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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
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cracks.
10 Activation Cards
Each Fl
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1/10
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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
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.
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
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
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.
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.
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.
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
1
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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To win, the heroes must successfully complete the third main encounter
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enve.
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of the quest (see “Main Encounters and Experience Points” on page 10).
a c a ho th ldro
m f
e. Iis defeated,
The heroes win or lose the game together.
p
s ce d a l e o a e e l
the bcarr. inin ying o 5
sp hi acti ve uthe th. Ifhero herIfhhe 1 d, ior
1. Remove the starting encounter (identified by the star
pla ters a
en
a n
,Aws any re If
ion ma pdiciskcaamo
act heromay n
itrds pedactheof
dturniscinthe ovae cau
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in the upper-left corner) from the other Exploration
eren ro nhsie n, .disc
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el edest er. 3 dthe 1P TnraTdro raard
h lo receo ives ts 2 XP.
tok ffers oesth nth nsivtroys
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THE OVERLORD TRACK
daisrmca itdisc s H ard this a lora vil tion
If d her s ao1 sear
e ech f e quExp
o k h f 8ers.t!
cards and set it aside. It is not used to assemble the
h
t er c h r an
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bl.oEac wfre es fa
n,hhprefr 5t � mno!uIld
oth k
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ffe flanc h i
es we doo e s
um by 1 and
ter T livsuatadv oes l threce eq
t
Af ack i , +5 Ifaithe
H ed tcau o ldro
l nel a ETUldro
pp n Pcrac : Anct eks, herh hero ives 1 XP.
fai
Exploration deck. att ealth oes fdisctFuard
H e he ckThe r A
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locard
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un n.
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res
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.
arn
The doom (orange) and fate (purple) tokens advance toward each other
th e bl o e b o y , th
:R
ef r. Ts.h ng own
s th destr map floo
lder
rdli1 br n an n.
on the overlord track as the heroes fail to complete encounters, move
mou
th n a t is AFT UP vate uflesh on
e SETUP:ETActi d nge bloodcuolst
2. Remove the three main encounters (identified by o o i th ER S th e l . ie i ke
s n a ep,breaomb ive to
As ealth are o
, ERshakes ipe and tha
F
Aem
T or k sw and sohe m e 1 z ject is
H ens
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.
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.
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.
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!
guide and set up the map. Spawn barghests as indicated. Move the exploring hero
one space towards the master barghest.
5B
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
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
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
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.
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
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.
If an action has no effect, monsters do not perform that action. For 2/10
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.
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.
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.
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.
2
Treasure
Room of
Vault
Souls
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!
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.
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.
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!
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
12B
Farmer
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
© 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.
15
Quick Reference
16