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Just like a normal campaign, the Heroes have to complete 3 Act I Quests and 3 Act II Quests before encountering the
Interlude and Finale, respectively. To determine the next Act I Quest, roll a d6 and consult the results below. If the
Quest has been completed, reroll the die.
For the Act II Quests, the Heroes roll a die for each Act I Quest completed,
completed, and consult the chart below:
- A Fat Goblin 1,2,3: The Monster’s Hoard 4,5,6: The Frozen Spire
- Castle Daerion 1,2,3: The Dawnblade 4,5,6: The Desecrated Tomb
- The Cardinal’s Plight 1,2,3: Enduring the Elements 4,5,6: The Ritual of Shadows
- The Masquerade Ball 1,2,3: Blood of Heroes 4,5,6: The Twin Idols
- Death on the Wing 1,2,3: The Wyrm Turns 4,5,6: The Wyrm Rises
Monster figures are activated in the following order: Lieutenants first, then Monster figures (master figures first) sorted
by the Health
alth figure of their Master figures in descending order, i.e. Monsters with bigger Health values move first. In
case of ties, Monsters with higher Speed values activate first. For each activation, roll a die and refer to the following
activation groups:
Perform Quest Specific Actions first. Perform Quest Specific Actions first. Perform Quest Specific Actions first.
This activation targets Familiars too. This activation targets Familiars too. This activation
ctivation targets Familiars too.
∞: Attack a target in range ∞: Engage the CLOSEST target ∞: Engage the target closest to an
∞: Engage the FURTHEST target in ∞: Attack the CLOSEST target in Objective token, if any
range range ∞: Attack a target in range closest to
∞: Attack a target in range ∞: Activate a valid ability, if any an Objective token
∞: Engage the same target again ∞: Engage the same target again ∞: Attack a target in range
∞: Engage the same target again
Perform Quest Specific Actions first. Perform Quest Specific Actions first. Perform Quest Specific Actions first.
This activation ignores Familiars. This activation targets Familiars too. This activation ignores Familiars.
Activate Overlord cards, if available. Activate Overlord cards, if available. Activate Overlord cards, if available.
∞: Attack a Hero in range ∞: Attack a target in range with the ∞: Attack a Hero in range
∞: Engage the CLOSEST Hero most damage tokens ∞: Engage the FURTHEST Hero
∞: Activate a valid ability, if any ∞: Engage a target in range with the ∞: Activate a valid ability, if any
∞: Attack a Hero in range most damage tokens ∞: Attack a Hero in range
∞: Engage the same target again ∞: Attack a target in range ∞: Engage the same target again
∞: Engage the same target again
If there is more than one valid target to engage/attack, the Overlord AI will choose the target in the following order:
1) Quest Specific targets are always chosen first.
2) Then, choose the target with the LEAST HEALTH remaining
3) If there is still a tie, choose the target with the MOST FATIGUE.
4) If there is still a tie, choose the target
ta with the LOWEST SPEED.
5) If there is still a tie, the Heroes may choose a target instead.
During the Overlord’s turn, draw an Overlord card and add it to the rightmost position of the Overlord’s hand, face up.
When the die roll specifies an Overlord card activation, the Overlord activates one valid Overlord card, going from left
to right of the Overlord’s hand:
1) Basic: 2 x Dark Fortune. When activated, play it if the monster attacks and rolls an X.
2) Basic: 2 x Dark Might. When activated, play it if the monster deals at least 1 ≥ after rolling defence dice.
3) Basic: 2 x Tripwire. When activated, place this card on a Hero with the lowest µ. This card triggers the next
time that Hero performs a move action and moves into an empty space. Reshuffle it into the Overlord deck
when it is resolved.
4) Basic: 2 x Frenzy. When activated, play it if the monster performs an attack. That monster attacks twice
during its attack action instead of once.
5) Basic: 2 x Dash. When activated, play it if the monster performs an engage action. That monster performs the
engage action twice.
6) Basic: Pit Trap. When activated, place this card on a Hero with the lowest µ. This card triggers the next time
that Hero moves into an empty space. Reshuffle it into the Overlord deck when it is resolved.
7) Basic: Critical Blow. When activated, play it if the monster attacks and rolls at least one ±, but does not
defeat the target with that attack. That ± is spent on Critical Blow first.
8) Basic: Dark Charm. When activated, play it on the Hero with the lowest π. That Hero activates using the
following action:
∞: Attack the Hero within range with the lowest remaining Health. If no Heroes in range, that Hero attacks
himself.
9) Basic: Poison Dart. This card is automatically played during the Heroes’ turn, whenever a Hero opens a door
or performs a search action. That Hero tests the lower attribute (µ or ∂).
10) Basic: Word of Misery. This card remains active for the rest of your turn, even after the monster figure that
triggers the card finishes its activation.
Shuffle the base set Overlord cards into a large reserve stack. At the end of each Quest, add ONE card from the Reserve
deck into the Overlord deck for EACH XP the Overlord earned in the Quest. Then, trim the deck, in this order, for the
first four cards added: Dash, Tripwire, Dark Fortune, Dark Might.
When placing monsters, always fill up squares closest to Objective Tokens first. If there are no Objective tokens, fill up
the squares FURTHEST from the Heroes if one tile away from the Heroes’ starting tile, or NEAREST to the Heroes
otherwise. When reinforcing, place monsters on the NEAREST empty square to the closest Hero. Some monsters have
Specific Actions that overwrite or supplement their usual activation for each Quest. When the activation requires a
Specific Action, refer to the list below.
FIRST BLOOD
Goblin Archers:
∞: If the figure rolled 3 or more on the activation dice, engage the Exit.
∞: If engaged the Exit, engage the Exit again.
A FAT GOBLIN
Encounter 1
Goblin Archers:
∞: If carrying a bundle, engage the Exit tile.
∞: If adjacent to a bundle, pick the bundle up.
∞: If not carrying a bundle AND a bundle remains on the ground, engage the nearest bundle.
∞: If engaged a target, engage that target again.
Encounter 2
Goblin Archers:
If Frederick has not been found:
∞: If carrying a prisoner, engage Splig in the Torture Chamber.
∞: If currently on the Torture Chamber, drop a prisoner on an empty adjacent space.
∞: If adjacent to a prisoner, pick the prisoner up.
∞: If not carrying a prisoner, engage the nearest prisoner.
Splig:
If Frederick has not been found:
Special: If there are no more Goblin Archers, Splig gains all of the Goblin Archer’s Specific Actions.
∞: If adjacent to a prisoner, test ∂ to interrogate the prisoner.
∞: Engage the Entrance. Splig will not leave the Torture Chamber until Frederick has been found.
If Frederick has been found:
∞: Engage the Entrance.
∞: Attack an adjacent Hero with the least Health remaining.
∞: Engage the Entrance again.
CASTLE DAERION
Encounter 1
The Overlord always reinforces the monster figure with more Health first.
Villagers are considered Heroes instead of Familiars, and monsters always target them first instead of Heroes.
Encounter 2
The Overlord always reinforces Sir Alric first, then the monster figures with more Health.
Militiamen are considered Familiars for the purposes of Monster activation targets.
Sir Palamon is considered a Hero and is always targeted first. Sir Palamon has movement of 4 (1 move action per turn)
and rolls two grey defence die, but may NOT leave the Throne Room.
Encounter 1
Lord Merick Farrow
∞: If there are gravestones remaining, engage an empty square nearest to as many gravestones as possible.
∞: If adjacent to a gravestone, attempt to raise a zombie.
Zombies
∞: Engage the Exit.
∞: Attack any adjacent Heroes.
Encounter 2
Cardinal Koth is considered a Hero and is always targeted first.
If The Second Wave is active:
Zombies always reinforce on the closest empty square to Cardinal Koth in either the Entrance or the Library. If there is
a tie, choose the Entrance.
Encounter 1
If escorting a guest:
∞: Engage the Exit.
∞: Engage the Exit again.
Encounter 2
Lady Eliza Farrow
∞: If adjacent to a door, attempt to pass it. Otherwise, engage the Exit.
∞: If adjacent to a door, and Lady Eliza has not attempted the open action yet, attempt to pass it. Otherwise, engage
the Exit.
DEATH ON THE WING
Encounter 1
The Overlord places the boulders in the following way:
- If no Heroes are on the Canyon tile, place the boulder on an empty space closest to the Exit.
- If a Hero is on the Canyon tile, place the boulder on an empty space adjacent to the Hero. Always place the
boulder on empty spaces NEAREST to the Exit first, if possible.
All monsters:
∞: If a Hero is almost surrounded in the Canyon and has only one empty tile adjacent, engage that tile.
Encounter 2
Guards are considered as Heroes and are always targeted first. Even in a four player game, place only one Elemental on
the bridge at the start of the game. Instead of winning when Belthir is defeated, Heroes win if Belthir AND the
Elemental are both defeated. Only the open group monsters may reinforce.
Belthir/Open GroupMonsters:
∞: Engage the nearest Guard.
The side that won more Act I Quests gains the “Shadow Rune” relic. Each player (including the Overlord) gains
additional 1 XP. Draw 12 Act I Shop cards for the Shopping phase once the final Act I Quest is complete.
Encounter 1
Frederick is considered a Hero and is always targeted first.
Encounter 2
When engaging targets, the Glyphs are used to calculate the shortest possible distance. The Overlord always reinforces
on an empty Glyph that is nearest to a Hero.
Encounter 1
When selecting a target Hero, the Hero closest to the Dragonheart is chosen if there is a tie.
Encounter 2
rd
3 Open Group
If still between the Heavy Door and the Entrance, and the Heavy Door is closed.
∞: Engage the Heavy Door.
∞: If adjacent to the Heavy Door and both spaces on this side are occupied, open the door.
∞: Engage the Heavy Door if it is still closed.
Encounter 1
Assign an Open Monster Group to each reinforcement tile during setup. Monsters will reinforce on their assigned tiles.
All monsters
∞: Engage Arcite’s Tomb.
Encounter 2
When selecting a target Hero to engage or attack, always choose the Hero wielding the Dawnblade, if any.
Master Monsters
If equipped with Duskblade
∞: Engage Sir Alric Farrow.
∞: Give the Duskblade to Sir Alric Farrow if adjacent to him.
∞: Engage Sir Alric Farrow again, if the Duskblade is still equipped
Encounter 1
When placing zombie reinforcements, the Overlord places them as close as possible to the Hero with the least Health
remaining first.
Encounter 2
When selecting a target Hero to engage or attack, always choose the Hero wielding the Dawnblade, if any.
Master Monsters
If equipped with Duskblade
∞: Engage Sir Alric Farrow.
∞: Give the Duskblade to Sir Alric Farrow if adjacent to him. Otherwise, engage Sir Alric Farrow again.
Encounter 1
Sir Merick Farrow always tests his attribute for a facedown Stone nearest to a monster.
Monster reinforcements are always placed at the nearest tile to an unlocked Stone, if available. Otherwise, it is placed
nearest to a facedown Stone.
Monsters
If not carrying a Stone, and is the nearest monster to an unlocked Stone
∞: Engage the nearest Stone
∞: Pick up an adjacent Stone
∞: Engage the same Stone again, if not carrying a Stone.
If carrying a Stone
∞: Engage the Entrance or Exit, whichever is nearest .
∞: Engage the Entrance or Exit again, whichever is nearest .
Encounter 2
Cloud ability: the Hero is always moved to a square furthest from any monster.
If the door is open, AND a Hero is defeated, the Overlord discards the leftmost Overlord card to close the door again.
Encounter 1
Flesh Moulders
Flesh Moulders will never move away from a square adjacent to Lord Merrick Farrow when engaging targets
∞: Engage Lord Merrick Farrow
∞: Attack any Heroes in range
∞: Engage Lord Merrick Farrow again
Encounter 2
Lord Merrick Farrow
∞: Engage the Entrance
∞: Engage the Entrance again.
If the Overlord wins this Quest, shuffle the Overlord deck, remove the top 3 cards, and add 3 new cards into the
Overlord deck from the reserve stack.
BLOOD OF HEROES
Encounter 1
When placing monsters, roll a die: 1-2: The Cabin 3-4: The Stream, 5-6: The Graveyard
All monsters
If not carrying a Hero’s blood
∞: Harvest blood from an adjacent Hero, if any
Lady Eliza
If a Hero whose blood has not been collected is knocked down
∞: Engage the knocked down Hero whose blood has not been collected. If Lady Eliza enters a space adjacent to the
knocked down Hero by teleporting to a space adjacent to another Hero whose blood she has tasted, she does so instead.
∞: Collect the hero token from the knocked down Hero and regain ≥.
Encounter 1
The Idol of Skulls is carried by the Master figure of the open group, if any.
The open group monsters are always reinforced on the tile that is nearer to the Skull of Idols.
Encounter 2
Zombies are activated first before other monster groups.
In case of ties, all monsters will attack a Hero that is carrying the Sun Totem.
All monsters/Lady Eliza Farrow
If the Skull Totem is not being carried
∞: Engage the Skull Totem
∞: If adjacent to the Skull Totem, pick up the Skull Totem. Otherwise, engage the Skull Totem again
Encounter 1
Belthir is considered a Hero and is always targeted first.
Encounter 2
All monsters (except Belthir, if he is there)
If the Dragon Skull is not being carried, roll 1 die.
On a roll of 1-3, activate as normal. On a roll of 4-6:
∞: Engage the Dragon Skull
∞: If adjacent to the Dragon Skull, pick up the Dragon Skull. Otherwise, engage the Dragon Skull again
Encounter 1
The Overlord always opens doors in this order: Laboratory, Spider Den, Reliquary, Library.
Encounter 2
Belthir
∞: Engage the Entrance
∞: Attack an adjacent Hero, if any. Otherwise, engage the Entrance again
FINALE
There is only 1 Encounter for the Finale, set up like Encounter 2 of “The Man Who Would be King”.
The Lieutenant that was in the THIRD Act I Quest completed is placed on the Ruins. The rest start in the Throne
Room. If the Heroes won more Quests than the Overlord, remove Baron Zachareth and replace him with:
Any Hero defeated during this quest is slain and removed from the game permanently. This is the final battle!
If all Lieutenants are defeated, the Heroes win the game. If all Heroes are defeated, the Overlord wins the game!