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I N P R O G R E S S
WO R K
MASSIVE DARKNESS - RULES
CHAPTERS
Inserts are in italic. Pick-Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Reorganize/Trade . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
GAME COMPONENTS . . . . . . . . . . . . . . . . . . . . 3 Resurrect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
STORY: THE LIGHTBRINGERS’ LEGACY . . . . . . . . . 5 Signature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Why So Dark? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Transmute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
EXPERIENCE PHASE . . . . . . . . . . . . . . . . . . . . . . . 30
SETUP . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 I’d Kill That For 1 XP! . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
GAME OVERVIEW . . . . . . . . . . . . . . . . . . . . . 10 ENEMIES’ PHASE . . . . . . . . . . . . . . . . . . . . . . . . 32
Step 1 – Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
BASIC RULES . . . . . . . . . . . . . . . . . . . . . . . . 11 Step 2 – Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
ACTORS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 END PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
ZONES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
LINE OF SIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . 13 COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . 36
MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 COMBAT ROLL . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Step 1 – Rolling Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
LEVEL AND LEVEL TOKENS . . . . . . . . . . . . . . . . . . 14 Re-rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
COMBAT DICE . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Two Hands! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Three Dice Of Each Color . . . . . . . . . . . . . . . . . . . . . . . . 16 Step 2 – Resolve The Enchantments . . . . . . . . . . . 38
HEROES . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Step 3 – Inflict Pain! . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
ENEMIES . . . . . . . . . . . . . . . . . . . . . . . . . . 21
ENEMY CARDS . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Massive Darkness is a cooperative board game for
Minions Amount . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
one to six players, age 14 and up. As a team, players
Health . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
agree on a fantasy quest to undergo. Each of them
Enchantments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Enemy Combat Type . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
chooses a hero, then the whole party descends into
Defense Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 underground lairs and corridors! Prowling in the
darkness, the heroes beat guards and monstrosities,
ENEMY ROLES . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Mobs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
claim legendary weapons and earn experience until
Agents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 they deserve to be called Lightbringers.
Roaming Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Enemies of all kinds, from goblin war parties to
Guardians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 roaming monsters, are controlled by the game itself,
using a simple set of rules. Your heroes can battle
PLAYING A GAME ROUND . . . . . . . . . . . . . . . . 25 them in hand to hand, ranged, or even magic combat.
EVENT PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Explore the dungeon, beat your enemies and claim
Running Out Of Miniatures . . . . . . . . . . . . . . . . . . . . . . 25 their potent weapons to survive the next challenge!
HEROES’ PHASE . . . . . . . . . . . . . . . . . . . . . . . . . 26 The basic goal is to achieve the objectives set by
Combat Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 the chosen quest. As players can keep their heroes
Do Nothing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 from a quest to the next, and see them evolve, the
Enter Shadow Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
ultimate goal is to play your own adventure over a
Get Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
series of games!
Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Open A Door . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
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GAME COMPONENTS
9 GAME TILES (DOUBLE-SIDED) 6 PADS OF 20 CLASS SHEETS
12 COLOR PEGS
111 TOKENS
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69 ENEMY MINIATURES
207 MINI-CARDS
12 Starting 164 Treasure cards
15 Event cards Equipment cards (T1 to T163)
(E1 to E15) (SE1 to SE12) 33 Level 2 32 Level 4
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SETUP
3. Sort the game cards per type and level. Each card bears its
type name on the back, as well as a dedicated color.
Many items help identifying your game cards. They can prove
useful to sort your cards and apply specific game effects.
A: Artifact G: Guard
D: Door RM: Roaming Monster
E: Event SE: Starting Equipment
T: Treasure
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• Sort the Guard cards by Level and shuffle each Guard deck. They • Sort and shuffle the Treasure cards in the same way as the
have the “Guard” keyword and a back color matching their Level: Guard cards.
• Sort, shuffle and place the Door, Event and Roaming Monster
decks.
- Door cards have the “Door” keyword and a red back.
Guards form the numerous war bands your Heroes battle Here is a door card, drawn when the Heroes
in the underground tunnels. They’re made up of either open a door to explore dangerous rooms.
Mob groups, with a Boss leading several Minions, or the
terrible Agents. Defeat them all to get Treasure cards!
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- Event cards have the “Event” keyword and a grey back.
5. Each player chooses a Hero Card. This is the named char-
acter you will play. Take the matching miniature. Take a
Hero Dashboard and a set of pegs of your favorite color. Attach
the colored plastic base of the matching color to your Hero’s min-
iature to help identify it.
6. Each player chooses a Hero Class for his Hero, and places
a matching Class Sheet next to their Hero Dashboard in
front of him. The Hero Class is your character’s job. New players
Here is an Event card, drawn to know what should select the recommended Hero Class indicated on their
fate has in store for your Heroes. Hero Card. Experienced players may select among the various
Hero Classes to explore variations and combinations. What if
- Roaming Monster cards have the “Roaming Monster” keyword Siegfried was a Battle Wizard?
on a black and red back.
NOTE: Heroes can’t change their chosen Hero Class along the way.
The selection is definitive.
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HERO SETUP EXAMPLE Choose a Class for your Hero,
and set a corresponding
Hero Sheet here.
Your Hero starts the game with Health 5. Place a peg in the 5
Health slot. Place a peg in the skull box whenever your Hero is
eliminated for the first time in the game; he can be Resurrected
(see. P. 29), but the game is lost if he’s defeated a second time.
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GAME OVERVIEW
Massive Darkness is played over a series of Game Rounds, which
go as follows:
EVENT PHASE
At the beginning of each Game Round, starting with the second,
the First Player draws an Event card. It is read out loud and the
related game effects are applied. Don’t draw an Event card on the
first Game Round!
The Event Phase is explained on P. 25.
HEROES’ PHASE
The First Player takes his Turn, activating his Hero.
A Hero can initially perform up to three Actions per Activation.
Each can be used to execute various tasks toward the Quest’s
completion: moving around the board, battling Enemies in vari-
ous ways, taking game objectives, exchanging equipment with
fellow Heroes or hiding in the shadows.
Once a player has resolved his Hero’s Activation, the player to his
left takes his Turn, activating his Hero in the same manner. The
Heroes’ Phase ends when all players have completed their Turn.
The Heroes’ Phase is explained on P. 26.
EXPERIENCE PHASE
Heroes can spend their hard-earned Experience Points (referred
to as “XP”) to get new Skills. Their effects are applied from now on.
Unspent Experience Points and acquired Skills are kept from a
Quest to the next, allowing players to see their Hero party evolve
through their own epic saga!
The Experience Phase is explained on P. 30. END PHASE
The End Phase marks the end of the Game Round. Many game
ENEMIES’ PHASE effects stop during this Phase. The First Player hands the First
Player token to the player on his left. The latter will be the First
Enemies come in all kinds and shapes, from the lower Minions to Player for the next Game Round. Another Game Round can
the horrifying Roaming Monsters. Their behavior on the board then begin.
is set by a couple rules used to resolve the Enemies’ Actions dur- The End Phase is explained on P. 36.
ing this Phase.
Enemies move around the board, patrolling or actively looking
for the heroic interlopers. Of course, they also fight, using bows, WINNING AND LOSING
claws, swords and even magic to make the Heroes’ lives harder.
Good news: the strongest Enemies carry the precious Treasures Massive Darkness is a cooperative game, players win or lose as
the Heroes are seeking to achieve their Quest. Bad news: they a team. The game is won when the Quest objectives are reached.
often know how to use them. So, to get your fabled enchanted The game is lost when the Quest objectives can no longer be met.
sword, you’ll first have to defeat a brute pointing it at you! Most of the time, this happens when all Heroes lie defeated.
The Enemies’ Phase is explained on P. 32. The game is also lost when any of the Heroes is defeated a sec-
ond time.
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BASIC RULES Agents are the Darkness incarnate and have an influence over
the Event Phase by calling upon waves of enemies.
ACTORS
All characters in the game are Actors.
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ZONES The game features Room Zones. A Chamber is an area created by
one or several Room Zones connected by openings, and delimited
A Zone is an area between two linear markings, or a linear mark- by walls. Rooms separated by door tokens are considered as dif-
ing and a tile’s edge. These linear markings can either be ground ferent Chambers.
marks or walls. All other Zones are Corridor Zones.
The four walls mark a Room Zones are either in Light or in Shadow. Light Zones have a light
Zone. There is no light source: source (most of the times, a fire or torch). Shadow Zones are in
it is also a Shadow Zone. the dark.
Here is a Corridor
Zone. The torch
and lighting mark The lack of light marks this
it as a Light Zone. as a Shadow Corridor Zone.
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LINE OF SIGHT Lines of Sight run from a Zone to the next until they meet a closed
door, a wall or a tiles’ edge.
Lines of Sight are straight lines running parallel to the edges of Light and Shadow may have an influence on Lines of Sight. See
the board. Actors cannot see diagonally. Shadow Mode (P. 27) to know more.
Sibyl’s Line Of
Sight runs this far,
through several
Chambers and
Corridors.
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MOVEMENT Using these values and colors, Level tokens are spread across
the board’s various tiles according to the Quest map. Each game
Actors can move from one Zone to the next as long as the first begins at Level 1 (white) as Heroes are placed on the Hero Start-
Zone shares at least one edge with the destination Zone. Corners ing Zone. The game Levels up as soon as a Hero finishes a Move
do not count (no diagonal movements!). Movement from a Zone Action (see P. 2 8) on a tile with a higher Level value. It is then set
to another has no restrictions, other than Heroes can’t leave to the corresponding Level. Flip this tokens to its “active” side,
a Zone containing an Enemy, and vice-versa. Actors must go and flip all Level tokens with another value to their “inactive”
through an open door to enter or exit a Room Zone side. So, the current Level is defined by the “active” Level token!
.
Then to
this Zone,
on a second
movement
No diagonal
movement!
The Level tokens mark the danger rising along the game.
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• Roaming Monsters (P. 24). Roaming Monsters spawn on the
Zone holding the Level token matching their own Level, as writ-
ten on their Roaming Monster card.
Whisper moves on the
tile holding the Level 2
NOTE: Artifacts and Treasures can be used regardless of the current
token. The latter is flipped
Level. Heroes can use them as soon as they find them!
to its “active” side. The
Level 1 token is no longer
active and is flipped to The game is at Level 2. Heroes can
its “inactive” side. use their Skills up to Level 2. Whisper
opens a door, revealing a Chamber
with three Zones. A Door card is drawn
for each Zone, one after the other
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COMBAT DICE
HEROES
Attack dice come in yellow and red. They feature Hit symbols .
A Hero is defined by the combination of a Hero Card, featuring
his name and Special Skills, a Hero Dashboard tracking his cur-
rent inventory and status, and a Class Sheet, listing the Skills he
can acquire all along his career as an adventurer.
HERO CARD
Here are yellow and red Attack dice. Red is better!
Special Skills: The Hero can freely
Defense dice come in blue and green. They feature Shield symbols . use these Skills as soon as the game
reaches the indicated Level.
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HERO DASHBOARD
Use the pegs attached to your Hero Dashboard to track your
Hero’s current Health and Experience! Body slot. Used to Equip Health. Your Hero’s Health
an Armor or a weapon and resurrection amount
Put your Hero Card here. featuring the Body icon. are tracked here.
Hand slots. One-handed and Two-Handed Equipped weapons Experience. Keep track of
are placed here. Your Hero can hold two Two-Handed your Hero’s Experience here.
weapons, but can use only one of them at a time!
Health and Resurrection: This section is used to keep track Experience Points: Use this area to keep track of the Experience
of the Hero’ Health value. It starts at 5, and can be raised to 7 points the Hero earns during the game. Adjust this amount ac-
by spending Experience Points in the Health Skill Line. The cordingly as XP is earned and spent. It’s very useful to keep track
Health amount is lowered by 1 for each Wound the Hero suffers, of progression from a game to the next!
with a minimum value of 0. At Health 0, the Hero is defeated:
lay his miniature down and place a peg in the skull box on his Equipment cards: Equipped cards are placed in the correspond-
Dashboard. ing areas. Unequipped cards are placed next to the Hero Dash-
• Until he is Resurrected, a Hero is ignored for all game effects board. Several methods can be used to sort them along the game:
but Minion spawning (P. 23). by type, by usefulness, or by Level to ease the Transmute Action
• Defeate d Heroes can be targeted by game effects healing He- (see. P. 29). Use your favorite method!
roes. In that case, they Resurrect and stand up with a Health
amount corresponding to the healing game effect. From now on,
the Resurrected hero can play again, in Activation order.
• If the same Hero is defeated twice, the game is lost.
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CLASS SHEET
Signature. A daring attack, requiring Levels. A Hero can use the Skills he acquired as soon
Experience expenditure to be used. as the game reaches the corresponding Level.
Skill Line. Skills are acquired Experience cost. Spend this number of Skill. A powerful ability to unlock
following the line’s order. Experience points to acquire the Skill! using Experience points.
Level: During the game, the Hero can use all the Skills he ac-
quired, as long as they are equal or below the game’s current Skill Line: Each Hero Class possess various Skill Lines represent-
Level. It means your Hero can use the Level 1 Skills he acquired, ing the Class specialties. Skills must be acquired in the reading
right from the start of the game. The game has to reach Level 5 order shown on the line (Free Class Skills listed on the Hero Sheet
for the corresponding acquired Skills to be used. being the exception). Each acquired Skill replaces the previous
one in its own Line.
Signature: The Signature is a flashy, cinematic Action triggered
by spending Experience Points (see P. 29). It matches a Level 5 Skill: The new abilities and powers your Hero can acquire by
Skill’s power, and can be called upon right from the start. The spending Experience Points. See Skills on P. 42 for the game
Signature can be used an unlimited amount of times per Activa- effects.
tion, as long as the Experience cost is met.
Skill Price: The Hero has to spend this amount of Experience
Points to acquire the Skill. It then can be used for the rest of his
career, across multiple games.
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EQUIPMENT CARDS • Ranged weapons display Combat dice allocated to the Ranged
symbol . They can fire at any Actor outside of their owner’s
Zone, no matter how far, as long as their owner has a Line of Sight
to it (Range 1+). They are used with Ranged Actions (P. 34).
COMBAT EQUIPMENT
Combat Equipment cards feature a row of symbols linked to
Combat Actions and resolution, as well as the amount and type • Defensive Equipment has Combat dice allocated to the Defense
of Combat dice to use. The keywords used, along with the way the symbol . Whenever Equipped, they can be used to cancel in-
dice are allocated, show their category: Melee, Ranged, Magic or coming Hits (P. 37). Their effect is passive: there is no need to
Defense. In turn, the category determines the Range the weapon spend Actions to use them.
can be used.
A Combat Equipment card can belong to several sub-categories
• Melee weapons display Combat dice allocated to the Melee sym- at once!
bol . Being close combat weapons by nature, Melee weapons
can only hit Actors in their owner’s Zone (Range 0). They are used
with Melee Actions (P. 33).
The Mace is
a Melee weapon.
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ITEMS Body. The Chainmail Armor
needs to be put on the Body to
be used. An Actor can Equip
Item cards don’t display Combat symbols, but have game effects
only one of them at any time.
on their own. They come in various shapes, from pagan trinkets
to bewitched clothes and even preciousss magic rings. Their de-
scription details the way to use them. Body. The Shadow
Orb can also be put
on the Body to be
used. An Actor can
Equip only one Body
Equipment at any time.
CARD SYMBOLS
Level. This Fire
Hand. The Fire Sword Sword is Level 1.
needs to be Equipped
in Hand to be used. An
Actor can Equip up to
two Hand Equipment
cards at any time (even
if the miniature shows
more “hands”!).
TWO-HANDED EQUIPMENT
A Two-Handed Equipment occupies a single inventory slot.
A Hero can thus equip two different Two-Handed Equip-
ment at the same time. They just cannot be paired, so only
one of them can be used at a time.
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ENEMY CARDS
Most Enemies roam the board as Mobs: an Enemy Boss along its
Minion escorts. The amount of Minion miniatures spawning
along the Boss directly depends on the amount of Heroes who
began the Quest. Use the indicated value as a multiplier:
2: Spawn two Minions per starting Hero.
1: Spawn a single Minion per starting Hero.
Health
Health defines the Wound amount the Enemy can endure before
elimination. Each Wound lessens this total by 1. The Enemy is
eliminated upon reaching 0 (or below), and its miniature is re-
Enemy cards look similar to Equipment cards in many aspects. moved from the board.
They bear Combat symbols paired with Combat dice amounts.
Some Enemies even use Enchantments of their own! Each member of a Mob (Boss and Minions) gets its own Health
amount, managed on an individual basis.
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Enchantments
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• Ranged Enemies show a highlighted Ranged symbol . Dur- Defense Dice
ing the Enemies’ Phase, they move to fire on their target as soon
as possible, but at the longest distance available.
ENEMY ROLES
Massive Darkness features many Enemy Roles, with various
abilities and characteristics. Whatever their origin, all Enemies
share sets of common rules, defined by their Role.
Mobs
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Agents Guardians
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PLAYING
A GAME ROUND
A Game Round is split into five Phases, resolved in the order
below:
1– Event Phase
2– Heroes’ Phase
3– Experience Phase
4– Enemies’ Phase
5– End Phase
EVENT PHASE
The Goblin Mob’s card, along their Boss’ Treasures. The Goblin War-
rior Boss receives a Level 2 (Level 1, +1) Treasure card: A Healing Po-
tion. As a Consumable, this card specifies an additional Treasure card
of the same Level has to be drawn: an Ice Sword is drawn!
During the Event Phase of each Game Round, starting with the
second, the First Player draws an Event card. It is read aloud and
the related game effects are applied, in reading order. Remem-
The Goblin Warrior Enemy card shows a Minion value of 2, meaning ber: No Event card on the first Game Round!
2 Minions per Hero. Since this game has 3 Heroes, 6 Goblin Warrior
miniatures are placed with the Goblin Warrior Boss. Events are linked to the following keywords:
• Blessing. This is an Event of good omen. Enjoy!
• Curse. Something bad is happening. Too bad four-leaf clovers
don’t grow in such places.
• Patrol. Patrols spawn on the Zone holding the Level token
matching the current Level plus one (Max 5). If several Zones
holds a Level token of the corresponding value, players choose
where the Patrol appears.
• Trap. Someone falls into it. This is not a brave way to die.
The Ice Sword Melee weapon features Combat Dice in both the Melee
and Defense sections. The Goblin Warrior Boss already has Combat
dice in these sections as well: the Ice Sword’s dice are added to its own.
The Boss also adds the Ice Sword’s Enchantments to its own, and can
RUNNING OUT OF MINIATURES
now Stun Heroes. Event cards, as well as opening doors (see P. XX) often lead
to spawning Enemies across the board. In case there would
The fight begins: the Heroes have to kill all Goblin Warrior Minions not be enough corresponding Enemy miniatures, ignore and
before being able to wound their Boss. Until then, the Goblin Warrior discard the Enemy card (don’t place any miniatures), then
Boss cannot use its Defense dice, but can still Attack the Heroes. draw a Roaming Monster card instead and spawn it in the
Zone holding the token matching its Level. If all Roaming
The fight ends as Elias kills the Goblin Warrior Boss. It could not use the Monsters are on the board at this point, the game is lost.
Healing Potion to save its hide, as Bosses cannot use Items. Despite being
two Zones away, Elias immediately receives the Healing Potion and Ice
Sword Equipment cards. He can reorganize his Inventory for free.
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HEROES’ PHASE Combat Actions
Each player activates his Hero, starting with the First Player and
going clockwise. Once a player has resolved his Hero’s Activa-
tion, the player to his left takes his Turn, activating his Hero in
the same manner. The Heroes’ Phase ends when all players have
completed their Hero’s Activation.
Each Hero can execute up to three Actions during his Activation,
not counting any additional Action he may gain thanks to Equip-
ment, Skills or other game effects.
The possible Actions are listed below, in alphabetical order. Most
Actions have prerequisites to be met in order to be resolved. Some
Actions are free, and can be executed an unlimited amount of
times per Activation. A Hero cannot execute Actions of any kind
outside his Activation. Melee Action, Ranged Action, Magic Action
Action cost: 1.
Prerequisites: Having an Equipped weapon of the corresponding
type (Melee, Ranged or Magic).
The Hero executes a Combat Action with an Equipped weapon.
Combat Actions use all types of combat-oriented Equipment
cards. There are three types of Combat Actions: Melee, Ranged
or Magic. Combat Equipment is detailed on P. XX. Combat rules
are explained on P. XX.
Do Nothing
Action cost: All remaining Actions.
Prerequisite: None.
The Hero does nothing and prematurely ends his Activation. All
remaining Actions are lost.
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Enter Shadow Mode As long as the Hero is in Shadow Mode:
• The Hero is ignored when tracing Enemies’ routes (see Enemies’
Phase, Move Step P. XX).
• Enemies can’t trace a Line Of Sight to a Hero with a Shadow
Mode token and standing in a Shadow Zone.
• Enemies have one less Defense die (player’s choice, but before
any Combat roll) when being attacked by a Hero with a Shadow
A key Action of Massive Darkness,
Mode token and standing in a Shadow Zone (see Combat, P. XX).
Entering Shadow Mode can save your party
if used to evade mighty monsters.
A Hero immediately exits Shadow Mode and loses his Shadow
Action cost: 1. Mode token as soon as:
Prerequisites: Must be the first Action of the Hero’s Activation. No • He stands in a Light Zone and an Enemy has a Line of Sight to
Enemy in the Zone. No Enemy with Line Of Sight to the Hero (if the him during the Move Step of the Enemies’ Phase (P. XX).
Hero is already in Shadow Mode from his previous Activation, it • He stands in the same Zone as an Enemy at any time during the
still affects Line of Sight). The Hero is not Stunned (P. XX). Enemies’ Phase.
While no Enemy is watching, the Hero starts his Activation by • He doesn’t spend the first Action in his Activation to Enter
Entering Shadow Mode, doing his best to act in a stealthy man- Shadow Mode again.
ner. Put a Shadow Mode token next to the Hero miniature. For
obvious reasons, a Stunned Hero cannot Enter Shadow Mode. He
has to Get Up first (see below)!
The Troll has no Line Of
Sight to Siegfried. The
Hero can Enter Shadow
Mode, regardless of the
Bjorn is already in Shadow Mode and
Here are the Troll’s Light Zone he stands in.
in a Shadow Zone. The Troll doesn’t
Lines Of Sight at
see him despite the proximity! The
the beginning of
Hero can Enter Shadow Mode again
Heroes’ Phase.
at the beginning of his Activation.
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Get Up
Action cost: 1.
Prerequisites: The Hero is Stunned (see P. XX).
A Stunned Hero can spend 1 Action to shake off the effect. Put
the miniature up and resume his Activation.
Move
Action cost: 1.
Prerequisite: No Enemy in the starting Zone.
The Hero moves from a Zone to the next, but cannot move
through closed doors or walls. Moving is not allowed if an Enemy
is in the Zone the Hero stands in.
Open A Door
Players indicate each Room of the Chamber, one after the other
in any order they choose. The First Player draws a Door card for
each of them. As the Rooms are designated successively, players
place the indicated amount of Treasure tokens, then resolve the
indicated game effects.
• Location. The party discovered a location tied to specific game
effects. Place the Door card on the Zone to mark it.
• Trap. Brace yourself and resolve the game effect.
• Spawn. Spawn the corresponding Enemies, in the indicated
conditions. Please note Agents (P. XX) and Roaming Monsters Objectives and Treasure tokens are
(P. XX) spawn in the Zone holding the token matching their the most common items to pick-up.
Level (be it active or not).
A Door card can feature several of these game effects at once. In Action cost: 1.
that case, resolve them in reading order, from the first to the last. Prerequisite: None.
The Hero takes an Objective or Treasure token standing in his
own Zone.
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• Taking a Treasure token immediately gets the Hero a Treasure Resurrect
card of the corresponding Level. After drawing the Treasure card
and applying the potential game effects, the Hero can reorganize
his Inventory for free. The Treasure can be used immediately,
regardless of the current Level. A Hero can Pick-Up a single
Treasure token per Zone during each Activation.
• Objective tokens are linked to Quest achievements. The game
effects are explained in the Quest’s description.
• The Pick-Up Action can also be used in conditions described by
the Quest, like interacting with the environment. In that case,
follow the Quest’s description.
Signature
Action cost: 0. It’s free!
Prerequisite: Spend the Experience Points amount written on the
Signature section of the Class Sheet, and follow the instructions.
Signatures are Classes’ secret techniques. Being as potent as
Level 5 Skills, they can be used right from Level 1. Using them
requires the spending of Experience Points.
Read the Signature’s description to know the condition and game
effects to apply. Signatures can be used multiple times during the
Owen can Pick both the Bjorn can Pick the same Activation, as long as the Experience cost is paid for each use.
Artifact and the Treasure Treasure, despite
(one Action each). being in the same Transmute
Zone as an Enemy. Action cost: 0. It’s free!
Prerequisite: The Hero owns at least three Equipment cards of
Reorganize/Trade the same Level.
Action cost: 1. Discard three Equipment cards of the same Level from the Hero,
Prerequisite: None. then draw a Treasure card of the immediate superior Level. Re-
The Hero Reorganizes the cards in his Inventory. This is espe- member: an Equipment card can be used regardless of the cur-
cially important as Reorganizing allows you to change the rent game Level.
Equipment cards the Hero is Equipped with.
In the same Action, the Hero can also exchange any number of NOTE: Heroes can transmute three Starting Equipment cards to get a
Equipment cards with one other Hero standing in the same Zone Level 1 Treasure card. To help players remember this, Starting Equip-
(even a defeated one). This other Hero Reorganizes his Inventory ment cards are Level 0.
for free. A Trade Action doesn’t have to be fair: a Hero can trade
everything for nothing, if both parties agree!
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EXPERIENCE PHASE
NOTE: Free Class Skills (P. XX) are an exception. They are acquired
regardless of the Skill Line’s progression. They can still only be used
once the game reaches the indicated Level, though!
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• Skills may improve along the game: a Hero always uses the high-
est available Skill in each Skill Line.
At Level 1, the Hero gets +2 Max Health. As the game reaches Level 2, the “Spend 1 Action: Regeneration 1” Skill is
unlocked. Finally, the “Spend 1 Action: Regeneration 2” kicks in at Level 4, improving from the previous step.
• Heroes can only use Skills they have acquired (either by spending
XP, or as a Free Class Skill). If the game reaches a Level that would
unlock a new version of a Skill, but the Hero has only bought the
previous version, he keeps on using that lower-level version.
• Experience and Skills are kept from a game to the next. Keep
your Hero and create a story of your own!
EXAMPLE: Sibyl chose the Nightshade Ranger Class. She has The game progresses to Level 2. Sibyl earned 15 Experience Points.
“Ranged: +1 re-roll” listed as a Free Class Skill on her Hero Sheet. As The player chooses to spend them all during an Experience Phase to
the Nightshade Ranger Class features it, she acquires it right from the acquire the “Ranged: +1 Attack die” Skill (Level 3). The game is still at
start, for free. Level 2, however, and the new Skill can’t be used yet.
The game begins at Level 1, and Sibyl can use all her Level 1 Skills The game reaches Level 3. Sibyl can now use her Level 1, 2 and 3 Fea-
and Special Skills: “Ranged: +1 re-roll” (Skill) and “Ranged: +1 Hit” tures and Skills!
(Special Skill). The “+1 Zone per Move Action” is shown as a Level 3 - The “Ranged: +1 re-roll” Skill can still be used (Level 1).
Special Skill, and will be available as soon as the game reaches Level 3. - The “Ranged: +1 Attack die” Skill (Level 3) replaces the “Ranged: +1
[Yellow]” Skill (Level 1) set at a previous Level in the same Skill Line.
Still at Level 1, Sibyl kills five Enemies and thus earns 5 Experience - The “+1 Zone per Move Action” Special Skill can now be used (Level 3).
Points. During an Experience Phase, the players spends them all to
acquire the “Ranged: +1 [yellow] Skill (Level 1). The Skill can be used
from now on, as the game starts at Level 1.
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Step 2 – Attack
ENEMIES’ PHASE Once the Move Step has been resolved, each Enemy gets one Ac-
tion to attack Heroes. Enemies represented by a single Enemy
Heroes have done their job and spent their Experience. Now it’s card attack together and simultaneously (see Combat P. XX).
time for fiends to come out. Enemies play by their own rules, Resolve Enemy attacks one after the other, Enemy card by Enemy
performing the following steps in order. card, in any order you choose.
• Melee Enemies Attack the most experienced Hero in their own
Step 1 – Move Zone.
Each Enemy has two Actions to spend on Move Actions. They all • Ranged Enemies Attack their target Hero. If they don’t have
move simultaneously, one Move Action at a time, following this a Line Of Sight on him, they attack the most experienced Hero
order for each Move: within Line Of Sight instead. If they can’t use their Ranged At-
tack, they resolve a Melee Attack instead.
1. Enemies try to spot Heroes. Check their Lines Of Sight. Re- • Magic Enemies Attack their target Hero. If it’s out of Range
move the Shadow Mode tokens from all Heroes standing in the (Range 0 or 3+), they attack the most experienced Hero within
same Zone as an Enemy, and from Heroes standing in a Light Range and Line Of Sight. If they can’t use their Magic Attack,
Zone to which an Enemy has a Line of Sight. they resolve a Melee Attack instead.
2. Enemies define their target Hero: the Hero with the highest If the Enemies form a Mob (Boss + Minions), allocate Minions
amount of unspent Experience points across the board. If several in this order:
Heroes share the highest amount, players choose (regardless of (1) One Minion joins the Boss in attacking the target Hero.
distance). Defeated Heroes and Heroes in Shadow Mode (P. XX) (2) One Minion for each additional Hero within Range and Line
are ignored. Of Sight, regardless of Experience. If there aren’t enough Min-
If all Heroes are ignored (either defeated or in Shadow Mode): ions in the Mob to attack all eligible Heroes, players choose.
• Enemies in Room Zones don’t Move. (3) Any remaining Minions are set aside. They bring support to
• Enemies in Corridor Zones move toward the Hero Starting their Boss for its Attack roll (see P. XX).
Zone. Remove their miniatures and discard their cards as soon
as they reach it: they exit to wreak havoc in the open world. The Enemies’ Phase ends as soon as all Enemy attacks have been
resolved.
3. Enemies move up to 1 Zone, in the same way as Heroes (see P.
XX). The Move direction depends on the Enemy type (see below),
but always by taking the shortest available path. Moving is not
allowed if a Hero stands in the same Zone. If there are several
routes of the same length, players choose.
• Melee Enemies do their best to engage their foes in close com-
bat. They move toward their target Hero.
• Ranged Enemies fire from as far as possible. They move in order
to be at maximum Range of their target Hero, and within Line Of
Sight of it.
• Magic Enemies get to a safe range to unleash magic on their tar-
gets. They move in order to be at maximum range (up to 2 Zones
away) from their target Hero, and within Line Of Sight of it.
In case there would be no open path to the target Hero, Enemies
move toward as if all doors were open. Closed doors still stop them.
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Melee #1/3.
The Troll, a Melee Enemy , checks its Lines Of Sight
and sets its course before its first Move Action.
The Troll defines its target Zone with the more experienced Hero
on the board, excluding those that are defeated or in Shadow Mode.
Being defeated, Elias is ignored despite having the more Experience
Points. Whisper has 24 XP, but is ignored as well as she is in Shadow
Mode. Owen and Siegfried are both eligible targets, but Siegfried is
the more experienced! The Troll sets its course to get to Siegfried.
Melee #2/3.
The Troll’s Lines Of Sight are checked as it ends
its first Move toward Siegfried. The Roaming
Monster cannot spot Bjorn and Whisper, as they
are both in Shadow Mode in Shadow Zones.
Melee #3/3.
Performing its second Move Action,
the Troll lands on Bjorn’s Zone.
Its Lines Of Sight are checked for a last time. Bjorn,
standing in the same Zone, is revealed. Sibyl,
despite having a Shadow token, stands in a Light
Zone within the Troll’s Line Of Sight. Both lose
their Shadow tokens and exit Shadow mode.
The Troll is a Melee Enemy. It didn’t reach
Siegfried, its intended target, but will nonetheless
fight in Melee Combat in its own Zone if a target
is available. Bjorn, prepare for a whack!
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Magic #1/3.
For its first Move Action, a Demon – Magic Enemy – It then sets its
target Zone on Siegfried’s, the most experienced Hero on the board.
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MASSIVE DARKNESS - RULES
Magic #2/3.
The Demon’s Lines Of Sight are
checked at the end of its first
Move Action. It has a clear view
on Elias. The Roaming Monster
doesn’t unveil Bjorn, who stands in
Shadow Mode in a Shadow Zone.
The Demon is still set for Siegfried,
the most experienced Hero on the
board. It ignores Elias, and resolves
its second Move to get Siegfried
within Line Of Sight. Siegfried is
about to endure a Magic attack
during the ensuing Attack Step.
Magic #3/3.
A Magic Enemy , a Demon cannot
see Bjorn, standing in Shadow Mode in
the next Zone. The Roaming Monster
performs its first Move toward the most
experienced Hero on the board: Sibyl.
As the Demon ends its Move Action,
it unveils Bjorn (his Shadow token is
lost and he exits Shadow Mode) and
gets Line of Sight on Bjorn, of course,
but also Owen, Elias and Sibyl.
Standing in the same Zone as a
Hero, the Demon cannot perform
a second Move Action.
During the ensuing Attack Step, the Demon
won’t be able to blast Sibyl, its intended
target, as the Heroine is out of Range
(Magic Range: 1-2). The Roaming Monster
will blast the most experienced Hero
within Range and Line Of Sight: Elias!
Mob allocation.
6 Goblin Archers Minions led by a Boss – Ranged
Enemies – shoot at Heroes standing in a corridor.
Owen is the most experienced Hero within
Range and Line Of Sight. He is attacked by the
Goblin Archer Boss, along with a Minion.
Whisper is attacked by a single Goblin Archer Minion.
Elias is outside Line Of Sight, and cannot be targeted.
The four remaining Minions bring support
to their Boss against Owen (see P. XX).
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COMBAT
COMBAT ROLL
Combat rules apply when an Actor, called the Attacker, performs
an Attack on another, called the Defender. A Combat roll is re-
solved following these steps, in order.
END PHASE
Step 1 – Rolling Dice
The End Phase marks the end of the Game Round. Take the Attack dice of the Attacker, then the Defense
Many game effects last until the End Phase: they end in any order dice of the Defender. Group both the Attack and Defense
of the players’ choosing. dice in a single roll.
The First Player hands the First Player token to the player to his REMEMBER: A dice roll can only include up to three dice of each
left. The latter will be the First Player for the next Game Round. color (yellow, red, blue or green). Any exceeding amount is lost.
Another Game Round can now begin!
To know the dice amount a given Hero gets in a specific Combat
The game ends as a victory when all the Quest’s objectives are type (Melee, Ranged, Magic or Defense), simply add together
met, and as a defeat if they can no longer be met, or if any Hero is the dice of the related Combat type among the Equipped cards
defeated two times. Remember, Massive Darkness is a cooperative he possess. Add any bonus dice the Hero may get through Skills,
game: players win and lose as a team. Items, Consumables or Events.
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The process works the same way for Enemies: check the re-
lated Combat type’s indicated dice on the Enemy card. Guardians
(Agents, Bosses and Roaming Monsters) may get additional dice
and Enchantments if the Equipment card they possess is a Com- RE-ROLLS
bat Equipment featuring dice in the related Combat type. Many game effects allow re-rolls. They stack with each
other, allowing multiple re-rolls in a row. Only the final
result is kept.
Bjorn’s player then gathers three yellow, a red and three blue dice to
resolve Bjorn’s Melee Attack.
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TWO HANDS!
Actors are considered as having two hands, whatever the
model may show. This has an impact on the way Combat
dice are added for Combat rolls.
Hand. Actors can add together the dice of up to two
Equipped cards bearing the Hand symbol.
Two-Handed. Dice from Equipped cards bearing the
Two-Handed symbol cannot be added to dice from Equip-
ment cards bearing the Hand and Two-Handed symbols. EXAMPLE 2: Siegfried is Equipped with an Axe Of Healing and an
Combat dice gained from other sources (Special Skills, Ice Sword. Both are Hand weapons and their dice can be combined.
Skills, Items, Consumables or Events) are added normally. Performing a Melee Action, Siegfried gets a and a on his At-
tack dice, triggering the Enchantments of both Melee weapons.
With the Axe Of Healing, Siegfried heals 3 Wounds (1 with the , 2
with the ).
Step 2: Resolve The Enchantments At the same time, Siegfried Stuns 3 Enemies with the Ice Sword (1 with
Resolve first the game effects related to the Defense’s Enchant- the , 2 with the ).
ments .
Then resolve the game effects related to the Attack’s Enchant- Step 3: Inflict Pain!
ments . Add together all Hits on the Attack dice, then subtract all
Shields on the Defense dice. Inflict on the Defender as many
Enchantments are shared between all equipped Equipment cards Wounds as the final result (min. 0). Place the corresponding
the Actors use for the Combat roll. Rolling a single or can amount of Wound tokens next to it to mark the Actor’s remain-
then trigger multiple Enchantments from different Equipment ing Health.
cards! Enchantments can be triggered as long as the related The Defender is defeated when its Health amount drops to 0 or
Equipment card is Equipped and matches the Combat type used below. If it was a Guardian (Agent, Boss or Roaming Monster),
by the Actor. This rule applies even if the Actor doesn’t use the the Attacker gets its Equipment cards and immediately reorga-
Equipment’s dice due the “3 dice of each type” limit. nize his Inventory for free.
Remember: Attack Enchantments are triggered by Attack dice, REMEMBER: Eliminating an Enemy earns 1 Experience Point/XP,
when the Actor is the Attacker. Defense Enchantments are trig- no matter its size and Level.
gered by Defense dice, when the Actor is the Defender.
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MOB RULES
REMEMBER: A Boss cannot use his Defense dice or be Wounded as
long as at least one of its Minion escorts stands along it in the same
Zone. Game effects affecting all Actors or Enemies in the Zone they
stand, affect them as well.
Hero Attacks affect all Minions represented by a single Enemy EXAMPLE 2: Sibyl is attacked at range by a Goblin Archer Boss and
card and standing in the targeted Zone. a Goblin Archer Minion. The Enemies’ Attack dice are cumulative.
Use the Defense dice indicated on the Enemy card to resolve The Combat roll is resolved with 2 and 2 , against Sibyl’s
Combat rolls against a whole Minion group, whatever their Defense dice.
number. The Minions use their own pool for defense, as the Boss
cannot use his Defense dice. Players deal the Wounds as they see
fit among the Minion targets.
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SPECIAL LOCATIONS:
APOTHECARY AND GUARDSROOM
Massive Darkness’ underground tunnels hold places of interest
called Special Locations. Don’t draw Door cards when discover-
ing Special Locations: directly draw a Guard card of the tile’s
Level, and place the corresponding Enemies.
STUN
The Stun game effect temporarily disables an Actor. Lay down
his miniature to keep track of the effect.
- A Stunned Hero must spend an Action to get up (see P. XX). If
he can’t, he does nothing and keep on being Stunned.
- A Stunned Enemy spends its next Activation getting up, losing
both its Move and Attack Steps in the process.
- Stunned Enemies are ignored to determine whether or not a
Hero can leave a Zone.
- A Stunned Minion cannot protect its Boss: Stunned Minions
are ignored to determine whether or not Heroes can perform
Combat Actions against their Boss.
Guardsroom spawns Enemies as normal and may be used to NOTE: All members of a Mob (including the Boss) are Stunned as soon
trigger additional game effects. Read the Quest’s instructions to as half of them (round up) endure the Stun effect at the beginning of the
learn about them. Enemies’ Phase. Until then, they keep on performing the Attack and
Move steps normally.
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SKILLS Combat: +1
bat Action.
– Add a whenever the Hero performs a Com-
Being part of Skill Lines of growing power, Skills define and Combat: +1 Attack die – Add an Attack die (player’s choice)
enhance the Heroes. Their effects are described in this section. whenever the Hero performs a Combat Action.
• In case of conflict with the general rules, Skill rules have
priority. Combat: +1 Defense die – Add a Defense die (players’ choice)
• In the same way as Enchantments, Skills affecting Defense are whenever the Hero is the Defender on a Combat roll.
resolved before Skills affecting Attack.
• Any Guardian possessing a Skill described below is considered Combat Attacker: + [X] Wound – Whenever the Hero performs
as the Hero in the Skill’s description, and the Heroes are then a Combat Action, inflict [X] additional Wounds to the Defender
considered the Enemies. after the Combat roll is resolved.
• The effects of the following Skills are immediate and can be
used on the Game Round they are acquired. Combat : Stun – Whenever the Hero with this Skills gets a
while performing a Combat Action, Stun an Enemy of your
+[X] Magic Action – The Hero has the indicated amount of free choice within the Attack’s Range.
Magic Actions each Activation.
Command: Select another Hero during your Hero’s Activation.
+[X] Melee Action – The Hero has the indicated amount of free The selected Hero immediately performs a free Action of his
Melee Actions each Activation. owner’s choice. Command cannot be activated during an Action’s
resolution.
+[X] Move Action – The Hero has the indicated amount of free
Move Actions each Activation. Counter-Attack – Any exceeding obtained over the
amount on a Melee Combat roll against the Hero becomes a
+[X] Ranged Action – The Hero has the indicated amount of free Wound inflicted to the Attacker.
Ranged Actions each Activation.
Defense: +[X] – Add the indicated amount of whenever
+1 Enter Shadow Mode Action – The Hero has a free Action to the Hero is the Defender on a Combat roll.
Enter Shadow Mode each Activation.
Defense: +1 – Add a whenever the Hero is the Defender
+1 Reorganize/Trade Action – The Hero has a free Action to on a Combat roll.
Reorganize/Trade each Activation.
Defense: +1 – Add a whenever the Hero is the Defender
+[X] Zone per Move Action – The Hero can Move through the on a Combat roll.
indicated amount of extra Zone(s) each time he performs a Move
Action. Defense: +1 Defense die – Add a Defense die / of your
choice whenever the Hero is the Defender on a Combat roll.
+2 Max Health – The Hero’s maximum Health value becomes 7
instead of 5. Acquiring this Skill doesn’t raise the Hero’s current Defense: +1 re-roll – This Skill can be used whenever the Hero
Health amount, only the maximum amount. is the Defender. All the dice, including the Attack dice, can be
re-rolled an additional time. Re-rolls stack. Keep the final result.
Aggro: +[X] Defense die – Add the indicated amount of Defense
dice / (any mix, your choice) whenever the Hero is the De- Magic [Bam]: +[X] Wound – Add the indicated amount of
fender on a Combat roll AND has the most Experience Points on Wounds to the Defender whenever the Hero gets a [Bam] on a
the board (ignore defeated Heroes and Heroes in Shadow Mode). Magic Action.
This Skill can’t be used if the Hero is in Shadow Mode.
Magic [Bam]: Heal [X] – Whenever the Hero gets a [Bam] on a
Charge – Spend 1 Action with the Hero. He moves up to 2 Zones, Magic Action, heal the indicated amount of Wounds from any
to a Zone containing at least one Enemy, then performs a free Hero within Line Of Sight (including the casting Hero himself).
Melee Action. Charge can’t be declared if Enemies stand in the This Skill can be used to Resurrect a defeated Hero.
Hero’s Zone (save if they are all Stunned).
Magic [Bam]: Regeneration [X] – Whenever the Hero gets a
Combat: +1 – Add a whenever the Hero performs a Com- [Bam] on a Magic Action, heal the indicated amount of Wounds
bat Action. from him. Regeneration is a Healing, but cannot be used to
Resurrect.
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MASSIVE DARKNESS - RULES
Magic : Stun – Whenever the Hero gets a on a Magic Ac- Melee: +[X] – Add the indicated amount of whenever the
tion, Stun an Enemy of your choice within the Attack’s Range. Hero performs a Melee Action.
Magic: +[X] – Add the indicated amount of whenever the Melee: +[X] Wound – Add the indicated amount of Wounds to
Hero performs a Magic Action. the Defender whenever the Hero performs a Melee Action.
Magic: +[X] – Add the indicated amount of whenever the Melee Attacker: -1 [Blue]: Whenever the Hero is the Attacker
Hero performs a Magic Action. in Melee Combat, subtract 1 blue die from the Defender’s pool (if
available) before the Combat roll is resolved.
Magic: +[X] – Add the indicated amount of whenever the
Hero performs a Magic Action. Melee Defender: -[X] Attack die – Whenever the Hero is the
Defender in Melee Combat, subtract [X] Attack dice from the At-
Magic: +[X] Wound – Add the indicated amount of Wounds to tacker’s pool (player’s choice) before the Combat roll is resolved.
the Defender whenever the Hero performs a Magic Action. The Combat roll is cancelled if no Attack dice remain.
Magic: +1 – Add a whenever the Hero performs a Magic Ranged: +1 re-roll – This Skill can be used whenever the Hero
Action. performs a Ranged Action. All the dice, including the Defense
dice, can be re-rolled an additional time. Re-rolls stack. Keep the
Magic: +1 Attack die – Add an Attack die / (player’s final result.
choice) whenever the Hero performs a Magic Action.
Magic: +1 re-roll – This Skill can be used whenever the Hero per-
forms a Magic Action. All the dice, including the Defense dice,
can be re-rolled an additional time. Re-rolls stack. Keep the final
result.
Magic Assault: The Hero can perform a free Magic Action right
before performing any Melee Action. The Melee Action is spent
even if the free Magic Action leaves no valid target for it.
Melee: +1 re-roll – This Skill can be used whenever the Hero per-
forms a Melee Action. All the dice, including the Defense dice, can
be re-rolled an additional time. Re-rolls stack. Keep the final result.
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MASSIVE DARKNESS - RULES
Ranged: +[X] Wound – Add the indicated amount of Wounds to Shadow Combat: +1 re-roll – The Hero can re-roll one more time
the Defender each time the Hero performs a Ranged Action. all the dice (including the Defense dice) each time he performs
a Combat Action while in Shadow Mode. This Skill can be used
Reach: The Hero’s Melee Actions have a 0-1 Range. whether or not the Hero is in a Shadow Zone.
Regeneration [X] – Spend 1 Action with the Hero. Heal the indi- Shadow Mode: +[X] Magic Action – The Hero can use the indi-
cated amount of Wounds from him. Regeneration is a Healing, cated amount of free Magic Actions whenever he is in Shadow
but cannot be used to Resurrect. Mode. These Actions may only be used to perform Magic Actions.
Shadow Combat: Defender -[X] Defense dice – Whenever the Shadow Master – The Hero can perform Shadow Actions while
Hero has a Shadow Mode token and Stands in a Shadow Zone, Enemies are in his Zone or have a Line Of Sight on him. Enter-
Enemies he attacks lose [X] Defense dice (player’s choice) before ing Shadow Mode still must be the first Action of his Activation,
the Combat roll. This replaces the standard 1 Defense die the though.
target would normally lose in this situation.
Slippery – The Hero can leave Zones with Enemies while per-
forming Move Actions.
Teleport [X] – Spend 1 Action with the Hero. Put his miniature
up to the indicated amount of Zones away from his current
Zone, and within Line Of Sight of his starting Zone. This is not
a Move Action. This Skill can be used to leave a Zone containing
Enemies.
44