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reset stamina to the default stamina of the explorer card • roll all which are given by a weapon, ability or/and effects to attack
• remove all explorer‘s markers from cards with lasting effects - active effects [chapter/events] can alter attack rolls
- "will" blocks arcane attacks, "armor" blocks regular attacks
• players can act in any order
- if an effect increases arcane attacks, even a regular attack is considered arcane
perform any actions till the explorer runs out of stamina or
they choose to end their turn: • attack roll is equal/greater than enemy‘s will [arcane] or armor [regular]:
- move explorer by 1 space, even through "ethereal" units [1 stamina] - deal 1 damage [remove/flip 1 heart token from the monster]
- activate ability of the explorer‘s card - damage is being dealt to all attacked units, you only roll attack once
- use consumeables [doesn‘t need to be equipped, discard after use]
- "Ethereal" units can only be targeted if you have an active ability that
- use equipped items enables you to target „ethereal“ units.
- use ability of chapter card - "Ethereal" units can be hit by exploding barrels and triggered trapped spaces
- use bound or active explorer event card
• some effects demand multiple targets
- interact with a map space you can choose the same target twice or even your own explorer
- use inventory [3 stamina]
- trade items with adjacent explorer [2 stamina]
traded items go to the inventory
• if a monster lost all heart tokens, it‘s destroyed. remove it from the game
- resolve any "when dies" effects of the destroyed monster card
• If the monster is destroyed during an explorer’s turn,
• if not all spawn spaces on the explorer‘s map tile are being destroyed,
restore 1 essence to that explorer.
the active player rolls 1D10
• level of the destroyed monster is lower than the current monster level:
• result is equal/greater than current spawn rating:
- remove the monster card and the standee from the game
are there already 4 or more monsters on the explorer‘s map tile: exception: level 4 monsters can‘t be removed from the game
- increase monster threat by 1
- don‘t spawn a monster and ignore the following instructions • level of the destroyed monster is greater/equal than the current monster level
and it‘s not a level 4 monster:
- draw a monster card and put the monster on or adjacent to
the closest spawn space of the active explorer - remove the standee from the map
- place the monster card on top of the destroyed monster deck
- put the monster card on the last position of the monster queue
- resolve a "comes into play" effect of the monster card
- reset the spawn rating to the default value of the current chapter
• result is less than the current spawn rating:
• By scrolling the map, monsters on discarded map tiles are being banished
- reduce the spawn rating by 1 This action is allowed if there is no explorer on a map tile that would be discarded.
- don‘t spawn a monster
- banished monsters don‘t restore any essence
- banished monsters don‘t trigger any "when dies" effects
• level of the destroyed monster is lower than the current monster level:
• after all players resolved their explorer and spawn phase, - remove the monster card and the standee from the game
only one player rolls 1D10 for the group exception: level 4 monsters can‘t be removed from the game
• result is equal/greater than current horror rating: • level of the destroyed monster is greater/equal than the current monster level
and it‘s not a level 4 monster:
- draw 1 horror event card and resolve any "comes into play" effects
- all monsters have access to the card‘s active ability on their turn - remove the standee from the map
- increase monster threat by 1 - place the monster card on top of the destroyed monster deck
• result is less than the current horror rating:
- lower horror rating by 1
• if a chapter space is activated, advance to the next chapter
- resolve "comes into play" effects of the new chapter
- if stated, shuffle higher level item cards into the corresponding decks
• activate monsters one by one according to the monster queue
each monster takes actions in this specific order: • if all explorers leave the map through an exit marker:
- uses ability of the current horror event card - resolve "comes into play" effects of the new chapter
- uses ability of its monster card - banish all monsters on all map tiles
- moves and attacks [if necessary, destroy door] - map tiles are being shuffled and placed under the map pile
[targets closest explorer/if tied, targets explorer with lower health] - if stated, shuffle higher level cards into the specific decks
• a blocked chapter can‘t be solved by using a chapter space.
it can only be solved by fulfilling its requirements.
• some chapters require a new map tile:
• if the threat rating hits its maximum, reset the slider and execute:
- place entry token onto the marked spaces [arrow points inwards]
- increase the monster level by 1 - place explorers onto entry marker or adjacent to it
- shuffle the monster cards of the new level into the monster deck - banish monsters that are on map tiles outside the new play area
- shuffle all destroyed monster cards back into the monster deck
• some chapters require an exit:
• the monster level reached its maximum of level 5
each time the threat rating is increased by 1, don‘t increase it, but execute: - place the exit token on the edge of any map tile in game
[arrow points outwards]
- each explorer has to destroy 1 item - you can‘t place the exit token onto or next to the entry token
- if the explorer can‘t destroy 1 item, the explorer dies
• restore 1 essence • if an explorer is on the edge of a map tile without an
• draw 2 cards of your choice entry/exit token, lose 2 stamine to explore a new map tile
• keep one or give it to an adjacent explorer
• put a new map tile into play. the direction symbol of the
• destroy the other card or put it back on top of its deck
new map tile has to be adjacent to the explorer‘s position
• after activating chest, put an explored token on top of it
• old map tiles which are not in the new 2x2 playing area
• explorer‘s class card can be immediately equipped
are being discarded, flipped and placed under the map pile
mystic crafter This action can be used if there is no explorer on a map tile
that would be discarded.
gunman bruiser
• monsters on discarded tiles are being banished

• draw 3 card of your choice • trigger trap lever for 2 stamina to activate trapped spaces
• swap items with your inventory on the explorer‘s map tile
• scheming monsters can trigger a trap lever for 3 stamina
• keep 1 card or give it to an adjacent explorer
• destroy remaining cards or put them back on top • units that are pulled/pushed onto a trap lever trigger it
of the corresponding deck
• effects can trigger trapped spaces on the whole game board
• equip/unequip, upgrade or augment items in inventory • after activating trap lever, put an explored token on top of it
• after activating workbench, put an explored token on top of it

• impassable space • if a trap lever is triggered, all units on trapped spaces


• obstructs the line of sight are being attacked by 3

• units that get moved/pushed/pulled onto a pit space • restore 1 Essence


are destroyed • draw 1 explorer event card
a card with a chain symbol is bound to the explorer
• mindless monsters never move onto a pit space
• resolve the "enters play" effect of the card
• after activating the event space, put an explored token on it

• obstacle that doesn‘t obstruct line of sight • roll 1 and get one of the following effects:
• explodes by a hit or by collision with an unit - nothing
all adjacent units are being attacked by 3 - restore 2 or 3 stamina
- restore 1 health
• after explosion, put an explored token on top of it
• after activating the recharge station, put an explored token on it

• passable space, doesn‘t obstruct line of sight • status "unlit" [without any token]
• monsters spawn on the space or adjacent to it - lose 3 stamina and 3 essence
- put an exlpored token on top of the chapter space
- advance to the next chapter
• Seal spawn space [3 stamina & 4 essence]
• status "lit" [with a light token]
- decrease monster threat by 1
- lose 1 stamina
- unit on spawn space gets destroyed, restore 1 essence
- flip light token to the explored side
- destroy space by putting 2 exlpored tokens - advance to the next chapter
on top of it. Now, the space is impassable
• status "destroyed" [with an explored token]
- resolve "light chapter":
a blocked chapter can‘t be solved by using a chapter space.
put 1 light token onto an available chapter space that
it can only be solved by fulfilling its requirements.
is on the same map tile as the activating explorer

destroy the given target [f.e. item, space, ...]


• doors can be opened/closed for 2 stamina
instant effect being resolved when comes into play
• scheming monsters can open/close doors for 3 stamina
unequip item • monsters can destroy doors
• a closed door breaks the line of sight
effect, roll 1D10
if result is equal/greater X, resolve effect • closed doors can be destroyed for 4 stamina
• use closed or destroyed marker to show the state of doors
counted condition
each time the condition is triggered, add an explored token to the card. • destroyed doors are not an impassable space and
If the number of tokens equals Y, resolve its effect don‘t obstruct the line of sight
meele targeting, attack adjacent unit
ranged targeting, distance X in line of sight. blocked by obstacles low attack die high attack die
ranged targeting, distance X in line of sight. ignores obstacles recharge die pay costs to trigger effect

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