damage to melee attacks. 1 point icon. They do not require Power Points to activate attack they make.
OR #3 how many
during play. The Ability Cost only determines
7. Speech: The character’s skill in linguistics, languages At the start of a combat encounter,
6 2 Ability Points is needed to learn them. Statuses
choose one target creature. As long as
and negotiations. you do not change targets, you inflict Focus your
+2 damage against it.
Rage! Active: These abilities are represented by a GREEN Characters will be subjected to both positive and negative
8. Trickery: The characters ability to perform actions 5 3 power point icon. Every time you use an Active Ability, you statuses. There are ten (10) of each in the game.
that go unnoticed by others and to manipulate objects must spend Power Points in the amount of In most cases, negative statuses stay with a character until
with dexterous movement. the Ability Cost. they are removed in town or at the Gypsy Caravan, a beneficial
#1 4 Abilities can only be used during the event occurs, or upon their death. There is no limit to the
character’s turn, unless they have the Use At number of negative statuses that can affect a character at a
Any Time icon. Follow the rules described on given time.
»» Skill Tree: Each character has a unique Skill Tree each Ability card. Abilities are active for one
Use At Any Positive statuses stay with a character until an unfortunate
that gives them enhanced abilities or improved attributes turn unless otherwise indicated. Time event occurs or they are killed. A maximum of three (3)
as they gain Lore while adventuring. It is possible to Active abilities require spending Power positive statuses can be in effect for each character at any

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already three in effect, then a character has the option to
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remove an existing status to make room for the new one. Companions provide bonuses to a character during their Mission companions are found while adventuring. They
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If a character become Sickened, there is a adventures. Each character has two companion slots, usually require you to rescue and/or escort them someplace.
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Infected!
chance that they might become infectious. allowing them to have up to two companions at any one time. By doing this, characters can gain coins or status effects.
Whenever you are Sickened and gain the Companions stay with a character until they are lost by an They remain with a character until the mission objectives
Sickened status again, you gain an Infection event, specific negative statuses, death, etc. are completed or the character is killed. Mission companions
token. If you receive 4 Infection tokens, you immediately A companion card may be discarded at any time, but never do not have specific cards or abilities but they do take up a
Vampire discard them and gain the Diseased Condition token. As soon traded with another character. You may block an attack companion slot.
as any character becomes Diseased, all other characters must against you (or one source of damage, such as a Snare) by Characters that become Ghosts, or that are affected by
attempt to resist becoming sickened by rolling Sickened 8. discarding a Companion. All companion cards are unique, so if Bloodlust or Lycanthropic statuses, lose their companions
2OR 4OR This represents the spreading of disease. you are prompted to gain a Companion that is already in play, and may not gain new ones until the status is cured.
3 5 Each healing event such as the use of a Bandage token, a you instead receive 10 coins. When hiring a companion in a
healing ability, etc. will remove 1 infection token. town, the Leader goes first if they chose, then the remainder Lycanthropy
Vita 22 30 Each turn, characters with The only way to get rid of an Infection token, other than of the characters may hire in a clockwise fashion.
Bloodlust becoming Diseased, is to be healed by an Ability, Item, story
cannot attack Vampires The Lycanthropic negative status can be gained in various
Might +7 +9 unless they pass Faith 5. event, etc. Instead of receiving the benefits of the healing, one The following types of companions may be found in the ways, the most common being an outcome of a fight with a
Defense 58 61 Infection token is removed. Keep in mind that this does not
cure the Sickened status.
game: Werewolf. There are some positive and negative features of
this status, which is why it deserves special attention.
It is important to note that a character who is affected by Bloodlust is immune to If a Diseased character receives 4 Infection tokens, the Animal: Animal companions provide a character with
ic! Lycanthropic while he has Bloodlust and vice versa. Diseased condition becomes permanent and cannot become a variety of bonuses, defenses and/or attack capabilities. To The Good: Characters gain +1 Damage and +1 Stride bonuses.
cured. They can continue to gain Infection tokens at this purchase, randomly draw a card from the Animal companion
• Characters are constantly at risk of receiving negative
Mesmerize: point, but they do not become Diseased again, instead just deck. There are eight animal companions, including the Cobra, The Bad: Characters gain a Silver Allergy.
statuses, whether by story events or when fighting creatures. sickening the group as normal. Dove, Drake, Golden Canary, Hound, Mare, Mustang and
or suffer
6 When a character is about to receive a negative status, they
Penalties do not stack.
are told what negative status is pending followed by a number, The Diseased Condition
Snow Owl. Animal companions may be purchased from the
Stable in town for 20 coins each.
A silver allergy prevents a character from earning silver coins. This means that any coin
award that would normally be gained by a character would be lost.
as shown in the example below:

for 2d4 Vita. Lose a turn. Militia: Militia companions provide bonuses to a They cannot carry silver coins or items in their possession
12 • 9–0 Venom: You are bit and lose 6 Vita and gain Diseased!
If a character gains 4 Infection tokens (see
the Infections section), they become Diseased. If
character’s skills and combat abilities. To purchase, randomly
draw a card from the Militia companion deck. Militia cards
without paying a price. Each non-combat round holding
anything silver, even one silver coin, will make them feel ill,
. this happens when they are already diseased, the include the Farmer, Minstrel, Mystic, Priest, Soldier, Tinker, causing a loss of 1 Vita. If all characters become Lycanthropic,
effects become permanent. Townsman and Vagabond. Militia companions are hired at the as unlikely as that may seem, they would be forced to drop all
In this case, the character#18was bitten by a Vampire and is told they gain Bloodlust 6. The Diseased condition causes Reduction 1 to all healing Inn within town for 20 coins each. coins and silver items, unless they wish to lose Vita.
Before they receive this status, they have to attempt to resist its affects. affects. For example, if a Diseased character use a Bandage, it
recovers 3 Vita instead of 4 Vita. Lycanthropy may be cured by visiting the Gypsy Caravan.
At this point, the character finds the skill associated with Bloodlust by referencing their This condition can be cured by visiting a Physician in town,
character scratch pad or status reference sheet. Perform a d10 and the related skill bonus. unless it has become permanent.
If the result is equal to or greater than the number shown, they do not gain the status.
Corrosion
As an example, using the vampire attack above, the Witch Hunter is hit and must attempt
to resist the status. He rolls a d10 and receive a 5, which is not enough to resist. But he
gets to add his skill bonus to the roll. For Bloodlust, the related skill is Faith. The Witch Certain creature and story-related events can
Corrosive
Hunter has a +1 Faith when this occurs, so his total resist roll is 5 + 1 = 6, which is cause a character to gain a Corrosion token. The
enough to avoid being affected by Bloodlust! Corrosion token is numbered from 1 to 4. At the
start of every turn after you received it, you lose 1
If a negative status does not show a number, it cannot be Vita as an acidic substance burns you.
resisted. The following are the skills related to each of the To be rid of it, you have two choices:
negative statuses: 1. Let the Corrosion token do its work, damaging you for 4
rounds, for a total of 4 Vita.
2. Discard an Item to avoid damage. This can be done at any
time while you have the token, however, once a point of
Vita is lost, you cannot gain it back by discarding an Item.

For example, if you wait 2 turns and lose 2 Vita, you can discard an item to prevent the loss
of the remaining 2 Vita. However, you do not regain the 2 Vita already lost.

It is possible to have more than one Corrosion token at a


time, and they act cumulatively.

Copyright © Twin Fire Production, LLC 10 11 Copyright © Twin Fire Production, LLC
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2. The Alchemist’s Tower: The Alchemist is a sage

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Traversing the World Map Towns

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whose knowledge amalgamates science and supernatural.
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There are a number of towns located on the World Map. Visit his tower for services listed in the Story Journal and/
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Howls in the Night
You do not draw a Road Event if you land on a town, the Visit these locations to utilize services, buy and sell goods, or Location Reference Cards.
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World Map Movement Church of the Crossroads, the Alchemist, the Standing Stone, and cure disease and death. The towns are Waylin Point,
or an active adventure location, meaning where you enter Ostelink, and Yorotrusk. 3. The Standing Stones: The standing stones are
The World Map is a representation of a fictional European Twilight
Adventuring looms
Mode (see and the moon
the Adventuring is full
section). a place of ancient power, where fate, time and space
region known as Kremel, and is how characters travel from and bright in the sky. Characters who 1. Waylin Point: A medium-size settlement with a intermingle. No one knows what their exact purpose
place to place in order to complete stories in the Story Off-Road Events variety of services. might have been. It is possible to remove a tarot card
Journal. The beginning of each story will tell players where to
are Lycanthropic feel something primal from a character at the Standing Stones by spending 100
place the Group Marker. This marker will always represent the When stir withinends
movement them.
on theHowls
World can
Map be
andheard
the group is 2. Yorotrusk: The largest settlement within the land of coins per Tarot card removed.
group of characters while on the World Map. in the distance, sending chills down
on a off-road area, i.e. not on a road space, they must draw an Kremel. Most town services are available here
Traveling on the road is the safest choice, but because the Off-Roadyour spine.
Event card.The
Thesesounds become
cards usually poselouder,
a greater risk 4. Dark Spire and Chasm: A large chasm must be
map is broken into off-road areas, the group may choose to for the group and thethat
signaling balance
theiswolves
more heavily weighed on the
are getting 3. Ostelink: a small outpost/town in the far north, with crossed in order to pass into the wastes where the Dark
leave the road to take advantage of a shortcut, investigate a negative. Moving through off-road spaces is usually a good minimal accommodations. Spire lies. This place is isolated and few have dared enter
closer.
place of interest, or the follow up on a rumor. Be warned... shortcut, and sometimes required to achieve an objective. But this wasteland. The structure stretches high into the
there are risks to those who choose to leave the beaten path. there is risk. Entering Towns air and is rumored to be full of dark secrets. The Story
Each turn on the Road, the current Leader moves up to Off-Road
Getcards are double-sided.
moving. There is Because
no timeof this,to
they Journal will help navigate you to this location.
their Stride Value, unless traveling off-road, which requires an should always be drawn from the bottom, and used cards If a group wishes to enter a town, movement stops for
entire turn. deal
placed on the top. Thiswith a you
prevents wolffrompack.
revealing the results that turn, however they do not have to draw a Road Event 5. Bone Isle: Bone Isle is the resting place of a multitude
of choices you are sometimesOR asked to make. card. In town, characters may utilize any of the services that of dead. Townsfolk used to use this small isle as a
»» Road movement only: Up to Leader’s Stride value. SomeStand your
cards show ground
terrain symbols onand prepare
the card front, like the are listed of the Location Reference Cards. When leaving tranquil cemetery for their loved ones. Now it is avoided
following example. Iffor
your an
location has a terrain symbol and
attack. a town, Leadership passes to the next character, then at all costs due to the stories of the dead walking freely
»» Road to Off-Road: Can move onto an off-road you draw a card that contains the same symbol, you apply the movement on the world map resumes. A group containing amongst the once beautiful tombs and headstones.
space as long as you have at least one Stride remaining, conditions shown for the event. Wanted characters may enter a town, however those Wanted The group must pay 50 coins for a round trip from the
but movement ends immediately after entering an off- characters may not take advantage of town services. mainland to Bone Isle.
road area. The group may pass through a town space on their travels
without “entering”. In this case, treat the town as a road
»» Off-Road to Off-Road: One turn as movement space for the purposes of movement. No Road Event card Adventure Locations
immediately ends when you enter the other off-road area. –1 Skill Checks +1 Skill Checks needs to be drawn when landing on a town space.
You are directed to these locations, such as Elkra Pines and
»» Off-Road to Road: If you wish to enter the road #1 1. Church of the Crossroads (COCR): This is Nurian’s Hollow, from within the Story Journal. This is where
from an off-road area, your movement immediately ends. the starting location for the initial Folklore The Affliction you usually encounter the various Afflictions that plague the
The Wanted Condition story, Everything Changes. Treat this location as any land.
End the end of movement, the Leader must draw an event other road location unless otherwise specified. This is
card. If on the road, draw a Road Event card. If off-road, draw A character may become Wanted because of some mishap also where characters go to learn new abilities.
an Off-Road Event Card and follow the instructions for the while adventuring. Take the Wanted token and place it over
terrain type you are on. the character’s portrait on the Character Card. If the group
When the turn is over, the Leader Token passes to the next has a Wanted character, they may enter towns, however the
clockwise character, and the process repeats. Wanted characters cannot take advantage of town services.
They are still able to participate in Story-related events.
Terrain Symbols Wanted characters may not gain new companions of any
type. To remove the Wanted condition, affected character(s)
Some off-road locations contain one of the following must pay 10 coins while at a town, at which point the token is
terrain symbols, which are referenced on certain Off-Road removed.
Event cards. See the Off-Road Events section for details. The Respected positive status cancels out the Wanted
condition. For example, if a character is Respected and then
becomes Wanted, they lose the Respected status, but do not
become Wanted. Alternately, if they are Wanted and then gain
the Respected status, they do not become Respected, but
instead the Wanted condition ends.
Plains Forest Hills Marsh Wasteland Mountains
Locations

Road Events When traveling from place to place, you will always end your
movement on the actual location space, be it a town, forest,
When movement ends on the World Map and the group castle, etc. The following are the major locations that can be
is on a road space, they must draw a Road Event card. Road found on the World Map:
events are evenly balanced to be positive, negative and a
mixture of both.

12 13
Roads Hills Mountain
Rivers Forest Plains
Copyright © Twin Fire Production, LLC Area Borders Marsh Wasteland Copyright © Twin Fire Production, LLC
No Passage
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Adventuring To transition a map, the Leader puts away the current map additional vampires require a d6:5+. If you fail, you must face

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and then passes the Leader token to the next character. There the remaining vampires in an encounter.
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is no backtracking. The new Leader sets up the next as shown
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When the story instructs you to place an adventure map, you enter the Adventuring phase. Most maps have a Start and Exit in the story instructions. The Leader then completes any Blocked Map Spaces
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Zone. Usually, the goal is to reach the Exit Zone to progress the story to its climax. additional instructions for the new location, such as initiating
combat, or making a skill roll. Characters cannot move through walls, closed doors and
Adventure Turn/Round a door or investigating a feature on the map by making a skill This is also true when entering an adventure location portcullises or through objects that have no grid, such as trees
check. Interacting with features does not stop movement, and from the World Map. The current Leader decides to enter the and buildings. Likewise, a character cannot move through a
An Adventure Turn is the time that it takes for one may be done during an encounter. adventure location ad then passes Leadership to the next space that is MOSTLY (80%) occupied by an object, such as
character to complete their actions on an adventure map. Interacting with a search token is another example. Only character, who then completes setup as instructed in the a tree stump, a large chest or a table. The following example
An Adventure Round is the time it takes for all characters one search attempt is allowed per search chit. If unsuccessful, story. shows which squares can be occupied by characters, with the
to complete their Adventure Turn. When an effect lasts “one the chit is removed from the map. red shaded areas being blocked by trees. If it is not clear how
turn” it means until the end of a character/creature’s next To begin the search, roll a d10. Unless otherwise specified by For example, the Telepath is the Leader while on the World Map and she enters Elkra to do this, err on the side of allowing characters to occupy a
adventure turn. the Story, the results of the roll are: Pines on her move. She would not draw a Road/Off-Road Event card, but instead pass square.
There are three phases in a Adventuring Turn, that occur in Leadership to the next character. The new Leader would then read the Story Journal and
this order: 1-3 The character is hurt by a Snare while investigating setup the first adventure map.
Blocked Space Blocked Space
and loses 1d4 Vita.
Ghost Actions
1 Resting
4-6 The search turns out to be a waste of time and nothing
occurs. Ghost characters are just shadows of what they are in life.
2
Blocked Space
Character Actions Therefore, there are some significant restrictions placed upon
8-0 An item is found and the character can draw one item them while adventuring. Ghosts:
Map/Leader
3 Transition
from the Item deck.
»» may not assume the Leader role.

Blocked Space
Activate an Item/Artifact, use an Ability, or a Prayer/ »» may not initiate a Map Transition.
Phase 1 : Resting Ritual: »» may not search or perform map skill checks, unless
A character may either activate an Item/Artifact, use an specified in the story.

Blocked Space
Once per chapter, the Leader may decide to have the group Ability or cast a Prayer/Ritual. Only one of these actions is »» are not affected by snares or story/event-related

Blocked Space
rest. The Character Actions and Map/Leader Transition allowed per turn. Unlike in combat, an ability cannot be used physical calamities.
phases are skipped. All characters recover 4 Vita, 4 Power more than once per turn. »» are not affected by Stride penalties.
Points and 4 Ghost Points, up to their maximum amount. »» may ignore terrain inhibitors, water. This does not
Then roll a d10. On a 1, 2 or 3, the group must Skirmish by Phase 3 : Map/Leader Transition include walls, doors, portcullises, etc.
rolling on the chapter’s Skirmish table. »» can not affect map features, such as levers and other
Resting cannot occur during combat, and it can only be If all characters, living and ghost, are within the Exit Zone, mechanisms that require a physical presence. Terrain Tile: Twisty Path #08

done while on an adventure map. Story conditions will still the Leader may transition to a new adventure map, as long »» can not use weapons or items unless otherwise
take place during this phase. For example, if the map is as the group is not in combat. If there are 5 characters being specified. Snares
experiencing a cave-in and characters are injured while on the played, only 4 have to be in the Exit Zone. Then they put away »» do not receive physical rewards, such items, artifacts,
map, they will still receive injury while they rest. the current map and continue the story. rituals, etc., although they still receive coins and Lore.
In some cases, the story goals will tell players that they can Snares represent an intentional trap,
Phase 2 : Character Actions place characters on the Exit Zone at any time to allow for fast Simply, the only character actions they can take is to Move, natural disaster or unfortunate event.
Map Transition, or when certain objectives are completed. The use Ghost Powers, and participate in combat. Keep in mind Snares affect the character encountering
Character actions may be taken in any order during their group will most likely want to completely investigate all map that Ghost characters still recover Ghost Points while resting, it and any other character within range
turn. features first. they just cannot initiate a rest because they never assume the of them. The range is specified within the
However, there are also many cases where it is necessary Leader role. description of the snare, i.e. “Snare 2”
Move: The number of spaces Can not
to perform some action to make the Exit Zone accessible. or the snare icon. “Snare 2” affects the
you can move is equal to your move For example, it might be hidden and characters must solve a The Sleeping Vampire character encountering the snare and any other characters
Stride. Moving diagonally only puzzle to find it, or they must reach the Exit Zone before they within 2 spaces of him. If a number is not shown, it only

X
diagonally
costs one stride, as long as the die from a cave-in. If the group is lucky enough (or unlucky for that matter) to affects the person encountering it.
connecting corners are not Once all necessary characters are in the Exit Zone and the have stumbled upon a sleeping vampire, then it is necessary
blocked by terrain. You may pause Due to map transition begins, Leadership immediately passes to the to make an attempt to stake it through the heart and kill it End of a Chapter
blocking
movement to perform other next character. outright. When characters encounter a sleeping vampire, they
Terrain
actions (such as searching), then must be adjacent to it and roll a d6:4+ to drive something When the story reaches the end of a chapter, the following
continue moving. Map Transitions sharp through its heart before it can awaken. actions should be completed before moving on to the next:
If the roll is successful, the vampire is destroyed. The
Interact/Search: There will be many opportunities to A map transition, meaning putting a new adventure map character gains 1 Lore if a vampire is killed in this manner. If »» Un-exhaust all Items, unless they have special un-
interact with points of interest on the map, or in play, occurs when all characters reach the Exit Zone. This you possess a Wooden Stake at the time the attempt is made, exhaust instructions.
“map features”. You many interact with only cannot occur while group is in combat, unless the story add +1 to the die roll. If you fail, the vampire awakens and the »» Discard all activated Items that have a duration effect
one feature per turn and you must be adjacent says otherwise. It is up to the current Leader to make the group must face it in encounter combat. of a chapter.
to or occupying the same space in order to do transition. If they decide to stay, then the adventure round If you find more than one vampire in slumber in the same »» Transition the Leader token to the next character.
so. Interactions include things such as opening begins anew. adventure map, the first can destroyed on a d6:4+ roll. All

Copyright © Twin Fire Production, LLC 14 15 Copyright © Twin Fire Production, LLC
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Encounters Character Turn

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Setup

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Each of the following actions may be taken once per from items, weapons, statuses, etc. Then compare this final
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encounter turn, in any order (with the exception of Equip/ number to the target’s Defense value. If the result is greater
During Story setup, the Leader may be instructed to start The encounter turn order is as follows: Trade): than or equal to the Defense value of the creature, the target
an encounter. The Controller must complete the following is hit and damage is rolled by adding the character’s base
before combat can start: 1. Move: Same as during an Adventuring turn. damage to any weapon modifiers and applicable ability

»» Find the creatures in this encounter from the Creature


1 2. Act: An act can be any ONE of the following:
modifiers.
The total damage is subtracted from the foe’s current
Deck and place them in an accessible area. Characters Not in a. Attack a foe with equipped weapons. Attacking ends Vita. When a foe’s Vita reaches zero, it is defeated, and its
»» Find and retrieve the associated creature miniatures Darkness & Ghost any movement. miniature is removed from the map.
and place them on the adventure map. Characters b. Activate/exhaust an Item or Artifact. Melee weapons can only be used against adjacent targets,
»» The Controller should use the Encounter Record Pad to c. Attempt to use a Prayer or Ritual. unless they have a range otherwise specified on their card.
manage the Vita of the enemies. Only weapons and items that are equipped should be placed
3 2 3. Interact: A character may interact with one Map on the right side of the Character Card.
Feature, such as a Search Token or a map skill check. Two 1H weapons or items can be equipped at a time (one
Encounter Turn/Round Characters In Creatures & weapon or item in each hand). When attacking, you must
Darkness Afflictions 4. Use Summoned Allies/Companions: If a choose which weapon to use each turn, applying the bonuses
An Encounter Turn is the time that it takes for one character has a summoned ally (see Summoning section), and effects of the chosen weapon only. You may also spend
character or creature to complete their combat actions. An it may act during that character’s turn. If you have a one Power Point to make an additional attack with the
Encounter Round is the time it takes for all combatants to companion that has an attack capability, it may act in secondary weapon. Alternatively, if a 2H weapon or item is
complete their Encounter Turn. When an effect lasts one A character can only participate in combat once per turn. addition to the character’s attack. held, no other items can be held as both hands are occupied.
“round” it means until the end of a character/creature’s next For example, if a character not in Darkness takes their turn Ranged weapons can be used on any target that is within
combat turn. during phase 1, then a creature causes them to be affected by 5. Consumable Items: A character may use any SIGHT (see the Sight section). If an item, such as a melee
Darkness in phase 2, they cannot act again during phase 3. number of consumable items that they have in their weapon, has a range specified on its card, use that as the
Assuming that character remains in Darkness, the must act in possession, such as a bandage or holy water. range instead of the Sight rule, although attacks still cannot
phase 3 the next round. be made through obstacles.
6. Ability: A character can use any of their abilities If a character does not have a weapon equipped, they may
during this turn as many times as they wish, as long as still attack. It is assumed they are using the environment
they have enough Power Points to activate them. Some around, such as using a stone or jagged branch. The penalty
abilities allow you to use them outside of your turn. for this is simply not being able to use a weapon’s bonuses/
abilities.
7. Equip/Trade: A character can trade items with an
adjacent character and adjust which items they have held For example, the Arcanist attacks a Werewolf that she is adjacent to. She rolls the
in their hands. This can only be performed at the very end percentile dice. The d10 shows an 8 and the d00 shows a 50, resulting in a 58. After
of their turn after all other actions. adding her weapon’s modifiers, which in this case is a +4 Might for the Stiletto, and her
own Might modifier, which is a +3, the final result is 65. The Defense of the Werewolf is
Character Movement 60, which results in a successful hit. The Arcanist then rolls damage, which is 1d4. She
rolls a 3 on the d4, which means that the Werewolf loses 3 Vita. The Controller records this
A character may move through spaces occupied by other result on the Creature Vita Tracker.
characters, but not through spaces occupied by foes. A
character cannot stop their movement on an occupied space. Devastating Strike and Fault
If a character moves into a space with water, they must
immediately stop. On their next turn, they may continue If a character’s attack roll results in a natural 100, they have
through water at the rate of one space per turn, including performed a Devastating Strike. This means:
moving out of a water space. Those with the Ethereal Status,
ignore movement restrictions, such as this water restriction. »» They gain an extra Move and Act, OR
There may be other movement restrictions or effects within »» They may recover all their Power Points
the story instructions.
However, if a character rolls a natural 1 (attack roll with no
Attacking modifiers), they experience a Fault which exhausts the weapon
card (turn it sideways). This weapon is considered broken
All character attack rolls are made by and unusable until they get it repaired by a Tinker in town. If a
rolling a d10 and a d00 (the percentile character has a fault when not using a weapon, then they may
dice), which produce a result between 10 1 ACT but cannot attack during the next turn, including using
01-100. The character declares a target Abilities that require an attack roll.
to attack on his turn and then rolls both dice. Take the result Ghosts gain 2 Ghost Points when they perform a
and add the character’s Might modifiers (which includes Devastating Strike and lose 1 Ghost Point when they have a
bonuses represented on their Character Card), and bonuses Fault.

Copyright © Twin Fire Production, LLC 16 17 Copyright © Twin Fire Production, LLC
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Each creature encountered will take the following actions Creature Attacks
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Exhausting Items and Abilities every turn, in this order:
For each of the creature’s attacks, roll all the following dice
Some items and abilities can be “exhausted” to provide 1. Move: all at once:
a special effect. When this happens, they are inoperative until a. MELEE enemies (denoted by the »» The targeting die (see below)
refreshed, including all other benefits and bonuses noted Ghost’s Base “sword” icon) move towards the »» The attack dice (percentile dice, meaning the d10 and
Damage
on their card. For example, thrown weapons are exhausted closest character(s) during the their d00). The white d10 is the Power Die, which determines
when thrown, shields can be exhausted to block attacks, and turn. If more than one character are a creature’s attack power.
some abilities must be exhausted in order to use them. When equal distance from a creature, the Controller uses The targeting dice will determine which character is
something is exhausted, turn its card sideways to denote this Targeting to determine which character the creature targeted for attack. The recommend dice include:
condition. All exhausted items/abilities/etc. are refreshed attacks.. If any characters are already adjacent to the
when characters leave their current adventure map, unless melee creature, the creature will not move. Targeting Results
noted otherwise. b. RANGED enemies (denoted by the # of Characters Dice (Char 1 / Char 2/ … / Char 5)
“arrow” icon) do not move unless a
Dying in Combat character is adjacent to them. If a 2 d4 1-2 / 3-4
3. Ghost Powers: Ghosts are unable to use Abilities ranged enemy is adjacent to a character,
If a character dies, they are removed from the adventure unless an Ability specifically states it. Instead they have it moves away from the characters 3 d6 1-2 / 3-4 / 5-6
map and then they rise up as a ghost in any free map space Ghost Powers that require you to expend Ghost Points according to their Stride, prior to attacking. The only
Archeologist
that is accessible to characters. For example they cannot Attributes
to activate Ghost Points
them. Similar to Abilities, a ghost can use exception is if all characters are out of their line of 4 d4 1/2/3/4
appear behind a closed door. Once placed, they can then take any Ghost
of their powers during their turn as many times as
Points sight. In this case, ranged attackers will move up to
any allowable actions. they wish, as long as they have20enough
19 Ghost
18 Points
17 16to their Stride towards the characters until they have 5 d10 1-2 / 3-4 / 5-6 / 7-8 / 9-0
If the Leader dies, combat order does not change even
10
activate them. There is no restriction on when they may line of sight. The Controller must position ranged
Defense Might 15 For14 13 a12
though Leadership moves on to the next character. activate them during their turn. example, ghost11may attackers such that they have line of sight to as many For example, use a d6 for 3 characters, making character one targeted on roll of 1-2,
35 +3
use a power, then move, then attack, and then activate characters as possible. character two on a 3-4 and character three on a 5-6.
Ghosts in Combat another power. Be careful...if 10 9 out8of Ghost
you run 7 6
4 character goes to Limbo and is temporarily
Points, your For the attack, the Controller must roll the attack dice to obtain a number between 01-100
Ghosts always act in turn phase 1 because they are not out of the game.
Stride 5 4 3 2 1 (with 00 and 0 resulting in 100). The example below should a 10 and a 0, resulting in a
MOVES THEIR
affected by Darkness. They participate in combat and can be STRIDE
10. If the result plus the creature’s Might bonus is greater than or equal to the character’s
targeted like any other character. The following actions can be Defense, it is a hit.
taken by ghost characters: Energy Drain: Damage a corporeal enemy for 2
1 Then look at the “Power Die”. Reference the creature’s
Vita. Ranged Dryad moves away at their
1. Move: Same as living characters. They are Ethereal, Luck: Give any one group member a +2 to a
STRIDE value (4) so that it is not
adjacent to any Characters.
attack table to match the result of the die to determine 10 0
so are not affected by penalties to their Stride unless 2 what attack the creature makes. A roll of 0 on a Power Die
search and snare roll.
Melee Dark Oak moves toward closest
equates to 10.A roll of 0 on a Power Die equates to 10. “Power Die”
specifically stated in the story. 1 Mallochio: Hinder a foe, reducing their Might Character.

Ghosts have the by 5 for one turn.


2. Attack: Attack a foe with their base damage. Ghosts
Ethereal status.
Terrain Tile: Marsh1
Ghost Points act as Vita, so when a ghost is injured, it reduces its number of Ghost Points. For example, if a Stregha starts her encounter turn adjacent to a character, she will move 4
#07

cannot use weapons or items to modify their attacks Once their Ghost Points are depleted, the Ghost is sent to Limbo. See the “On Death and squares away (Stride 4) so that she is as far from the group as possible.
unless specifically stated or unless they possess an item Dying” section for more details on Ghosts.
which is allowed to be used in ghost form. Attacking ends 2. Target and Attack: Once in their desired position, they will
any movement. choose a target and then attack.
a. MELEE creatures attack characters adjacent to them.
If more than one target is within range, they will use
Targeting to choose their victim. For example, if a Highwayman rolls a 74 (a 70 on the d00 and a 4 on the power die)
b. RANGED creatures attack characters at random, against the Arcanist whose defense is 55, then it is a hit. Consult the Creature Card to see
whether they are adjacent to a character or not. Use which of the Highwayman’s attacks corresponds to the Power Die result (MIght bonuses
Targeting to determine who will be attacked. do not modify the result). In this case the result is 4 (the value of the Power DIe), the
“Intimidating Glare” attack.
Creature Movement
If a creature’s attack affects more than one character, the creature rolls once for its attack,
Creatures follow the same rules for movement as but the attack roll result is compared to each character’s defense individually to see if it
characters, however they can only move through spaces qualifies to hit their respective Defense value.
occupied by other creatures and not through spaces occupied
by characters. They may not end their movement on an In one single roll of 3 dice (Target Die, d10, d00) for each creature attack, you have
occupied space. determined who is being hit with the Targeting Die and if the hit was successful with the
Attack Die and finally which type of attack the creature made with the Power Die.

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Auras Special Instructions Missing a Turn Combats that occur in Darkness result in a -5 Might to all
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melee attacks and -10 Might to all ranged attacks. A character
All enemies include special instructions that must be If a character or creature loses their turn, lay their holding an equipped Light Source, such as a Torch, does not
Some creatures can create aura effects, followed during combat. For example, when characters miniature on its side. After their missed turn has passed, put take these penalties. Darkness has no effect on creatures or
usually due to special instructions on their encounter HIghwayman, while there are three or more in the their miniature back upright to indicate that they can act ghost characters.
creature card. Auras are usually barriers group, they gain +10 Might. during their next turn.
which cause damage or some other effect Summoning
to all adjacent characters. Auras affect Sight
characters on their turn. If a character enters a space within Some creatures can summon allies to fight with them. There
the range of an aura or they end their turn in such a space, Sight is whether a character and creature can see one are also abilities and rituals that allow characters to do the
they are affected by it. A character cannot be affected by the another in order to target an attack. Unless otherwise same. When a creature is summoned, the summoned entity
same aura more than once during their turn. Creatures are mentioned, any map feature that causes a space to be is immediately placed on the adventure map according to the
not affected by the aura of other creatures. Overlapping auras inaccessible for movement blocks sight for attacks (trees, instructions of the summons. If no location is specified, use
could cause additional damage as shown in the following walls, closed doors, etc.). This means that if the attacker the following placement rules:
example: cannot “see” the proposed target, then that is not an eligible
target. The rule of thumb is if any corner of the attacker’s »» Creatures summoned by other creatures (“summoned
square can see any corner of the creature’s square, there is enemy”) should be placed in any unoccupied space
sight. Characters and creatures do not block sight. adjacent to the Leader.
Each creature has unique special instructions. »» Creatures summoned by characters (“summoned ally”)
Avenging Madman loses
may be in any unoccupied space within their Sight (see
3 Vita on his turn. All Characters have the Sight section).
Line of Sight

Devastating Strike and Fault A summoned enemy acts after their summoners next
turn ends. A summoned ally acts after the character who
If a creature’s unmodified percentile summoned it takes their next turn. This is also true when
Archeologist loses 6 Vita
role results in a 100, meaning the d10 00 0 a character is in Darkness and acts after the creature’s
on his turn. dice shows a “0” and the d00 dice turn. However, this does not mean the summoned ally is in
shows a “00”, they have performed a “Strike(100)” Arcanist & Exorcist have
Darkness, i.e. they receive no penalties.
Devastating Strike. After they complete the first attack, they Line of Sight Summoned allies are targeted by creatures as if they
The Telepath is safe from
the Aura’s until she enter must make another attack against the same character. If the were characters. A summoner may not have more than one
a space adjacent to a character who was targeted for the first attack was killed, creature in play at any time. In addition, creatures summoned
Stregha. Only the Witch Hunter
the foe may not take advantage of the Devastating Strike. has Line of Sight by characters disperse after combat (they are removed from
If the first attack did not target a specific character, use the play).
Two Stregha attack the group. We will assume that both created an aura to demonstrate targeting roll for the second attack for the Devastating Strike.
how auras work and can overlap. Based on the figure above, the Avenging Madman However, if a creature rolls a natural Throwing and Pushing
moves into the aura of the green Stregha, so will lose 3 Vita each turn he starts in, re- 1, meaning the d10 dice shows a “1”
enters, or moves into this aura. The Archeologist is in range of two aura’s, meaning he will and the d00 dice shows “00”, they 00 1 Darkness When an ability or creature power specifies that a target
lose 6 Vita each turn. If the Telepath moves into a space adjacent to one of the Stregha, experience a Fault, which means they “Fault(1)” Terrain Tile: Earth Passage #04 should be thrown or pushed, certain limitations apply based
she will immediately lose 3 Vita. If she continues to move to another space adjacent to the cannot attack their next turn, although on obstacles in the path of movement. In the following
same Stregha, she will not lose additional Vita. If she enters the aura of another Stregha they can still move. Darkness decreases your effectiveness in examples, the Telepath uses the Psychokinesis ability to
during her move, she will lose an additional 3 Vita. combat. There are two ways that Darkness “throw” a target 2 spaces. The target will land a maximum
can occur: of 2 spaces away, but the effect of the ability will still affect
everything in the path.
»» Story instructions: In this
situation, a Darkness token should be placed on the
ain Tile: Chapel #02 affected map(s). Any character on a map with the Second
Dark Oak
Darkness token is affected, unless they are carrying a
Light Source.

»» Creature Attacks: This usually affects a single Target Dark Ending


Oak Location
target with Darkness. Follow the directions on the
creature or affliction card. Unless stated otherwise, the In the example below, the creature can be thrown 2 spaces as the projected end location
Darkness effect ends once combat is completed. An is unoccupied. Both the target and the other creatures the target passes through loses 1d4
example of this is when one character becomes blinded. Vita as specified in the ability instructions.

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Skirmishing

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Skirmishing is a quick battle with enemies that does not use miniatures based tactical combat. A skirmish can take place
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during any segment of an adventure and also when a character becomes lycanthropic and attacks his friends.
Target Ending
Location
4. Creature’s Turn:
The next example shows that the projected end location is occupied (but the target still is Vampire 8 7
assumed to have bashed into it), so the target lands in the space before it. Both enemies 1 Skirmish! First, the Leader rolls the creature’s attack dice (percentile)
on the map still lose the 1d4 Vita. 2 and applies any modifiers from the skirmish counter. This
2 characters
5 Defense 62 score is compared to each character’s Defense. If it is equal to
or greater, they are hit. If skirmishing with multiple creatures,
Second Third
4
Dark Oak Dark Oak they each get an attack against the characters.

X X
Lose 2d4 Vita and one random
3-4 characters
character that was hit becomes Those hit by the creatures would be affected by the
Bloodlust 4. Skirmish power, plus any applicable modifiers. Each character
makes their own rolls for damage and status effects.
Target 5 characters
Does Not SKIRMISH COUNTER
6
Move +2 Damage
+15 Might
+1 Damage
+10 Might
+8 Might
+8 Defense 5. Character’s Turn:
The last example shows that all spaces in the path are occupied already, so the creature
6 5 4 3 2 1
Terrain Tile: Forest Clearing does not move. However all three creatures lose 1d4 Vita because they are in the path of #06 2 All characters roll the attack dice (percentile)
the 2 space throw. #18
simultaneously and add any Might bonuses they have. If a
character’s attack roll is equal to or greater than the target
Winning A Combat creature’s Defense score, they succeed in hitting. Keep track
1. Determine Strength: of the number of successful hits. Some opponents are
After each successful combat, each character will: susceptible to attack via Skill checks instead of weapons.
Determine the skirmish strength based on the number of If you choose to use a Skill check to reduce the Skirmish
characters by rolling the dice shown on the far left of the card. counter, you cannot attack with weapons that turn.
»» Coin: Receive a coin reward for the creatures defeated. This is done for each Creature being skirmished with.
The amount of the reward is determined by adding up 6. Reduce Counter:
the total coin value for all creatures defeated. The value 2. Place Marker:
Terrain Tile: Forest Clearing
of a creature’s coin reward is found in the coin icon on #06
Reduce the Skirmish counter(s) by the number of
a creature’s Creature Card. For example, the characters Place a marker on the skirmish counter representing the successful attacks made by the characters. Each Devastating
defeat 3 creatures during one combat. Two of the skirmish strength. Modifiers for the current strength level Strike reduces the counter by 2.
creatures award 5 coins and the third awards 10 coins. All are listed above the counter. These modifiers apply to the
living characters gain 20 coins. creature, not characters. 7. Repeat Steps:
»» Lore: Receive the Lore award listed on the card. Keep 3. Attack or Defend: Repeat steps 3 through 6 until the Skirmish Counter is at
track of how much Lore you have received and refer to zero or until all the characters are defeated.
the Skill Tree in the Character Booklets to see if you have At the beginning of each round, all characters choose to
enough to advance. ATTACK or DEFEND by placing their Attack/Defend Token in 8. Get Loot:
front of them with the appropriate side showing.
»» Loot: Search the dead for items. For every creature type All characters receive the reward listed on the Skirmish card
(Werewolf, Rabid Wolf, etc.), each character will roll one »» Attack: You may attack the creature and can perform a search for each creature type. On a d10:10+,
d10 at the end of combat. On every d10:10+, they find an during your turn they find an Item. Characters forced to skirmish with their
item. Characters that have a search bonus, such as with allies do not yield an award.
the Lucky status, can add the appropriate modifiers to »» Defend: You may attack during your
their rolls. turn, but receive a +10 Defense and -10 During a Skirmish, the following should be considered:
Might until the beginning of your next
If you fail or avoid an encounter, there are no rewards turn. When ghost characters defend, »» Characters may use Items during this phase.
gained. they fade from sight and cannot attack »» Abilities may be used, although only those that require
or be targeted. an attack roll can reduce the Skirmish Counter.
If there are multiple skirmishing »» You cannot change equipped weapons during a
Creatures (or afflicted characters, such as those with the Skirmish.
Lycanthropic or Possessed statuses), characters must
choose who they will attack.

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Chapters yet to be imported


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Awards Chapter FAQ

Chapter discussing items, coins, lore, story markers, prayers Additional clarifications on rules
& rituals and ghost character.
Credits
On Death and Dying
Who made what
Singel Character death, Total Party Death, Limbo, Gypsy
Tarot Cards. Printable Sheets

Wrapping Up a Game Printable Character, Creature, Campaign sheets

Details on wrapping upa game. Status Reference

Components Full Status Reference explanations

Detailed component clarifications.

Index
A »» Diseased 10 M »» Skill Tree 8
»» Absorption 9 »» Dusk 5 »» Map Transitions 14 »» Skirmishing 23
»» Act 17 »» Dying in Combat 18 »» MELEE 19 »» Sleeping Vampire 15
»» Active 9 »» Midnight 5 »» Snares 15
»» Animal companions 11 E »» Might 7 »» Special Instructions 20
»» Arcanist 7 »» Ecology 8 »» Militia companions 11 »» Speech 8
»» Archeologist 7 »» Encounters 16 »» Missing a Turn 21 »» Story instructions 21
»» Archeology 8 »» End of a Chapter 15 »» Mission companions 11 »» Stride 7
»» Attack 18, 23 »» Exhausting Items 18 »» Move 14, 17, 18, 19 »» Summoning 21
»» Attacking 17 »» Exorcist 7
»» Auras 20 N T
»» Avenging Madman 7 F »» Narrator 8 »» Targeting Dice 19
»» Awareness 8 »» Faith 8 »» Nerve 8 »» Telepath 7
»» Fault 17, 20 »» Terrain Symbols 12
B O »» Their Path 8
»» Blocked Map Spaces 15 G »» Occult 8 »» Throwing and Pushing 21
»» Ghost Actions 15 »» Off-Road 12 »» Towns 13
C »» Ghosts in Combat 18 »» Off-Road Events 12 »» Trickery 8
»» Character Actions 14 »» Twilight 5
»» Character Movement 17 I P
»» Coin 22 »» Infections 10 »» Passive 9 V
»» Companions 11 »» Interact 14, 17 »» Power Points: 7 »» Vita 7
»» Controller 8
»» Corrosion 10 L R W
»» Creature Attacks 19, 21 »» Leader 8 »» RANGED 19 »» Wanted 12
»» Creature Movement 19 »» Leader Transition 14 »» Reduction 9 »» Waylin Point: 13
»» Locations 12 »» Resting 14 »» Winning A Combat 22
D »» Loot 22 »» Road Events 12 »» Witch Hunter 7
»» Damage 7 »» Lore 22 »» Road movement 12 »» World Map 12
»» Darkness 21 »» Lycanthropy 11
»» Defend 23 S Y
»» Defense 7 »» Search 14 »» Yorotrusk 13
»» Devastating Strike 17, 20 »» Sight 21

Copyright © Twin Fire Production, LLC 24

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