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TM

Game Overview
This cooperative adventure provides a new way to play Descent: Journeys Components
in the Dark Second Edition by removing the overlord player and
presenting a new quest for one to four hero players. Players should be
familiar with the Descent: Journeys in the Dark Second Edition rulebook 12 Exploration Cards
before reading these cooperative adventure rules. 10 Peril Cards Roo
m of
A hero
to the may spend Sou
cau 1
carrying ldron to movement
pick
ls
move the cauldro it up. As point while
You tur or be mo n an adja
ved thromay move 1 action, the cent
Tharn n a corner As an ugh any space. He hero
disa and acti
adjacen on, or by other
You pus ppearing see the ma means. cannot
halls are h forward, into the dist ssive cauldro t to a pit spa suffering 2
� and
actions n may destroyce, the her
and har endless. It’s but the dun ance. other o carr 2 �, while
walls. der to breath becoming geon’s than tho it. He can ying the
Your fate harder If the
her se liste not perform
e wit amount o carr yin d above.
may alr hin the ston of g the
any
eady be e the cau � cau
Advan sealed ldron he tests �. ldron suff
ce doo ... cracks. If he fail ers
m by 1. If a her s, or is any
draws o destroys the defeate
d,
1
Then, search card cauldron,
refresh , and disc
fate and each her ard it. Tha
If the
cau discard o receives t hero
discard ldron crac this Exp 2 XP.
loration
Then, the cauldro ks, advanc card.
discard n. Eac e doom
this Exp h hero by 1
loration receives and
AFT card. 1 XP.
ER SET
UP: Act
ivate flesh
moulder
1/10 s.
Roll 1
to the gray defens
cauldro e die.
n, Pla
each � or the her ce 1 flesh mo
result, o carr uld
respecti ying the er adjacen
ng gro cau t
up lim ldron, for
3 its.
The cau
ldron
cracks.

10 Activation Cards
Each Fl
attack esh
ŠŠ flesh mo Mou
SpotŠth ulders ld
perform ers
weapon eŠclose gains
ŠŠ
Attack ŠequippstŠheroŠwh +2 Ran
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ŠŠ nge sestŠher ŠRange
SpotŠthdŠweaponŠ dŠ
ŠŠ
Att eŠcl equ oŠinŠLO
ackŠthe osestŠh ipped. SŠwhoŠ
Šclosest ero. hasŠaŠ Shad
ŠheroŠin ŠŠ ow
ŠLOS. Engage
obj ŠtheŠher Drag
ŠŠ ect
Attack iveŠtoken.oŠwhoŠisŠc ons
ŠŠ lose
IfŠt ŠanŠadj
hisŠ acentŠh stŠtoŠan
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Engage bie
ŠŠ
Engage ŠtheŠsam erforme .
ŠŠ
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isŠDiseaŠanŠadj sestŠDisea sestŠher tŠagain. ageŠact
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ŠŠ
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eet.
ŠŠ
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ŠŠ
Attack ŠtheŠfuracentŠhero
ŠŠ
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hisŠ acentŠh ero.Š
engage monsterŠp ero.Š
ŠtheŠsam erforme
eŠtarge dŠanŠeng
tŠagain ageŠact
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1/10

1 Title Sheet

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1 Track Sheet 1 Reference Sheet


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LOOT TRACK

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1
General Setup 7. Prepare the First Encounter: Place the Exploration card that
represents the starting encounter (identified by the star in the upper-
Before playing this cooperative adventure, perform the following setup steps
left corner) faceup on the table next to the Exploration deck. It is now
instead of those described in the base game.
the active Exploration card. Use the encounter guide at the back of
1. Assemble the Exploration Deck: Take all Exploration cards and this rulebook to set up the encounter (see “Exploration” on page 5).
assemble the Exploration deck (see “Assembling the Exploration
Deck” on page 4). Place it within easy reach of all players. The Onset
Each time a hero enters a space that is not
adjacent to another hero, the hero who entered

2. Prepare the Track Sheet: Place the track sheet within easy reach
that space suffers 3 �.
If there are no monsters on the map, discard this
Exploration card.

of all players. On the overlord track, place an orange hero token The Onset
Encounter Guide

on the space that corresponds to the number of heroes playing; this is


As you make your journey into the dungeon, corpses that lined
the floor begin to writhe with life. Behind you, near the sealed
entrance, monsters appear from the shadows!
You must stand together!

the doom token. Then, place a purple hero token on the upper space
Each hero places his figures on a space marked with an
“X.” Spawn zombies and barghests as indicated.
19B

of the track; this is the fate token. On the loot track, place a fatigue You are ill-prepared for the surprise attack. Zombies
feast on your flesh while barghests gnaw at the bones
underneath. This dungeon may be your grave.
Treasure Vault
The room glows a magnificent golden hue. Riches from the
rich, forgotten valuables from the poor.

token on the lowest space of the track.


Collect 1 red, 1 green, and 1 blue objective token. Shuffle
Advance doom by 1. Then, the tokens together and place them facedown on the map as
2 discard this Exploration card. indicated. No players should know which objective tokens Covered
are which color. Treasure 8B

Shiny Corridor
7 cards
“The Onset” “The Onset” Section of the
You catch a glint of something shiny in the corner of your eye,
but as you move forward it begins to vanish! 30B

Fate 6 cards
Exploration Card Encounter Guide
Hall of Riddles
A lengthy riddle is inscribed onto the door at the far end of the
hall. The markings are handmade; the deep crevices hollowed
by unknown hands. 29B

Token Tunnel’s End


There is a ghastly pounding coming from the other side of the
5 cards door. “Quick, quick, come my heroes, shhh, quick, stop it, come,

8. Prepare Tokens: Sort all damage, fatigue, hero, condition tokens and
now!” The voices fade and the pounding stops. The locked door
28B
OVERLORD TRACK

will require the force of two heroes.


LOOT TRACK

4 cards
Condition cards into piles by type. Place Encounter
each pile Key
within easy reach of
all players. Entrance
Barghests
3 cards
Fatigue Exit Shadow Dragons

9. Hero Setup: The players follow the normal hero setup steps from the Flesh
Zombies

Token
Moulders

Doom 2 cards
base game, with the following exceptions: If there is only one player, 12

Token 1 card
the lone hero player must control two heroes. If there are two or more
players, each player controls one hero. A player makes independent
decisions and takes separate turns for each hero he controls.
Track Sheet Note: Certain card and hero abilities from the base game and other
expansions do not directly apply to cooperative play. If a player uses
3. Prepare Monsters: The monster groups required for this quest are
such a card or ability, he ignores any part of it that has no effect on
listed on each Activation card. Take all Act I Monster cards and
the game (e.g., the Wildlander Class card “Danger Sense” causes the
figures for the required monster groups and place them within easy
overlord to discard 1 Overlord card. This ability would be ignored in
reach of all players.
a cooperative adventure because there is no overlord and there are no
Flesh Moulders
Each attack flesh moulders perform gains +2 Range. ŠŠ
Shadow Dragons
EngageŠtheŠheroŠwhoŠisŠclosestŠtoŠanŠ
Overlord cards).
ŠŠ SpotŠtheŠclosestŠheroŠwhoŠhasŠaŠRangedŠ objectiveŠtoken.
weaponŠequipped. ŠŠ AttackŠanŠadjacentŠhero.

10. Spend Experience Points: Each hero starts the game with
ŠŠ AttackŠtheŠclosestŠheroŠinŠLOSŠwhoŠhasŠaŠ ŠŠ IfŠthisŠmonsterŠperformedŠanŠengageŠaction,Š
RangedŠweaponŠequipped. engageŠtheŠsameŠtargetŠagain.
ŠŠ SpotŠtheŠclosestŠhero. ŠŠ EngageŠtheŠclosestŠhero.
ŠŠ AttackŠtheŠclosestŠheroŠinŠLOS.

1 experience point that he can spend immediately on a Class card or


save for future use.
Zombies Barghests
ŠŠ EngageŠtheŠclosestŠDiseasedŠhero. ŠŠ EngageŠtheŠheroŠwhoŠhasŠtheŠmostŠdamageŠ
ŠŠ AttackŠanŠadjacentŠhero.ŠThen,ŠifŠthatŠheroŠ tokensŠonŠhisŠheroŠsheet.
isŠDiseased,ŠperformŠ1ŠadditionalŠattackŠ ŠŠ Howl.
targetingŠthatŠhero.
ŠŠ EngageŠtheŠclosestŠhero. ŠŠ AttackŠanŠadjacentŠhero.
ŠŠ EngageŠtheŠfurthestŠhero.Š
ŠŠ Grab. ŠŠ AttackŠanŠadjacentŠhero.Š
ŠŠ EngageŠtheŠheroŠwhoŠhasŠtheŠhighestŠSpeed. ŠŠ IfŠthisŠmonsterŠperformedŠanŠengageŠaction,Š
engageŠtheŠsameŠtargetŠagain.
1/10

Activation Card
4. Assemble the Activation Deck: Take all Activation cards and shuffle
them together. This is the Activation deck. Place it facedown near the
Exploration deck.
5. Assemble the Peril Deck: Take all Peril cards and shuffle them
together. This is the Peril deck. Place it facedown near the overlord track.

Apparitions surround your party. Your


senses dull and your mind becomes clouded.
Then, without a sound, they are gone.
Each hero tests an attribute of his
choice twice. Each hero who fails
at least one test is Stunned.

From the shadows a master flesh moulder


uses all of his energy to heal a damaged ally.
Roll 2 red power dice. The monster that
has the most damage tokens recovers �
equal to the amount of � rolled.

7/10

Peril Card
6. Assemble the Search and Shop Item Decks: Take all Search cards
from the base game and shuffle them together; this is the Search deck.
Place the Search deck facedown near the Track sheet. Separate the
Act I and Act II Shop Item cards and shuffle them separately; these
are the Act I and Act II Shop Item decks. Place the Act I Shop Item
deck facedown near the loot track. Place the Act II Shop Item deck to
the side for now.

2
Setup Diagram (Three-player Game)

2
3
7 cards

6 cards

5
5 cards

OVERLORD TRACK

LOOT TRACK
6
4 cards

3 cards

2 cards

1 card

9
7 10

The Onset
Each time a hero enters a space that is not
adjacent to another hero, the hero who entered
that space suffers 3 �.
If there are no monsters on the map, discard this
Exploration card.

You are ill-prepared for the surprise attack. Zombies


feast on your flesh while barghests gnaw at the bones
underneath. This dungeon may be your grave.

4
8 1
Advance doom by 1. Then,
2 discard this Exploration card.

1. Exploration Cards: The players assemble the Exploration deck 6. Shop Item Deck I: The Act I Shop Item deck is shuffled and
and place it facedown. placed facedown next to the loot track.
2. Track Sheet: This sheet contains the overlord and loot tracks. 7. Shop Item Deck II: The Act II Shop Item deck is shuffled and
The doom and fate tokens, as well as a fatigue token, are placed placed facedown to the side.
on their respective tracks. 8. Starting Encounter: This Exploration card is placed faceup on
3. Monster Cards: The monster cards corresponding to the the table to indicate that it is active.
monsters in this quest are placed in view of all players. 9. Starting Encounter Map: The starting encounter is set up as
4. Activation Cards: The players shuffle the deck of Activation instructed by the encounter guide, leaving adequate space for
cards and place it facedown. expansion.
5. Peril Cards: The players shuffle the deck of Peril cards and place 10. Class Card: Players may choose to spend the 1 experience they
it facedown. gain during “General Setup” on a Class card.

3
Overlord Phase
Assembling the The Overlord phase occurs after all hero players have completed their
turns. The Overlord phase is broken into three steps as follows:
Exploration Deck
1. Overlord Effects: Follow all effects printed in the red box of the
The Onset
active Exploration card (see “Overlord Effects” on page 6).
Each time a hero enters a space that is not

2. Fate: If there is no active Exploration card, advance fate by 1 and


adjacent to another hero, the hero who entered
that space suffers 3 �.
If there are no monsters on the map, discard this

1
Exploration card.

resolve one Peril card (see “The Overlord Track” below).


3. Monster Activation: Activate each monster on the map (see
3 You are ill-prepared for the surprise attack. Zombies
feast on your flesh while barghests gnaw at the bones
underneath. This dungeon may be your grave. “Monster Activation” on page 7).
Advance doom by 1. Then,
2 discard this Exploration card.

These steps are described in detail on pages 6-9. All rules regarding
6 Overlord cards and the overlord player from the base game do not apply
in cooperative adventures.
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Winning the Game


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The heroes win or lose the game together.
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THE OVERLORD TRACK
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3. Shuffle the remaining Exploration cards 33and deal p is
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them into three facedown stacks: two stacks of three If a card or effect instructs players to advance fate, they move the fate
cards and one stack of two cards. token down the overlord track the required number of spaces. If a card or
4. Shuffle the #3 main encounter into the stack that effect instructs players to advance doom, they move the doom token up
only has two cards and place that stack facedown the overlord track the required number of spaces.
within easy reach of the players.
If a card or effect instructs players to move fate backward, they move the
5. Shuffle the #2 main encounter into one of the other fate token up the overlord track the required number of spaces. Players
stacks and place that stack facedown on top of the cannot move the doom token down the overlord track.
previous stack.
If a card or effect instructs players to refresh fate, they move the fate token
6. Shuffle the #1 main encounter into the remaining
to the top space of the overlord track.
stack and place that stack facedown on top of the
other two stacks. The three combined stacks make up
the Exploration deck.

Playing The Game


The game is played over a number of game rounds. A round consists of
two phases, the Hero phase and the Overlord phase. Each hero takes one
turn during the Hero phase, followed by monster activations and various
1
game effects in the Overlord phase. Once the Overlord phase is complete,
the round ends and a new round begins. 2 3
1. Doom 3. Fate Moves
Hero Phase Advances by 1 Backward by 1
During the Hero phase, each hero takes one turn, following the normal
steps of a hero turn in the base game. Each hero completes his entire turn
before another hero begins his turn. At the start of each round, the players
decide as a group the order in which each hero activates. This order may
be different each round. If they cannot agree, they proceed clockwise,
starting with a player determined at random. After all heroes have 4
completed their turns, the Overlord phase begins.
2. Fate 4. Fate
Advances by 1 Refreshes

4
Additional Hero Rules
In addition to the actions a hero can normally take during his turn, heroes
now have the chance to explore and discover new encounters. Exploration Card Anatomy
1 The Lava Tomb
Exploration If the heroes failed to destroy the cauldron in the
Room of Souls, each barghest adds 1 brown die to
its defense pool.

When a hero performs an open a door action, he follows the steps below:
2
Each flesh moulder adds 1 brown die to its
defense pool. If the master flesh moulder is
defeated, place 1 blue objective token in its space.
This is the key.
As an action, while adjacent to the key, a hero

1. Draw the top card of the Exploration deck and place it faceup on the may pick it up. If the hero carrying the key ends
his turn in a space containing the farmer, he saves

3
the farmer.

table. That Exploration card is now active. An active Exploration If a hero saves the farmer, discard the farmer and
key. Each hero receives 3 XP. Transition to Act II.
Then, refresh fate and discard this Exploration card.

card defines an encounter’s rules for as long as the card is active. AFTER SETUP: Activate flesh moulders.
4
2. Locate the encounter in the encounter guide (found at the back
of this rulebook) and set up the map as shown. Attach the map so 5 An incredible tremor shakes the dungeon floor. Tharn
approaches. With a quick swipe and a bloodcurdling
scream, the farmer is gone, and so is the beast.

that the entrance of the new encounter is connected to the exit of


6
Advance doom by 1 and discard the
farmer. Each hero receives 2 XP.
3
the previous encounter. Then, read aloud the italicized flavor text Transition to Act II. Then,
discard this Exploration card.

located under the encounter name. Finally, follow any text listed in
the corresponding green box of the encounter guide, placing monsters
and tokens as indicated. 1. Encounter Icon: If this icon is present, it signifies
3. Refer to the Exploration card for all rules regarding the encounter. that this encounter is a main encounter or the
Effects in the blue area of Exploration cards trigger from top to starting encounter.
bottom. Any text that says "After Setup" occurs immediately after the 2. Encounter Name: This area displays the name of
encounter has been set up. Refer to “Monster Activation During a the encounter.
Hero Turn” on page 11 for Exploration cards that require monster 3. Encounter Rules: These are the effects that occur
activation after setup. while the Exploration card is active.
A hero cannot open a door if there is an active Exploration card. Doors 4. After Setup Rules: These effects occur
cannot be closed. immediately after the encounter is set up.
5. Flavor: This text describes what happens when the
overlord effects occur.
6. Overlord Effects: These effects occur at the start of
each Overlord phase.

Exploration Example
1 Fog-Filled
Passage
Heroes cannot suffer � to gain movement points.
Each time a hero enters a space adjacent to a Lengthy Sewers
zombie, he suffers 1 �.
Water drips from the ceiling as a cool breeze sweeps through

5
Each zombie gains 1 additional � for each other the putrid air. A burst of concentrated energy flies overhead,
zombie within 2 spaces of its figure. just missing you!
Lengthy Sewers
If there are no zombies on the map, refresh fate Water drips from the ceiling
Spawn as a cool as
flesh moulders breeze sweeps through
indicated.

3
and discard this Exploration card. the putrid air. A burst of concentrated energy flies overhead, 21B
just missing you! 26B
Spawn flesh moulders as indicated.
21B
26B
Fog-Filled Passage
A green smog swirls from the door as you pull it open. Villagers

4
of Summers Glade begin to move towards you with their
hands outstretched. Once they get close you begin to
Fog-Filled
realize something:Passage
they’re all dead.
A green smog swirls from the door as you pull it open. Villagers
of Summers Glade beginzombies
Spawn to moveastowards you with their
indicated. 20B
hands outstretched. Once they get close you begin to
Threads of fungus, concealed by the dense fog, coil realize something: they’re all dead.
themselves around your legs, tightening their grip
with every step. Zombies thrash at your sluggish Spawn zombies as indicated. 20B

2
bodies over and over, tearing your flesh clean off.
Trash Heap
An unbelievable stench hangs in this dreary space. The aroma
3
Advance doom by 1. Then, is intensified by an extreme heat coming from the far side of
discard this Exploration card. the room. These are more of Tharn’s followers, blocking the
way to the locked Trash Heap
exit. A magical key crafted from a dragon’s
An unbelievable
scale lies in astench
largehangs
moundinofthis dreary
filth, but ifspace. The aroma
the dragons are
is intensified by an
defeated tooextreme heat
soon, the keycoming
will be from the far
lost with side of
them.
the room. These are more of Tharn’s followers, blocking the
way toPlace
the locked
searchexit. A magical
tokens equal tokey
thecrafted
number from a dragon’s
of heroes as
scale liesindicated.
in a largeSpawn
mound shadow
of filth,dragons as indicated.
but if the dragons are
defeated too soon, the key will be lost with them.
*In a 3 hero game, spawn only the master shadow

1. Tomble has opened the door and is therefore exploring. Players Place search tokensdragon as the
equal to indicated.
number of heroes as
indicated. Spawn shadow dragons as indicated.

*In a 3 hero game, spawn only the master shadow


2B

draw the “Fog-Filled Passage” encounter from the Exploration


dragon as indicated.

2B
Deadly Kennel

deck. This is now the active Exploration card. Deep breathing and muffled yelps come from a pile of resting
barghests. The smell of rotting flesh still lingers between their
teeth. You spot a trap lever in the corner held in place by a
woven sack. You Deadly Kennel
lean in forward to get a better look, but you
Deep breathing andtrip muffled yelps into
and stumble comethefrom a pile of resting
room!

2. Players locate the necessary tiles as indicated in the encounter


barghests. The smell of rotting flesh still lingers between their
teeth. You spot
Spawn a trapaslever
barghests in the corner
indicated. Move theheldexploring
in place by a
hero
woven sack. You
one lean
spaceintowards
forwardthe
to master
get a better look, but you
barghest.
trip and stumble into the room! 5B

guide and set up the map. Spawn barghests as indicated. Move the exploring hero
one space towards the master barghest.
5B

13

3. Players attach the entrance of the new encounter to the exit of


the previous encounter.
13

4
4. Players read the setup text in the green box of the corresponding
encounter guide and place the zombies, objective tokens, and
search token as indicated, based on the number of heroes.
5. Players now read the Exploration card for all rules regarding the
encounter.

5
Loot
When a hero defeats a monster, he places a number of damage tokens
Overlord Phase in Detail
on the loot track equal to the number of spaces the monster figure’s base The overlord phase occurs after all hero players have completed their
occupied (e.g., if the hero defeats a barghest, he places two damage tokens turns. The players perform various steps that facilitate dangerous events
on the loot track). Each time a hero places a damage token on the loot and monster activity during the adventure.
track, he places that token on the lowest empty space of the track. Fog-Filled
1. Overlord Effects
Passage
If a hero defeats a master monster, he moves the fatigue token on the loot Overlord effects are printed in the red boxes on the lower portion of
track up one space. This is done before he places any damage tokens on Heroes cannot suffer � to gain movement points.
Exploration cards (see “Exploration” on page 5). At the start of the
the loot track for defeating the monster. The fatigue token on the loot Each time a hero enters a space adjacent to a
Overlord phase,zombie,
all Overlord
he sufferseffects
1 �. on the active Exploration card trigger
track cannot go past the highest space of the track. in order from top to bottom.
Each zombie gains 1 additional � for each other
The loot limit is influenced by the number of heroes playing and is Some Overlordzombie
effectswithin
have 2a spacessymbol.
of its figure.
When one of these effects
represented on the loot track by gray silhouettes. When the number of
7 cards
triggers, do notIfresolve
there arethe
no corresponding
zombies on the map, text.refresh
Instead,
fate place one fatigue
damage tokens on the loot track equals the loot limit, the hero that last andsymbol.
token next to the discard this Exploration
After placingcard.
a fatigue token, if the number
placed a damage token on the track draws a number of Shop Item cards of fatigue tokens matches the number associated with the symbol,
from the current act's Shop Item deck equal to the number indicated by the corresponding text triggers, and all tokens are removed. Continue
6 cards
the fatigue token. He gives one of the Shop7Item
cardscards to any hero of his placing one fatigue token during each Overlord phase for as long as the
choice and places any remaining cards at the bottom of the Shop Item Exploration card remains active.
deck. Then, he removes all damage tokens from the loot track and moves
the fatigue token back to5its starting position.
cards
6 cards
OVERLORD TRACK

7 cards
LOOT TRACK

4 cards
2 Hero 3 Hero 5 cards4 Hero
6 cards
Loot Limit Loot Limit Loot Limit Threads of fungus, concealed by the dense fog, coil
OVERLORD TRACK

themselves around your legs, tightening their grip


Any tokens that would be placed above the loot limit as the result of an
LOOT TRACK

3 cards with every step. Zombies thrash at your sluggish


attack are ignored. 4 cards bodies over and over, tearing your flesh clean off.
5 cards

At any time during a hero’s turn, he may flip one of his hero’s faceup
OVERLORD TRACK

3
Advance doom by 1. Then,
Search cards facedown, ignoring
2 cards the effects of the card. If he does, he adds
LOOT TRACK

3 cards discard this Exploration card.


two damage tokens to the loot track. 4 cards

Heroic Feats1 card


2 cards
Heroic feats do not refresh in cooperative play. Each hero may only use Overlord Effects Section of an
3 cards
his heroic feat once per quest. Exploration Card

2. Fate
1 card
2 cards
Loot Track Anatomy If there is an active Exploration card, skip the Fate step.
7 cards
Otherwise, advance fate by one (see page 4) and resolve one Peril card.
1 card

2
6 cards

PERIL CARDS
5 cards Each Peril card contains one or more effects that provide deadly surprises
for the heroes. Players perform the following when they resolve a Peril card:
OVERLORD TRACK

LOOT TRACK

4 cards

1. Draw one Peril card.


3 cards
2. If the card is divided into two sections, do the following:
3 • If there are no monsters on the map, resolve the effect listed on
1
2 cards

the top half of the card.


1 card
• If there are monsters on the map, resolve the effect listed on the
bottom half of the card.
1. Loot Stack: Damage tokens will be placed in the 3. If the card is not divided into two sections, resolve the entire card’s
spaces of this section, until the loot limit is reached. effect.
2. Loot Limit: These spaces represent the loot limit 4. Discard the Peril card.
depending on the number of heroes. If the Peril deck runs out of cards, the discard pile is immediately shuffled
3. Loot Payout: The fatigue token will be moving up to create a new Peril deck.
the spaces of this section, determining the number of
Peril effects do not apply to familiars, figures treated as heroes, and heroes
cards drawn when the loot limit is reached.
who are not on the map.

6
3. Monster Activation
If there are any monsters on the map during this step, draw one
Activation card and perform the following: Peril Card Anatomy
1. Determine Monster Group: The order that the monster groups
activate is determined by their location on the Activation card, as
shown below. Locate the first group (lowest number on the diagram) 1 A fireball rushes at your group! Who will
bear the brunt of this attack?

that is on the map and has not yet activated. Roll 2 red power dice. The heroes
must collectively suffer � equal to the

2
amount of � rolled. Damage may be
unevenly distributed among heroes.

Flesh Moulders Shadow Dragons


Each attack flesh moulders perform gains +2 Range.

1 2
ŠŠ EngageŠtheŠheroŠwhoŠisŠclosestŠtoŠanŠ
ŠŠ SpotŠtheŠclosestŠheroŠwhoŠhasŠaŠRangedŠ objectiveŠtoken.
weaponŠequipped. ŠŠ AttackŠanŠadjacentŠhero.
ŠŠ AttackŠtheŠclosestŠheroŠinŠLOSŠwhoŠhasŠaŠ ŠŠ IfŠthisŠmonsterŠperformedŠanŠengageŠaction,Š The monsters’ eyes glow red with anger;
RangedŠweaponŠequipped. engageŠtheŠsameŠtargetŠagain. a powerful energy drives them to action.
ŠŠ SpotŠtheŠclosestŠhero. ŠŠ EngageŠtheŠclosestŠhero.
ŠŠ AttackŠtheŠclosestŠheroŠinŠLOS. Draw 2 Activation cards instead of 1

3
during the next Monster Activation
step of the Overlord phase and activate
monsters once for each Activation card.
Zombies Barghests

3 4
ŠŠ EngageŠtheŠclosestŠDiseasedŠhero. ŠŠ EngageŠtheŠheroŠwhoŠhasŠtheŠmostŠdamageŠ 9/10
ŠŠ AttackŠanŠadjacentŠhero.ŠThen,ŠifŠthatŠheroŠ tokensŠonŠhisŠheroŠsheet.
isŠDiseased,ŠperformŠ1ŠadditionalŠattackŠ ŠŠ Howl.
targetingŠthatŠhero.
ŠŠ EngageŠtheŠclosestŠhero. ŠŠ AttackŠanŠadjacentŠhero.
ŠŠ EngageŠtheŠfurthestŠhero.Š
ŠŠ
ŠŠ
Grab.
EngageŠtheŠheroŠwhoŠhasŠtheŠhighestŠSpeed.
ŠŠ
ŠŠ
AttackŠanŠadjacentŠhero.Š
IfŠthisŠmonsterŠperformedŠanŠengageŠaction,Š
1. Flavor: This italicized text describes the peril that
has arisen.
engageŠtheŠsameŠtargetŠagain.
1/10

2. Effect without Monsters: This effect is resolved if


2. Note Active Effects: Note any active effects for that group. Active effects
there are no monsters on the map.
are printed in italics directly under the name of each monster group.
3. Effect with Monsters: This effect is resolved if there
3. Choose a Monster:
are monsters on the map.
• If there are yellow and red boxes, minion (yellow box) and
master monsters (red box) activate separately. The order in
which monsters are activated is defined from top to bottom,
with all monsters of the top box activating before any monsters
of the bottom box. Choose one monster that has not activated
from the top box. If all monsters of the top box have activated,
choose one monster that has not activated from the bottom box. Activation Card
• If there are no yellow and red boxes, choose any monster of that
group that has not activated. Anatomy
4. Perform Actions: Resolve all actions listed for that monster in order, 1
from top to bottom, repeating the list of actions until that monster
has performed two actions or follows the entire list and is unable to 2 ŠŠ
Flesh Moulders
SpotŠtheŠclosestŠhero. ŠŠ
Shadow Dragons
EngageŠtheŠfurthestŠhero.
perform a listed action. ŠŠ AttackŠtheŠclosestŠheroŠinŠLOS. ŠŠ
ŠŠ
AttackŠanŠadjacentŠhero.
IfŠthisŠmonsterŠperformedŠanŠengageŠaction,Š

3
ŠŠ SpotŠtheŠfurthestŠhero. engageŠtheŠsameŠtargetŠagain.
ŠŠ PerformŠanŠattackŠtargetingŠallŠheroŠfiguresŠ
5. Continue/Complete Activation: If there are monsters of the inŠLOS,ŠignoringŠrangeŠrequirements.ŠEachŠ
figureŠrollsŠdefenseŠdiceŠseparately.
ŠŠ
ŠŠ
EngageŠtheŠclosestŠhero.
AttackŠanŠadjacentŠhero.

activating group on the map that have not yet activated, repeat from
step 3. If there are more monsters of a different group that have not 4 Zombies Barghests
Zombies reroll each X result until Choose a hero within 3 spaces of a
yet activated, repeat from step 1. If all monster groups have been there are no X results remaining. Barghest. That hero is the Target.

activated, discard the Activation card. 5 ŠŠ


ŠŠ
EngageŠtheŠclosestŠhero.
AttackŠtheŠadjacentŠheroŠwhoŠhasŠtheŠlowestŠ
remainingŠHealth.
ŠŠ
ŠŠ
ŠŠ
EngageŠtheŠTargetŠhero.
AttackŠtheŠTargetŠhero.
EngageŠtheŠclosestŠhero.
ŠŠ AttackŠanŠadjacentŠhero.

If an action has no effect, monsters do not perform that action. For 2/10

example, if an action reads “attack an adjacent hero” and there is no hero


adjacent to the active monster, then the monster does not perform that
action. Always follow monster rules outlined in the base game (e.g., only 1. Monster Group Name: This area displays the name
one attack per turn, two actions per monster) unless specifically noted on of the monster group.
the card.
2. Minion Activation: This section is yellow and
If a monster has multiple potential targets during monster activation, the specifies the actions for the minion monsters of the
target closest to the activating monster is chosen. corresponding group.
3. Master Activation: This section is red and
If a monster has a condition that can be discarded by using an action, such specifies the actions for the master monsters of the
as Stun, its first action must be to discard that condition. If a monster is corresponding group.
in a pit space, its first action must be to exit the pit space and enter the
adjacent space closest to the exit of the current encounter (see “Current 4. Active Effects: These effects are active during the
Encounter” on page 10). activation of the corresponding monster group.
5. General Activation: This section specifies the
When an Activation card refers to a "hero," this includes figures treated as actions that all monsters of the specified group will
hero figures. take. The order in which monsters activate is decided
by the players.
If the Activation deck runs out of cards, the discard pile is immediately
shuffled to create a new Activation deck.

7
Monster Activation Example
1. During the Monster Activation step of the Overlord phase players draw one Activation card. There are flesh moulders and
zombies on the map, so flesh moulders activate first followed by zombies.
2. The Activation card instructs the minion flesh moulder to spot and then attack the closest hero in line of sight. The minion
flesh moulder must move one space to spot (gain line of sight to - see page 9) Leoric of the Book, who is the closest hero to the
flesh moulder's figure. Then, the minion attacks Leoric of the Book. Its activation is now complete.
3. Now that all minion flesh moulders have activated, the master flesh moulder activates. The Activation card instructs the master
flesh moulder to spot the furthest hero and then attack all heroes in line of sight. The master flesh moulder must move two
spaces to spot (gain line of sight to - see page 9) Widow Tarha, who is the furthest hero from the master flesh moulder's figure.
Then, the master flesh moulder performs an attack that targets both Leoric of the Book and Widow Tarha. Its activation is now
complete.
4. There are no yellow or red boxes for the zombies' activation, so the heroes decide to activate the master zombie first. The
master zombie moves three spaces to engage (attempt to move as close as possible to - see page 9) Widow Tarha, who is the
closest hero to the master zombie's figure. Then, the master zombie attacks Widow Tarha since she is the only adjacent hero. Its
activation is now complete.
5. Next, the remaining zombie activates. The Activation card instructs the minion zombie to engage the closest hero and attack
the adjacent hero with the lowest remaining health. The minion zombie moves up to its Speed of 3 spaces to engage (attempt
to move as close as possible to - see page 9) Widow Tarha, who is the closest hero to the minion zombies' figure. The minion
zombie has a melee attack and is not adjacent to any hero so the attack action does not trigger. The list of actions repeats.

6. The minion zombie attempts to engage again, but it cannot because


Flesh Moulders the Shamble
Shadow abilityDragons
prevents it from taking a second move action. The
2 ŠŠ SpotŠtheŠclosestŠhero.
engage action does not trigger. The minion zombie is still not adjacent
ŠŠ EngageŠtheŠfurthestŠhero.
to Š
any hero, so the attack action does not trigger. Since the players have
ŠŠ AttackŠtheŠclosestŠheroŠinŠLOS. Š AttackŠanŠadjacentŠhero.
gone through the entire list of actions and not triggered any of the
ŠŠ IfŠthisŠmonsterŠperformedŠanŠengageŠaction,Š

3 ŠŠ
ŠŠ
SpotŠtheŠfurthestŠhero.
PerformŠanŠattackŠtargetingŠallŠheroŠfiguresŠ
engageŠtheŠsameŠtargetŠagain.
actions, this monster’s activation is complete.
inŠLOS,ŠignoringŠrangeŠrequirements.ŠEachŠ ŠŠ EngageŠtheŠclosestŠhero.
figureŠrollsŠdefenseŠdiceŠseparately. ŠŠ AttackŠanŠadjacentŠhero.
3 5
1
Zombies 6 Shambling
Barghests
� Disease
4 Zombies reroll each X result until Choose a hero within 3 spaces of a� +2 �
there are no X results remaining. Barghest. That hero is the Target.

5 ŠŠ
ŠŠ
EngageŠtheŠclosestŠhero.
AttackŠtheŠadjacentŠheroŠwhoŠhasŠtheŠlowestŠ
ŠŠ
ŠŠ
EngageŠtheŠTargetŠhero.
AttackŠtheŠTargetŠhero.
remainingŠHealth. ŠŠ EngageŠtheŠclosestŠhero.
ŠŠ AttackŠanŠadjacentŠhero.
6
2
2/10

Zombie

Shambling � Grab
� Disease � +2 �

3 9
3
4

8
COMBAT SPECIAL MONSTER RULES
When a monster performs an attack, the hero rolling defense dice also Shadow Dragons: The Fire Breath ability targets as many heroes as
rolls the attack dice for that monster. possible. The path cannot be traced through any monster figures.

SURGES
When performing an attack, monsters sometimes gain one or more �.
Additional Rules
When a monster has � to spend, they should be spent in the priority Movement
listed below. If the monster spends a � and still has additional � to Monsters cannot enter terrain that causes them to suffer damage during
spend, follow the list again from the beginning. Continue doing this until movement.
the monster cannot spend any more � or has no � left to spend.

1. Hero Skills: A monster spends � when certain hero skills, hero


MOVEMENT VOCABULARY
abilities, and heroic feats require the monster to spend � to attack. Activation cards use special vocabulary that is new to cooperative
adventures. Players should familiarize themselves with the terms below.
2. Range: A monster spends � on additional range if the monster
cannot hit all of its targets with the monster’s current range. Toward: When a figure moves toward a target, the figure moves into the
3. Special: A monster spends � on special abilities only when it will target’s space if possible. Otherwise, the figure must end its movement in
have an effect on at least one of the monster’s targets (e.g., a monster the closest possible space to the target following normal movement rules.
will not Poison a hero who is already Poisoned). Special surge abilities The figure always takes the route that requires the fewest movement points.
include all abilities that are not Range, Pierce, or Damage.
Away: When a figure moves away from a target, the figure must increase
4. Pierce: A monster spends � on Pierce only when one or more � have the number of spaces between the figure and the target with each space
been rolled by at least one of the monster’s targets. moved. If a figure cannot increase the number of spaces between the
5. Damage: When monsters spend � on �, apply the � with the figure and the target, the figure does not move.
highest � bonus first.
Furthest: The target that is the greatest number of spaces away from the
3 5 monster.

Shambling � Disease Closest: The target that is the fewest number of spaces away from the
� +2 � monster.

Spending Surges Example Engage: When an effect instructs a monster to engage a target, that
monster performs a move action and moves toward the specified target. If
a monster would not move when performing this action, this action is not
performed.

Zombie Spot: When an effect instructs a monster to spot a target, that monster
performs a move action and moves toward the closest space from which
it would have line of sight to the specified target. If a monster already has
Shambling � Grab line of sight to the target, that monster does not perform this action. If
� Disease � +2 �
there is no space on the map from which the monster could have line of
3 9 sight to the target, a different target is selected.

LOS: Some monster activation actions contain the acronym “LOS.” This
acronym stands for “line of sight” and follows all of the rules for line of
sight in the base game.
1. An Act II master zombie is attacking a hero. The hero
player rolls all the dice in his defense pool, as well as
the attack dice for the zombie.
2. The hero player follows the � list and notices that
the zombie has � Disease, which is a special �.
However, the zombie cannot use � Disease since it
is not dealing damage, and thus the hero would not be
Diseased. The hero player continues going down the
list.
3. The next applicable � on the list is damage, and the
zombie has � +2 �. Thus, the zombie spends his
first � on � +2 �.
4. Since the zombie has another � to spend, the hero
player goes to the top of the list again. This time the
zombie spends its � on � Disease because it is now
dealing damage and the hero will be Diseased.

9
1 Spotting Example
1. The master flesh moulder is instructed to spot
Syndrael. However, it already has line of sight
to Syndrael, so it does not attempt to spot her.
2. The minion flesh moulder is instructed to spot
2 Syndrael. It must move two spaces in order to
gain line of sight to Syndrael. Once the flesh
moulder has line of sight to Syndrael, it stops.

LARGE MONSTERS
When players determine movement for a large monster, they must Engaging Example
choose one space that the monster occupies and count movement from
the chosen space as if the figure occupied one space. When players move
a large monster toward a target, they must choose the space occupied by 1
the large monster that is closest to the target. When players move a large
monster away from a target, they must choose the space occupied by the
large monster that is furthest from the target. After players move a large
monster toward or away from a target, players must place the monster as
close to or as far away from the target as possible, respectively. Otherwise,
large monsters follow the normal movement rules for large monsters.

Encounters
Encounters in cooperative adventures are different from encounters
in the base game and do not follow the same rules. An encounter 2
consists of all map tiles shown under the corresponding section of the
encounter guide and follows all rules in this section and on the respective
Exploration card.
1. The minion barghest has a Speed of 4 and is
The rules of an encounter affect the whole map unless otherwise stated. instructed to engage Tomble.
2. The minion barghest is two spaces away from
MAIN ENCOUNTERS AND EXPERIENCE POINTS Tomble, but because it is a large monster it can be
Main encounters are special encounters that are integral to each quest. placed so that it is adjacent to Tomble.
Main encounters are labeled with a number on their Exploration card and
corresponding section of the encounter guide. The outcome of one main
encounter will affect the next main encounter, ultimately leading up to
the final main encounter, or the Finale. OVERLAPPING MAP TILES
There are some situations in which players cannot set up an encounter
because it would cause a map tile to overlap with an existing map tile. To
solve this problem players must use end caps. An end cap is a two-square
Room of Souls tile that is connected to other map tiles on only one side.
A hero may spend 1 movement point while adjacent
to the cauldron to pick it up. As an action, the hero If map tiles overlap when placing a new encounter,
Heroes gain experience
carrying thepoints inmay
cauldron themove
first 1two main
space. encounters. When a
He cannot use end caps to create a hidden passage instead.
hero gains experience points,
move or be movedhe may immediately
through any other means.spend those experience Connect one end cap to the exit of the previous
points, along with any saved experience points from earlier in the quest, encounter. Then, place the new encounter in an
As an action, or by suffering 2 � and 2 �, while
by acquiring new skill to
adjacent cards
a pitof his class.
space, the heroPlayers may
carrying the save any unspent open space on the table and connect a second
experience points
cauldron may destroy it. He cannot performexperience
for future use, but can only spend any points end cap to the entrance of the new encounter.
immediately after gaining
actions other new experience
than those points.
listed above. End Cap
The two end caps are considered linked.
If the hero carrying the cauldron suffers any
CURRENTamount
ENCOUNTER
of � he tests �. If he fails, or is defeated, If a figure is on a linked end cap, the figure may spend one movement
the cauldron
The current encounter cracks.
is the encounter on the active Exploration card or point to move to the other linked end cap as if the spaces of both end
the most recentIfactive Exploration
a hero destroys card. discard it. That hero
the cauldron, caps were adjacent. If both spaces on the end cap a figure is moving to are
draws 1 search card, and each hero receives 2 XP. occupied, the hero or monster places his figure in the closest empty space
Then, refresh fate and discard this Exploration card.
ENTRANCES AND EXITS to that end cap.
Entrances and Ifexits
the cauldron cracks,
are defined advance
spaces doomencounter.
in each by 1 and Refer to the Monsters and heroes cannot attack through nor draw line of sight
encounter guide to locate an encounter’s entrance1 and
discard the cauldron. Each hero receives XP. exit.
through linked end caps.
Then, discard this Exploration card.

AFTER SETUP: Activate flesh moulders.


10
Defeated Heroes Transition to Act II
Each time a hero is defeated, advance fate by one. When an Exploration card instructs players to transition to Act II, they
perform the following:
Monster Activation During a 1. Place the Act I Shop Item deck back in the box, and move the Act II
Hero Turn Shop Item deck next to the loot track. When drawing cards for loot,
Some Exploration cards cause specific monster groups to activate after players will now draw from the Act II Shop Item deck.
the corresponding encounter is set up, even though it is not the Overlord 2. Replace all Act I Monster cards with Act II Monster cards. The new
phase. To activate monsters during a hero’s turn, draw an Activation card cards apply to monsters currently on the map as well as all future
and activate only the specified groups, then discard the Activation card. monsters.
Monster activation is described in detail on page 7.
Spawn and Place
If the encounter guide instructs players to spawn monsters, the players
place monsters on the map based on the number of heroes as indicated in
the encounter guide. If there are two heroes, place monsters on the spaces
marked “2.” If there are three heroes, place monsters on the spaces marked
Overlapping Map “2” and “3.” If there are four heroes, place monsters on the spaces marked
Tiles Example “2,” “3,” and “4.”

If players cannot spawn a monster because the required figure is already


on the map, remove that figure from the map, recover all damage and
1 remove any conditions on that monster, and place it as directed. When
players have to remove figures from the map in order to spawn monsters
for an encounter, those figures cannot come from that encounter.

Room of If a peril effect or overlord effect instructs players to place new monsters
Treasure Souls on the map and there are not enough figures to place, place as many
Vault figures as possible. When players are instructed to place monsters on the
map, they place master monsters first, respecting group limits.

Deadly The Golden Rules


Kennel
There are two very important rules that players should keep
in mind when playing cooperative adventures. These rules
are below:
1. The heroes have drawn the “Room of Souls” from
• If the text on a card conflicts with the rules listed in this
the Exploration deck. However, they cannot place
rulebook, the card takes precedence.
the “Room of Souls” because it would intersect with
the existing “Deadly Kennel.” • If a game effect has multiple potential targets and the
intended target is unclear, heroes choose the target of the
effect from among the potential targets.

2
Treasure
Room of
Vault
Souls

2. The heroes place an end cap on the encounter that


they are exiting, which is the “Treasure Vault.”
3. They also attach an end cap to the newly explored
encounter, which is “The Room of Souls.” This end
cap is linked to the one on the “Treasure Vault.”

11
Encounter Guide
The Onset
As you make your journey into the dungeon, corpses that lined
the floor begin to writhe with life. Behind you, near the sealed
entrance, monsters appear from the shadows!
You must stand together!
Each hero places his figures on a space marked with an
“X.” Spawn zombies and barghests as indicated.
19B

Treasure Vault
The room glows a magnificent golden hue. Riches from the
rich, forgotten valuables from the poor.
Collect 1 red, 1 green, and 1 blue objective token. Shuffle
the tokens together and place them facedown on the map as
indicated. No players should know which objective tokens Covered
are which color. Treasure 8B

Shiny Corridor
You catch a glint of something shiny in the corner of your eye,
but as you move forward it begins to vanish! 30B

Hall of Riddles
A lengthy riddle is inscribed onto the door at the far end of the
hall. The markings are handmade; the deep crevices hollowed
by unknown hands. 29B

Tunnel’s End
There is a ghastly pounding coming from the other side of the
door. “Quick, quick, come my heroes, shhh, quick, stop it, come,
now!” The voices fade and the pounding stops. The locked door
will require the force of two heroes. 28B

Encounter Key

Entrance
Barghests
Exit Shadow Dragons

Flesh
Moulders Zombies

12
Lengthy Sewers
Water drips from the ceiling as a cool breeze sweeps through
the putrid air. A burst of concentrated energy flies overhead,
just missing you!

Spawn flesh moulders as indicated.


21B
26B

Fog-Filled Passage
A green smog swirls from the door as you pull it open. Villagers
of Summers Glade begin to move towards you with their
hands outstretched. Once they get close you begin to
realize something: they’re all dead.

Spawn zombies as indicated. 20B

Trash Heap
An unbelievable stench hangs in this dreary space. The aroma
is intensified by an extreme heat coming from the far side of
the room. These are more of Tharn’s followers, blocking the
way to the locked exit. A magical key crafted from a dragon’s
scale lies in a large mound of filth, but if the dragons are
defeated too soon, the key will be lost with them.

Place search tokens equal to the number of heroes as


indicated. Spawn shadow dragons as indicated.

*In a 3-hero game, spawn only the master shadow


dragon as indicated.

2B

Deadly Kennel
Deep breathing and muffled yelps come from a pile of resting
barghests. The smell of rotting flesh still lingers between their
teeth. You spot a trap lever in the corner held in place by a
woven sack. You lean in forward to get a better look, but you
trip and stumble into the room!

Spawn barghests as indicated. Move the exploring hero


one space towards the master barghest.
5B

13
Room of Souls
Servants of the mighty dragon stand guard in front of a large
cauldron. Inside the stone container lies innocent souls, not yet
lost to the dragon’s control. Releasing the souls into the pit may
be their only chance of salvation. But you stand disturbed,
your presence provokes a chilling moan in the chorus of souls. Cauldron
Spawn flesh moulders as indicated. Place an objective
token facedown on the map as indicated.

4B

The Lava Tomb


The spirits have lured a helpless farmer away from his family and
chained him in this deathly tomb, doomed to suffer the same fate
they had to bear. He struggles with his bonds, like a squirming rat
in the eyes of a large serpent. He is the dragon’s next meal.

Spawn flesh moulders and barghests as indicated. Place a


11B
villager token on the map as indicated.
27B

12B
Farmer

Throne of the Fallen


Tharn, the massive dragon who commands this dungeon, spots your
band of heroes. With a thunderous roar he beckons the spirits to rise
from the ground. Anger and hatred flare as the dead villagers of
Summers Glade cast their eyes upon you. The only way out is a tunnel
that’s been sealed shut. You must be quick and avoid any traps, or you
too will become one of Tharn’s minions.
Spawn a shadow dragon as indicated. This is Tharn, he is
immediately Immobilized. Spawn barghests as indicated. Collect
1 red and 1 green objective token. Shuffle the tokens together and
place them facedown on the map as indicated. No players should
know which objective token is which color.

18B 1B

Blocked Trap
Tunnel

17B

14
Epilogue Credits
If you successfully destroy the tunnel in the Throne of the Fallen, read the Cooperative Adventure Rules Design: Jonathan E. Bove
following aloud:
Special thanks to Nathan I. Hajek and Justin Kemppainen for their
With a mighty blow, the wooden barricade blocking the tunnel is smashed to pieces. extensive input throughout the design process.
Seeing your escape, Tharn rises in a desperate rage, slamming his tail against the many
pillars of the great room. Piece by piece the dungeon's ceiling falls to the ground, collapsing Descent: Journeys in the Dark Second Edition Design: Adam Sadler and
the enormous castle. Tharn accepts his fate, but he refuses to allow you to leave alive. You
make your way through the small corridor, spotting the light of day in the distance. An Corey Konieczka with Daniel Lovat Clark
explosion of fire is released behind you, filling the tunnel with a deadly heat. You make it
outside just before the flames overtake you! The tunnel walls cave in, and you hear a faint Producer: Jason Walden
roar in the distance. The dragon's fate is sealed.
Editing & Proofreading: Brendan Weiskotten
The heroes win!
Graphic Design: Chris Beck
If the doom and fate counters occupy the same space, or all 8 villager
Graphic Design Manager: Brian Schomburg
tokens are placed on the Throne of the Fallen, read the following aloud:
Tharn's spirits have grabbed hold of you. Your bodies slow, and your minds become faded. Cover Art: Jesper Ejsing
The world around you changes into a warped dream. In the distance, Tharn approaches.
The beast takes great care with each step; his motions are calm. Then he is upon you. His Managing Art Director: Andrew Navaro
warm breath flows around you, yielding a strange sense of comfort. Tilting his head up,
Tharn samples the air, deciding whether his army of spirits will grow, or if his next meal Production Manager: Eric Knight
is prepared. Either way, your fate is sealed.
Executive Game Designer: Corey Konieczka
The heroes lose!
Executive Game Producer: Michael Hurley

Publisher: Christian T. Petersen

Playtesters: Brad Andres, Jason Bailey, Reagan Bailey, Samuel Bailey,


Mark Bell, Dane Beltrami, David Bernier, Maxime Bernier, Frank Brooks,
Pippin Brown, Kalani Craig, Marcel Cwertetschka, Joshua Danish,
Christian Emminger, John Evans, Herbert Graf, Russell Hall, Michaël
Juneau, Jean-Philippe Leclerc, Lukas Litzsinger, Isabella Mattasits, Aaron
Myers, Sarah Smith-Robbins, Peter Schober, John Taillon, Richard Wappel

© 2014 Fantasy Flight Publishing, Inc. No part of this product may be reproduced
without specific permission. Descent: Journeys in the Dark, Runebound, and Fantasy
Flight Supply are TM of Fantasy Flight Publishing, Inc. Fantasy Flight Games and the
FFG logo are ® of Fantasy Flight Publishing, Inc. Fantasy Flight Games is located at
1995 West County Road B2, Roseville, Minnesota, 55113, USA, and can be reached by
telephone at 651-639-1905. Retain this information for your records. Actual components
may vary from those shown. Made in USA. THIS PRODUCT IS NOT A TOY. NOT
INTENDED FOR USE OF PERSONS 13 YEARS OF AGE OR YOUNGER.

Visit Us on the Web


www.FantasyFlightGames.com

15
Quick Reference

Turn Summary Defeated Heroes


1. Hero Phase Each time a hero is defeated, advance fate by one.
2. Overlord Phase
a. Overlord Effects
Special Monster Rules
Shadow Dragons: The Fire Breath ability targets as many
b. Fate (If there is no active heroes as possible. The path cannot be traced through any
Exploration card, advance fate by monster figures.
one and resolve one Peril card.)
c. Monster Activation Movement Vocabulary
Toward: When a figure moves toward a target, the figure
Monster Activation moves into the target’s space if possible. Otherwise, the figure
must end its movement in the closest possible space to the
1. Determine Monster Group target following normal movement rules. The figure always
2. Note Active Effects takes the route that requires the fewest movement points.
3. Choose a Monster Away: When a figure moves away from a target, the figure
4. Perform Actions must increase the number of spaces between the figure and the
target with each space moved. If a figure cannot increase the
5. Continue/Complete Activation
number of spaces between the figure and the target, the figure
does not move.
Monsters Spending � Furthest: The target that is the greatest number of spaces away
1. Hero Skills from the monster.
2. Range
Closest: The target that is the fewest number of spaces away
3. Special from the monster.
4. Pierce
Engage: When an effect instructs a monster to engage a
5. Damage target, that monster performs a move action and moves toward
the specified target. If a monster would not move when
Doom and Fate performing this action, this action is not performed.

2 Spot: When an effect instructs a monster to spot a target, that


monster performs a move action and moves toward the closest
space from which it would have line of sight to the specified
target. If a monster already has line of sight to the target, that
monster does not perform this action. If there is no space on
1 the map from which the monster could have line of sight to the
target, a different target is selected.
3 4
LOS: Some monster activation actions contain the acronym
1. Doom 2. Fate 3. Fate 4. Fate “LOS.” This acronym stands for “line of sight” and follows all
Advances Advances Moves Refreshes of the rules for line of sight in the base game.
by 1 by 1 Backward
by 1

The Golden Rules


• If the text on a card conflicts with the rules listed in this
rulebook, the card takes precedence.
• If a game effect has multiple potential targets and the
intended target is unclear, heroes choose the target of the
effect from among the potential targets.

16

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