Professional Documents
Culture Documents
Game & Project Design, Direction, Management, Production: 12x Character Sheets (Heroes) 2x Brute Hero Figures
Alexandre Aboud, Clayton Machado, Danilo de Alcantara Magalhães
8x Character Sheets (Bosses) 2x Tactician Hero Figures
Illustrations: Guilherme Batista (Cover Art and most pieces),
Bramasta Aji, Carlos Ryal, Ivan Inagaki, James Colmer, Luciano 1x Game Board 2x Tank Hero Figures
Komorizono, Mario Wibisono, Pablo Blayker, Raphael Madureira 2x Healer Hero Figures
Art Direction: Alexandre Aboud 1x Rulebook 2x Shooter Hero Figures
Miniature modeling: Nick Mancini, Salvador Gomes, Bruno 1x Quest Guide 2x Controller Hero Figures
Peschiera, Rodrigo Domeneguetti, Alex Ruiz, Fábio Nishikata, Junior
Guerhard 1x Campaign Tome 4x Sentinel Figures
Design and Miniatures Manager: Clayton Machado 2x Player Aids 3x Sniper Figures
Publisher: Dragori Games, Inc. 48x Hero Attack Cards 2x Orb Figures
Technical Support: Amanda Marli, André Altemari, Bruno Machioni, 14x Heroic Action Cards 3x Prisoner Figures
Cleber Machado, Dhiego Fernandes, Giancarlo Silva, Lannie Neely, 20x Level UP Cards
Mauricio Navate, Suzana Gonçalves, Vanessa Gomes
30x Scroll Cards 5x Wall Tiles (5x1)
Special Thanks: There are too many and too important voluntary
play-testers, proof-readers, advice-givers, cash-providers, and all other 16x Artifact Cards 9x Wall Tiles (4x1)
kinds of helpers, for us to name them all. You know who you are,
and we are forever grateful. All these people are represented here by 11x Villain Cards 4x Wall Tiles (3x1)
Danielle Nascimento, Danilo Chiaretto, Edson Aoki, Jeferson Lança, 15x Boss Spell Cards 2x Wall Tiles (2x1)
Gustavo Barreto, Rafael Melo, Rodrigo Bicalho, Victor Valle and Vitor
Ohi. 20x Evil Power Cards 2x Big Door Tiles
A Special THANK YOU to everybody that actively participated to 15x Flask Cards 4x Single Door Tiles
make this game better through the 14,000+ comments made during
the campaign and afterwards, the thousands of people who contacted 5x Fate Cards 2x Lever Tiles
us by e-mail, messages and all sorts of communication, and to every
60x Campaign Cards 2x Lava/Spikes Tiles (4x2)
single Kickstarter backer that participated in the campaign that
ran from March 27th to April 26th, 2018, represented here by the 40x Boss Attack Cards 2x Lava/Spikes Tiles (3x3)
incredible Collectors named below:
2x Lava/Spikes Tiles (3x1)
Anders “Ingolf ” Søgård, Brian “Mech Western” Dills,
Cheuk Hay, Christopher Wilkinson, Fernando Costa, Gary Lee, 2x Team Tokens 4x Lava/Spikes Tiles (2x2)
Giselle Ip, Gregory Whitten, “Guoccamole”, Ingebrigt Megård,
12x Hero Tokens 2x Lava/Spikes Tiles (2x1)
Jeffrey R. Cooke, Konstantin Dirr, Mitchell Furness,
Patrik Byhmer, Qi WAN, Robert Andersson, “Saitan69”, 19x Foe Tokens 4x Altar Tiles
Terence Sung, Timothy M Lee, Tyler Lee Harding, Zola Suwaro
8x Life Tokens 4x Portal Tiles
3x Prisoner Tokens
2x Orb Tokens
Rulebook • 3
5 - Effects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 D.1) Mission. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
5.1 - Targets. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 D.2) Boss. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
5.2 - Duration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Step E) Determine the Heroes’ starting positions. . . . . . . . . . 29
5.3 - Conditions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Cooperative Mode’s Table Components Overview . . . . . . . . . 30
5.4 - Explanation of specific effects. . . . . . . . . . . . . . . . . . . . . . . 24 9 - Rounds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
5.4.1 - Cannot regain HP . . . . . . . . . . . . . . . . . . . . . . . . . . 24 10 - Quests. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
5.4.2 - Reviving a dead combatant. . . . . . . . . . . . . . . . . . . 24 10.1 - Reading a Quest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
5.4.3 - Forcing movement. . . . . . . . . . . . . . . . . . . . . . . . . . 24 10.2 - Missions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
5.4.4 - Negating an attack. . . . . . . . . . . . . . . . . . . . . . . . . . 24 10.2.1 - Villains. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
5.4.5 - Copying an attack . . . . . . . . . . . . . . . . . . . . . . . . . . 24 10.2.2 - Evil Power. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
5.4.6 - Controlling a combatant. . . . . . . . . . . . . . . . . . . . . 24 10.2.3 - Villain Behavior. . . . . . . . . . . . . . . . . . . . . . . . . . . 34
5.4.7 - Removing attacks or effects . . . . . . . . . . . . . . . . . . 24 10.2.3.1 - Basic Strategy. . . . . . . . . . . . . . . . . . . . . . . 34
5.4.8 - Immunity to new effects from enemies. . . . . . . . 24 10.2.3.2 - Villains’ thinking steps. . . . . . . . . . . . . . . 34
5.4.9 - Can’t make Special Attacks. . . . . . . . . . . . . . . . . . . 24 10.2.4 - Flasks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
5.4.10 - Regain 1 spent Special Attack. . . . . . . . . . . . . . . . 24 10.2.4.1 – Getting flasks. . . . . . . . . . . . . . . . . . . . . . . 35
6 - Tiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 10.2.4.2 - Using flasks. . . . . . . . . . . . . . . . . . . . . . . . . 35
6.1 - Barriers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 10.2.4.3 – Losing flasks. . . . . . . . . . . . . . . . . . . . . . . . 35
6.1.1 - Wall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 10.3 - Boss Fights. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
6.1.2 - Door. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 10.3.1 - The Turn of a Boss. . . . . . . . . . . . . . . . . . . . . . . . . 35
6.2 - Obstacles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Phase 1) Refresh. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
6.2.1 - Statue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Phase 2) Special Power. . . . . . . . . . . . . . . . . . . . . . . . 35
6.2.2 - Chest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Phase 3) Aura . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
6.2.3 - Lever . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Phase 4) Boss Spell. . . . . . . . . . . . . . . . . . . . . . . . . . . 36
6.2.4 - Orb. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Phase 5) Action Phase . . . . . . . . . . . . . . . . . . . . . . . . 36
6.3 - Terrains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 11 - The Epic Campaign. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
6.3.1 - Lava/Spikes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 11.1 - Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
6.3.2 - Altar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 11.2 – Quest rewards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
6.3.3 - Portal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 11.2.1 – Special Rewards. . . . . . . . . . . . . . . . . . . . . . . . . . . 37
6.3.4 - Swamp/Ruins. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 11.2.2 – Experience Points: gaining. . . . . . . . . . . . . . . . . . 38
7 - Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 11.2.3 – Experience Points: spending. . . . . . . . . . . . . . . . 38
7.1 - Artifacts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 11.2.3.1 – Level UP. . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Step G) Pick and equip Artifacts. . . . . . . . . . . . . . . . . . . . . . . . . 27 11.2.3.2 – Primary Attack Card (permanent). . . . . 38
7.2 - Scrolls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 11.2.3.3 – Special Attack Card (consumable). . . . . 38
Step H) Pick Scrolls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 11.2.3.4 – Improved First Aid (consumable) . . . . . 38
11.2.3.5 – Scrolls (consumable) . . . . . . . . . . . . . . . . 38
Cooperative Mode. . . . . . . . . . . . . . . . . . . . . . . . . 29 11.2.3.6 – Artifacts (permanent). . . . . . . . . . . . . . . . 39
11.3 – Adjusting the difficulty. . . . . . . . . . . . . . . . . . . . . . . . . . . 39
8 - Table set-up. Starting a PvE Match.. . . . . . . . . . . . . . . . . . . . . . 29
Step A) Determine the Game Mode. . . . . . . . . . . . . . . . . . . . . . 29
Step B) Assemble your Team. . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Step C) Make common preparations. . . . . . . . . . . . . . . . . . . . . 29
Step D) Make specific preparations . . . . . . . . . . . . . . . . . . . . . . 29
(ii) exclusive rules. Co-op mode brings to the table some mechanics
Arena: the Contest (ATC) has a simple concept and intuitive mechanics. and situations that never surface in PvP (E.g., Automation of enemies,
You don’t need to memorize all the rules, nor read this entire Rulebook, Experience Points, Level UP, purchasing items, Campaign Cards). Find
to start playing. their rules in the cooperative chapter.
The minimum reading required to start a game is the QuickStart, a In other words, any doubts about rules that are not exclusive to PvE
short document with the necessary guidelines and sufficient descrip- (nor exclusive to PvP) are solved in Chapter One, even if you are
tions of all general rules. playing the cooperative mode of the game.
However, the game also has many specific rules because it comes with
several Heroes, each with its own set of unique attacks.
I.III - Language and Formatting
While a chess bishop can only move diagonally and capture pieces in
its path, an ATC hero may hide behind a wall, mob or curse an enemy, Words in dark green are introductions that explain the name or con-
interrupt attacks, heal allies, attack an area, and more – not to mention cept featured in the section, making them easier to understand.
the ability to move diagonally and orthogonally, in any combination.
Words in dark blue are examples, always introduced by “E.g.” and
With this rich variety of actions and tactical possibilities, sometimes written within parentheses.
specific situations will arise on the board, and you will have questions
on how to solve them. The first time a concept or keyword comes up in a section, its first
letter is Capitalized. If you don’t understand the capitalized concept,
Answering these specific questions is the purpose of this Rulebook. you should search and read its section in the Rulebook.
When we (the rules) are not referencing you (the player), we will use
I.II - Structure the genderless pronoun "it" to reference heroes, villains, allies, etc.,
because using a "singular they" would, in some cases, create ambig-
uous rules.
This Rulebook is divided into specific segments because it’s intended
for episodic consultations.
Since ATC comes with two heavily independent game modes I.IV - Special symbols
(Competitive and Cooperative), each has its own Chapter.
A Section is every single identifiable segment of a chapter. They all indicates PvP-Exclusive rules. They are not applicable in the
have a keyword in their name and a reference number that places it Cooperative Mode of the game.
in the Rulebook. indicates advanced rules you may ignore while you get acquaint-
Topics are the most specific units of information. They generally ed with the game. You should feel the game is only complete when
contain a single rule. Most sections have several topics and subtopics you use these, but they may be left out in the first couple of matches
(rules closely related, or deriving from the rule contained in a topic). to allow easier grasping of the essential rules.
Rulebook • 5
II - The Game II.II - Game Modes
However, for the ultimate cooperative experience, you may play the
Epic Campaign, in which a single Team travels the world on a journey
to accomplish a major goal, following an immersive background story
developed in between sequential missions.
In the Campaign Tome, hints, clues and puzzle pieces help the party
determine the path they want to follow through a story with multiple
branchings and endings.
Step A) Define Teams • If your team rolled the higher number, select the left or right half of
the battlegrid, where your team's heroes will start the match.
• Divide players into two teams. • Then, deploy any of your recruited heroes, placing its figure in any
valid square of the chosen half.
• There is no method of division. If four people are going to play, the
match should be 2x2, but it could also be 3x1, according to players’ Any square not occupied by another combatant or tile (except
wishes. Terrains, p. 26) are valid initial squares.
• Determine how many Heroes each team will recruit: three or four. • Place the deployed hero’s token and heropad on the table.
Both teams play with the same number of heroes. • The deployment order determines the Turn Order for the entire
match. The first deployed hero will also be the first to act when the
match starts, and so forth (Turn Order, p. 12).
Step B) Assemble the Arena (place Tiles)
• The opposing team then places its first hero to act (second overall)
in any valid square on the opposing half of the battlegrid.
Obs.: you may skip this step if you decide to use the back of the board,
which contains an illustrated preassembled Arena. • Both teams place their Team Token (Special Ready side up) next to
the first deployed heropad, indicating the first hero taking a turn
• Both teams pick any number of Tiles (p. 25) and freely place them in for the team.
the Arena (in “freestyle placement”, tiles may be adjacent to others).
• Each team organizes their heropads on opposite sides of the bat-
In "freestyle placement", players may put any number of tiles tlegrid, from left to right, in the order of deployment, to allow
anywhere on the board (including adjacently to each other), visualization of the turn orders.
but both teams must agree upon the final position of all tiles.
• Teams alternate, each on its half of the battlegrid, until all heroes
If no agreement can be reached, any player can enforce the are deployed and tokens/heropads placed.
“Competitive placement”:
1) Both teams roll a die (repeat, if the result is a tie). Step E) Pick Heroic Actions (p. 14)
2) If your team rolled the higher number, grab any tile and place it • Divide the Heroic Action cards into two equal decks and give one
anywhere on the grid. to each team.
3) Then, the opposing team picks any tile and places it anywhere • Each team secretly picks two heroic action cards.
(observing step 4).
Reveal your cards only when you use them.
4) You cannot place a new tile on squares that overlap or are adja-
cent to other tiles.
Step F) Pick Aid Tokens
5) Repeat steps 2 and 3 until each team has placed five tiles each
(ten total tiles on the battlegrid). • Each team picks two Aid Tokens (First Aid, p. 14)
• Then, the opposing team does the same. Teams alternate, until six When you conclude all the steps, the match is ready to start. The first
(or eight) total heroes are recruited. hero’s turn starts.
Rulebook • 7
8 • Arena - The Contest
PASSIVE POWER
Effect: Target takes 4 damage. Effect: Target takes 4 damage.
Trigger: Hit a target that is adjacent to at least one of your allies (on your Trigger: Hit a target that isn’t adjacent to any of your allies (on your first hit of your turn).
6 6
Tactics Brutality
8
7 6 effect while it’s active.
damage or regains 4 HP. 5 residual damage. takes +12 damage.
within 8 squares of you takes 4 Miss all: The last missed target takes have 35 or fewer HP, the target
7 damage
Effect: n Permanent - You can’t Miss all: The last missed target takes Effect: n Permanent - While you 12 damage per hit + effect
squares. Meanw
7 8
target 2 enemies.
Benefit: You ma 25 damage + effect 5 residual damage.
12 damage per hit 24 damage + effect Benefit: Strike the target twice.
Benefit: If you have 35 or fewer HP, you may
Effect: n Th Effect: n You may move the target Death Claws you may target 2 enemies. Effects: n The target is Exposed
11 damage 11 damage + effect Benefit: If you have 35 of fewer HP, 11 damage + effects
tactician 2 squares (see Benefit) brute
2 squares 1 enemy 1 square 1 enemy 1 enemy 1 square
each describes, in detail, one
Rokaru, the Samurai Sedrik, the Werewolf
Ance Tide of Blades Death Claws Moonlight Rage
8. Attack Cards (4 per hero):
2 order of deployment (Step D).
grid, from left to right, in the
14 on opposite sides of the battle-
team organizes their heropads
Attack and Movement). Each
and stats (HP, Defense, Basic
1 12 role, passive power, attacks
about a hero – name, combat
with all essential information
7. Heropad: the main card
(Striking Phase, p. 20).
and to determine if attacks hit
6 procedures (Table set-up)
9 for the initiative in prematch
6. 2x Twenty-sided Dice: rolled
tions, reaction attack, tiles.
rules – conditions, turn ac-
with frequently-used game
10 5. 2x Player Aid: briefing pad
stairs and ruins) (Tiles, p. 25).
5 or terrains (lava, altar, portal,
During your turn, you can take one Prime Action and one Move Action, in any order.
(statue, chest, lever and orb),
Prime Action Move Action
You may perform one of the following: Use your Move Action to Move or Sidestep.
Basic Attack Move
D, above).
o leaving a square adjacent to an enemy during its
Heroic Action Move Action (except when Sidestepping).
• At the start of the match, each Team secretly chooses
2 Heroic Actions. Each may be performed only once Reaction Attack
in the match.
PRIMARY ATTACKS
PRIMARY ATTACKS
of Justice (Passive Power is not affected).
lly within 5 squares 1 square Wings1 enemy
3 HP. Benefit: Ignore all effects applied by your
Benefit: You may move up to 3 squares square
enemies on the 1target. Backstab 1 enemy
Wings of Justice
before declaring 1thesquare
target. 1 enemy
Benefit:
11 damage Ignore all effects applied by your
+ effect
Benefit: You may move up to 3 squares Backstab
enemies on the 1target.square 1 enemy
10 damage + effects
Wings of Justice
square 1 enemy Effect: n The target takes +5 damage if it is
24x16 squares.
stial Armor before declaring 1the target. Masterstroke Memory Theft damageBenefit: all effects applied by your
Effects: n You are Protected (ends if used). 60 Exposed (applied11 by Effects+ oreffect
when
IgnoreMobbed).
Benefit: You may move up to 3 squares enemies on the 1target.square 1 enemy
damage
o You or an ally10within + effects
5 squares 1 enemy Miss: The target
Effect:takes
n The5 residual damage.
target takes +5 damage if it is
1 enemy of yousquare
before declaring 1the target. 1 enemy 1 square 2 squares 1 enemy
regains 3 HP.Effects: n You are Protected (ends if used). Exposed (applied11 by damageBenefit:
Effects+ oreffect
when all effects applied by your
IgnoreMobbed).
ge + effect Benefit: You may move up to 3 squares 0 damage + effect 22 damage + effects enemies on the target.
SPECIAL ATTACKS
SPECIAL ATTACKS
Temporary: ends atEffects: n You are Protected (ends if used).
the start
of Ascaran’s The target
Miss:next o Youtakes
turn. or an5 ally
residual 5 squares of you
withindamage. Miss: The target takes 5 residual damage.
regains 3 HP.
Temporary: ends at the start
The target
7 7
9. Hero Figure: a unique min-
o An ally within range regains 16 HP.
Miss: The target takes 15 residual damage. residual damage). regains 8 HP.
damage on a miss.
o You or an ally within range regains 8 HP. Miss: The target regains 15 HP (no o You or an ally within range
-16 damage on a hit and no residual
Effects: n The target’s attack deals Effects:
Miss: The target target’s attack.
residualthedamage.
takesn15Negate its turn (up to once per turn). Effects: n Negate the target’s attack.
per turn).
SPECIAL ATTACKS
whenever it declares an attack on
PRIMARY ATTACKS
(ends if used). of your own to an ally within 5 Interrupt: Used duringMiracle
the target’s turn. enemies (except Passive Power). o You or an ally within range
Effects: n o You may transfer up to 10 HP and immune to new effects from applied by enemies.
10 dama (ends if used). is Toughened (once per turn) within range all Temporary effects
Effects: n You are Toughened Miracle Effect: n An ally within range Effects: n Remove from an ally
squares befor
Benefit: You 11 damage + effects 10 damage + effect 6 damage + effects
HARMFUL
Conditions HELPFUL
5
Cursed Blessed 12. Heroic Actions: two secret
cards for each team. Each
Roll two dice and use the worst result on Primary Attacks Roll two dice and use the best result on Primary Attacks
Not applied to Basic, Reaction or Special Attacks. Not applied to Basic, Reaction or Special Attacks.
Applied once per turn, even if the attack has Applied once per turn, even if the attack has
multiple strikes. multiple strikes.
Slowed Hastened
You cannot Sidestep or use movements from Benefits You do not incite Reaction Attacks
3
Effects from yourself or other combatants can still move you. adjacent to enemies.
Vulnerable
Take +3 damage when hit by an enemy attack
Toughened
Take -3 damage when hit by an enemy attack
Cards: meant for experienced
When attacked by allies, this Condition is not used.
Applied once per turn, even if the attack has
multiple strikes.
When attacked by allies, this Condition is not applied.
Applied once per turn, even if the attack has
multiple strikes.
players wishing to enrich their
Weakened Empowered game, these cards describe
powers of artifacts and scrolls
Deal -3 damage when your attack hits an enemy Deal +3 damage when your attack hits an enemy
When attacking allies, this Condition is not used. When attacking allies, this Condition is not used.
Applied once per turn, even if the attack has Applied once per turn, even if the attack has
multiple strikes. multiple strikes.
(p. 27).
PRIMARY ATTACKS
60
2 squares 1 enemy
Miss: The target
Effect:takes
n 5The residual
targetdamage.
can’t use its Passive must be within range.
Effect: n You may transfer 1 Permanent
ousand Swords 11 damage + effect Soul Link Dark Ritual 22 damage to8+another.
effect
11
Power (If it’s a Circle, it can’t be triggered).
2 squares 1 enemy Miss: The target
effecttakes
from15aresidual
combatant
damage. squares Both 1 enemy
Temporary: ends at the start
7
while, you may strike of Rokaru’s nextThe Effect:takes
target
turn. n 5The residual
targetdamage.
can’t use its Passive Effect: n You may transfer 1 Effect: n You or an ally within Effect: n You may transfer 1 Permanent
SPECIAL ATTACKS
SPECIAL ATTACKS
ce, at any time. Power (If it’s a Circle, it can’t be triggered). Miss: The target
effecttakes
from15aresidual
combatant to another. Both
damage.
Aid, p. 14).
Temporary: ends at the start Permanent effect from a combatant range swaps HP values with the
e per hit of Rokaru’s Miss:
nextThe target takes 5 residual damage.
turn. to another. Both must be within range. target if the HP difference doesn’t must be within range.
exceed 22.
Miss: The target takes 15 residual damage.
Temporary: ends at the start
of Rokaru’s next turn.
6
Despair
first hit of your turn).
5 Trigger: Hit a target (on your first hit of your turn).
Effect: Another enemy within 5 squares of you takes 4 damage.
PASSIVE POWER PASSIVE POWER
Rulebook • 9
2 - Heroes Melee Roles
The game is played controlling Heroes, and the main source of infor- Brute
mation about each hero is the Heropad.
Essentially, a... Stats indicate they...
Close combat role Are easy to strike,
2.1 - Reading a Heropad with high damage power, but have lots of HP.
but inflexible.
On the Heropad, you find all Hero-related information: Passively tends to... Ideal in a group that wants...
• Stats: Hit Points (HP), Basic Attack, Defense and Movement; Cause extra damage A powerful source
to targets distant of melee damage.
• 4 Attacks (2 Primary and 2 Special); from its allies.
• Passive Power.
8 squares up to 2
enemies
Explosive Arrow
8 squares 1 enemy
Tactician
Benefit: You may strike 2 targets Benefit: Gain a +2 bonus to your roll
once or 1 target twice. and ignore all Helpful Conditions on
Essentially, a... Stats indicate they...
PRIMARY ATTACKS
the target.
7 damage per hit + effect
12 damage + effect
Effect: n The last target hit is
8
SPECIAL ATTACKS
5 Trigger: Hit a target from at least 5 squares away (on your first hit of your turn).
Bruiser
Effect: Target takes 4 damage.
PASSIVE POWER
B) Combat Role
Combat Role is a classification that determines the fighter's tendencies, Tank
stats and attacks, indicating the optimal function a hero would perform
in combat. Essentially, a... Stats indicate they...
There are seven combat roles, each with its own color and symbol. Close combat, Have high defense
die-hard role. and many hit points,
Heroes of the same Role share identical Stats and Passive Power.
but low damage power.
Although the combat role gives a clue about how a hero would fight,
keep in mind that heroes are vastly diverse because all attacks in the Passively tends to... Ideal in a group that wants...
game are unique. Draw attacks, The perfect bait to
punishing enemies that protect strategically
• Your team cannot recruit more than one hero of the same combat focus other targets. important Heroes.
role.
• Your attack is a Hit (p. 22) only if the result of the roll equals or
Shooter exceeds the target’s Defense stat.
Essentially, a... Stats indicate they...
Ranged combat role; Are very high-powered, F) Movement
deadly, but the easiest but with low defense
to kill. and hit points. How many Movement Points you are allowed to spend in a Move Action
(p. 12)
Passively tends to... Ideal in a group that wants...
Easily cause extra damage A powerful source G) Primary Attacks (p. 15)
to far away enemies. of damage from
distance. They have silver borders and are your most used resource in combat,
as there are no special conditions or limits to how many times you can
make them in a match. Each Hero owns two Primary Attacks.
Controller
Essentially, a... Stats indicate they... H) Special Attacks (p. 15)
Versatile ranged role that Are easy to hit, and They have golden borders and are your deadliest resources. You should
causes the most powerful have moderate HP. time them well, because you can make each of them only once per match,
adverse effects to enemies. and only if your Team Token is “Special Ready” (meaning your team
spent its last Prime Action on a non-special action). Each Hero owns
Passively tends to... Ideal in a group that wants... two Special Attacks.
Trigger: the condition that you must meet to produce the passive power’s
C) Hit Points (HP) effect.
Your Hit Points Stat indicates how much punishment you can take. Let Effect: The automatic combat consequence of meeting the trigger.
your HP get to zero and you die.
• Even if you meet the trigger several times, the passive power’s effect
• Place your hero's Token on the HP Track according to this stat. only applies once per turn, immediately after you meet the trigger
for the first time.
• Damage taken reduces HP by the same amount. When damaged,
move your token to a lower position. Circles: The passive power of Tanks and Bruisers. They follow special
rules that do not apply to other passive powers (p. 20).
• When you receive a Healing Effect, move your token to a higher
position, never exceeding the Hero’s Hit Points Stat (any exceeding
points regained are lost).
• When your HP drops to zero (or less), you are considered Dead
after the attack that killed you is completely resolved (Death, p. 22).
Rulebook • 11
3 - Turns B. Action phase
In the action phase, you can take one Move Action and one Prime
A Turn is the moment when a Hero (and thus, its owner) can perform Action, in any order. You may also “pass”, choosing not to perform
its main actions, like moving and attacking. Arena: the Contest is a one – or both – actions:
turn-based game, and it is through taking a turn that teams move closer
to victory. • Take a prime action, and then move;
3.1 - Turn Order • Only take a prime action, and pass without moving;
• There is one Turn Order per team, each followed independently. Move Action Prime Action
They correspond to the order in which teams deployed heroes on
the Battlegrid. Spend Movement Points to: • Extra Move Action
• Move • Heroic Action
Arrange your Heropads to reflect your team’s turn order and
• Sidestep • Basic Attack
use your Team Token to track whose turn is coming up (Table
Set-up, 1D). • Provide First Aid • Primary Attack
• Pick up (or transfer) items • Special Attack
• Nothing can alter turn orders during the match, not even Interrupt
Attacks (extra action made outside of the attacker’s turn) (p. 15).
• Teams always alternate taking turns. Two heroes from the same C. End of turn
team can never act in consecutive turns. • If your Team Token read “No Special” when the turn began, flip it
to “Special Ready”.
A A B B C C D D A A ... • Place the team token close to the Heropad of your team’s next hero
If a hero dies, teams still alternate, following each team’s turn order to act. This act declares that you are passing the turn.
independently. For instance, if B dies:
...
A) Start of turn;
B) Action phase;
C) End of turn.
A. Start of turn
3.3 - Move Action
• Temporary Effects you applied on your previous turn expire (take
back the Primary Attack Card that applied it – it should have been Move Action is the primary way of repositioning combatants during the
placed on the Heropad of the affected Hero to track the duration match. It intimately connects with good performance in combat, as all
of the effect). attacks require Range and Vision (p. 19) of your target.
• Check if you are under any Effects (p. 23) or Circles (p. 20). • See the Movement Stat on your Heropad. You have that number of
Movement Points to spend on your Turn.
• Check if your Team Token is “Special Ready” or “No Special”. If
it’s “No Special”, you can’t make a Special Attack (p. 15), perform • Once you start your Move Action, you may spend your movement
a Heroic Action (p. 14) or First Aid (p. 14), or use a Scroll (p. 27) points in any number of different actions, explained in the subsec-
this turn. tions below (E.g., you may move, provide First Aid, transfer a scroll
to an adjacent ally, and then move again).
WALL
the edges or corners) has eight adjacent squares.
3.3.2 - Sidestep
Sidestep is a special movement through which the combatant swiftly
enters an adjacent square to avoid inciting reaction attacks.
• You can spend a number of movement points equal to your • You cannot end your movement on a square already occupied by
Movement Stat to sidestep to a single adjacent square. another combatant, Barrier or Obstacle.
• You may choose to sidestep to a square occupied by an ally. If you • You cannot step on squares occupied by enemies, Barriers or
do, switch places with that ally. Obstacles, but you can freely move through squares occupied by
allies and Terrains.
• Sidestep never incites Reaction Attacks (p. 15).
• You cannot sidestep if you are Slowed.
Rulebook • 13
3.3.3 - Item transfer / pick up A) Take another Move Action
• To pick up an item from the ground (E.g., an artifact dropped by a This choice effectively allows you to Move twice in one turn, covering
dead ally), you must be adjacent to or on top of such square. great distances. While useful to avoid unfavorable situations, like harm-
ful Terrain Tiles or Reaction Attacks, bear in mind that you won’t be
The token of the combatant who dropped the item marks that able to attack this Turn. Read the Move Action’s rules on Section 3.3.
square on the battlegrid.
• You can use each heroic action card only once per match.
• The target of the First Aid revives: C) Attack (Basic, Primary, or Special)
55
On the square of death (or nearest possible square of choice, if Attack is the most frequent action you will perform in a Turn. It harms
the square of death is occupied) the enemy team while helping your own, being the most direct way to
get you closer to victory.
Perfect Hunt
With 20 HP; and
all enemies in
With no Special Attacks available. 8 squares a straight line
• This action does not incite Reaction Attacks. TideBenefit:
of Blades You may moveSpring
up toSeeds
4
squares before declaring the targets.
8
1 square 1 enemy 8 squares 1 ally
Slowed.
You may spend your Prime Action doing one of the three options
below:
• If you miss, the target takes 15 Residual Damage, unless the Attack
4.1 - Types of Attacks Card states otherwise.
There are 4 types of Attacks: If there are multiple targets, you must miss all strikes to apply
residual damage to the target the attack card indicates (usually
the last missed target).
4.1.1 - Basic Attack
4.1.3.1 - Interrupts
Basic attack is a Hero’s simplest form of aggression. It is rarely the opti-
mal way to spend your Prime Action (p. 14), as there are no restrictions Interrupt is a special category of Special Attack that falls into its own
to performing the much stronger Primary Attacks. set of rules. The major point of difference to other special attacks is that
you make it on enemies’ turns, as a response to a declaration of attack
• Spends a Prime Action.
(p. 17).
• See the Stat’s damage value on your Heropad. The symbol beside it
• You can only make them when an enemy declares an attack (before
indicates its Range:
its benefits apply and the die rolls) (Attack Timeline, p. 17).
1 square
This means that, if you negate a special attack, such attack is
8 squares spent and the enemy Team Token stays “No Special” side up.
• Like any attack, you must roll a die to determine if it hits the target.
Basic Attack
• It completely resolves before the enemy attack can continue.
1 square 8 squares 1 enemy
If your interrupt kills the attacking enemy or changes the
Benefit: Gain a +1 bonus to your roll. circumstances of battle in such a way that the declared attack
is no longer possible, the opponent can no longer attack this
Deals damage equal to Basic Attack stat turn, because, with the declaration of attack, the enemy’s Prime
Action was spent (Declaration of Attack, p. 17).
Miss: No residual damage.
• Like any special attack, making an interrupt requires a “Special
4.1.2 - Primary Attack (silver border) Ready” Team Token which then flips it to “No Special” side.
• Spends a Prime Action. This action doesn’t change your team’s Turn Order (the team
token only flips, not changing its original position to another
• There is no limit to how many times you can repeat the same heropad).
Primary Attack in a match (respecting the limit of one Prime Action
per turn). • They never incite Reaction Attacks (because they can only be incited
on one’s own turn, and you make interrupt attacks on turns that
• If it misses, the target takes 5 Residual Damage, unless the Attack belong to others).
Card states otherwise (p. 22).
If the attack deals multiple strikes, you must miss all rolls to 4.1.4 - Reaction Attack
deal residual damage.
Despite having to wait for their Turn to act, all combatants are always
aware of their immediate surroundings. If you make a careless action
4.1.3 - Special Attack (gold border) on your own turn while adjacent to an enemy, you incite a Reaction
Attack.
• Spends a Prime Action (except if it is an Interrupt).
Conditions for you to make a reaction attack:
• You can make each of your Special Attacks only once per match.
A) Being adjacent to an enemy; AND
To track the special attacks you made, remove their attack
cards from the game, or put them over a combatant’s Heropad B) The turn belongs to this enemy; AND
if the attack causes Effects that require tracking. Do not return
the cards to your hand after such effects end. C) This enemy does an inciting action:
Rulebook • 15
C.1) Declaration of Movement (not Sidestep) to another • Reaction attacks resolve before the attack or movement that incited
square on a Move Action; OR them.
C.2) Declaration of Target in a Ranged Attack . If an enemy dies as a result of your attack, all of its future action
is forfeited.
Observe that all conditions must already exist at the exact moment
the enemy makes the inciting action (Eg., Entering a square adjacent The declaration that incited the attack resets (E.g., if your
to you does not incite a reaction, only leaving a square while already enemy declared it would leave to square C12, after your reaction
adjacent to you does). attack it may now choose to leave to square C13, or stop moving
altogether) (E.g., after your reaction attack, the target declared
by the enemy that incited you may change).
Preparation Phase
Benefit / Drawback (p. 18)
Declaration of Target (p. 18)
D) Benefit / Drawback (p. 18) Check legitimacy
Some Attack Cards come with this field, which describes additional rules Check Range
about the execution of the attack and its consequences. Read and follow Check Vision
the instructions (if any). Enemy may Reaction Attack
Striking Phase
The Hit field shows you what happens when you successfully strike a
target (in other words, when the die result is equal to, or higher, than – Circles
the target’s Defense).
– Focus
– Mob
Some attacks only deal Damage, others deal damage and apply Effects – Other modifiers
(described on the following entry), and some deal 0 damage, but apply Determine if you hit or missed*
Effects.
Hit (p. 22) Miss (p. 22)
Apply Passive Power Effect Apply residual
F) Effects (p. 23)
Apply Attack Damage
Execution Phase
Effects are additional consequences of attacks you hit. Apply them in Apply Effects in the order
the order they are listed. Because of their diversity, effects have their they are listed
own Section.
Death (p. 22)
Verify dead combatants
G) Miss (p. 22)
Attack ends
If you roll lower than your target’s Defense Stat, you miss your target.
When you miss all the strikes the Attack allows you to make, skip the *If the attack has multiple strikes, return to the
“Hit” and “Effects” fields and follow this field’s instructions instead. Declaration of Target step, until all strikes resolve.
Rulebook • 17
4.3.2 - Benefit / Drawback “Take 10 Damage before striking. This can’t lower your HP below 1.”
Some attacks have a particular way of executing that brings the attacker • Since this applies before the striking phase, the future result of the
a Benefit or Drawback. Read the Attack Card instructions. This is not die roll is not relevant (you take the damage even if you miss the
an Effect. attack);
Examples: • You cannot avoid it with effects that reduce or negate damage;
“You may move up to X squares.” • This damage cannot kill you. (E.g., If at the time of this drawback you
have 1 HP, you will remain with 1 HP. You can still attack.)
• During this movement, you may pass through squares occupied by
allies, but not occupied by enemies. Other movement restrictions
apply as usual.
• Since this happens before declaring your target, you may execute
the Benefit even if the attack, before or after moving, has no valid
targets (E.g., If your attack has a Range of one square, you may exe-
cute this Benefit while three squares away from all enemies, and use
it to get farther away from them. You won’t be able to strike them, as
you fail the Validation of Target step, but that does not stop you from
executing the Benefit).
A target is valid when you can see it (vision) within a proper distance
(range), and it matches the description on the attack card (legitimacy).
If the attack can have only one target, you lose all subsequent
action on the Attack Timeline.
• Incited enemies may make a Reaction Attack (p. 15) before you
proceed to the Striking Phase.
• Validation of target comes before the reaction attack (E.g., if you are
making a Ranged Attack and you are adjacent to an enemy, you may
declare invalid targets on purpose, forfeiting your entire action, to
avoid suffering the reaction attack).
4.3.3.1 - Legitimacy
“Meanwhile, you may strike each target at any time.”
A Target is considered legitimate when it matches the description on
• Resolve the attack until the end of the Striking Phase, determining the declared attack’s Card. For instance, you cannot target an ally if the
if it hits the target or not, and then reset the Attack Timeline to the attack card’s target description states “1 enemy”. It is one of the three
“benefit” step, until you make all strikes. conditions to a valid target, alongside proper distance and vision.
“Ignores all Effects applied on the Target by Enemies.” Examples:
• Effects produced by enemy attacks (including self-inflicted effects) 1 enemy: choose any enemy.
and currently affecting the target are ignored as if they didn’t exist.
1 ally: choose any combatant on your team, except yourself.
• The ignored effects are not lost as a result of this benefit and con-
Up to 2 enemies: choose one or two enemies. You can Strike each of
tinue to affect the target after the attack resolves, even if the effect’s
them once.
text implies it should end after the next attack (E.g., “Reduce the next
attack’s damage to zero”). (E.g., “ends if used”.) Up to 3 enemies: pick one, two or three enemies.
• It’s not possible to attack the same target three times; if there is only
one available target, you can only attack it once.
Make all rolls and determine which targets get hit before mov- • The attack's point of origin is the attacking combatant. All enemies
ing on to the next steps. within range, in a straight line starting on the attacker’s square, are
a target.
All combatants in a 3x3 square area: all combatants occupying a
determined area of attack, including yourself and allies. Enemy making an attack: related to Interrupt Attacks (p. 15).
• To determine the area of attack, you must point to any square in the
grid within range and vision (even walls and corner squares). That
4.3.3.2 - Range
is the central square (CS). You will attack all figures within range Range is how far your attack can go. If the number of squares between
positioned on that square, and squares adjacent to that one. yourself and your target is equal or below the range of your attack, the
target is valid in the distance prerequisite.
You cannot attack fragments of the area outside of range.
• In counting squares, you must exclude the square you’re occupying,
and include the square your target occupies. (Eg., if two figures are
in adjacent squares, the distance between them is one square. If there
CS is one vacant square between them, their distance is two squares.)
'A' has Vision over the central square, and it is within range. An attack in that area Range 2 : Melee Attack (never incites Reaction Attacks).
can hit all green squares (and the central square). Red squares are not struck
because they are 9 squares away, putting them outside of the attack's range. Range 8 : Ranged Attack. Incites a Reaction Attack if you make it
while adjacent to enemies (p. 15).
• All strikes against targets within range are made as if they were on
the central square. (E.g., if a combatant in the area of attack is off
your vision, but you can see the central square, you must strike this
combatant).
CS
A ENEMY
WALL
Despite not having Vision of its enemy, the attacker has Vision over the central
square. The enemy gets attacked as if it were on the central square.
• Check if Barriers block the way between your square and that of
your target. If they don’t, you have vision.
Rulebook • 19
Vision is often easy to determine: damage and effects, but you might apply Residual damage
(Miss, p. 22).
A) Trace imaginary straight lines from the corners of your target’s
square.
4.3.4.1 - Circles
B) If at least one line reaches any of the corners of the square you
• Circles are Passive Powers that can only trigger in the Striking
occupy (no Barriers in the way) you have Vision (if you find it hard
Phase, after the target is validated.
to determine, you may use a ruler, string or any other straight object
to link corners). • Circles can only trigger on enemies’ turns, if they start them adja-
cently to your Tank and/or Bruiser (Combat Role, p. 10).
• If a line crosses the vertex or edge of a square occupied by a barrier,
it is blocked. Like any other passive power, circles’ effects happen immedi-
ately after the trigger is met for the first time (p. 11).
• Circles do not require Vision (p. 19) to affect their targets (E.g.,
You control a tank, and an enemy starts its turn adjacent to you. It’s
subject to being affected by the Circle of Protection if the first target
WALL
of its attack is not you. Suppose this enemy moves behind a wall and
WALL attacks one of your allies. Before this enemy rolls the die to check if
WALL the attack hits, you apply your tank’s passive power, even if such tank
cannot see the enemy anymore).
No Vision, as the lines cross vertices / edges of squares occupied by barriers. 4.3.4.2 - Focus
With no distractions around them, ranged combatants can Focus and
make an extra careful attack that is more likely to hit its targets.
WALL
Then, apply all result modifiers (if any), listed in the sections
that follow.
• If the final result of the roll equals or exceeds the target’s defense B
stat, the strike is successful, and the attack produces damage and A
effects (Hit, p. 22).
• If the final result of the roll is lower than the target’s defense, the strike
misses. Rolling a “natural 1” is always a miss. 1
If that was the Primary or Special attack’s only strike, or if you 1 and B are potential targets of focused attacks.
missed all strikes of an attack, you won’t produce the attack’s
You avoid mobs by having an ally close to you, to fight numbers with
numbers. Not Mobbed by B
A B A B
1 1 4.3.4.4 - Other result modifiers
C 2 You must pay attention to other – much rarer – game elements that
might change the result of your strike from Hit to Miss, or from miss
to hit. Some Conditions (p. 23) increase or decrease your target’s
Mob Not Mobbed Defense, or make you roll twice and apply the best – or worst – result.
Pay attention to your attack’s Benefit. Scrolls and Artifacts might also
You are never mobbed if you are adjacent to an ally. influence the final result of the roll.
Rulebook • 21
4.3.5 - Miss (Residual Damage) • A combatant is only considered dead
after the entire attack (Damage and
You Miss an entire Attack when all its Strikes are unsuccessful (the natu- Effects) resolves (E.g., your attack, Tide Tide of Blades
ral numbers rolled on the die, plus modifiers, were lower than the targets’ of Blades, deals 11 damage to a target 1 square 1 enemy
Defense Stats). If that happens, you get to apply Residual Damage, with 2 HP. After dealing damage, you 11 damage + effect
Effect: You may move the target up to 2
following your Attack Card’s instructions. may still apply the attack’s effect on this squares. Then, all enemies now adjacent to
the target take 3 damage, each.
target – moving it to deal damage to Miss: The target takes 5 residual damage.
• Residual damage applies to only one target per turn.
other nearby enemies).
• If your Attack has more than one Target, you must miss all of them
to apply residual damage only to the last missed target. • Dead combatants cannot receive heal-
ing. End all active Effects on them.
• Basic Attacks and Reaction Attacks (p. 15) do not deal residual.
Effects applied by a dead combatant remain as if it lived (E.g.,
• Residual damage cannot lower the target’s HP below 1.
You are Blessed and apply a Temporary Curse on an enemy.
• Residual ignores all effects on yourself and the target (except if If you die, the Blessed status is removed, but the Curse should
their text mentions the residual damage explicitly). (E.g., if you remain until the start of the turn that would be yours if you lived,
are Empowered and miss an attack against a Vulnerable target, Duration of Effects, p. 23.)
your Residual Damage does not get +3 damage bonus from your
Empowered Condition, nor does your target suffer +3 residual dam- • Remove the dead hero’s figure from the Battlegrid and put its Token
age for being Vulnerable.) on the square the figure occupied.
• Some attacks do not deal residual damage. Always follow the text Combatants may freely occupy and step on this square; the
on the attack card. token does not influence the combat rules.
A) If you hit a target, your hero’s Passive Power may have triggered. Remember to keep alternating teams, as two teammates can
Check if it was, and apply its Effect (p. 11). never take consecutive turns (E.g., Hero #2 on your team's turn
order is dead. After hero #1 acts, pass your Team Token to hero
You must have Vision (p. 19) over the target of your passive #3, who will be the next to take a turn (after the opposing team
power’s effect (except Circles, p. 20). passes). However, if hero #3 dies on the opposing team's turn,
the next hero to take a turn in the match will be hero #1 of your
B) Then, the target of your strike takes damage; move its Token to a team (again). The same team can never take two turns in a row
new position on the HP Track.
in a PvP match).
C) Finally, apply the Effects of the attack in the order they appear in PASSIVE POWER PASSIVE POWER
SPECIAL ATTACKS
Primary Attack. make that Special Attack. whenever it declares an attack on 0 damage + effects
o Permanent - Gain a copy of that within range. It regains 4 HP
Attack from the target.
move yourself up to 3 squares and
from the target. Then, you may
7 o Permanent - Choose an ally below 1.
striking. This can’t lower your HP
6
Effects: n Remove 1 Primary Effect: n Remove 1 Special Attack Effects: n The target regains 25 HP. Drawback: Take 10 damage before
22 damage + effects 0 damage + effect 0 damage + effects attack
If one of the effects will last beyond the end of this turn, place
8 squares making an
1 enemy 2 squares 1 enemy 1 square 1 ally 8 squares 1 enemy
Memory Theft Masterstroke 60 Divine Grace Miracle 60
PRIMARY ATTACKS
damage if it is Exposed. enemies (except Passive Power). o You or an ally within range
Effect: n The target takes +5 deal Hit damage but apply no effects
Effect: n The target’s attacks and immune to new effects from applied by enemies.
11 damage + effect is Toughened (once per turn) within range all Temporary effects
10 damage + effect Effect: n An ally within range Effects: n Remove from an ally
your enemies on the target.
Benefit: Ignore all effects applied by Benefit: Gain a +2 bonus to your roll. 10 damage + effect 6 damage + effects
tactician healer
1 enemy 1 square 1 enemy 2 squares 1 enemy 8 squares 1 enemy 8 squares
Garion, the Rogue Taram, the Cleric
Backstab Dirty Trick Sanctuary Sacred Flame
D) Critical Hit: Happens when you roll a natural 20 (that is, ignoring
all modifiers).
Moonlight Rage Death Claws Tide of Blades Ancestral Katana Black Plague Blood Curse
Sedrik, the Werewolf 1 square 1 enemy 2 squares
1 enemy Rokaru, the Samurai 1 square 1 enemy 2 squares 1 enemy
Catharina, the Witch 8 squares 1 enemy 8 squares 1 enemy
brute (see Benefit) tactician controller
11 damage + effects Benefit: If you have 35 of fewer HP, 11 damage + effect 11 damage + effect 11 damage + effect 11 damage + effects
PRIMARY ATTACKS
PRIMARY ATTACKS
(ends if used). 12 damage per hit up to 2 squares. Then, all enemies Passive Power. Vulnerable (once per turn). (once per turn).
o If you have 35 or fewer HP, the now adjacent to the target take 3 o The target takes 5 damage
target takes +7 damage. damage, each. upon missing an attack roll (up to
once per turn).
65 Bestial Fury Bloodthirst 60 Dragon Spirit Ten Thousand Swords 60 Soul Link Dark Ritual
1 square 1 enemy 1 square 1 enemy 2 squares 1 enemy 1 square up to 3 8 squares 1 enemy 8 squares 1 enemy
enemies
Benefit: Strike the target twice. 24 damage + effect 25 damage + effect Benefit: You may move up to 5 22 damage + effect 0 damage + effect
8 7 7
squares. Meanwhile, you may strike
SPECIAL ATTACKS
SPECIAL ATTACKS
have 35 or fewer HP, your strikes are use your Passive Power. On your each target twice, at any time. Permanent effect from a combatant range swaps HP values with the
Effect: n On the first hit, if you critical hits on rolls of 17 or more. first hit of your turn, a combatant 7 damage per hit to another. Both must be within range. target if the HP difference doesn’t
have 35 or fewer HP, the target within 8 squares of you takes 4 exceed 22.
takes +12 damage. damage or regains 4 HP.
6 7 6
Brutality Tactics Despair
6 Trigger: Hit a target that isn’t adjacent to any of your allies (on your first hit of your turn).
Effect: Target takes 4 damage. 6 Trigger: Hit a target that is adjacent to at least one of your allies (on your first hit of your turn).
Effect: Target takes 4 damage. 5 Trigger: Hit a target (on your first hit of your turn).
Effect: Another enemy within 5 squares of you takes 4 damage.
PASSIVE POWER PASSIVE POWER PASSIVE POWER
You can apply the damage before or after resolving the attack's
Effects.
If revived, flip the Heropad again, in the position it had before.
Critical Hit does not apply more than once per turn. The turn order does not change (E.g., in the example above, if
hero #3 revives hero #2, the next to take a turn on your team will
be hero #1, as the Team Token cannot go back in the turn order).
4.3.7 - Death
• When all enemy Heroes are dead at the same time, you win
After applying the consequences of the Miss or Hit steps of the Attack the match.
Timeline, the attack is considered resolved. Heroes with less than one
HP, at this point, are considered Dead.
Cursed Blessed
Roll twice and use the worst result Roll twice and use the best result
5.2 - Duration Apply only on Primary Attacks. Apply only on Primary Attacks.
Apply once per turn, even if the attack Apply once per turn, even if the
Effects are produced, affect a target, and then end. Knowing their has multiple strikes. attack has multiple strikes.
Duration allows you to plan your moves around how long they will last.
Exposed Protected
A) Instantaneous: resolves completely on the same Turn it was activat- Take -3 to Defense against enemy attacks Gain +3 to Defense against enemy attacks
ed (E.g., Healing, moving a combatant, Reviving a dead ally, removing Do not apply on attacks by allies. Do not apply on attacks by allies.
an attack or effect). Apply once per turn, even if the attack Apply once per turn, even if the
has multiple strikes. attack has multiple strikes.
B) Temporary : lasts until the start of the next turn of the combat-
ant that applied it.
Slowed Hastened
• To track who was affected and remember the effect, place the Attack You cannot Sidestep or move due to Benefits You do not incite Reaction Attacks
Card that describes it on the Heropad of the affected combatant. Apply on Move Actions (Sidestep) and Prime Actions Apply when leaving a square, or
(Benefits that allow you to move). declaring the target of a Ranged
Take the card back (or remove it from the game, if it’s not a You can still move due to Effects by any combatant. Attack, while adjacent to enemies.
Primary Attack card) when the effect ends.
Vulnerable Toughened
• The start of the next turn of the attack card’s owner is the maximum Take +3 damage when hit by an enemy attack Take -3 damage when hit by an enemy attack
duration of a temporary effect. Some might end sooner (E.g., the Do not apply on attacks by allies. Do not apply on attacks by allies.
effect states “reduce your next damage to zero”. When you receive Apply once per turn, even if the attack Apply once per turn, even if the
damage, the effect ignores it, and then ends. If you never receive dam- has multiple strikes. attack has multiple strikes.
age, it will end when the hero that applied the effect starts its turn).
Rulebook • 23
5.4 - Explanation of specific effects 5.4.5 - Copying an attack
• A copied attack must be repeated exactly like its original description.
• Use the Attack Card that did the copying to track Temporary or
5.4.1 - Cannot regain HP Permanent Effects, if any (do not use the copied hero's attack card).
• Healing Effects may still target you, they just do not recover your HP.
5.4.6 - Controlling a combatant
5.4.2 - Reviving a dead combatant • Controlling happens and is resolved during the controller’s Turn.
The controller (and controlled) combatants never lose their turns
• If this Effect is coming from an attack, you must roll a die against as a result of this effect.
the dead target’s Defense Stat and consider all applicable result
modifiers, as if the target were alive (p. 20). • Since Reaction Attacks can only target the turn’s owner, the con-
trolled combatant’s actions do not incite them (p. 15).
• The figure of the target you revive must be placed within 5 squares
of you and in a square to which you have Vision. • If you control an enemy, invert that combatant’s reference of ene-
mies and allies when applying rules (E.g. Mob, p. 21) or following
• The target revives affected by no effects (all effects had ended with its attack cards (E.g., “Effect: one ally within range regains 6 HP”).
the death of the combatant – p. 22).
• All effects on the controlled combatant remain active.
• If the target beared any items (E.g., artifacts, scrolls), they all return
to the target, except if an ally picked such items from the ground. • The controlled combatant can only make a Special Attack if it is
available, and if its Team Token is "Special Ready".
• This is not a healing effect.
The controlled combatant's Team Token does not flip to "No
Special" if it makes a Special Attack while under control.
• The movement can never end on a square occupied by Barriers, 5.4.10 - Regain 1 spent Special Attack
combatants or Obstacles.
• Regain one of your own Special Attacks, even if it had been negated
or removed.
5.4.4 - Negating an attack • Permanent Effects from the same Special Attack do not stack (E.g.,
• Produced only by Interrupt Attacks (p. 15). if you apply Divine Grace’s Permanent effect twice on a hero, it will
regain 4 HP when attacking, not 8 HP).
• If your target cannot receive Effects applied by enemies (E.g.,
Sanctuary), you cannot negate its attack. • To track this regained attack’s Permanent effect, we suggest you use
the card or chest that was used to regain it.
• You cannot move diagonally through the vertices of squares occu- • They may represent a breakable object, something to be released,
pied by walls. or other stuff.
• You cannot attack or move walls. Spend a Prime Action to release prisoners.
• You may put locked or unlocked doors on the grid, according to 6.2.3 - Lever
the side of the tile.
Levers are tiles that might activate Events.
• To open an unlocked door, you need to be adjacent to it, spend 1
Movement Point, and declare that you are opening that door. • To activate a Lever, you need to be adjacent to it and
After that, you may resume your Move Action and spend your spend a Prime Action (p. 14);
remaining movement points (if any). If activated, remove it from the Battlegrid;
Rulebook • 25
6.2.4 - Orb 6.3.2 - Altar
Orbs are tiles that might be activated to produce special effects Altars are 2x2 terrain tiles that provide a combat ad-
during combat or events, according to the Quest. Orbs are vantage to whoever is on them. They are also an essen-
either red or blue. tial part of various Cooperative Quests.
6.3.4 - Ruins/Swamp
• You take 4 damage when entering a lava tile (voluntarily or forced
by some Effect). These are tiles that represent a difficult terrain
to enter and move around, forcing you to
If you are already on a square with lava, entering another spend two Movement Points for each time you
square with lava has no consequence. (E.g., if you can move enter one of its squares. All rules that mention
an enemy 2 squares, and such enemy is on a lava tile, moving swamp also apply to ruins.
it to another square with lava causes no damage, but taking it
outside the lava tile and then forcing it to enter the tile again • Heroes on swamp tiles are Slowed
causes 4 damage). (Harmful Condition, p. 23).
• If you end your Turn on lava, you take 4 damage. Forced movement ignores swamp (p. 24).
• If you move diagonally through a lava tile, you take 4 damage as if
• You must spend two movement points every time you enter a
you had entered it.
swamp square, regardless if the square you left was already a swamp
• You can take lava damage only once per turn (E.g., if you move or not.
diagonally through the vertex of a square with lava, then, further
ahead, you step entirely on a lava tile, and finish your turn on this • If you have only one movement point left and you want to enter a
lava tile, even though you have met the conditions for taking lava swamp square, you may declare you will spend your pending Prime
damage three times, you only lose 4 HP). Action to Move again (p. 14). If you do, the last point of your first
move action “joins” the first point of your second move action (such
point is not lost);
LAVA • You must spend two movement points to move diagonally between
two “normal” squares if the movement crosses the vertex of a
swamp square.
LAVA You also cannot do it with Sidestep using a single Move Action.
7.1 - Artifacts
Artifact is a Magic Item that Heroes can equip to receive a power.
According to the magnitude of its power, it is classified as an artifact Earthquake Dispel Haste
level 1, 2 or 3. Usage: Start of your (or an ally’s) turn.
all enemies
Usage: Any time, including after an attack roll. Usage: Start of a combatant’s turn.
yourself or an ally
any combatant
Effect: The targets take 3 damage and you Effect: Remove all effects applied by Effects: The target is immune to damage
may move them, 1 square each. Primary Attacks on the target. from Reaction Attacks this turn.
The target regains 7 HP.
If you want to use scrolls in your PvP match, follow the Step H below
during your prematch procedures (p. 7):
Dragon Shield Amulet of Will Sun Orb
Level: 3 Level: 1 Level: 2
• Teams alternate picks until both have picked twelve cards each.
Step G) Pick and equip Artifacts
• Both teams shuffle their 12-card decks and put them face down.
• Both teams roll a die (repeat, if the result is a tie).
• Both teams draw three scroll cards and assign them to one or more
• If your team rolled the higher number, pick any available artifact heroes in the team.
and choose a Hero to equip it, then put the card over its Heropad
image. You must keep the cards a secret, revealing them only upon use.
• Alternate with the opposing team. You cannot pick an artifact if the • Every time a Hero dies, its Team can draw two additional scroll
sum of levels of all your artifacts will exceed six. cards from its deck and assign them to heroes in any combination.
• Stop picking when your levels add up to six. The opposing team • Your team can have a maximum of three drawn scrolls in hand.
may continue picking until their levels add up to six (E.g., You start
picking, and pick a level 3 artifact. Your opponent picks a level 3 ar- If your team already has three scrolls and draws more, you
tifact. You pick another level 3 artifact. Both artifacts you picked add must discard scroll cards until you’re back at three. Then, the
up to six, so you must stop. Your opponent may then pick three level match continues.
1 artifacts in a row. They won’t alternate with you because you can’t If the bearer of scrolls dies, the dropped scrolls do not count
pick artifacts anymore).
towards the maximum a team can carry, until an ally picks
• Each hero can equip only one artifact. them up from the ground.
• You can only unequip an artifact at the end of the match, or when • Scrolls are not limited by Range or Vision. They do not require
the equipped hero dies. rolling a die. Their effects automatically affect the targets chosen.
If you die, the artifact drops on the last square you occupied. • Scrolls are not bound to a particular Turn or moment. To use them,
Only your unequipped teammates can then take it; you just need to obey its card’s text and the following Team Token
rule:
• To pick up and equip an artifact, you must spend 1 Movement
Point. This action does not incite Reaction Attacks; To use a scroll, your team token must be "Special Ready"; when
you use it, flip it to "No Special".
The artifact is equipped and produces its powers immediately
after being picked (p. 14). • Scroll effects are never temporary or Permanent;
Artifacts’ powers are not Effects (E.g., if an enemy would ignore • Remove any scroll from the game immediately after use. It cannot
an effect on the bearer, it will not ignore the artifact’s power). be used again in the match.
Rulebook • 27
28 • Arena - The Contest
• Set aside all components that won’t be used right away, but might
Cooperative Mode appear during the mission (E.g., villains’ cards, tokens and figures).
• Grab all Evil Power cards, shuffle them and make a deck facing
down.
8 - Table set-up. Starting a PvE Match.
Do the same with Flask and Fate Cards, if the quest uses them.
• If you want to play a Campaign, grab the Campaign Tome and start D.2) Boss
reading it. The Tome will determine the quests you must play.
• Grab and position all components listed on the quest’s instructions
(E.g., orbs).
Step B) Assemble your Team • Grab the Bosspad and the Boss’ Attack Cards, Tokens and miniature.
• Choose freely among all Heroes at your disposal. Restrictions: osses usually start the fight with 280 HP. To track them, put
B
the Boss Token on slot “70” of the HP Track and three Life
The Party must have precisely four heroes; Tokens on the slot “0” when the fight starts. When the Boss
loses its 70th Hit Point, jump the token from slot “1” back to
There cannot be two heroes of the same Combat Role (p. 10). slot “70”, remove one Life Token from the track, and continue
to track the rest of the damage as usual (E.g., if the Boss’ token
is on slot “5” and it takes 15 damage, remove one Life Token and
Step C) Make common preparations place the Boss’ token on Slot “60”). Repeat this whenever the
Boss Token completes a full lap around the HP track. When
Regardless of your choice in Step A, follow these procedures: there are no Life Tokens on the HP Track and the Boss’ Token
moves below 1 HP, it means the Boss has lost 280 HP (70x4),
• Put the board on the table with its empty side facing up. and you win the fight.
• Grab the Heropad, Attack Cards, Token and hero figures and place Some Bosses might have different HP. Change the number of
them in front of you. Life Tokens accordingly.
Equip the Artifacts you own (max level: 6) by placing • Grab the appropriate Boss Spell cards, shuffle them and make a
them over heropads (max artifacts per hero: 1), and assign the deck facing down (they are the equivalent of Evil Power cards for
Scrolls you own. Boss quests).
Rulebook • 29
Cooperative Mode’s Table Components Overview 17 Azymor, the Red
18
Turn Sequence
PHASE 1: REFRESH
- End all temporary effects applied
- Remove all effects on Azymor.
24x16 squares.
Sentinel Sniper Soldier Warlord
21
4
22
3. Coordinates: this will help
you determine the position 11
of elements in the Battlegrid,
5
Action, in any order.
Action and one Move
can take one Prime
During your turn, you
6
Roll twice
two useusethetheworst
worst result
result on Primary Attacks two D20 and use the Rollbest
twice
result
and onusePrimary
the bestAttacks
result
to Basic Attack stat square. You cannot sidestep
DealsApply only equal
Notdamage
applied onto Primary
Basic, Attacks. or Special Attacks. movemenNot
Opportunity t points this toturn.
applied Basic, Apply
Opportunity
only onor Primary
Special Attacks.
not incite Reaction Attacks.
Applied
Apply once
residual once perperturn,
damage. turn,even
evenif ifthetheattack
attack has • Sidestepping doesApplied onceApply per turn,
onceeven
cross the
percorner
ifturn,
the even
attack
of if has
the
Miss: No has
multiple
multiple
strikes.
strikes. diagonally to attack has multiple strikes.
• You cannot Sidestep
Barriers or Ruins.
number coordinate.) 1
flip your Team Token Attacks again.
team can make Special Reaction Attack
during the target's turn.
You cannot Shift
Sidestep or move due to Benefits UseddoYou
Interrupt:You notdoprovoke
not incite Reaction Attacks
Opportunity
Heroic Action secretly chooses inciting a
Applied
Apply onon
ofMove
Move Actions andTeam
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the match, (Sidestep)
Benefits
andthatPrime Actions Apply when
Applied whenleavingenemya asquare,
1leaving squareoradjacent
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• At allow Eachyou performed only once
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Actions. allow
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match.
the can
You
inEffects still other
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due to Effects
canbystill
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combatant.
you.
Attacks) to Basic Attack stat
rules listed above (Specialone when Deals damage equal
• All Team Token's You cannot perform
apply to Heroic Actions. + effect
3
"No Special" side up. 1 movement point for
Vulnerable
your Team Token is nTarget loses Toughened
14
this turn.
Extra Move Action
whenthishitturn. No residual
Miss: Take -3 damagedamage.
when hit by an enemy attack
• Take
Take +3 damage
2 Move Actions by an enemy attack
When attacked by allies,
Do Attack isper turn.
Do not attacked
When apply onbyattacks
allies,bythisallies.
Condition is not used. thisapply
onenot Condition
Reaction on attacksnotby
applied.
allies.
• You can make only
Apply once
Applied onceperperturn,
turn,even
evenif ifthetheattack
attack has Applied once
on your ownonceturn.
per turn,
Apply even
per ifturn,
the even
attackif has
the
• You incite it only
2
Applied onceperperturn,
Apply once turn,even
evenif ifthetheattack
attack has Applied onceApply
per turn,
onceeven
per ifturn,
the even
attackif has
the
multiple
has strikes.
multiple strikes. attack has multiple strikes.
PRIMARY ATTACKS
within range all Temporary effects is Toughened (once per turn) Vulnerable (once per turn). (once per turn).
60 60
8 squares 1 enemy 8 squares 1 enemy
7
o You or an ally within range regains 8 HP.
Effects: n Remove from an ally within range Miss: The target
Effect:takes
n 5 residual is Vulnerable (once
The targetdamage.
Miracle Divine Grace Miss: The target 6 damage
takes 5 residual
all Temporary effects applied+ effects
damage. by enemies. Soul Link Dark Ritual per turn). 11 damage + effect
8 squares 1 enemy Temporary: ends at the start 8 squares 1 enemy
1 enemy o You or anEffects:
ally within range regains
n Remove from an8 ally
HP. within range Miss: next
of Catharina’s turn.
Effect: n The targetdamage.
The target takes 5 residual is Vulnerable (once
6 7
Drawback: Take 10 damage before Effects: n The target regains 25 HP. Effect: n You may transfer 1 Effect: n You or an ally within
SPECIAL ATTACKS
SPECIAL ATTACKS
striking. This can’t lower your HP Miss: The target
(oncetakes 5 residual
per turn) damage.
and immune to new effects from Permanent effect from a combatant range swaps HP values with the per turn).
o Permanent - Choose an ally Temporary: ends at the start
below 1. enemies (except Passive Power). to another. Both must be within range. target if the HP difference doesn’t
within range. It regains 4 HP Miss: next
of Catharina’s turn. takes 5 residual damage.
The target
7 6
o You or an ally within range of Taram’s next turn.
regains 8 HP. residual damage).
8
Hope Despair
5 5
5. 2x Player Aid: briefing pad
Trigger: Hit a target (on your first hit of your turn). Trigger: Hit a target (on your first hit of your turn).
Effect: An ally within range may regain 4 HP but it can’t regain HP again this turn. Effect: Another enemy within 5 squares of you takes 4 damage.
PASSIVE POWER PASSIVE POWER
19
Burning Claws Furious Bite
s (according to 2 squares 1 enemy 2 squares 1 enemy
20 damage + effects Benefit: This attack is a critical hit
on a roll of 17 or more.
Effects: n Move the target 3
ymor takes 3 squares towards a lava tile. 22 damage + effects
o Another enemy within 5 Effect: n Move the target 1
akes 6 damage squares of you takes 18 damage. square towards you.
o Target is Slowed.
PRIMARY ATTACKS
1 - Lava Citadel
1
information related to a boss
(attacks, stats, and more), it’s
the equivalent of a heropad.
9 20. Quest Guide: essential book-
let with all instructions you
26
need to play a quest (E.g.,
position of tiles and enemies,
events, stats of foes, etc.).
24
21. Heroic Action Cards: two for
the team. Each can be used
only once per match, produc-
ing dramatic combat results.
Blackwater Taint
on the target.
Effect: n Another enemy within Effect: n Choose an ally within Flame Blast Effect: n The target is
PRIMARY ATTACKS
PRIMARY ATTACKS
2 squares of the target takes range. The next enemy who hits Weakened (once per turn) and 11 damage + effect
55 60
8 squares 2 squares
Miss: The target
Effect:takes 5 residualenemy
n Another damage.
within 2 squares of effects fromEffect:
itself n
or its The
allies.
target is Weakened
Eternal Blaze Fireball the target takes 313damage.
damage + effect Tide of Blood Maelstrom 11and
damage + effect
8 squares 1 enemy Miss: The target
(oncetakes
per 5turn)
residual damage.
immune to new
2 squares 1 enemy
8 squares 1 enemy all combatants Miss: The target
Effect:takes 5 residualenemy
n Another damage.
within 2 squares of 2 squares 1 enemy effects from itself or its allies.
8 squares in a 3x3 area
8 squares 1 enemy Temporary: ends at Effect:
the startn The target is Weakened
8 7
Effect: n Permanent - You are Effect: n Allies of the target that 24 damage + effects Temporary: ends at Effect:
the startn The target is Weakened
SPECIAL ATTACKS
SPECIAL ATTACKS
Empowered (once per turn). the target takes 3 damage. end their turn within 4 squares of it of Liana’sMiss:
next The
turn.target
(oncetakes
per 5turn)
residual
and damage.
immune to new
Miss: The target takes 5 residual damage. take 8 damage. Effects: n You may remove effects from itself or its allies.
1 Permanent effect from a Temporary: ends at the start
choices.
combatant within range. of Liana’sMiss:
next The
turn.target takes 5 residual damage.
o Permanent - A combatant within Temporary: ends at the start
6 7
range is Hastened or Slowed. of Liana’s next turn.
Accuracy Tactics
5 Trigger: Hit a target from at least 5 squares away (on your first hit of your turn).
6 Trigger: Hit a target that is adjacent to at least one of your allies (on your first hit of your turn).
Rulebook • 31
9 - Rounds • Given the possibility to instantly choose who will take the next turn,
each round could be different from the next. If you pause the game
for any reason, there’s a chance you will forget which combatants
A Round is a single cycle of Turns taken by combatants on a Quest. It have already taken a turn on the round because the Team Token can
begins with each Hero taking a turn, and ends after each living foe has no longer track the Turn Order. For that reason, we recommend
taken a turn. tracking who has already taken a turn.
• In cooperative quests, rounds control the order of action. There The easiest, but most inaccurate way, is to elect one of the
is no Turn Order (p. 12). This is the single significant difference players to be especially aware of that.
between the combat rules of PvP and PvE.
If you want to be thorough, rotate sideways a card that rep-
• In a round, Heroes always act first. resents the combatant at each end of turn. For heroes, rotate
the Heropad 45º; for villains, rotate the card that represents
After all living heroes have each taken one turn, all living foes
them. Return all cards to the correct angle when the round ends.
take one turn each. Then, this round ends and another one
begins.
Already Did not
• In every round, players can choose any order of action, provided played play
Sentinel
that heroes come first and foes come second (E.g., In the first round,
your Tank can act first and your Healer fourth; in the second round, Am
bush
1 en
emy
Sentinel
CKS
to 3 e
ATTA
up u los
your Healer could act first and your Tank third, according to players’
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1 en 8 tak turns. the target.
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60
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SPECIAL ATTACKS
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ics a targ s 4 da
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Trigg t: Targ Slowed.
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6
6
Foes also act in any order the players choose. 5
Accuracy
Trigger: Hit a target from at least 5 squares away (on your first hit of your turn).
Effect: Target takes 4 damage.
PASSIVE POWER
C A B A B C A C B C B A
• Despite the alterable sequence of turns, Team Token, Special Attack
ROUND 1 ROUND 2 (p. 15) and Temporary Effect (p. 23) rules remain the same.
Quest is the generic name for a “PvE Match”. Its subdivisions are B.2) Villains
Missions and Boss Fights. The main differences between a mission and
The Stats, Attacks and Special Features of the quest’s enemies.
a boss fight are their objectives and the kind of Foe you encounter.
C) Epic Campaign Modifier
Foe is the generic name for any enemy of Heroes found in quests. Its
subdivisions are Villains (generic enemies found in every mission) and A very short text box with the rules you must add or modify when
Bosses (the main enemy found in boss fights). playing the quest within a campaign. It factors in the party’s increased
power due to Experience Points gained in previous quests.
Combatant is any figure capable of taking a Turn. In PvP, the only
combatants are the Heroes. However, as most PvP rules also apply to the D) List of Components
game’s Co-op Mode, you will many times read rules or text descriptions
that use this generic concept because they are including the foes. As the title states, it contains every single component you must use in
the quest. Use it as guidance in the table set-up stage (p. 29).
QUESTS’ GOLDEN RULE:
E) Map
Whenever more than one enemy behavior or quest situation
is possible within the rules, the Players must choose which one The grid layout you must consult when assembling the board. It shows
happens. the position of every single tile and foe you must place. Use it along-
side the list of components for a fast table set-up.
(E.g., an Evil Power card commands that the villains attack the nearest
hero with lowest HP. If there are two heroes adjacent to a villain, and
both have exactly 10 HP, the players must choose the hero they want to 10.2 - Missions
get attacked, as both are tied in the criteria.)
Mission is a quest with several objectives, in which Villains are the
Heroes’ enemies.
10.1 - Reading a Quest
10.2.1 - Villains
B.2
Blood Castle
“After the first night, you’ll be dying to stay forever.”
Vampire (Sentinel or Vampire Figure)
1 square 1 enemy
Count Gazini (Warlord Figure)
2 squares 1 enemy
You will encounter four types of Villains in Quests:
12 damage + effect 16 damage + effect
• When the 3 vampires are killed, the altar is deactivated and 1 Hero
Introduction
Effect: n Regain 3 HP. Effect: n Regain 4 HP.
• Kill Count Gazini: 8 XP. • Mental suggestion ends when the altar is deactivated.
• When both vampires are killed, the altar is deactivated and 1 Hero
Secondary Objectives: inside the room regains 20 HP. Remove the altar tile.
• Rescue Two Victims: 4 XP.
A) Introduction Sentinel
Sentinel
A brief description of the quest’s background and purpose. It also
Sentinel Warlord
contains the list of goals you must/can accomplish and how many
Sentinel
Experience Points each is worth. The quest is instantly over when you
meet the Primary Objective.
B) Quest Description
B.1) Events
To make progress in a mission, sometimes you must trigger certain Soldier Sniper
Events. If you consider yourself a true dungeon crawler and enjoy Soldier Sniper
being surprised, you may read this section and follow its rules only Soldier Sniper
Rulebook • 33
You must use the following components when there’s a villain in • Before the mission starts, shuffle all Evil Power cards and make a
combat: deck with their faces down.
• Villain Card: each represents a living villain. • Draw and apply the card at the top of the deck every time the first
villain to act on a Round starts its Turn.
There is no information on the villain cards, because their
powers vary according to the mission (p. 33). If you have already drawn every card in the deck, reshuffle all
• The instructions also state to which type of villain the of them, make a new deck, and draw a new card when the first
mission’s enemy corresponds (E.g., Orcs from Lava Citadel villain to act on a round starts its turn.
are sentinels). If there are no villains alive, a new Round starts and no card
You may rotate it 90º to track if the corresponding villain has is drawn.
already taken a turn this round.
Place heroes’ attack cards with lasting effects next to the affect- 10.2.3 - Villain Behavior
ed villain's card to track the effect's duration.
• Colored Rings: Attach to each villain before placing them on the 10.2.3.1 - Basic Strategy
board. Match the colors of the colored ring, card and token.
Unless the card commands otherwise, villains act according to the
• Villain figure: Use it to indicate the position of a villain on the board. Basic Strategy:
There are four different miniature sculpts – one for each type • Attack the nearest reachable hero.
of villain.
If there is a tie, attack the hero with lowest HP.
• Villain Token: Place it on the HP Track to keep track of a villain’s
current HP. • If all heroes are out of reach, spend this turn's Prime Action on a
second move action and move as close and safely as possible to the
nearest hero, prioritizing safety (E.g., the villain would rather move
10 squares and stop 3 squares away from its target, than move 12
squares and step on lava to stop adjacent to the target).
2) Take the safest possible path to get within reach of the determined
target (E.g., if the villain has to step on lava to reach a hero within 3
squares, and there is another hero within 4 squares that is safe to reach,
the villain will step on lava, because the target was already determined
Malicious Justice Baleful Devastation Profanation
in the first step - The exception is rule number three, below).
Power: Villains are Hastened. Power: Villains are Empowered (once Power: Heroes are Cursed (once per turn).
Command: Attack a hero whose Basic Attack per turn) and their attacks’ damage can’t be Command: Basic Strategy.
2.1) If a ranged villain is adjacent to its target, “the safest possible
is ranged within 6 squares of you. If not reduced by effects (including Toughened or
immune to damage). Temporary: ends on the next round,
possible, use the Basic Strategy. after the last hero’s turn.
Command: Basic Strategy.
path” could be to sidestep away and avoid inciting a Reaction Attack.
Temporary: ends on the next round,
after the last hero’s turn. Temporary: ends on the next round,
after the last hero’s turn.
Turn Sequence
PHASE 1: REFRESH Fire Fury: You are Empowered. It is not an effect.
- End all temporary effects applied by Azymor.
- Remove all effects on Azymor.
Burning Claws Furious Bite
PHASE 2: LAVA CONTROL
- Move 2 Lava Tiles up to 2 squares (according to 2 squares 1 enemy 2 squares 1 enemy
the quest’s instructions).
20 damage + effects Benefit: This attack is a critical hit
on a roll of 17 or more.
PHASE 3: FIRE AURA Effects: n Move the target 3
- Each hero within 3 squares of Azymor takes 3 squares towards a lava tile. 22 damage + effects
damage. o Another enemy within 5 Effect: n Move the target 1
- One hero, anywhere in the grid, takes 6 damage squares of you takes 18 damage. square towards you.
(players’ choice). o Target is Slowed.
PHASE 4: BOSS SPELL
PRIMARY ATTACKS
- Draw a Boss Spell card and apply its Power (no
roll required). Volcanic Burst Fire Breath Flame Storm
- Obey the Command in the next phase, when
targeting. 8 squares 1 enemy 8 squares 1 enemy 2 squares 1 enemy
Benefit: Gain a +2 bonus to your roll. 20 damage + effect Benefit: You are Blessed.
PHASE 5: ACTION (MOVE + PRIME)
- Draw an attack card at random, except the card 22 damage + effects Effect: n Other enemies within 3 18 damage + effect
you drew last turn. squares of the target take 20
Effects: n Remove 1 Permanent damage. Effect: n All other enemies on
- Azymor makes such attack, targeting it as effect from an enemy within range. the grid take 6 damage.
Commanded. o Move 1 square all lava tiles
towards their nearest hero.
• Before the match starts, shuffle all flask cards and put their deck • The rules regarding Rounds (p. 32) remain the same, but usually,
face down on the table. the only foe taking a Turn in the round is the boss.
• When a villain dies, replace its figure for its token on the square of A Boss’ turn has 5 phases:
death. The token represents a dropped flask.
Phase 1) Refresh
• If you are on top of the token or at an adjacent square, you may
spend 1 movement point to remove the token from the grid and • All Temporary Effects the boss applied on the last round end.
draw a card from the top of the flask deck.
Grab the Attack Card that was tracking the effect and put it
• You may spend 1 Movement Point to transfer a flask to an adjacent back on the boss’ attack cards pile.
ally.
• Remove from the boss all effects applied by heroes.
10.2.4.2 - Using flasks The boss takes 5 damage for every Permanent Effect removed
this way.
• Each hero can bear up to 2 flasks at the same time.
If you want to pick a third flask, first remove one of the other Phase 2) Special Power
two cards you are bearing.
• What happens in this phase varies according to the boss. It is usu-
• To use a flask, you must flip a “Special Ready” Team Token. ally related to other elements on the Battlegrid, such as Tiles and
Villains. Read and follow the instructions in the Quest Guide and
• Treat a flask like any other attack: You must spend a Prime Action; Bosspad.
roll to check if the strike hits; apply damage and effects just as you
would during a regular attack. Phase 3) Aura
• Consider flasks as Primary Attacks for bonuses and penalties that • Aura is a power that affects Heroes that are close to the Boss. Read
affect attacks (E.g., Conditions, Mob, Focus, negating attacks). and apply what’s described in this field to the heroes within reach.
Rulebook • 35
Phase 4) Boss Spell • Shuffle the Attack Cards, draw one at random and then make that
attack.
The Attack Card drawn on the last round does not participate
in this shuffling. If it is a Primary Attack card, it returns to the
shuffle on the next Round.
• The Command field of the Boss Spell card you drew during phase
Lava Blast Lightning Barrier Ancient Curse 4 indicates the targets of the attacks.
Power: Heroes are Exposed and Vulnerable. Power: The first hero that hits the Boss Power: Heroes are Cursed and can’t make
Command: Attack the nearest hero with the
takes the same damage dealt by this strike
on this turn.
Special Attacks.
Command: Attack the farthest hero with the
The boss always moves the shortest number of squares required
lowest HP.
Temporary: ends on the next round,
Command: Attack the farthest hero with the
highest HP.
lowest HP.
Temporary: ends on the next round,
to reach its target.
after the last hero’s turn.
Temporary: ends on the next round, after the last hero’s turn.
after the last hero’s turn.
If even after moving the indicated target would be invalid,
the boss moves to attack another valid target that best fits the
• Draw a card from the top of the Boss Spell deck and immediately Command description. (E.g., The boss spell card commands
apply what’s described in the Power field (no roll required). “Attack the farthest hero with lowest HP”. If Hero A is twenty
squares to the west with 5 HP, Hero B is eight squares to the south
If all boss spell cards were drawn, shuffle them all and make with 70 HP, and Hero C is seven squares to the southwest with
a new deck. 5 HP, the Boss will move the shortest possible distance to Hero B
(Hero A would be outside of reach even after moving to the west)
The Command field determines the boss’ behavior on the next and attack Hero B, because it’s the farthest target with lowest HP
(distance beats health) that the boss could attack after moving.
phase. Observe that, if this were not a boss, but a Villain, the villain
would spend its prime action moving twice to the west, trying to
Phase 5) Action Phase reach Hero A, following the Basic Strategy - p. 34.)
• In this phase, the boss takes a Move Action and a Prime Action, • If the Boss cannot attack a valid target, it spends its Prime Action
like any other foe. moving as close as possible to the nearest hero.
1 - Lava Citade
l
11.2.1 – Special Rewards
If you are playing the Epic Campaign, get the following rewards ac-
cording to how many quests you have played before. All heroes in the
2
group must choose their specific rewards immediately before drawing
5 - Blood Castle
Between an
orc and a hard
If you chos plac e
• Each hero chooses any Primary Attack that belongs to another Hero
B) Run
dragon could be hibernating nearby.
to the outp
should be ost with the
A) Sail West, to the Eternal Storm. safer near scholars,
the walls. as it
C) Face
(Opt.) Rent a strong, large theship (1XP).
orcs head
formation -on, making
of the same Combat Role. It becomes part of its arsenal until the
to a defensiv
B) Take a road South, to the Fire Pits.protect the scholars. e
Decide
(Opt.) Hire an expert travel
in 10 guide (1 XP).
back of this seconds or less!
card. Then, read
If you opted to spend 1 XP, read the back of this the
The Campaign Tome will tell you the story behind your journey. You
• Each hero chooses a Level UP card it doesn’t already own.
will also find clues, information and puzzle pieces that should guide
your party’s decisions. If a hero already owns a copy of each of the four Level UP
cards, the party gains 2 XP instead.
The Campaign Cards will also help move the story forward by in-
troducing events and situations that will require you to make tough Third Quest: Free Artifact (Level 1)
decisions.
• Each hero chooses one artifact, selected from the six available Level
The Campaign Deck comes in a specific order that you must not 1 artifacts.
change. Immediately after you beat a quest, draw the deck’s first card
(it must have the quest’s art on its back). If there are not enough artifacts available, the party gains 2 XP
for each hero that does not get one.
This is the only thing you must remember: draw the card at the top
of the Campaign Deck after beating a quest on the board, before Fourth Quest: Free Special Attack card
reading the Campaign Tome. The instructions on the Cards/Tome
will guide you all the way to the next quest. • The card each hero chooses must belong to a Combat Role that is
absent in the party.
Start with the Introduction to the story. It will give you the setting and
your party’s ultimate goal. Every time you’re required to do something • Each hero must choose a different Special Attack.
(E.g., read a Campaign Card; assemble your team; go to Page 21), the • These are consumables. You lose them at the end of the next quest.
instructions will be written clearly, in red bold italics. If you don’t
know what to do next, you’ve missed one of these instructions. Fifth Quest: Free Level UP card
Register your progress (E.g., XP gained, items owned, etc.) on the • Each hero chooses one Level UP Card of a type it doesn’t own, or
Campaign Log (back of the Campaign Tome). Whenever you read owns only one copy.
a text in bold green italics, register this Achievement in the Log’s
appropriate section. If a hero already owns the maximum number of cards allowed,
the party gains 4 XP instead.
Rulebook • 37
11.2.2 – Experience Points: gaining • You can attach a maximum of three equal level up cards and up to
six total level up cards cards per hero.
You can earn Experience Points (XP) in a variety of ways:
Your team cannot own more than 5 copies of the same type of
Accomplishing a quest’s Primary Objective; Level UP card.
Accomplishing a quest’s Secondary Objectives; • There are several types of level up cards. Attaching more than one
card of the same type to the same hero increases its cost:
Rewarded by the Campaign Tome/Cards;
1st Card: 4 XP
Selling artifacts or scrolls at half their original XP cost (round-
2nd Card: 8 XP
ed down).
3rd Card: 12 XP
• Experience Points always belong to the Team, never to a specific
Hero/Player (E.g., If you acquire 1 extra XP for every hero alive at the
end of a quest, these points go to the team and may be spent to level
11.2.3.2 – Primary Attack Card (permanent)
up a hero that was dead at the end of such quest). • Cost: 3 XP each.
Track how many points you already have and gain by placing • Choose one Primary Attack card from any other hero that shares a
the XP Token on the corresponding slot of the HP Track. Combat Role with the card’s recipient.
• Experience Points are awarded only after the quest ends successfully • The card remains with the same hero until the campaign ends.
(E.g., if you have zero XP, complete a secondary objective, and then You do not lose any of your other primary attacks. You cannot sell,
fail the quest, you cannot spend the XP of the secondary objective change or transfer this card.
before trying again).
• Each hero can own a maximum of two extra Primary Attacks.
ake note whenever you accomplish a secondary objective
T
during a quest in order not to forget about it.
11.2.3.3 – Special Attack Card (consumable)
• When selling artifacts and scrolls, you may group the items in a
• Cost: 2XP each.
single sale (E.g., if you sell a single scroll, you get 0 XP, since you
must round down. However, if you sell two scrolls at the same time, • Choose one Special Attack card from any other hero that shares a
you get 1XP back). Combat Role with the card’s recipient.
• You permanently lose the card after making its attack or at the end
11.2.3 – Experience Points: spending of the following quest. No Hero in the party can acquire this same
consumable again.
You cannot spend XP at any time, such as in the middle of a quest. You
may spend XP only when the Campaign Tome/Cards allow, through • Each hero can own a maximum of one extra Special Attack at a
instructions in bold red italics. given time.
The following sections represent items you may acquire with your
party’s XP.
11.2.3.4 – Improved First Aid (consumable)
• Cost: 1 Token = 3XP; 2 Tokens = 8XP.
11.2.3.1 – Level UP
• Improved First Aids do not have a drawback (you do not take 20
Level UP Cards are boosts you permanently attach to a specific Hero of damage).
the Team, making it a better fighter.
• Use the Red Tokens to track your regular First Aid uses, and the
Blue Tokens to represent the Improved First Aid.
• You do not lose any of your two regular First Aid uses when acquir-
ing an Improved First Aid.
• The party can own a maximum of two Blue Aid Tokens at the same
time. They are lost when used, or at the end of the next quest.
• Your party can own any number of scrolls at the same time, but
• You must attach the level up card to a hero as soon as you purchase it.
before each quest begins, the party must select a maximum of three
• You cannot detach or transfer Level UP cards. scrolls and assign them to one or more heroes.
• Apply them only when it benefits you (E.g.: you may not deal +1 • You permanently lose a scroll card after using it. You can only own
damage when attacking an ally). it a second time if the campaign specifically rewards it.
Daydream
Chests and Events: Heroes regain 30 HP instead of 20 HP.
XP: The Primary Objective grants 20 XP; Secondary Objectives do
not grant XP.
First Aid: You may execute it up to 2 times, but its Drawback deals
10 damage instead of 20.
Flasks: Heroes can bear up to 3 flasks at a time.
Heroic Actions: The team may perform up to 3 Heroic Actions per
quest. They can select any Heroic Action during the quest, not needing
to select them at the start of the match, but each must be different.
Team Token: Special Attacks, Heroic Action, Scrolls, Flasks and First
Aid do not flip your Team Token.
Lava/Spikes Tiles: deal 3 damage, instead of 4.
When the mission ends, artifacts are automatically un- Primary Objective (XP) 20 N (varies) (N-8)
equipped. You may equip them on other heroes before the
next quest starts.
Secondary Objectives 0 N (varies) N*
• If a hero equipping an artifact dies during the quest, you do not First Aid (uses per quest / 2 uses 2 uses 1 use
need to pick its artifact up. Both the hero and the artifact automat- drawback) Take 10 damage Take 20 damage Take 20 damage
ically return to the team when the quest ends. Flasks a hero can bear 3 2 1
• There is no limit to the number of artifacts you may purchase.
Heroic Actions/quest 3** 2 1
Heroic Actions/campaign Follow rules Follow rules 1 of each
11.3 – Adjusting the difficulty
Team Token (when to flip No limit Follow rules Follow rules
to “No Special”)
You can adjust the difficulty of quests to your group’s needs and pref-
erences. The Normal difficulty level is already challenging, requiring Team Token (when to flip
good strategy and understanding of the game to overcome the mis- Follow rules Follow rules Startround
of next
back to “Special Ready”)
sions and bosses.
Lava/Spikes Tiles (damage) 3 4 5
Daydream Mode is a good way to introduce the game to casual play-
ers, or get a “feeling” for how difficult the game actually is before start- N = Normal XP earned as indicated in Quest Guide.
ing an Epic Campaign. If you feel like you are failing too much and it is * Earn 3 XP for each hero living when the quest ends.
harming your overall experience, try Daydream Mode’s modifications. ** You can select the Heroic Actions cards during the quest, right before you perform them.
There is no need to select them before the match starts.
Nightmare Mode is suited for players who need to shatter some of
their love for their game. If you feel like you are an expert, or if you
have already beaten the Epic Campaign and want a new level of chal-
lenge, try Nightmare Mode’s modifications.
Nightmare
Chests and Events: Heroes regain 10 HP, instead of 20 HP.
XP: Surviving heroes grant 3 XP each, Primary Objective grants -8 XP.
First Aid: You may execute once per quest.
Flasks: Heroes cannot bear more than 1 flask at a time.
Rulebook • 39