Professional Documents
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COMPONENT LIST
Below, you can find a detailed list of all components inside the Tainted Grail: The Fall of Avalon
TABLE OF CONTENTS core box. Please note that copies of the game with included expansions (such as the Niamh expan-
sion) will contain additional components not listed here.
2 CREDITS MODELS PAPER COMPONENTS
2-3 COMPONENT LIST BEOR
4
My dearest apprentice,
AILEI
1
My friend,
AREV
2
forced to leave town before I could pass on for your education! I was
I
Beor, I would
You were always a good lad and a great help. of your
have
knowledge the to write you, Maggot, yet if you have received thisknow your secret.
even a fractionIofloathe
arms you deserve (though the fact you’d rather spend message,time itin means I am dead. I realize you’re no farmer, and that you settled here to run
closed the forge long ago, if not for the strength the meadows, than in the temple, certainly did not help). You were right. The sagas of old are true, and our island
4 BASIC INFORMATION
from
oncesomething. I know how it feels to be haunted by your past
and your resolve. I feel I owe you something. Know this: the sagas of old are true. Our island
on myimmortal powers.
eye isted, once belongedto atotwisted, immortal power. Arthur, the first ofdeeds,
the to leave your old life behind. I also know a fighting man
When I told you to stay in Cuanacht to keep anlost,twjust Avalon was not belonged
property, I misguided you. The forge is already Arthur,likethe first of the kings, who landed created for humans.subdued
kings, But this realm inch by inch. With his knights and whenhis I see one, and I believe that should I fail, you are this
islandsubdued this realm inch by inch. He on these shores
true. Ourpeople, withheour Grail from the Fore-dwellers, and usedtown’s
it to second-best chance.
the rest of our land. The sagas of old are It armies,
took the Grail from took the
place
was notthea Fore-dwellers
once belonged to twisted, immortal powers. kings, who and used it to bring seasons from our world into this godlessKnow that Avalon once belonged to twisted, immortal powers.
world to this godless place. We all thoughtand
ourlanded cyclesbring
known from and cycles known
seasons
It was not a place for humans. Arthur, the Once and Future
for humans. But Arthur, the first of the inchvillage
by inch.
was raised to immortalize this. The truth is,the place.
menhir in our
on these shores with our people, subdued Avalon druids always told us the menhir in our village wasKing,createdsubdued this realm inch by inch. He took the Grail
to these ancient powers out, anchoring the island toit the
usedtoitkeep
wasYoucreated
He took the Grail from the Fore-dwellers and to this of mankind.
godless world
to immortalize from the
this. But now I know the truth: it was created to Fore-dwellers and used it to bring the laws of our
bring seasons and cycles known fr om our world world
world into this godless place. People of the village believed their
Now, tothe menhirs go dark, and we will soon follow keep these ancient powers out – to anchor this island to themenhir
was raised
place. We all thought the menhir in our village to keep
oblivion. them
theseThus, Lord Yvain secretly gathered the five strongest
into
of mankind. was raised to immortalize this. The truth is, it was
5 COMPONENTS OVERVIEW
immortalize this. The truth is, it was created wisest champions, including me. He leads us east, Well,andyou all have failed. Now, the granaries stand emptycreated
, theto keep these ancient powers out – to anchor Avalon to
ancient powers at bay. Kamelot before it’s too late – before the land to seekspring help in come, and the menhir in our village darkens by
won’t thetheworld of mankind.
Now, the menhirs go dark. Something has broken. into Spring
the wyrdness. fragments and sinks
day. I admit I wanted to flay every druid until I discoveredNow, the the menhirs go dark. The laws of nature unravel one
Yvain If secretly
will not come. The animals won’t breed. Lordof Cuanacht, we do not return, or send word in but Priestess Neante claims you had nothing to do by withone.it. Lord Yvain secretly gathered five people, including me,
have failed, and the fate of Cuanacht fallsthirty
gathered the five strongest and wisest people in Kamelot
days, it reason,
means we
before to thoughtwhy I gathered five of our best people. I’m leadingandthem
to you. Yvain That’s he leads us east, to seek help in Kamelot.
including me. He leads us east, to seek help intoyou too unstable
wyrdness. go with us, and my runes foretold you wouldto not
the alive if you did. But east, fi nd help in Kamelot before it’s too late – before I
the wanted
land to take you with us, but the others feared the
it’s too late – before the land starts sinking return
the fateor of– if you cannotalone,
and people, you might stand a chance. Save sinks into the wyrdness. misfortune that seems to follow in your footsteps. But if we
If we don’t return, it means we have failed, our – try to save yourself. fragments and
falls to you. Yvain didn’t want you with usAnd to yourremember: to me,
due always you I did not ask you to join my retinue, because as much don’t
as I return, it means our luck wasn’t any better. Should the
Cuanacht were the daughter I could
lack of experience and short temper. But I’ve
always believed
never have. dislike druids, a man who betrayed even them seemed likeworst a poorcome to pass, I implore you: take up your arms once again
– try to
in you, lad. Save our people, or – if you cannot Stay safe! bet. Still, if we’ve failed, I have no one else to trust. and save our people.
14-17 COMBAT
Menhir #2 Black Cauldron 1 2 3 Monastery Discovered
P -
T O
Moonring Mission A , .B
Menhir #3 Burning Mystery 1 2 3 4 5 6 7 8 , .
Call from Beyond Morgaine’s Task
Location Dial Value
SAVE SHEET
III) Take the Blue Character Tray
the
Quest Dial #1 Charred Knowledge Mourning Song 1 2
barren fields provide little food, and crumbling
Mystery Solved They still call this place a "farmhold," even though
days of Cunanacht is its menhir, always adorned
Quest Dial #2 Cherished Belongings
walls offer no protection. The last relic of the glory
offering at its gnarled feet. As long as the menhir
Location Cold Pyre Pathfinder 1 2 3 4 5 6 7 8
Guardian #1 Peace in Borough with red ribbons, lit by candles, and with a daily
wit
anything.
repels the wyrdness, the townsfolk are ready to endure
Cosuil 1 2 3 4 5
Player notes: Guardian #2 before. A man was lost, following the call of his
But last night, the wyrdness came closer than ever
Deal Breaker People’s Champion
Take the blue CHARACTER TRAY (above) out of the box. You
turned inside-out, its furniture grown into a bloated
Deep Secret Pillager 1 2 3 4
future self. A house on the outskirts of town has can find the full explanation of all icons on the Character Tray
many hours the air tasted of metal and sour milk.
Reclamation outer shell, like barnacles on the side of a boat. For in the RULEBOOK, but the most important part of the Tray is
Diplomat 1 2 3
manyy others all over the land.
ailing, like man the triple TRACK used for managing your:
Now, people say your guardian menhir is ffailing, ENERGY – your basic stamina consumed by Travel,
18-21 DIPLOMACY
wound in your side throbbed as if something tried
Diplomatic Mission 1 2 3 4 5 6 Remedy 1 2 3 4
Remnants 1 2 3 4 5 For you, the night was even worse. The festering Combat, and Exploration. It is regenerated each day
Disturbing Information 1 2 3
join the rolling clouds of wyrd outside of town. (as long as you eat Food and Rest).
1 BEOR 1 AILEI
to tear itself free and
Erfyr needs to see you! Move, you big goof!" HEA ALTH – your physical condition. Your Energy can
EALTH
EA
In the morning, a boy comes running to your shack. "Master
Dreams and Prophecies 1 2 3 4 5 6 7 8 Restoring the Order 1 2 3 4 5 6 7 8
never be higher than your Health. Whenever your Health
When you have any six parts of this status, go to BoS, Verse 512
of a boot, and immediately start to regret it,
End of the Road You chase the brat away with a well-aimed throw ches the red zone, you’re
eaches
ea
reaches y on the brink of death, and
MODEL MODEL
Riddle of the Oldsteel your door. attach the “YOU’RE DYING!” card to your Character Tray.
Enemies of Avalon as the boot lands in a deep puddle outside
1 2 3 TERR R – your creeping madness. Once it reaches
TERRO
Saved by the Goddess
Escalation the top, you start to go insane, making any Actions
1 2 3
Scrounger yy, if your Terror is higher than
difficult. Additionally,
Fael’s Legacy your Health, you panic in Combat and Diplomacy. Whenever
LOCATION: LOCATION:
Secrets of the Forest 1 2 3 4 The hooded statue is the MENHIR. Its origin and purpose will your Terror reaches the red zone, you’re on the brink of madness
NAME: NAME:
Fall of Chivalry 1 2 3 4 5 6 7 8 I) Unpack Your Models be revealed during your adventure, but for now, you should and attach the “YOU’RE GOING INSANE!” card to your
DIAL: DIAL: Shelter in the Storm
When you have any six parts of this status, go to BoS, Verse 525 know that: a
ay.
Character Tray.
Farpoint Clues Shrine Secure You can only explore parts off the island in the range of an
1 2 3 4 5
Active Menhir. IV) Set Up Your Character
Fate of the Expedition 1 2 3 4 5 6 7 8 9 Something is Watching Eachh Menhir has a space to hold a Dial. These octagonal
tokens have several purposes: they count down to the
23 INDEX
Hidden Treasures powers are curbed by his destructive addiction to halluci-
1 2 3 4 5 6 7 8 throughout the game. Remove some from the box and set them
nogenic mixtures and mushrooms.
aside in a pile.
Hunter’s Mark AREV is a simple farmer with not-so-simple past. He used
Removed Locations: The purple markers have the value of five red markers and
to be a mercenary who bloodied his hands one too many Place this marker in the starting Health track slot, highlighted by
Lady’s Task are used to represent large piles of Resources. Leave them in
times, and now a mysterious curse follows him. two red chevrons (slot 9 for Beor). Now, find the Energy and
the box for now.
Last Haven 1 2 3 4 5 Terror tracks on your Character Tray, situated on the left and
right of the Health track. Place universal markers in the starting
Left Behind 1 2 3 4 5 6 7 8 9 slots, highlighted by two red chevrons on these two tracks.
Lost and Fallen 1 2 3 4 5 6 7
Maggot’s Redemption 1
CREDITS
101
Game by: Krzysztof Piskorski, Marcin Świerkot
Art Direction: Marcin Świerkot, Piotr Foksowicz
Tests and Development: Krzysztof Piskorski, Paweł Samborski, 1 AREV MODEL 1 MAGGOT MODEL
Rulebook: Krzysztof Piskorski, Paweł Samborski, Andrzej Betkiewicz, RULEBOOK FALL OF AVALON
Łukasz Krawiec, Michał Lach EXPLORATION JOURNAL
Illustrations: Piotr Foksowicz, Ewa Labak, Patryk Jędraszek, TRAYS & TILES
Michał Peitsch, Piotr Orleański, Jakub Kaźmierczak, Andrzej
Półtoranos, Piotr Kryński
Graphic Design: Jędrzej Cieślak, Adrian Radziun, Andrzej Półtoranos
3D Graphics: Jędrzej Chomicki, Piotr Gacek, Agnieszka Pogan,
Mateusz Modzelewski, Jakub Ziółkowski
Narrative Design: Krzysztof Piskorski
1 GREEN TRAY 1 BLUE TRAY
Writing: Krzysztof Piskorski, Andrzej Betkiewicz, Dan Morley
1 FORE-DWELLER
Editors: Matt Click, Krzysztof Piskorski MODEL
Proofreading: Hervé Daubert, Dan Morley, Matt Click, Łukasz
Krawiec, Jan Truchanowicz, Bartłomiej Kalisz, Krzysztof Belczyk,
Michał Lach, with the invaluable help of our community,
including Frank Calcagno, Christi Kropf, Denis Poisson, Ricky
Patel and others.
1 BROWN TRAY 1 GRAY TRAY
Additional Testing: all who have joined us for playtests in AR-
Bar, UK Games Expo ‘19, Essen ‘18, and other events.
SPECIAL THANKS TO:
All Kickstarter backers who helped us make this game a
reality, Michał Oracz for his guidance, Adam Kwapiński for his
constructive criticism, all Tainted Grail community proofreaders,
and people who spent their time and effort participating in the
development of the game.
Finally, to Jordan Luminais for being the goodest bot there is.
4 CHARACTER TILES
3 MENHIR MODELS
2
PLASTIC COMPONENTS
1 REGULAR DIE
8 TIME TOKENS
CARDS:
STANDARD CARDS (556):
CRAZED IGNORE PAIN ENTANGLING TRAP BEOR AILEI
3 FARMHA
ND 4 DIRE R AGE BLINDING DUST
HARE TH R EAT EN I NG M ISDIRECTION
GLADE VOICE
It’s hard
ep, the worl not to lose your
of a she d seem
s to have mind when
the size Rush gone insa
reach siveness. ne.
it can elu
Though wn for its Instead
it is kno Gain for every point of the enemy Attack,
nist 1
Opportu , lose of received. lose and nor t n y tta
Opportun o 1 Rep. Gain for each
If , an o 1 Rep. a t rt tta
o 1 ity: Run
Away 1 you a at a t ,
1 n Away oot: 1 Foo
ty: Ru
Op portuni d
1 1 1 1
Food
oot:
31 GREEN ENCOUNTERS 31 GREY ENCOUNTERS 50 BLUE BASIC 50 GREEN BASIC 30 BEOR CARDS 30 AILEI CARDS
COMBAT/DIPLOMACY CARDS COMBAT/DIPLOMACY CARDS
TEMPTATIONS
FINAL BLOW WAR M AGIC AREV MAGGOT
ED 13 Visitors can
SCYTHE P ULL VICIOUS H EX
D ISEM BODI indulge in many
V ORAC ITY
of them cheap
or safe, all vices - none EYE FOR DETAIL R HETORIC
of them enticin
g.
came,
ibable hunger
When the indescr body.
own
it first ate its a 1 ar
rtunist
Defensive, Oppo on t o in ar
Control
oo an n y
or discard an Item Yourself o 1 , ain 1
o 1 Wealth Attack one rank lower or
Reward: lose Lose 1 Gain For every , instead. i r on t tta ta
1 , lose 1
Failure: o 1 a t rt tta Gain for each
1 Food Rep o Wealth ra 1 ar pon
a t rt
Opportunity: pay
or ar
c 1
ar : 1 Exp 1 Magi 11
1 1
31 PURPLE ENCOUNTERS 31 BLUE ENCOUNTERS 50 GRAY BASIC 50 BROWN BASIC 30 AREV CARDS 30 MAGGOT CARDS
COMBAT/DIPLOMACY CARDS COMBAT/DIPLOMACY CARDS
RONT)
(bottom) to 1 (top).
1 and stack them from 6
Find all Parts of Chapter
CH
Deck and
when building the Event
GOOD WEATHER Hint: always take extra care
correctly (with Part 1 at
the top,
CHAPTER 1 SETUP (F
double-check that it’s stacked
RA
A
PA
order).
our r t ra to ay o t 1 and the rest in ascending
P
example
less. modify the Event Deck, for
Hint: some Event cards will
E
N
T
ly, the
R
Experienced journeyme R on top of it. Additional
E
O n know to make the Events
D
V
Random
T
most by adding c
N M of decent weather while 1 1 asks you to resolve a specifi
E
T
it lasts. Exploration Journal sometimes take that specifi c card from
a case,
Part of the Chapter – in such
altering the rest of the pile!
the deck and resolve it without
s on the back of this card.
Now, follow the instruction
1
WARRIOR FAIR
CHARRED CONCLAVE Remove the expired Menhirs and discard n r y ALMS
II) CHARACTER ACTIVATION n o at:
range. ar
Locations that are out of the Menhir Health 1) Delayed Abilities r o 1 i
o n ro a
you connect
Reduce all Time and Menhir Dials, Terror r o any i iti tri r y i o nr o a Whenever itiona
y ain 1 a
67
Attack:
remove Time Tokens. 2) Play Cards or Receive an Opportunity a n r you
» ay any on o at ar ro your
an t
Reveal the next Event Card. » ay any nu r o a itiona o at ar a in a Settlement,
the onu i on
Move Guardians. Menhir additional card needs to connect with
39
RITES ain 1 Food.
Pick active Item and Secret cards. Dreams t r t at p r or t Victory Check. R'S
TRAVELE
27 44
106 107 Opportunity attack
104 » If you didn't play any cards, resolve the
II) DURING THE DAY: or passes): n ri n y tt nt
i t on t n ount r ar t n ra 1 o at ar you draw
Whenever
30
103 118 n ount r ar
(Until everyone runs out of tta on t
101 3) Enemy Attack r o t
Friendly Settlement
r o ar r in t o at oo nt you ay
101 Players perform one Action each in any
order. t at at t nu a an o
n p r or t Victory Check. n your ara t r to discard it
III) END OF THE DAY n ti at in o at pay 1 Magic
new one from
r a
3
4) Check Readiness i a arty
CHARACTER o A 1 DVANCEMENT o to p a n urn not
and draw a
t on u 1 Food to r tor 1 an to
OTHER DIVIDER CARDS
ti at
ara t r you ay ain nt
nou Food your
Exp, drop o a to p a i t ti
t an o
2 GATHER FOOD: : • you on t a
instead.
ra o at or ip o a y ar ro and then toss a Dial.
TOWNSFOLK it a a r a y at o 1 your an III)ooEND oo
nt TURN
1 CHORESain FOR THE
Food ra 1 r n n4ount r to Full.
on
aoo arty r i ar rai : not in app n
COMBAT TRIAL: tor put t r t a an • Discard u t Prevent 1
ain 1 Rep (once
per day)
• you ar au t r tor point o instead. o n to o at ar Skull: discard this Item.
a ray n ount r n Exp 1 t point in on o t ttri ut pair arty r ra 1 o at ar it an t r u to
o 1 ain 1 Exp (once perra
day) an your ara t r y p n in Exp. • Draw a
ara t r
In ages past, only the druids were allowed into the you enter this Location Exp n point in on o t • Start ttri Next Turn o to p a
ut pair i t ti
rd; (once per day) Modify your decks.
graveyathat
as itsreason, Exp
If you're in a Location with the icon,
groveas– vast
for good is now forgotten. r point in on o t ttri utCHECK
pair
Its history houses. VICTORY
empty as its With everything that has happened oo i
its future as on the island, read the Dream. Exp t point in ount
on o t • ttri ar r in t o at
101 warriors have become
skilled the long grass of this desolate i t ar in t a ut pair
Theawind caresses
thatof
currency ou r oin n an r a t ua to or i r t an t
105
their own.
highland also carries the smell
of burnt flesh. • 1 Exp t an urt r point int onir nu r i you n ount r
3
BASIC INFORMATION
This section of the Rulebook will give you a general overview of the game and its components. If you want to, you
may skip this part and head directly to the “Campaign Setup” section in order to start your first journey. You can
also learn all rules by watching our instructional video at: www.taintedgrail.com/learn
INTRODUCTION
Tainted Grail is a story-rich survival and exploration game for At any point, you may Explore any Location you visit. This
1-4 players, set in a grim universe that blends Arthurian legends will throw you into the middle of a non-linear, branching sto-
and Celtic mythology with the unique, dark vision of Awaken ryline, contained in the Exploration Journal that often chang-
Realms artists and writers. es the game world around you, swapping some of the Location
Each player controls one of four unlikely heroes who must cards for their different versions or granting you game-changing
face impossible odds, where stronger and wiser champions have Statuses or Secret cards.
failed. Chased by the encroaching, twisted power of the wyrd- At some point, your day will end. At the start of each day,
ness, fighting an uneven battle against depleting resources and a new Event card will be revealed, slowly pushing time for-
challenging Encounters, the Characters set out to achieve the ward and providing you with new Quests.
impossible – and die many times in the process. While playing, you will also stumble upon many random En-
The different Tainted Grail Campaigns are set apart by counters. To resolve them, you will use your Combat and Diplo-
many years, revealing the long-term consequences of player ac- macy decks, using your tactical and deck building skills.
tions, while a deep, branching storyline allows players to tackle Rewards from these Encounters will help your Character ad-
problems in different ways, ensuring no two games play alike. vance, letting you expand and optimize your two decks, gain in-
teresting Skills, raise your Attributes, and – eventually – reach
SIMPLE GAMEPLAY OVERVIEW parts of the island that you would not have reached otherwise,
until you finally complete your current story Chapter or arrive
During a standard game of Tainted Grail, you will spend most
at the end of the Campaign.
of your time journeying across the dangerous island of Avalon.
That is unless you first succumb to death or insanity. Their
Your Character will Travel from one Location card to another,
shadow will hang above you right from the start. After all, The
spending Energy and revealing more Locations. To progress fur-
Fall of Avalon is not a good time to be alive…
ther, you often must activate one of the Menhir statues scattered
When you return, you will hopefully be wiser and better prepared!
throughout the realm. These monuments go dark after some time,
and activating them requires considerable Resources, so plotting
your course will test your planning and logistics skills.
th e bo rd er be tw ee n ou r reality and
la nd w as ne ve r m ea nt for humans. Looming on d by a mysterious, legendary race.
This is th e w yrdness, it was populate ambitious king, and his fellowship
po w er kn ow n as
the ancient , w it h th eir wooden ships, their
he re an yw ay
Humans came nd piece by piece,
ig ht s. an d, th ey to ok th e is la
of kn va ging their distant homel ose. The former masters of the
ng fr om a pl ag ue ra
Runni sh ap e and mysterious purp
hi rs of fo re bo di ng
raising men
nd fa de d in to le ge nd . ains ; the peop le of A va lon call them the
is la not even their name rem ck. The menhirs are dying, and without
hu nd re d ye ar s la te r,
Four ba
rsh. The Red Death is dness. That’s why your hometown has
w el le rs . T im es ar e ha
Fore-d bles back into the wyr
their power , th e la nd it se lf cr um
d se nt them to fin d he lp in distant Kamelot.
th er ed fiv e of it s st ro ngest and wisest heroes an this wild land, you watch from afar.
ga to brave the dangers of
th es e ch am pi on s set ou t
As
em.
You are NOT one of th
4
COMPONENTS OVERVIEW
This page shows how Tainted Grail looks when played.
It will also give you a general idea of what each component is for. DIALS
P la c e d a n d r o ta te d in s id e
M e n h ir s to in d ic a te h o w
m u c h lo n g e r th e y a r e
g o in g to s ta y in p la y . SKILL DECK
D ia ls m a y a ls o b e u s e d A p o o l o f S k ills p la y e r s m a y c h o o s e
EXPLORATION JOURNAL SECRET DECK to tr a c k o th e r v a lu e s , fr o m w h e n a d v a n c in g th e ir C h a r a c te r s .
E a c h L o c a tio n c a r d h a s a c o r r e s p o n d in g T h ese n u m b ered ca rd s m a y d e c ip h e r S e c r e ts o r to
s e c tio n in th e E x p lo r a tio n Jo u r n a l. c o n ta in e v e r y th in g fr o m
LOCATION CARDS
u n i qu e i t e m s t o e x t r a r u l e s !
m a k e a c o in to s s .
T h e m o d u la r b o a r d o f t h e g a m e . ENCOUNTER DECKS
F o u r t y p e s o f d a n ge r s ,
s o m e s o l v e d t h r o u gh C o m b a t ,
ITEM DECK s o m e t h r o u gh D i p l o m a c y .
MENHIRS
G u a r d ia n s to n e s o f A v a lo n . S ta n d a r d e q u ip m e n t, fr o m
T h e y lim it th e n u m b e r o f a p ie c e o f a r m o r to a c o il o f r o p e .
r e v e a l e d oL c a t i o n c a r d s .
GUARDIAN
ENCOUNTER
A p o w e r fu l b e a s t c h a s in g
th e C h a ra cters.
EVENT DECK
INTRODUCTORY LETTERS, & DISCARD PILE
C a r d s th a t d r iv e th e s to -
MAPS, SAVE SHEETS r y fo r w a r d o r p r o v id e
A d d i t i o n a l p a p e r h a n d -o u t s
u s e d d u r i n g t h e ga m e . arious random e ects.
SKILL CARDS
B o u g h t w ith E x p e r ie n c e a n d TIME AND QUEST MARKERS AND
a tta ch ed to C h a ra cter T ra y s.
TOKENS LARGE MARKERS
P la c e d o n v a r io u s c o m p o n e n ts L a r g e m a r k e r h a s t h e v a lu e
o r u s e d a s D ia l in d ic a to r s . o e standard mar ers.
HELP CARDS
I c o n lg o s s a r i e s , t u r n o r d e r , b a s i c A c t i o n s
a n d o th e r h e lp fu l in fo r m a tio n . COMBAT AND DIPLOMAC
IPLOMA Y DECKS
E a c h C h a r a c te r h a s t h e ir o w n d e c k fo r s o lv in g
C o m b a t a n d D ip lo m a tic E n c o u n te r s .
5
CAMPAIGN SETUP
To learn the game in the simplest way possible, we strongly encourage you to use the Open & Play guide that ex-
plains the basics in an introductory solo adventure. To set up any further Campaigns, please follow the steps below.
If you come back to a Campaign in progress, you don’t need to follow the full game setup below. Instead, go to the
“Saving the Game” chapter in the Basic Rules section of this manual.
CHARACTER SETUP
Each player completes the following steps separately. VII) Create your 15-card Combat and Diplomacy starter decks.
Pick the 15 basic Combat and the 15 basic Diplomacy cards with
I) Choose your Character. Take this Character’s cardboard Tile
a banner that matches your Tray’s color (see illustration below).
and a Character Tray of the same color.
The banner is located under the card’s name. Shuffle these cards
Hint: The main di erence etween Characters is their Character Ac-
tion and negati e trait, isi le on the ront o their Tiles, as well as the and place them to the left (Combat) and right (Diplomacy) of
length o ur i al Trac s on their matching Character Tray, and their your Character Tray.
uni ue Com at and i lomacy cards. Characters rom other Cam aigns need to re er to the starter dec
The e ansion Character iamh has a red Tile and may use a Tray lists ound on the ac o their Character Tile.
o any color. n the all o A alon Cam aign, the starter cards used in this ste are
num ered 1 1 2 .
II) Mark the starting levels of your nergy and Terror . tarter cards T ha e Character names on them
Find the and tracks on your Character Tray. Place univer-
sal markers in the starting slots, highlighted by two red chevrons
on these tracks.
VI) Set aside the 80 Combat and Diplomacy cards that match
X) Read your Character’s introductory Letter. Written by
the color of your Character Tray. There are 50 basic Combat
your former mentor, who disappeared with the previous expedi-
and Diplomacy cards that match your Character Tray, and 30
tion, it will reveal more about your initial situation.
advanced Combat and Diplomacy cards with your Character’s
Introductory Letters also contain your unique Character
name above their title.
Number, used rarely to break ties and unresolved votes.
ou may use card num ers to hel you assem le this ile. or e -
am le, Ailei color green should gather Com at cards num ered 1 2
, i lomacy cards num ered 1 2 , Ad anced Com at cards with her
XI) Take your Adventure Map. If you have no knowledge of Ava-
name, num ered 1 1 , and Ad anced i lomacy cards with her name, lon, it will help you reach some important landmarks of the Is-
num ered 1 1 . land. Beware though, the cartographer who created the map lived
you re still not sure how to tell the cards a art, see the detailed card over a century ago, and his drawing may no longer be accurate!
o er iews in Com at and i lomacy sections o this ule oo .
6
downtime. For the breakdown of a Chronicler’s responsibilities,
VII) Distribute Help cards. Each player should receive one Icon
Guide card, and one Turn Order card with the Action list on the
back. Leave the Combat / Diplomacy Help card on the table.
VIII) Optional: pick your Chronicler. Designating one player
as a Chronicler helps to maintain the flow of the game and limits
7
As you arrive in a new Location, check whether your Travel
ORDER DAY
In a Party: If you Travel as a Party, any automatic Action
OF THE II) DURING THE DAY or Guardian Encounter triggered by your new Location must be
The day is the most important time unit in Tainted Grail, and When this stage begins, each player performs one Action, in any resolved as a Party as well! The cost of Traveling scales to 1
represents a full turn of the game. During the Day (stage II), order the players agree on. If the players cannot decide on the or- per Party member.
Characters spend to perform Actions until they have no more der, then the Character with the lowest Character Number goes
or decide to Pass. After that, players perform a short End first. Each available Action in the game is marked with a special Important: You can only move in straight lines. No diagonal
of the Day (stage III) sequence, where Characters rest, recover, Action icon that also indicates the cost of this Action. Travel allowed!
read Dreams, advance, and optimize their decks. Then, a new
day begins, with the Start of the Day sequence (stage I) that All Actions have this icon in front of them. X de-
includes some upkeep tasks and reveals a new Event card. notes the cost of the Action. Some actions may
In short, as you play Tainted Grail, you will continuously go have or costs instead.
through three stages described below:
A group of two or more players sharing the same Location may
I) START OF THE DAY agree to take the same Action together, at the same time, as a Par-
ty – see the Party rules written in blue next to each Action.
1) Remove expired Menhirs. If a Menhir has no Dial in the Once every player has performed one Action or taken part in
slot of its base, it becomes inactive and goes dark right now. one Party action, or Passed, the players may once again perform
Remove any such Menhirs from the table. Any Menhirs still on one Action each.
the table are referred to as “Active Menhirs.” This continues until everyone Passes or has no more to
spend. When this happens, go to stage III, End of the Day.
2) Remove Locations out of the Menhir range. Each Location Hint: To reduce downtime, a layer in ol ed in an ncounter might
card in the game should be adjacent (in a straight line or diago- resol e it while the other layers er orm their own Action. Additionally,
nally) to a Location with an Active Menhir. If there are any Loca- the layers should lan how to s end their Exp or how to modi y their
tion cards that no longer touch a Location with an Active Menhir, Com at and i lomacy dec s in ad ance, in order to reduce downtime
discard them now (see: Menhirs and Wyrdness). during the nd o the ay stage.
3) Reduce Menhir Dials. Reduce the Dial of each Active Menhir by 1. The six most important Actions of the game can also be found
If a Dial was already at 1, and you can’t reduce it further, remove it on the Action side of the Help card. They are:
from under the Menhir. Please note: the Menhir itself won’t disap-
1 EXPLORE – costs 1 . Every Location card in Tainted Example: oing rom Cuanacht armhold to hitening will re uire two
pear nor become inactive until the next Start of the Day!
Grail contains plenty of lore, secrets, or tasks, and Exploration is Tra el Actions, as diagonal mo ement is not allowed. Additionally, when
4) Reduce Time Dials and remove Time Tokens. If there are any your primary way of discovering them. Flip your current Loca- Characters arri e in the hitening, they need to immediately resol e the
Dials with Time Tokens on them anywhere on the table, including tion card and read the text on the back. Some cards are self-con- section o the hitening ocation card mar ed with the lightning sym ol.
on the Secret cards or next to the Characters, reduce them by 1. tained, but others point you to specific parts of the Exploration
If a Dial can no longer be reduced, remove it from the game. Journal for more decisions and options. Continue Exploration in
Remove one Time token from every Location card that has any. the Journal until you reach “Exploration ends.” Then, flip the Lo- ? LOCATION ACTION – see the cost on the Location card.
nly ials with Time To ens should e reduced in this ste . ials cation card back and continue the game. Most Location cards contain one Action, clearly visible on their
with uest To ens mo e according to di erent rules. ou also shouldn t Remember to read the “How to Use the Exploration Journal” in- front. Activating this Action is possible whenever a Character is
remo e any uest To ens rom any ocation. troduction at the start of the Journal before your first Exploration! present in this Location, and is not involved in some other Action.
In a Party: If you Explore as a Party, the cost of Exploration Location-based Actions are important, as they often let you
5) Reveal and read a new Event card. If it contains a Quest text
scales to 1 per Party member. Most positive and negative ef- gather or exchange critical resources. Try to keep an eye on them
and a red padlock symbol , you should move it to the Quest
fects will apply to every Character in the Party. On the other and plan your Travels in advance!
pile, next to the Event deck.
nli e regular ents that stay acti e or one day, ents containing hand, most rewards will not scale and will have to be shared by Please note that some Location Actions are marked as “once
uests remain on the ta le until the moment s eci ed on their cards. the members of the Party. For more, see the “How to Use the per day”. When you perform this Action, you may cover its icon
Exploration Journal” section at the start of the Journal. with a Time Token to help you remember it was already used.
6) Move Guardians. Guardians are special, roaming Encoun- Hint: i ing the card would e im ractical ecause there are multi le Please keep in mind some locations track other rules with Time
ters. If there are any Guardians on the table, roll the Direction models on it, go directly to the loration ournal ery ocation section in Tokens as well. It’s best not to put these other Time Tokens on
die for each of them and move them according to the rules found the ournal starts with the same te t that is on the ac o the card. the Action, to avoid mixing them up.
in the Guardians section of the Basic Rules. In a Party: You may activate a Location Action as a Party.
1 TRAVEL – costs 1 . Move your Character model to
7) Discuss your plans. If you play coop, all players should take any Location card connected to your current one (see: Loca- In this case, you pay the cost only once and receive the output
time to discuss their plans. You will win or lose together, so care- tions). If two Locations are placed next to each other, but there of the Action once. However, players in the Party may help each
ful planning and logistics are necessary! are no Direction Keys connecting them, it means you can’t Travel other pay costs, splitting them any way they want, and if they
from one to the other (usually due to mountain ranges, walls, trigger an Encounter, they resolve it as a Party too.
8) Equip for your journey. Make sure your Character doesn’t
wide rivers, and other natural features).
have more than one Item with the same keyword (see: Items)
laying face-up. Flip any excess Items face down.
8
Example: Two layers use a ocation Action that reads 2
unt gain 1 Food, , then draw a green ncounter . They s lit the cost
III) END OF THE DAY
etween themsel es and ay 1 each. Then, they recei e 1 unit o Food, The day Ends when all Characters have Passed or run out of .
re eal an ncounter and ght it as a Party. When this happens, perform the following steps for every Character:
? CHARACTER ACTION – its fixed cost varies per Char- 1) Rest. Eat 1 Food. If you do, restore 1 and lose 1 . If you
acter. Every Character has a personal Action on their Character don’t have enough Food (or you don’t want to eat it now), drop
Tile. Activating this Action is only possible outside of Encounters your to 0. If your is already at 0, lose 1 instead.
and Exploration. emem er that Characters in the same ocation may trade Food e-
In a Party: only your Character can use your Character Ac- tween them at any moment, as long as they are not currently in ol ed in
tion, but Party members may help pay the cost. However, the an Action or ncounter see Parties and Party Actions
Character performing the Action must ALWAYS pay at least 1 . 2) Restore your . Place the marker on your track back in the
0 INSPECT A MENHIR – always free. If the Location starting slot. If you’re Exhausted (your marker is in one of
you are in has a Menhir seal next to its name (see: Locations), the red slots), restore only 4 points of . Please remember that
it contains one of these ancient monuments. Inspecting the your marker limits your maximum - your marker can
Menhir is free and will inform you which Resources or Secret never be moved past your marker.
cards you need to activate this Menhir. If you decide to do this,
simply flip the Location card and read the Menhir section at the 3) Advance your Character. If you have any Exp points, you
bottom. If you have the required resources and meet all other may now spend them to raise your Attributes, gain new Skills or
criteria, you may activate this Menhir right away. add new Combat & Diplomacy cards to your deck (see: Character
Important: lease note all costs o Acti ating a enhir scale u with Advancement.)
the total num er o layers in the game and not only in the Party .
4) Build your Character decks. If you want to, you can cus-
Hint: Always ee in mind which enhir you lan to acti ate ne t
and what are the esources you need to do so tomize your Combat and Diplomacy decks with any cards your
Hint: you don t want to i the ocation card, you may also nd all Character gained from the Advancement Pool during the game.
enhir in ormation in the loration ournal o this ocation. You can also remove some cards that don’t fit your playstyle, but
Hint: Acti ating a enhir re uires the hel o all layers. Plan your remember that each deck must have at least 15 cards!
logistics accordingly.
5) Experience Dreams. If the Location you’re in has a Dream
0 PASS – free. Your Character decides to finish their day icon, open its section of the Exploration Journal and read the
and rest. You may Pass even if you have unspent , but this Dream. If your marker is on one of the red slots (the “YOU
decision is irreversible – once you've passed, you won’t be able ARE GOING INSANE” card is attached to your Character Tray),
to take any more Actions until the next day! read the Nightmare instead of the Dream.
Hint: reams o ten ro ide hel ul ti s or re eal more o the
There may be further Actions listed on your Character Tray, lore and story.
your Items, Skills or even Secret cards!
9
BASIC RULES
Before you start your game, you should familiarize yourself with the key concepts of the Tainted Grail de-
- MENHIR this ocation contains a enhir you can acti ate.
uring the game, the Acti ate enhir Action can only e er-
ormed in ocations with this sym ol
- DREAMS i you end your day in this ocation, ro hetic
scribed in this section. reams or horri le ightmares will come to you in your slee .
10
2) Resolve any instant rules. If a rule on the card is marked If the last Menhir on the map goes out, do not remove the IMPORTANT: You should consider taking notes whenever
with a Lightning symbol ( ), you must resolve it now. last remaining Location cards. The Characters may continue to you get a new Task. While the game provides references con-
a uardian is resent in the ocation, resol e the ncounter e ore play in these Locations, but they lose 2 and gain 2 at each
triggering the ocation s instant rule. cerning Quests (in the form of their cards), remembering
Start of the Day– until they die or activate one of the Menhirs. each Task you have found might be difficult.
SPECIAL MOVEMENT
Some cards and effects ask you to move your Character to the “low- EVENTS, QUESTS AND TASKS IMPORTANT: Whenever you want to push the Campaign
est-numbered revealed Location”, “any connected Location”, and so The Event card you reveal at the start of the game sets you out on forward, follow your Quests. Tasks are also important, and
on. This special move does not count as Travel, costs no and is your first Quest. In Tainted Grail, Quests are the main branches may be profitable, but they will not lead you to the end of
performed instantly. It does however reveal further Location cards of the story – large, important missions that always lead to the your current Chapter.
and trigger any instant Actions and Guardian Encounters. end of the Chapter and let you progress through the Campaign.
Quests are always contained on either Event or Secret cards
QUEST TOKENS
LEGACY LOCATION NUMBERS and are marked by their special layout (see illustration) and a
Many Quests and Tasks use Quest Tokens to track their progress.
In Tainted Grail, many Locations are transformed by the player’s symbol in the corner of their card. Whenever you draw a card
It is important to note that any Dials with Quest Tokens on them
Actions. Sometimes your exploits will switch an entire Location containing a Quest, you should read it and place it in the Active
(called Quest Dials) are not reduced at the Start of the Day (see:
card for its new, altered version. When Location cards change, Quests pile, next to the Event deck.
Order of the Day). Only Time Dials are reduced automatically.
their number changes as well, since they receive a new section in Example: The ery rst ent you draw during the game contains
the Exploration Journal. However, the original Location number a uest that reads ain the enhir ites ecret card . Place this ent
can still be found on the card, and is called the Legacy Location ne t to the ent ec , in the uest ile. As soon as any Character has PARTIES AND PARTY ACTIONS
gained the enhir ites ecret card, ollow the rules listed in the uc-
number. Use it when connecting the Direction Keys! In Tainted Grail, players are free to group or split as they see
cess section o the uest.
Example: ou enter ocation that has a 1 irection ey on its fit! You may travel, fight and negotiate as a single Party, then go
Hint: i you re not sure where to go or what to do, always start y
right edge. ou loo or ocation 1 , ut it s not a aila le in the game your separate ways, only for some of you to join back together to
chec ing your Acti e uests again.
anymore. ou chec the egacy ocation num ers and disco er that o- tackle a dangerous situation.
cation 1 has a egacy ey 1 . ou lace ocation 1 right ne t to the
Whenever any Character takes any Action, other Characters
1 irection ey. Place this card on top of the Active Quest pile.
The time is short! The guardian menhir that has been
in the same Location may decide to join them. If the Character
1 protecting your town since the ancient days is about performing the Action agrees, all Characters form a Party and take
ANCIENT KNOWLEDGE
13
COMBAT
STARTING COMBAT
Combat in Tainted Grail starts whenever the game asks you to
draw or pick a card from any of the following Encounter decks:
Refer to this section of the Rulebook whenever you enter a Combat Encounter. If you’ve never played Tainted Grail gray, green, purple, and the card you draw has at least one open
Combat before, you should start with one of the Encounter cards marked as “Your First Encounter”. You can also Key on its right edge.
learn Combat by watching the instructional video at: www.taintedgrail.com/learn After drawing an Encounter card, set it in the play area,
ensuring you have plenty of space to the right - you will build
your Sequence there.
BASIC COMBAT OVERVIEW If the enemy has any Trait, check it now, as some Traits can
Combat in Tainted Grail is a turn-based confrontation between In a Party: if an Active Character decides to Escape from Com- take effect during this step (see: Encounter Traits).
a Character (or a Party of Characters) and an enemy, represent- bat, the Character triggers the Opportunity attack and leaves the Then, all Party members make sure they’re not using more
ed by the Encounter card. Together, Characters build a long line Combat, as described above. The rest of the Party remains in the than one Item with each of the following keywords: Weapon,
(Sequence) of cards, with the aim of gaining enough markers in Encounter and proceed to step 4 – Check Readiness. When all play- Shield, Armor, Companion, Relic (see: Items and Secrets). Party
the Combat Pool to defeat the Encounter. These markers repre- ers Escape, place the Encounter card on the bottom of its deck. members may also decide not to use some of their Items in this
sent the total progress Characters make against their opponent, Encounter. Set these unused Items aside for the duration of this
such as their tactical advantage, wounds they cause, and the op- RUN AWAY Combat. No Items may be added once you enter Combat!
ponent’s exhaustion. Characters are not the only ones who may flee from Combat. After confirming their equipment, each Party Member draws
Some Creatures have a special “Run Away” attack – when it trig- a number of cards from their Combat deck:
The detailed rules of Combat are described further down, but in gers, immediately end the Encounter and put the Encounter card 3 cards if there are 1-3 Characters in Combat.
general, most Combat Encounters play out like this: at the bottom of its deck. Characters receive no Loot or Reward. 2 cards if there are 4 Characters in Combat.
All Party members draw their initial hands of cards (see For the purpose of any rules, forcing the enemy to Run Away
Starting Combat). doesn’t count as winning the Encounter. If you don’t like your starting hand, you can discard it and
Party members pick a Character who becomes Active and draw a new hand with one fewer card. You may repeat this
until you only have one card left in your hand.
goes first (Combat Turn, phase I). 1 4
The Active Character may play one Combat card, adding it
to the end of the Sequence (Combat Turn, phase II, step 2). When all Party members have their starting cards, go to phase I
2 3 of the Combat Turn, described on the next page.
The Active Character may play as many additional Combat
cards as allowed by the rules (Combat Turn, phase II, step 2).
The enemy makes an attack against the Active Character
(Combat Turn, phase II, step 3).
If there are Characters who were not Active this Turn, one 5
of them becomes Active (Combat Turn, phase II, step 4). If not, 10 1
the Turn ends and a new Turn begins. 6
Hint: you need to e care ul when a roaching arious ncounters
during your tra els. ome o them might e articularly di cult or your 2
Character. that s the case, you may always sca e rom an ncounter 7
see sca ing Com at .
9 3
ENCOUNTER CARD 5
This card represents the enemy the Characters will face during
the whole Combat Encounter. It consists of several parts:
1 – Encounter Difficulty. ach ncounter alls into one o our 4
di culty categories.
2 – Guardian icon. ee uardian in the Com at ncounter Traits. 6
3 – Encounter Value. The resilience o this ncounter to win, the COMBAT CARD
COMBAT SEQUENCE EXAMPLE
num er o mar ers in your Com at Pool needs to reach this num er. This is an example of a Combat card.
A Sequence consists of Combat cards played during a Combat
4 – Card Name. 1 – Attribute Keys. ach o them is o en and may connect to one
Encounter by all Party members. Every Character plays their Bonus ey on the ne t card in the e uence. cons in the Attri ute eys
Combat cards, adding them to one, shared Combat Sequence. 5 – Flavor text.
corres ond to Attri utes on the Character Tray. you do not ha e the
Cards always form a single straight line. The bottom Keys always 6 – Enemy Traits. ecial modi ers that remain acti e throughout
re uired le el in a gi en Attri ute, the Attri ute ey won t connect
join together, and no Keys are ever obscured. this ncounter see nemy Traits .
2 – Bonus Keys. ach o these eys may connect to one Attri ute
7 – Combat Table. etermines which Attac the enemy will er-
ey on the re ious card in the e uence.
ESCAPING COMBAT orm according to the num er o mar ers in the Com at Pool.
3 – Magic Key. This ey connects i you oin its le t art with its
A player may Escape at any time during their Activation – they 8 – Opportunity. escri es what ha ens should the enemy use
right art A s end 1 oint o Magic.
lose 1 and trigger the Opportunity attack listed on the En- their ortunity attac .
4 – Free Key. This ey always connects or ree and grants you a
counter card. Then, they place the Encounter card on the bottom 9 – Reward & Loot. hat you get or de eating this enemy. ewards
onus, s eci ed in the second art o the ey. ach Bonus is e lained
of its deck, reshuffle their Combat deck and set it aside. a ly to each layer, and oot needs to e shared etween Party em ers.
in detail in the Com at Bonuses rame. the second art o this ey is
10 – Attribute Keys. Connecting these eys grants arious onus-
em ty, you don t recei e anything.
es i you ha e the re uired le el o an Attri ute.
14
5 – Ability. The te t art o the card containing s ecial rules, with a) Play one Combat card. When playing the very first Com-
arious timings. nly A ilities that are isi le and are not co ered y
other cards in the e uence are considered acti e. Passi e cards see e-
low are ne er co ered, so their A ilities remain in lay throughout the
COMBAT TURN bat card during your Activation, you don’t need to fulfill any
special requirements! This card doesn’t have to connect any
Keys. It just needs to line properly with the previous card in the
ncounter. A Combat usually consists of several Combat Turns, with each
Turn going through the following phases: Sequence (see: Combat Sequence Example), which will cause its
6 – Card Number. To ma e sorting through cards and uilding
bottom Key to join with the bottom Key of the previous card.
dec s easier, each Com at and i lomacy card has a uni ue num er. The
letter ne t to the num er identi es the card s dec and color (U - blue, I. PICK THE ACTIVE CHARACTER After you play the card:
Check if any Attribute Keys connect to Bonus Keys. Apply
G - green, B - brown, Y - gray).
these Bonuses. Remember that in order for them to connect, you
PASSIVE COMBAT CARDS The Party members decide who will be the next Active Charac- need to have this specific Attribute level.
CRIPPLING STRIKE
Unlike regular Combat cards, Passive ter. They can select any Characters who have not been Activated If both parts of a Magic Key join, you may connect this Key
Combat cards have their Ability always this Combat Turn (they have no Time Token on their Character by paying 1 Magic and gain its bonus.
visible when in Sequence. To facilitate Tray). If the Party members can’t reach an unanimous decision, Connect the bottom, Free Key and gain its bonus.
that, their Keys are on the opposite edg- the Character with the lowest Character Number becomes Active. Check the Ability, and if it triggers now, resolve it (see Abil-
es of the card. Place a Time Token on the Tray of the Character that became ity Triggers).
Charges: Some cards instruct you to Active. It will remind you this Character cannot be Activated b) Play additional Combat cards. Each Turn, every Combat
ain ar gain Charges – use universal markers again until the next Turn. card you play after your first one MUST connect with a Key.
ay 1 ar :
and place them on the card. You can use ee in mind that any game lay e ects , gain, A ility enalties If you have no cards that have this Bonus Key, or you can find no
o ra 1 ar
that ha en during the Character Acti ation a ly only to the Acti e Character way to connect it, you may not play any additional cards! Resolve
1 “Pay x Charges” Abilities any time you
1
want (unless their text restricts them to any cards you play just like above.
one of the phases). II. CHARACTER ACTIVATION
In a Party: only the Active Character can use Charges from Please note: the icon must appear on the card you want
cards, but the owner of the card must agree. 1. DELAYED ABILITIES to play (not the one before), and become connected.
Remove one Time Token from each Combat card in the Sequence
that has any. If you’ve removed the last Time Token from a card, c) Check for Opportunity attack. If you haven’t played a sin-
immediately resolve its Ability with the Time Token trigger (see: gle card this Activation, the enemy immediately makes an Oppor-
“Combat Card Triggers”). These abilities trigger only once! tunity attack (see: Opportunity). Afterwards, draw a card.
d) Perform the Victory Check. See the Victory Check
Combat Card Triggers & Icons frame for details.
Most Combat cards have an Ability. Abilities usually start with a
Trigger icon that clearly indicates when you should resolve them.
VICTORY CHECK
Count the number of markers in the Combat Pool. If it’s higher
On Placement – resolve this Ability after placing the than or equal to the target Value printed on the Encounter card,
card in the Sequence. you win! Receive any Rewards, share any Loot, and place the
Encounter card on the bottom of its deck; reshuffle your Combat
Delayed – put a Time Token on this card as you play it. deck, including any played and discarded cards, and set it aside.
The Ability is triggered after removing the very last Time Token Otherwise, go to the next step.
from the card. The Ability does not trigger on subsequent Turns,
and the Time Token does not return! 3. ENEMY ATTACK
If you put another card on a card with a Time Token, and you Find the Attack on the Encounter card that matches the
cover the Ability, the Time Token is lost and the Ability won’t trigger. number of markers in the Combat Pool. Apply the result of this
Attack to the Active Character.
If the enemy’s Attack removes any markers from the Com-
On Enemy Attack – this Ability remains active through-
bat Pool, and the Combat Pool doesn’t have enough markers to
out the entire step 3 of your Activation,, usually modifying the
cover the loss, see the Negative Combat Pool section.
enemy’s Attack.
After modifying the Combat Pool, perform the Victory
Check (see the Victory Check frame).
Damage – this icon means your Character has to lower
their by the indicated amount. 4. CHECK READINESS
Check if all of the Party Members have been Activated
Connected Attribute Key – this icon means the during this Turn (and have Time Tokens on their Character
number of connected Attribute Keys of this specific type in the Trays). If there are no Characters left to Activate, go to the End
entire Sequence. Turn phase (III).
If there are still Characters who haven’t been Activated, go
2. PLAYING CARDS back to “Pick the Active Character” phase (I).
This is where you execute your plan, playing cards from your
hand and adding them to the Sequence. If you fail to play even
a single card, the enemy will benefit from your inaction (see:
III. END TURN
Opportunity). You may also be forced to play a card if you’re Discard. Discard down to 3 cards in your hand.
affected by Panic (see: Panic). Draw. All Party members draw 1 card from their decks. Do
To complete this step, follow the list below: not draw if your Character Panics (see: Panic). If there are no
cards to draw, see: No Cards in Deck.
15
Clear Activations. Remove all Time Tokens from the Charac- OPPORTUNITY
ter Trays. This does not affect any Time Tokens left on Combat cards! If you play no cards in step 2 of your Activation (Playing Cards),
Start new Turn. Go back to the start of phase I (Pick the your enemy immediately performs the Opportunity attack listed
Active Character)! on their card, and you draw 1 extra card. Then, proceed to step 3.
- Always connects! Free Keys often contain multipliers, DISCARDING FROM AN EMPTY HAND
making them even more potent! Whenever you have to discard a card from your hand, but you don’t
have any cards, discard a card from the top of your Combat deck.
COMBAT RULES Horde – during each Enemy Attack step, the Active Charac-
ter discards 2 Combat cards from the top of their Combat deck.
Opportunist – if a Character doesn’t play at least 2 Combat
PANIC cards in step 2, trigger the Opportunity attack.
Panic takes place anytime your is higher than your current
Rage – during this encounter, resolve step 3 (Enemy At-
( marker is higher than the wings of the T-shaped limiter).
tack) twice.
When that happens:
Instead of playing the first card of this Turn from your
Robber – when all Party members drop to 1 or less during
this Encounter, they lose all their Wealth and discard all their Items.
hand in step 2 of your Activation (Playing Cards), play a card
Then, end the Encounter and place it on the bottom of its deck.
from the top of your Combat deck. Then, you may play any addi-
tional cards from your hand, according to the standard rules. Shatter – at the end of the Encounter, all Party members
Do not draw a new card at the End of Turn. Any bonus or discard any Items (not Secrets) bearing the Weapon keyword
extra cards gained from Bonus Keys, Skills or Abilities are still they were using during the Encounter.
drawn as normal. Slow – at the start of Combat, each Party member draws
an additional Combat card. During the End of Turn phase, each
Party member draws an additional Combat card.
16
COMBAT EXAMPLE
Beor draws a gray Encounter – it’s a Vagabond. This enemy has
the Fast Trait – it means the player can only play up to two Com-
bat cards per turn.
The player looks at the Attack table of the Encounter card. The
current value of the Combat Pool is 2. This means the enemy Then, the player plays an Enrage card, paying 1 Magic to connect
deals 2 and removes 1 marker from the Combat Pool. Howev- the Magic Key – this Bonus was required for them to play the
er, the Defend card modifies the Attack, reducing by 2. In the additional card. No other Keys connect. Due to the card’s Ability
end, the Vagabond’s Attack only removes 1 Combat Pool marker. that triggers on placement ( ), the player loses 1 and adds
1 marker to the Combat Pool for each connected key. There
TURN 1 The player draws 1 card. are 2 connected keys of this type in the entire Sequence, so the
The player controlling Beor draws 3 cards from their Combat player places 2 more markers in the Combat Pool. There are now
deck and plays an Attack card. TURN 2 6 markers in the Combat Pool – it exceeds the Value of the En-
Beor has 2 points of , so the Key connects to a Bonus The player removes a from the Defend card and draws 1 card. counter. Beor wins!
that adds 1 marker to the Combat Pool. The Free Key also connects Then, the player plays a Throw card. It’s the first card this The player gains the Loot and Reward listed on the Encoun-
– the player places another 1 marker in the Combat Pool. Turn, so the player doesn’t need the bonus. ter card and puts the card on the bottom of the gray Encounter
deck. All Combat cards used or discarded during Combat are re-
turned to the Combat deck. Then, the player shuffles the deck
and places it back on the left of Beor’s Character Tray.
Then, remembering they can play only two cards (due to the Fast The Key and Free Key connect (the player wants to save
Trait of the Vagabond), the player plays a Defend card and con- Magic,, so they don’t connect the Magic Key). The card adds
nects its Magic Key by paying 1 Magic. Connecting the Magic Key a total of 3 markers to the Combat Pool – 1 from the Key and
activates the Bonus ( ) required to play any additional cards. 2 from the Free Key (it has a x2 multiplier). The Ability of
There’s also a symbol on the card, so the player places the card allows the player to throw Beor’s weapon or shield,
a Time Token there. Now, it’s time for the enemy Attack. but Beor doesn’t have one.
17
7 – Stages. ach stage re uires you to win the A nity trac tug
DIPLOMACY
o war, ollowing di erent rules.
8 – Diplomacy Table. se it to determine which es onse the
o onent er orms during the es onse ste .
Refer to this section of the Rulebook whenever you enter a Diplomatic Encounter. If you’ve never played Tainted 9 – Failure. The cost o losing the ncounter. A lies to each
Party mem er.
Grail Diplomacy before, you should start with one of the Encounter cards marked as “Your First Encounter”. You 10 – Reward. The reward or winning the ncounter. ach Party
can also learn Diplomacy by watching our instructional video at: www.taintedgrail.com/learn mem er gains the reward listed here you don t need to share it .
In Tainted Grail, not all Encounters end in Combat. There is also a separate, blue Encounter deck for diplomatic challenges and so-
cial confrontations your Character might need to navigate. They play similarly to Combat, so if you’re already familiar with it, learning STARTING DIPLOMACY
Diplomacy should be easy.
Diplomacy in Tainted Grail starts whenever the game asks you
to draw or pick a card from the blue Encounter deck, and the
BASIC DIPLOMACY OVERVIEW ESCAPING OR AVOIDING DIPLOMACY
card you draw has at least one open Key on its right edge.
After drawing an Encounter card, set it on the board, ensur-
Diplomacy in Tainted Grail is a turn-based confrontation A Party may always Escape a Diplomatic Encounter – simply ing you have plenty of space to the right - you will build your
between a Character (or a Party of Characters) and an oppo- apply the penalty listed in the “Failure” section of the card to Sequence there.
nent, represented by the Encounter card. Together, Characters each Party member. Then, all Party members make sure whether they’re not us-
build a long line (Sequence) of cards, with the aim of pushing a If the card has an “Avoid” section at the bottom, you may ing more than one Item with each of the following keywords:
marker on the Encounter card’s Affinity track to the top. In the decide to bypass the Encounter. In that case, you need to pay all Weapon, Shield, Armor, Companion, Relic (see: Items and Se-
meantime, the opponent will push the marker in the opposite costs and meet all requirements stated in the “Avoid” section. crets). Party members may also decide not to use some of their
direction while performing various Responses. Then, put this Encounter card at the bottom of the Blue Encoun- Items in this Encounter. Set these unused Items aside for the
The detailed rules of Diplomacy are described further down, ter deck and continue the game. duration of this Encounter. No Items may be added once you
but in general, most Diplomatic Encounters play out like this: You can only Avoid an Encounter before you start it! Once enter Diplomacy!
All Party members draw their initial hands of cards (see Diplomacy begins, you are no longer allowed to Avoid. After confirming their equipment, each Party Member draws
Starting Diplomacy). In a Party: When Avoiding, always check the highest Rep or a number of cards from their Diplomacy Deck:
The Party members pick a Character who becomes Active Attribute levels (do not sum them up). The cost of Avoiding or 3 cards if there are 1-3 Characters in the Encounter.
and goes first (Diplomacy Turn, step I). Failure applies to each Party member separately. If Party mem- 2 cards if there are 4 Characters in the Encounter.
The Active Character may play one Diplomacy card, adding bers can’t reach a unanimous decision about Avoiding or Failing
it to the end of the Sequence (Diplomacy Turn, step II). the Encounter, they must resolve it. If you don’t like your starting hand, you can discard it
The Active Character may play as many additional Diplo- and draw a new hand with one less card. You may repeat this
macy cards as the rules allow (Diplomacy Turn, step II). 4
until you only have one card left in your hand.
The opponent Responds to the Active Character (Diploma-
cy Turn, step III). When all the Party members have their starting cards, Diploma-
If there are Characters who were not Active this Turn, one of 1 2 cy begins - place a marker in the gray slot of the Affinity track and
them becomes Active. If not, the Turn ends and a new Turn begins. go to phase I of the Diplomacy Turn, described on the next page.
18
3 – Magic Key. This ey connects i you oin its le t art with its
right art A s end 1 oint o Magic.
4 – Free Key. This ey always connects or ree and grants you a
onus, s eci ed in the second art o the ey. ach Bonus is e lained in
DIPLOMACY TURN Please note: the icon must appear on the card you want
to play (not the one before), to become connected.
detail in the i lomacy Bonuses rame. the second art o this ey is A Diplomatic Encounter usually consists of several Turns, with
em ty, you don t recei e anything. each Turn going through the following phases:
5 – Ability. The te t art o the card containing s ecial rules, with c) Perform the Affinity Check. See the Affinity Check frame
for details. Then, go to step 3.
arious timings. nly A ilities that are isi le and not co ered y other
cards in the e uence are considered acti e. Passi e cards see elow I. PICK THE ACTIVE
are ne er co ered, so their A ilities remain in lay throughout the n- CHARACTER
counter.
The Party members decide who will be the next Active Charac-
AFFINITY CHECK
6 – Card Number. To ma e sorting through cards and uilding ter. They can select from any Character who has not been Ac- Check the position of the marker on the Affinity track.
dec s easier, each Com at and i lomacy card has a uni ue num er. The If it’s on the lowest slot, you lose the Encounter – apply
tivated this Turn (they have no Time Token on their Character
letter ne t to the num er identi es the card s dec and color (U - blue, the Failure rules to each Party member, and put the Encounter
Tray). If players can’t reach a unanimous decision, the Character
G - green, B - brown, Y - gray). on the bottom of its deck. Then, reshuffle your Diplomacy deck.
with the lowest Character Number who was not Activated yet
this Turn becomes Active. If it’s on the highest slot, you win the current Stage of the
PASSIVE DIPLOMACY CARDS Encounter. If this was the last Stage, you win the entire Encoun-
Unlike regular Diplomacy Cards, passive Place a Time Token on the Tray of the Character who became
ter – receive Rewards, place the Encounter card on the bottom
GATHER CLUES
Diplomacy cards always have their Abili- Active. It will remind you this Character cannot be Activated
again until the next Turn. of its deck, then reshuffle your Diplomacy deck. If this wasn’t the
ty visible when in Sequence. To facilitate last Stage, begin the next Stage – move the marker to the gray
that, their Keys are on the opposite edges ee in mind that any game lay e ects , gain, A ility enalties
that ha en during the Character Acti ation a ly only to the Acti e Character slot on the Affinity track, place a marker on the completed Stage,
of the card. and go to the Check Readiness step.
Charges: Some cards instruct you
ain 1 ar
to gain Charges – use universal markers II. CHARACTER ACTIVATION
3. OPPONENT’S RESPONSE
o a ar :
or a r o ar
and place them on the card. You can use
1 “Pay x Charges” Abilities any time you 1. DELAYED ABILITIES On the Encounter card, find the Response for the current Stage
want (unless their text restricts them to Remove one Time Token from each Diplomacy card in the Se- of this Encounter. Apply this response to the Active Character.
one of the phases). quence that has any. If you’ve removed the last Time Token from Then, perform the Affinity Check (see: “Affinity Check” frame).
In a Party: Only the Active Character can use Charges from a card, immediately resolve its Ability with the Time Token trig- Go to step 4.
cards, but the owner of the card must agree. ger (see: “Diplomacy Card Triggers” frame). These abilities trig-
ger only once! 4. CHECK READINESS
Go to step 2. Check if all of the Party Members have been Activated
during this Turn (and have a Time Token on their Character
2. PLAYING CARDS Trays). If there are no Characters left to Activate, go to the End
This is where you execute your plan, playing cards from your Turn phase (III).
hand and adding them to the Sequence. You may also be forced If there are still Characters who haven’t been Activated, go
to play a card if you’re affected by Panic (see: Panic). back to “Pick the Active Character” phase (I).
To complete this step, follow the list below:
a) Play one Diplomacy card. When playing the very first card III. END TURN
during your Activation, you don’t need to fulfill any special re- Discard. Each party member discards down to 3 cards
quirements! This card doesn’t have to connect to any Bonuses or in their hand.
Keys. It just needs to line properly with the previous card in the Draw. All Party members draw 1 card from their decks. Do
Sequence, which will cause its bottom Key to join with the bottom not draw if your Character Panics.
Key of the previous card. After you play the card: Start new Turn. Go back to the start of phase I (Pick the
Check if any Attribute Keys connect to Bonus Keys. Apply Active Character)!
these Bonuses. Remember that in order for them to connect, you
need to have the Attribute level specified by the Key.
If both parts of a Magic Key join, you may connect this Key CONNECTED KEYS
by paying 1 Magic and gain its Bonus. For any Key to be connected, both halves of the Key need to
Connect the bottom, Free Key and gain its Bonus. join. Additionally:
Check the Ability. If it triggers now (see Ability Trig- Your Character must have the appropriate Attribute level.
gers), resolve it.
b) Play additional Diplomacy cards. Each Turn, every Di-
plomacy card you play after your first one MUST connect with You must spend 1 point of Magic if you want to connect
a Key. If you have no cards that have this Bonus Key, or you it. Place this point on the Magic Key to indicate it is active. If you
can find no way to connect it, you may not play any additional have to discard a card with a Connected Magic Key, you discard
cards! Resolve any cards you play just like above. the Magic point used to Connect this Key.
Always connects! Free Keys often connect with multi-
pliers, making them even more potent!
19
DIPLOMACY CARD TRIGGERS & ICONS
Most Diplomacy cards have an ability. Abilities usually start with
OTHER
a Trigger icon that clearly indicates when you should resolve them.
DIPLOMACY RULES
On Placement – resolve this Ability after placing the
card in the Sequence. PANIC
Panic takes place anytime your is higher than your current
( marker is higher than the wings of the T-shaped limiter).
Delayed – put a Time Token on this card as you play it. When that happens:
The Ability is triggered after removing the very last Time Token Instead of playing the first card of this Turn from your
from the card. The Ability does not trigger on subsequent Turns, hand in step 2 (Playing Cards), play a card from the top of your
and the Time Token does not return! Diplomacy deck. Then, you may play any additional cards from
If you put another card on a card with a Time Token, and you your hand, according to the standard rules.
cover the Ability, the Time Token is lost and the Ability won’t trigger. Do not draw a new card at the End of Turn. Any bonus or
extra cards gained from Bonus Keys, Skills or Abilities are still
On Opponent’s Response – this Ability remains ac- drawn as normal.
tive throughout the entire step 3, usually modifying the oppo-
nent’s Response. NO CARDS IN DECK
Whenever your Character has to draw any Diplomacy cards and their
Diplomacy deck does not have the required number of cards, you Fail
Damage – this icon means your Character has to lower the Encounter. Apply the Fail rules from the Encounter card.
their by the indicated amount.
YOU ARE DYING!
Connected Attribute Key – this icon means the Whenever your drops to 0, your Character gets a “You Are
number of connected Attribute Keys of this specific type in the Dying” card. Among other rules, the card immediately ends the
entire Sequence. current Encounter – see its text for more details.
– Draw a card.
20
DIPLOMACY EXAMPLE
Arev draws a Weeping Orphan blue Encounter. This Encounter
has two Stages. The player has to complete Stage 1, and then
Stage 2 in order to win. The player places a marker on the gray
slot of the Affinity track.
TURN 2 Now, the player spends 2 Charges from the Bleak Joke card to play
The player plays a False Promise – they want to gain the bonus an Eye for Detail card as if it was connected with . The Key
from the Magic Key, so they spend 1 point of Magic. The player connects, and it has the symbol. The player consults the table
additionally gains bonuses from connected and Free Keys. on the Encounter card, then moves the marker 1 slot up on the
The player draws a card and moves the marker two slots up the Affinity Track.
TURN 1 Affinity track. It’s the last slot on the track, so the player decides
It’s the first round of the Encounter, so the player draws 3 cards to end their Turn.
from their Diplomacy deck. Then, the player plays a Simple During the “Affinity Check”, the player advances to the next
Truth card. Arev has 1 point of , so he gains the bonus from Stage of the Encounter and moves the marker on the Affinity track
the connected Key – it’s a symbol. back to the gray slot. The Turn has ended, so there is no Response.
The player checks the meaning of the symbol on the Encounter The player draws 1 card.
card – for Stage I, any moves the Affinity marker two slots
up on the track. The Free Key of the Simple Truth card also concon-
nects – it contains a symbol, so the player moves the marker
another slot up.
It’s time for the opponent’s Response. Arev loses 1 and de-
stroys the last card in the Sequence. The Eye for Detail card is
discarded along with its Time Token. Now, the last card in the
Sequence is the Bleak Joke card. The Encounter continues until
Arev manages to push the marker to the top of the Affinity track
and completes the Second stage.
TURN 3
The player plays a Bleak Joke. It’s the first played card, so the
player ignores the symbol. Then, the player draws 1 card be-
The player doesn’t have any cards with symbol, so they cause of the connected Key. Finally, the player checks the .
can’t play anything more and end their Turn. The Affinity is not green, so the player loses 1 Rep.
The marker is not on the last slot on the track, so it’s time for Then, the player places 2 Charges on the card, because
the opponent’s Response – it moves the marker 1 slot down. Arev Arev has 2 .
also gains 1 point of .
The player draws 1 card.
21
ALTERNATIVE MODES
& APPENDICES
This section of the Rulebook contains non-standard game modes and additional player help.
22
INDEX
Action (page 8) Run Away (page 14) Magic (page 10, 16, 19)
Character Action (page 9) Victory Check (page 15) Menhir (page 8, 9, 11)
Explore (page 8) Combat card (page 14) activating Menhirs (page 10)
Inspect a Menhir (page 9) Combat Pool (page 14, 16) Inspect a Menhir (page 9)
Location Action (page 8) Components (page 5, 23) Menhir range (page 8, 10)
Pass (page 9) Connecting Keys (page 16, 19) Time Dial (page 8)
Travel (page 8) Courage (page 10) no cards in deck (page 16, 20)
Activating Menhirs (page 11) Damage (page 15) Opponent’s Response (page 19)
Active Character (page 15, 19) Death (page 13, 16, 20) Opportunity (page 16)
Advancement Pool (page 6) Diplomacy (page 18) Order of the Day (page 8)
Advancing Character (page 9, 12) Active Character (page 19) Action (page 8)
Adventure Map (page 6) Affinity Check (page 19) End of the Day (page 9)
Affinity Check (page 19) Avoid (page 18) Rest (page 9)
Aggression (page 10) Bonus (page 20) Start of the Day (page 8)
Allmother’s Mercy (page 13) Charges (page 19) Panic (page 10, 16, 20)
Attack (page 15) Connecting Keys (page 19) Party (page 11)
Attributes (page 10, 12) Damage (page 15) Pass (page 9)
Aggression (page 10) Diplomacy card (page 18) Practicality (page 10)
Caution (page 10) Discard (page 13, 20) Quest (page 11)
Courage (page 10) Escape (page 18) Quest Token (page 11)
Empathy (page 10) Opponent’s Response (page 19) Remove (page 13)
Practicality (page 10) Reward (page 18) Reputation/Rep (page 10)
Spirituality (page 10) Diplomacy card (page 18) Resources (page 10)
Avoid (page 18) discard (page 13, 16, 20) Experience/Exp (page 10)
Basic Combat/Diplomacy cards (page 6) Dreams and Nightmares (page 9) Food (page 10)
Bonus (page 16, 20) Empathy (page 10) Magic (page 10, 16, 19)
Caution (page 10) Encounter/Encounter card (page 12, 14, 18) Reputation/Rep (page 10)
Challenge Mode (page 22) End of the Day (page 9) Wealth (page 10)
Character Action (page 9) Enemy Attack (page 15) Response (page 19)
Character Tile (page 6) Energy (page 10) Rest (page 9)
Character Tray (page 6) Escape (page 14, 18) Reward (page 14, 15, 18)
Character Action (page 9) Event card (page 8, 11) Run Away (page 14)
Character Tile (page 6) Exhausted (page 9) Save Sheet (page 12)
Health (page 10) Experience/Exp (page 10) saving the game (page 13)
Health Marker (page 6) Exploration Journal (page 12) Secret/Secret card (page 12)
Negative trait (page 6) Explore (page 8) Sequence (page 14, 18)
Resources (page 10) Food (page 10) Settlement (page 10)
Survival Tracks (page 6, 10) Free Play (page 22) Setup (page 6, 7)
Terror (page 10) Guardian (page 12) Skill (page 12)
Charges (page 15, 19) Health (page 10) Spirituality (page 10)
Chronicler (page 7) Health marker (page 6) Start of the Day (page 8)
Combat (page 14) Insanity (page 13) Status (page 12)
Active Character (page 15) Inspect a Menhir (page 9) Story Mode (page 22)
Bonus (page 16) Items (page 8, 12) Survival Tracks (page 6, 10)
Charges (page 15) Key (page 14, 16, 18, 17) Task (page 11)
Combat card (page 14) Location (page 10) Terror (page 10)
Combat Pool (page 14, 16) Inspect a Menhir (page 9) Time Dial (page 8)
Connecting Keys (page 16, 19) Location Action (page 8) Trait (page 16)
Damage (page 15) Location Seals (page 10) Travel (page 8)
Discard (page 13, 16, 20) Menhir range (page 8, 10) Victory Check (page 15)
Enemy Attack (page 15) Remove (page 13) Wealth (page 10)
Escape (page 14, 18) Settlement (page 10)
Loot (page 14, 15) Location Action (page 8)
Opportunity (page 16) Location Seals (page 10)
Reward (page 14, 15) Loot (page 14, 15)
23
RULES SUMMARY
ORDER OF THE DAY If the Guardian stays in the same Location and there are Clear Activations. Remove all of the from the Charac-
any Characters present there, immediately start the Encounter ter Trays. This does not affect any left on Combat cards!
I) START OF THE DAY (all Characters present in this Location have to fight together).
Remove expired Menhirs. VICTORY CHECK (COMBAT)
If the Guardian enters a Location with any Character, it im-
If a Menhir has no Dial, remove it now. Count the number of markers in the Combat Pool. If it’s higher
mediately triggers the Encounter.
Remove Locations out of Menhir range. than or equal to the target Value printed on the Encounter card,
If a Character or a Party enters a Location with a Guardian,
Menhirs have a range of 1 Location card. That means you re- you win! Receive any Rewards, share any Loot, and place the
immediately trigger the Encounter. If there’s more than one Guard-
move each Location not adjacent (in a straight line or diagonally) Encounter card on the bottom of its deck; reshuffle your Combat
ian there, players may choose which Encounter to trigger first.
to a Location with an Active Menhir. deck, including any discarded or played cards.
If a Character or a Party enters a Location with a Guardian and
Reduce Menhir Dials by 1. an instant Action (denoted by the ), trigger the Guardian Encoun- AFFINITY CHECK (DIPLOMACY)
If the Dial was already at 1, remove the Dial instead (do not ter first and only then resolve the rules on the Location card. Check the position of the marker on the Affinity track.
remove the Menhir!) If it’s on the lowest slot, you lose the Encounter – apply
Reduce Time Dials and remove . Once the Guardian is defeated, put its card on the bottom the Failure rules to each Party member, and put the Encounter
If the Dial was already at 1, remove the Dial instead. of its deck. on the bottom of its deck. Then, reshuffle your Diplomacy deck,
Remove 1 from every Location card that has any.
Do not decrease any of the Dials with Quest Tokens! COMBAT/DIPLOMACY including any discarded or played cards.
If the marker is on the highest slot of the Affinity track, you
Reveal and read a new Event card. STARTING COMBAT/DIPLOMACY win the current Stage of the Encounter.
Move Guardians. Draw an Encounter card. If this was the last Stage, you win the entire Encounter –
Roll the Guardian die for each Guardian present on the board Check the Traits of this Encounter. receive Reward, place the Encounter card on the bottom of its
and move it according to the Guardian rules. Check your equipment. deck, then reshuffle your Diplomacy deck, including any dis-
Discuss your plans. Draw 3 cards from Combat/Diplomacy deck (1-3 Charac- carded or played cards.
It's a cooperative adventure after all! ters in Party) OR draw 2 cards from Combat/Diplomacy deck If this wasn’t the last Stage of the Encounter, begin the next
Equip for your journey. (4 Characters in Party). Then, you may discard your cards and Stage – move the marker to the gray slot on the Affinity track,
II) DURING THE DAY draw new hand with 1 less card. place a marker on the completed Stage, and go to the Check
Each player performs one Action, in any order. After all play- Readiness step.
COMBAT / DIPLOMACY TURN
ers have performed one Action, they may once again perform Pick the Active Character PANIC
one Action each. A group of Characters in the same Location may Place a on this Character's Tile to remember they were Panic takes place anytime your is higher than your current
decide to take an Action together, as a Party. Actions continue Activated this Turn. (marker on the track is above the wings of the T-shaped
until all players Pass or have no more to spend. limiter). When that happens:
CHARACTER ACTIVATION
III) END OF THE DAY Instead of playing a card from your hand in step 2 (Playing
Delayed Abilities
Rest. Cards), play a card from the top of your Diplomacy / Combat
Remove 1 from each Combat / Diplomacy card in the Se-
Eat 1 Food. If you do, restore 1 and lose 1 . If you don't, deck. Then, you may play additional cards from your hand, ac-
quence. If it was the last on the card, resolve the Ability with
drop your to 0. If your is already at 0, lose 1 instead. cording to the standard rules.
the trigger.
Restore your to full. Do not draw a new card at the End of Turn. Any bonus or
Abilities are resolved from the first card in the Sequence (left)
If you are Exhausted, restore 4 points of instead. extra cards gained from Bonus Keys, Skills or Abilities are still
to the last card (right).
If you are not Exhausted, place the marker in the starting slot of drawn as normal.
the track, as long as this marker does not go past the marker. PLAYING CARDS
NO CARDS IN DECK
Advance your Character. Play one Combat / Diplomacy card.
Whenever your Character has to draw cards and their Combat / Di-
If you have any Experience points, you may now spend them. You may play additional Combat / Diplomacy cards after
plomacy deck does not have the required number of cards, you are
Build your Character decks. the first one, but they MUST connect with a Key. forced to Escape (Combat) or you fail the Encounter (Diplomacy).
You can now add or remove cards from your Combat / Diplo- If in Combat, check for the Opportunity attack.
Perform Victory / Affinity Check. YOU ARE DYING!
macy deck (minimum deck size: 15).
Whenever your drops to 0, attach the “You Are Dying”
Dream ENEMY ATTACK / OPPONENT’S RESPONSE card to your Character tray. Among other rules, the card im-
If the Location you are in has a , open the and read Apply an appropriate (depending on your Combat Pool / mediately removes you from your current Encounter – see its
the Dream. Diplomatic Encounter Stage). Perform Victory / Affinity Check. text for more details.
If “You Are Going Insane”, read the Nightmare instead of
CHECK READINESS DISCARDING FROM AN EMPTY HAND
the Dream.
Check if all Characters have been Activated (they have Whenever you have to discard a card from your hand, but you
GUARDIANS a on their Encoutner Stage) and perform the Victory Check/ don’t have any cards, discard a card from the top of your Com-
Affinity Check. bat / Diplomacy deck instead.
These dangerous enemies will keep roaming the area even after
If all Characters have been Activated, go to the “End
you Escape (see: Escaping Combat). If you Escaped from a Guard-
Turn” phase. NEGATIVE COMBAT POOL
ian Encounter, place its card on the Location where you have trig-
If there are any Characters who haven't been Activated yet, Whenever you should remove a marker from the Combat Pool,
gered it. At the start of each day, roll a Guardian die, and move the
go to the “Pick the Active Character” phase. but there are not enough markers, discards a card from your
Guardian accordingly.
If the Guardian should move to an unrevealed or uncon- END TURN hand for every excess point.
nected Location, move it to the highest-numbered connected Discard. Discard down to 3 cards in your hand.
Location instead. Draw. All Party members draw 1 card from their decks. Do
not draw if your Character Panics (see: Panic). If there are no
cards to draw, see: No Cards in Deck.
24