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OTHER COMPONENTS BADDIE BQ - IN BATTLE

Gather some Atk Dice (6-10), Def Dice (10-12), and


ENCOUNTERS
The BQ may exceed 4. Additional Baddies will not join
Effect Dice (2-4 of each type), and Loot Dice and place the battle until there are less than 4 Baddies on the
them below the Battle Mat. Set the included D6 in this Your party must choose one of the options offered. You Battle Mat. When that occurs, once the round ends, the
area as well. may read the entire card and discuss before deciding. top Baddie(s) from the BQ will join and assume the first
Place the 4 Lane Marker Chips, 4 Baddie Initiative Dice You must successfully complete the Encounter to earn available Lane Marker(s) and Initiative Dice.
and Obstacle/Wreckage Chips above the Battle Mat. its rewards. Place the Baddie in the Lane matching its Lane Marker
Place the Round Counter Die, set to R1, at the top / left A Battle is successful if at least one Gearloc and on the space matching its Attack Form. If occupied,
side of the Battle Mat Initiative Meter. remains on the Battle Mat after all Baddies are the Baddie will instead take the first available Baddie
defeated. space (starting with Lane 1-4) that matches its Attack
CORE SET (CS) / UNDERTOW (UT) DIFFICULTY ADJUSTMENTS Form. Then, it will try lanes of the other Attack Form.
Adventurer - Use this mode when just starting out and If an Encounter is unsuccessful your party does not gain Each time a Krelln or Mech enters the Battle Mat, roll a
learning the game. any rewards and must immediately move into the D6 and place it on Starting Position matching that
SETUP Recovery Phase. Place undefeated Baddies face down number. If occupied, choose the next # up in sequence
• Add 2 to your Gearloc’s HP Stat before starting Day 1.
on the bottom of their appropriate Active Stacks. that is available (if 6 is occupied, go to 1).
BATTLE MAT, TYRANT, AND DAY COUNTER • Gain 1 Training Point before starting Day 1.
After an Encounter, discard it (unless it states
Place Battle Mat in center of play area. • If KO’d during your Adventure, dice in your Locked INITIATIVE METER
otherwise) or, if you earned a Progress Point reward,
Slots remain. In battle, a single turn from each Baddie and Gearloc
Select a Tyrant or draw one at random. You may look at stack this card under your Tyrant card with the point
both sides of the Tyrant Card and familiarize yourself Heroic Adventurer - Use this mode when you have a showing. makes up 1 full round. Initiative is built downward / left-
with its Skills and Tyrant Die effects. Place the Tyrant’s basic understanding of the game. to-right on the meter from highest (going first) to lowest.
Card, Chip, and Die to the left of the Battle Mat. • Add 1 to your Gearloc’s HP Stat before starting Day 1. BATTLE SETUP • The Round Counter Die goes on the top / left
Place the Day Counter Card and Chip (set to 1) below • Gain 1 Training Point before starting Day 1. side of the Ini Meter, starting with R1. Increase
the Tyrant Card. Legendary Adventurer - Use this mode when you are to R2, R3, etc., at the start of each new battle round.
WATER BATTLE / LAND BATTLE
ENCOUNTERS ready for the true challenge of TMB / Undertow! Encounter cards use these icons to indicate which side • After R5, the Fatigue rounds occur until the battle
• The ultimate test of Gearloc skill and mettle. of the Battle Mat to use. is completed. At the start of each Fatigue round,
Set aside any associated Tyrant Encounters. all units on the Battle Mat lose 1 HP that cannot be
• No training freebies.
Shuffle the General Encounter Deck (or Solo BATTLE SETUP SEQUENCE blocked or defended against in any way and all units
Encounter Deck if playing with 1 Gearloc) and draw • Too Many Bones / Undertow, straight up. may move diagonally.
Encounter Cards equal to the Day Allotment on the 1. Trigger “Before Battle” Effects and Skills.
Tyrant Card minus 3 cards / minus 2 cards. Shuffle INITIATIVE DICE PLACEMENT (R1)
GAME OBJECTIVE 2. Build BQ and add Obstacles per Encounter Card.
these with the set aside Tyrant Encounter Card(s) and • Place the Initiative Die of each Baddie in the Ini Meter
place them all to the left of the Battle Mat, story side up. Reach and defeat the selected Tyrant within its day 3. Place Top Baddie from BQ in its appropriate Lane in descending order. Any tie between Baddie Initiative
Find Special Encounters 001-003 and place them, in allotment to win. and Battle Mat position (also its HP, Lane Marker, is decided by Lane priority (ex: a Lane 1 Baddie
order, on top of the created Encounter Deck. and Initiative Die). Continue placing Baddies until would go above / to the left of a Lane 2 Baddie).
there are 4 on the mat or the BQ is empty.
Place a randomly chosen Day 1 (001-004) and Day 2 GAME PHASES • Each player rolls their Gearloc Ini Die to determine
(005-008) Special Encounter card, in order, on top of 4. Roll Gearloc Initiative Dice. Add them to Ini Meter. their Initiative. For any Initiative tie involving a
the created Encounter Deck. 1. NEW DAY 5. Place Gearlocs from their Prep Area onto Battle Mat Gearloc, the party chooses who goes first.
Optionally, add Cover Card on top of Encounter Deck. • Rotate Day Counter 1 day (skip on Day 1). in appropriate positions (with existing HP). INITIATIVE DICE DURING BATTLE (R2+)
Return other Tyrant, Encounter, and Special Encounter 2. ENCOUNTER PHASE 6. Set Round Counter Die to R1. • After initial placement, the [#] on Initiative Dice no
Cards to the box. • Draw an Encounter Card and read it to the party.
7. Trigger “Start of Battle” Effects and Skills. longer matters. The Ini Meter placement may be
LOOT & TROVE LOOT • Pick a choice & attempt to successfully complete it. modified during battle, but always in relation to other
• If successful, go to the Reward Phase. BATTLE QUEUE SETUP (BQ) units’ current Ini Meter “spots”.
Shuffle all Loot and Trove Loot cards separately and
place both decks (chest side up) to the right of the • If unsuccessful, skip the Reward Phase and go Unless you have scouted specific Baddies, the BQ • All Gearlocs, Tyrants, and 20Pt Baddies who enter
Battle Mat. Place the Lockpicking Dice nearby. If either directly to the Recover Phase. should be assembled face down. Greater Pt Baddies the battle after R1 enter at the top / left spot of the Ini
deck runs out, reshuffle discards to create new deck. 3. REWARD PHASE are placed higher on the stack than lesser Pt Baddies. Meter. All 1Pt, 5Pt, Krelln, and Mech Baddies enter at
the bottom / right spot. Follow R1 rules for any ties.
BADDIES • Gain your Choice Rewards (listed after each choice) Krelln and Mech participate whenever indicated on the
and any Encounter Rewards (listed at the bottom • Units with their Ini spots modified during the round will
Find all Baddies matching the Encounter Card, regardless the Tyrant being faced.
left/right corners of the card). take their new spots only after the round is complete.
Baddie Type icons on the Add - Create BQ as normal then place Krelln on top of
Tyrant Card. Flip them face down, shuffle, and create • If rewards include Loot or Trove Loot, draw them. BADDIE STARTING POSITIONS
BQ and Mech on bottom of BQ.
1Pt, 5Pt, and 20Pt Baddie Active Stacks. • If rewards include Training Point(s), use them. Use the colored positions for Baddies. Melee Baddies
Include - Subtract 3 Baddie Pts from BQ for each, then start on Melee positions. Ranged Baddies start on
Also shuffle and add stacks of 3Pt Krelln and • If rewards include Progress Point(s), record them.
place Krelln on top of BQ and Mech on bottom of BQ. Ranged positions.
3Pt Mech Baddies into their own piles. 4. RECOVERY PHASE Do not use excess if Baddie Pts don’t allow.
Place these stacks above the Battle Mat. If an Active The first Baddie to enter the Battle Mat goes in Lane 1,
• Freely trade Loot and Trove Loot within your party or If the Encounter Card specifies a Baddie or type, search
Stack runs out of Baddies, reshuffle defeated Baddies. the 2nd Baddie in Lane 2, etc. Baddies may change
leave any behind (discard it). the Baddie Active Stacks first, then out of play Baddies.
Return other Baddie Chips to the box. lanes when moving. Place a Lane Marker Chip
• Make a Lockpicking Attempt on your Trove Loot or matching a Baddie’s starting lane color under each
Place a few stacks of 8-10 Health Chips to the right of someone else’s. If the Encounter Card states “BQ: Baddie Pts”, you
your Baddie Active Stacks. create your initial BQ by calculating Baddie Pts. This is Baddie when it enters battle to track them.
• Individual Options (each Gearloc may choose 1): the default BQ setup method if none is stated.
GEARLOCS KRELLN / MECH STARTING POSITIONS
− Rest and Recover: Heal to full HP.
The Encounter Card or Skill modifications may specify Roll a D6 and place on matching Krelln / Mech Starting
Each player chooses a Gearloc and places their Mat, − Search for Better Loot: Discard 1 Loot then roll additional requirements that could affect this number. Position. If position is occupied, choose the next # up in
Chip (with # of starting Health Chips underneath it), 6 Atk Dice. For each you roll, reveal a Loot sequence that is available (if 6 is occupied, go to 1).
Initiative Die, and Stat Dice within reach. card. You may keep 1.
“BQ: Baddie Pts” Calculation
Place your Gearloc’s 16 Skill Dice in a Storage Tray − Scout the Area: Roll a D6. On 1-3: Reveal a 1Pt GEARLOC STARTING POSITIONS
near your Gearloc Mat. Step 1: Current Day x Number of Gearlocs in Party.
Baddie; 4-5: Reveal up to a 5Pt Baddie; 6: Use the grey positions for Gearlocs. Melee Gearlocs
Gearlocs start with any Skills on Gearloc Reference Reveal up to a 20Pt Baddie. Once revealed, you Step 2: Draw Baddies to equal Baddie Pts using high- start on Melee positions. Ranged Gearlocs start on
Sheet with a circle next to their name. Place the Skill may leave that Baddie face up on top of the est Pt Baddies when possible. Ranged positions. Melee-Ranged Gearlocs may start
Dice with corresponding numbers into those slots. Start stack or place it on the bottom. There is no limit Step 3: Stack them from highest to lowest Pt value. on either. Gearlocs may start on any Lane and may
Counter dice with their “0” side showing, if possible. to the # of Baddies you can reveal per stack. even double up on a single Lane.
EXHAUSTED DICE
GEARLOC DETAILS Unless otherwise noted, Skill Dice must be Exhausted BADDIES & TYRANTS MISCELLANEOUS
when used. Exhausted Dice are no longer available for
STATS the remainder of the current battle. All Exhausted Dice There are 4 (6) types of DAMAGE TYPES
Each Stat consists of a Starting Stat (printed on the are unexhausted after battle. Baddies: Tyrants, 1Pt, 5Pt, Damage (Dmg)
mat) which can be increased by using Training Points. 20Pt, 3Pt Krelln, and 3Pt Can be mitigated by Def Dice or Skills. Applied to Buff
Baddie Skills may force you to Exhaust Atk or Def Dice.
When upgraded, place a Stat Die in the corresponding Mechs. Each Baddie comes HP.
Each die Exhausted in this way reduces your Atk or Def
with its own chip and stats.
Stat Dice slot. The Starting Stat plus the value of the Stat by 1 for the remainder of the current battle. True Damage (True Dmg)
Stat Die equals the Gearloc’s current (Max) Stat. 1. HP: Place this number of Ignores Def Dice and Skills that do not affect True Dmg.
TALENTS - Innate & Innate +1
health chips under the Not applied to Buff HP.
Health (HP & Buff HP) Each Gearloc starts with an Innate talent useable Baddie.
HP is the number of Health Chips currently stacked throughout the adventure. Innate can be upgraded to EFFECT DICE
under your Gearloc Chip. HP cannot exceed its Max 2. Initiative: Ini Meter
Innate+1 by using 6 Bones on your Backup Plan. The
value. Excess Healing or Regen is lost. starting spot. Use Baddie Initiative Die to indicate Ini. Place on a Baddie or Gearloc Chip to show an Effect is
upgrade is useable the rest of the adventure. Keep
Gearloc chip non-star side up until upgraded, then flip it. 3. Attack Form: Melee Baddies can only attack Active. These are the only dice that get placed on
Buff HP is separate from HP and is placed in Gearloc’s Gearloc Chips.
Prep Area. Dmg (not True Dmg) is removed from Buff adjacent (not diagonal) opposing units. If none are
TRAINING present, they cannot attack this turn. Ranged Baddies
HP first. Buff HP is not counted toward Baddie LOOT DIE
targeting. Multiple Buff HP may be active at the same Party Training Points are earned through success- can attack any opposing unit, regardless of position.
time. ful completion of Encounters. When earned, each 4. Creature Type A Gearloc adjacent to a position with a Loot Die may
party member gains a Training Point usable toward a spend 1 Dex on their turn to pick it up. Immediately roll
KO’d and Gearloc Revival Stat or Skill Training Attempt. A Training Point gives you it and gain results:
Losing your last HP means you are KO’d. Remove your 1 Training Attempt for any Stat or Skill.
Heal yourself for 2 HP. Draw 1 Loot.
Gearloc and Ini Die from the Battle Mat. Remove all Training HP, Dex, or a Skill will always succeed. Train-
slotted Active, Locked, and Backup Plan dice. Use ing in Atk or Def requires a successful attempt (see Undertow-Only Baddies Heal yourself for 2 HP. Acquire Consumable Die of
Recovery Phase to replenish to full HP. Gearloc Adventuring Guide). your choice.
5. Defense: The [#] of Def Dice this Baddie rolls on its
A KO’d Gearloc may be revived during a battle with a If a Stat Training Attempt is successful, place (or in- turn, minus any active Def Dice. Rolled Def is made Draw 2 Loot.
Skill. When revived, set its HP to # shown on the Skill. It crease by 1) a Stat Die in the slot next to the Starting active by placing it on top of the Baddie chip. A
rejoins the battle at the end of the current round, Stat to reflect the new modified number. Stat Dice can- Baddie does not need a target in range to roll Def.
assuming a Starting Gearloc Position at top / left side of Draw 1 Trove Loot.
not go higher than 6. Armor - Place (do not roll) Def Dice totaling [#]
the Ini Meter. When Training a Skill, place the numbered die from Shuffle Special Encounter - The Ebonite Doorway
when unit enters Battle Mat (use minimum dice).
Dexterity (Dex) your Storage Tray in its corresponding slot on your mat. into Encounter Deck. If already shuffled in or
6. Attack: The [#] of Atk Dice this Baddie rolls against
Stat Dice and Skill Dice from Training remain through- completed, this result does nothing.
Dex is the total [#] of dice you may roll each turn (any its target on its turn. Total Sword [#] rolled is [#] Dmg
combination of Atk, Def & Skill Dice). out the adventure. done to its target. If Baddie has multiple targets, Units may be on same position as a Loot Die.
Dex may also be spent to move. Each space costs 1 PROFESSIONS these dice are rolled separately for each.
Dex to move into. Gearlocs may only move orthogonally 7. Skills: These Skills (in black) are always in effect. PROGRESS POINTS
(R1 - R5; all Units may move diagonally after R5) and A Profession is a set of Skills unique to each Gearloc.
They are listed in the top right corner of the Stat Area. 8. Backup Plan Skills: These Skills (in blue, with a Progress Points represent the party’s
cannot move thru other units. Each Dex spent for advancement toward the Tyrant. Once you earn
Corresponding Skills are linked by colored lines. Bones icon) trigger if a Baddie rolls at least the # of
movement reduces by 1 the dice you may roll this turn. Progress Points equal to or greater than this number
Starred Skills are always available for Training. Some Bones shown on the Baddie Chip from all its Atk and
Attack (Atk) Def Dice rolls combined this turn. If a triggered Skill you may choose to face the Tyrant instead of drawing
Skills have arrows pointing to them and do not have a an Encounter during your next Encounter Phase. You
Atk is the [#] of Atk Dice available to roll each turn. Each star. These Skills must be learned in order, starting with requires a target and the Baddie has multiple targets,
the party may choose. These Skills only trigger once are not required to challenge the Tyrant the day after
Atk Die costs 1 Dex to roll in battle. Atk Dice must have a Starred Skill and following the arrows. If 2 arrows earning the required Progress Points but you must
a target before rolled (one target only). point to a Skill, only 1 is needed to unlock it. per turn. Rolled Bones do not carry over.
defeat it before its day allotment is exceeded.
Rolling Skill Dice or Applying Skill Dice to Baddies is not You do not need to unlock all Skills in a Profession 9. Target(s): Determines which unit(s) this Baddie is
considered an “Attack” even if Skills do Dmg. before starting another Profession. pursuing and attacking. TRAINING POINTS
Each rolled Sword is [#] Dmg that may be combined 10.Diagonal Movement: Baddies with this symbol Party Training Points are earned through
CONSUMABLES may move diagonally starting in Round 1.
with other rolled Dmg and applied to a target. An successful completion of Encounters. When
Attack is “successful” if at least 1 Dmg is rolled. Any Consumable Dice cannot be gained using Training 11.Extra Baddies: A Baddie with one of these earned, each party member gains a Training Point
Dmg done to your target via Atk Dice is a “Hit”. Points. They are acquired through Loot or certain Back- symbols adds this many 5Pt Baddies to the usable toward a Skill or Stat Training Attempt. A
up Plans. Some Gearlocs start with them. top of the BQ when it enters the Battle Mat. Training Point gives you 1 Training Attempt for any Stat
Each rolled Bone may be used in your Backup Plan.
Unless otherwise noted, once a Consumable die is or Skill.
Defense (Def) used it is placed back in your Storage Tray. TYRANTS
Training HP, Dex, or a Skill will always succeed.
A Tyrant Card front shows the Creature Types you Training in Atk or Def requires a successful attempt
Def is the [#] of Def Dice available to roll each turn. LOOT are to use for this adventure and lists the Progress (see Gearloc Adventuring Guide).
Each Def Die costs 1 Dex to roll in battle.
Each Gearloc can hold up to 4 combined Loot & Trove Points required to challenge the Tyrant. Once you
Each rolled Shield may be placed in an Active slot. Loot. When drawing the 5th (or more), immediately earn Progress Points equal to or greater than this TAKING A TURN FOR A BADDIE
The total [#] of Shields in your Active slots is the [#] choose 4 to keep and discard the remaining. number you may choose to face the Tyrant instead of
of Atk Dmg you may prevent. Decrease Shields by this drawing an Encounter during your next Encounter You may occasionally need to take a turn for the
If not otherwise specified, during battle Loot & Baddie. This turn does not replace the Baddie’s normal
amount. Def Dice must be used for all incoming Dmg Phase. You are not required to challenge the Tyrant the
Trove Loot must be used on your turn. Turn a Loot turn but is an additional turn taken immediately with that
(except True Dmg) first before removing HP. day after earning the required Progress Points but you
card with multiple uses to show it has been used. After Baddie.
Each rolled Bone may be used in your Backup Plan. fully using a Loot card, discard it. must defeat it before its day allotment is exceeded.
The Tyrant Card back instructs how to setup the Tyrant When taking this turn, treat this Baddie as an Ally.
Trove Loot should remain “chest” side up until opened Gearlocs will move Baddie (up to 2 spaces), assign
ATTACK FORM - Melee / Melee-Ranged / Ranged battle and explains Tyrant Skills, including its Tyrant
via Lockpicking (see GARG for Lockpicking details). target(s), use Skills, and roll Atk/Def dice as shown on
Melee and Melee-Ranged Gearlocs can target 1 Die. You only need to defeat the Tyrant Baddie to
adjacent Baddie each turn. Some Skills may allow Used single-battle Loot stays in your Prep Area until win this battle. A failed Tyrant battle is handled the chip. All of these are optional.
Melee-Ranged Gearlocs to target non-adjacent End of Battle. Some Encounters / Campaign Cards are same as an unsuccessful Encounter battle and can be
Baddies. used as Loot. tried again if you have enough days for another try.
Heavy: Counts as 3 Loot. Along with its Atk and Def Dice, each Tyrant with
Ranged Gearlocs can target any 1 unit anywhere.
Permanent: Do not discard when used. this symbol on its chip has a unique Tyrant Die
Backup Plan Extensions: Grant additional BP Skills that is rolled each time the Tyrant takes a turn. This die
available as BPs. Using this counts as using your BP. is only rolled once per Tyrant turn.
BATTLE SEQUENCE • Use Backup Plan: Only 1 Backup Plan may be BADDIE MOVEMENT Water Battles
used per turn. Remove [#] Bones to use BP Skill Melee Baddies will always take the shortest possible During water battles, Gearlocs may not intention-
that costs [#]. Use Bones from left to right. Shift route toward a position adjacent to its target. If no ally move into a Krelln Starting Position. If an
A. Before Battle unused Bones all the way left. positions are available adjacent to any target(s), or if Encounter or Baddie Skill forces a Gearloc into one, it
Atk & Def dice used in a BP are removed. Skill already adjacent to an opposing unit, it will not move. cannot spend Dex in any other way except to “board the
B. Start of Battle raft” (move out of this position). This movement costs
Dice used in a BP must be Exhausted. If the BP Units cannot move through other units. Units cannot
C. Start of Round Skill uses only a part of a Multi-Bones Die, the +1 Dex in addition to the normal 1 Dex movement cost.
move onto or through Obstacles. Baddie movement is
entire die must be used and unspent Bones are not affected by Wreckage. Moving onto a position with a Wreckage Chip costs an
D. Unit Turns lost. Bones may remain in your BP until used but additional +1 Dex (total cost up to 3 Dex).
must be cleared at end of Battle or if KO’d. Melee Baddies may move up to 2 adjacent, orthogonal
GEARLOC TURN SEQUENCE positions toward target per turn (or diagonal after R5).
Loot: Unless otherwise specified, Loot can be used 6. Baddies React: Applicable Baddie skills trigger. MECH
Baddies with this symbol may move diagonally
anytime during your turn. Mech participate whenever indicated on the
starting in Round 1.
1. Start of Turn / Effects Trigger: Resolve BADDIE TURN SEQUENCE Encounter Card, regardless Tyrant being faced.
applicable Effect Dice on top of the Gearloc chip. 1. Start of Turn / Effects Trigger: Resolve Krelln cannot intentionally leave their starting positions.
Mech are a type of bot and are immune to Poison,
applicable Effect Dice on top of the Baddie chip. At the start of its turn, if it has no Gearloc to target, it will
2. Move: May use # Dex to move # adjacent Weaken, Terrify, Stun, Bleed, and Fatigue.
move to the next Krelln Starting Position # up in
orthogonal spaces (or diagonal after R5). 2. Determine Baddie’s Target(s): See below. sequence. If it then has a Gearloc to target it will attack If adding Mech, create BQ as normal then place
During water battles, Gearlocs may not as normal. If it cannot target a Gearloc it will attack an indicated Mech on bottom of BQ.
3. Move: Melee Baddies move up to 2 positions
intentionally move into a Krelln Starting Position. If toward their closest target if not already adjacent to adjacent raft position with no Wreckage. If including Mech, subtract 3 Baddie Pts from BQ for
an Encounter or Baddie Skill forces a Gearloc into an opposing unit (see below). each Mech indicated then place Mech on bottom of BQ.
If an attack on a position is successful (at least 1 Dmg
one, it cannot spend Dex in any other way except Do not use excess Mech if Baddie Pts don’t allow.
4. Skills: Any Skill for this Baddie that does not list a rolled), add a Wreckage Chip there.
to “board the raft” (move out of this position). This
movement costs +1 Dex in addition to the normal 1 specific trigger time resolves now, if possible. For If a Krelln is forced onto raft (through Skills) it can only Starting Positions
Dex movement cost. Baddie Skills that require a target, that target must move 1 position toward nearest Krelln Starting Position Each time a Mech enters the Battle Mat, roll a D6 and
be within attack range in order to apply that Skill. each turn. Once back in water it may use Skills and Atk. place it on Mech Starting Position matching that
Moving onto a position with a Wreckage Chip costs
an additional +1 Dex (total cost up to 3 Dex). 5. Roll Dice: Roll all of the Baddie’s inactive Def Dice Non-Krelln Baddies cannot be displaced into a Krelln number. If position is occupied, choose the next # up in
and also roll its Atk Dice if its target is within attack Starting Position for any reason. sequence that is available (if 6 is occupied, go to 1).
During land battles, Gearlocs may not
intentionally move into a Mech Starting Position. If range. If a Baddie can target multiple units and In Battle
an Encounter or Baddie Skill forces a Gearloc into they are in attack range, roll its Atk Dice for each. Mech behave much like conventional Baddies. They
may move onto and through Mech Starting Positions. Mech behave much like conventional Baddies. They
one, it cannot move to another. 6. Resolve the Roll: Place rolled Def on Baddie, may move onto and through Mech Starting Positions.
3. Determine Target if Attacking: If your roll apply total rolled Atk to target, and resolve any Non-Mech Baddies cannot enter Mech Starting
Non-Mech Baddies cannot enter Mech Starting
triggered Bones Skills. Positions intentionally. If a non-Mech Baddie is
contains Atk Dice or Skill Dice requiring a target, Positions intentionally. If a non-Mech Baddie is
select target before your roll (see “Attack Form”). displaced into one, it must use its first movement to
7. Gearlocs React: Applicable Gearloc Skills trigger. displaced into one, it must use its first movement to
move out of it unless it is adjacent to an opposing unit.
move out of it unless it is adjacent to an opposing unit.
4. Select and Roll Dice: Dex not used for movement In that case, it may remain and Atk.
E. End of Round In that case, it may remain and Atk.
represents how many dice may be rolled from your
pool. Your pool is your current Atk, Def (minus any F. Repeat C-E Until Baddies or Gearlocs Defeated Land Battles
Def Dice in an Active slot), and available Skill dice. During land battles, Gearlocs may not intentionally
G.End of Battle move into a Mech Starting Position. If an
5. Resolve the Roll: You do not need to use the KRELLN
result of any dice roll unless the Profession or icon Successful - Clear all dice from Active and Backup Encounter or Baddie Skill forces a Gearloc into one, its
rules state otherwise. Unused Skill Dice are Plan slots. Dice in Locked slots remain. Place all first moved position cannot be a Mech Starting Position.
Krelln participate whenever indicated on the
returned to their slot. Exhausted Skill Dice back in their Skill slots. Place
Encounter Card, regardless Tyrant being faced.
After roll, any of these may be done in any order: all Gearlocs, with their remaining HP, in their Prep OBSTACLES & WRECKAGE
Area. Move to Reward Phase. If adding Krelln, create BQ as normal then place
• Resolve Target Dmg & Effects: Total and apply indicated Krelln on top of BQ. Obstacle Chips
Unsuccessful - Clear all dice from Active, Locked,
rolled Dmg, and any other Dmg results or effects Obstacles are inanimate objects found in various
and Backup Plan slots. Place all Exhausted Skill If including Krelln, subtract 3 Baddie Pts from BQ for
from your Skills, to your target. Encounters. Units cannot move onto or through
Dice back in their Skill slots. Place KO’d Gearlocs each Krelln indicated then place Krelln on top of BQ. Do
• Resolve Non-Target Dmg & Effects: Use Skills in their Prep Area. Place undefeated Baddies face not use excess Krelln if Baddie Pts don’t allow. Obstacles.
that apply to non-Target Baddies or Instant Skills down on bottom of appropriate Active Stack. Move Obstacles may have HP. Obstacles with HP may only
to Recovery Phase. Starting Positions
that do not apply to Baddies. be attacked by Gearlocs using Atk Dice. Once the last
Each time a Krelln enters the Battle Mat, roll a D6 and HP is removed, remove Obstacle from Battle Mat. If an
• Allocate Active, Locked, Backup Plan (BP) BADDIE TARGETING place it on Krelln Starting Position matching that Obstacle starts with no HP, it cannot be removed.
Dice: You may place any rolled Def into open number. If position is occupied, choose the next # up in
Active slots. You may place any applicable Skills A Baddie with this Target symbol will attack the Baddies will not interact with Obstacles.
sequence that is available (if 6 is occupied, go to 1).
into your Active (or Ally Active) and Locked slots. weakest target (opposing unit with lowest HP). Encounters that use Obstacles
You may place Bones in BP slots as desired. A Baddie with this Target symbol will attack the In Battle have a graphic to show their
Up to 5 total Bones may be stored from turn to strongest target (opposing unit with highest HP). Krelln cannot intentionally leave their starting positions. type and placement.
turn. Place them left to right in the order they are At the start of its turn, if it has no Gearloc to target, it will
The party chooses on ties. Wreckage Chips
earned. Multi-Bones Dice take up multiple BP move to the next Krelln Starting Position # up in
slots (skip slots to show this). Atk and Def Dice Some Baddies will attack multiple targets (shown by [#] sequence. If it then has a Gearloc to target it will attack Wreckage represents a position on the raft that
stored as BP do not reduce the number of those figures within the Target icon) but will not attack the as normal. If it cannot target a Gearloc it will attack an has been destroyed. Rafts can only be
dice available to roll in future turns. same target more than once per turn. adjacent raft position with no Wreckage. destroyed by Krelln.
Active Dice remain until used but must be Ranged Baddies do not move and can target any If an attack on a position is successful (at least 1 Dmg When a Krelln “wrecks” a position, place a Wreckage
cleared at end of Battle or if KO’d. Locked Dice opposing unit on the Battle Mat. rolled), add a Wreckage Chip there. Chip there. Wrecked positions cost +1 Dex for Gearlocs
remain from battle to battle until used but must to move into. Baddie movement is not affected.
be cleared if KO’d. Skill Dice in Active and Melee Baddies always target and move toward the If a Krelln is forced onto a raft (through Skills) it can only
closest opposing unit. If there is a tie, use its Targeting move 1 position toward nearest Starting Position each If a 5th Wreckage Chip must be placed, the battle is
Locked slots must be Exhausted when used. ended and the Encounter is unsuccessful.
You may remove dice from Active or Locked value to determine which unit it pursues. turn. Once it re-enters water, it may use Skills and Atk.
slots at any time to free up space. Removed Skill Rafts are fully repaired (no wreckage) at the start of
Non-Krelln Baddies cannot be displaced into a Krelln
Dice must be Exhausted. each new Water Battle.
Starting Position for any reason.
Equipment (UT) - When this unit enters the Shock # (UT) - Exhaust # Skill Dice (player’s Trap (UT) - Land Encounters only. The first
BADDIE SKILLS & ENCOUNTER TERMS Battle Mat, roll a D6: choice) from target’s Skills Area (excluding dice Gearloc to enter the Battle Mat must roll a D6:
1 or 2 - Piece of Armor: Increase HP Stat by 2. used as counters). 1 or 2 - Gas Trap: Roll Poison Effect Die and
TMB = Too Many Bones Core Set
3 or 4 - Sharpening Stone: Increase Atk Stat apply results.
UT = Undertow Signal # (TMB / UT) - At the start of this unit’s
40D = 40 Days in Daelore
by 1 (place Atk Die on Baddie as reminder). turn, add a single lesser Baddie to bottom of BQ 3 or 4 - Electrical Trap: Cannot use Skills
5 or 6 - Eyeglass: Increase Ini Die by 2. (20Pt signals a 5Pt, 5Pt signals a 1Pt, 1Pt during Round 1 (use Disable Effect Die as
Aggravated (40D) - If any Baddie has been signals a 1Pt). This skill triggers # times (once reminder).
defeated this battle, this unit gains +2 Atk. Flee (UT) - Remove this unit from Battle Mat at per turn). 5 or 6 - Barbed Trap: Move down 2 spots on Ini
the end of Rounds 2 and 5. If that happens, Meter.
Assault (UT) - This unit’s Atk Stat is equal to its closest opposing unit with a Loot must discard 1. Stun (TMB) - Target loses its next turn
current HP. (negative effects apply). Place Stun Effect Treasure (UT) - When this unit is defeated,
Flight (TMB) - After this unit attacks, place a Die on target. place Loot Die on its position.
Bleed (TMB / UT / 40D) - Place Bleed Flight Effect Die on it, or if this effect is
Effect Die on target. This unit takes 1 True already there, remove it. While in Flight, this Submerge (UT) - If this unit would move, instead Trickery (UT) - When this unit enters Battle Mat,
Dmg at the start of its turn (lasts entire battle). unit is Untargetable. roll a D6 and move to # Krelln Starting Position. immediately add other Baddie: Goblin Guru
(20Pt, from Active Stacks only) to top of BQ.
Blind Strike # (UT / 40D) - Before moving, this Frenzy # (TMB / 40D) - If # of this unit’s Atk Dice Surprise (TMB / UT / 40D) - After setting Ini for When 2 Goblin Gurus are on the Battle Mat,
unit does # Dmg to strongest adjacent unit. hit - no - roll # Atk Dice again and deal total this battle, move all opposing units to bottom of Dmg dealt to one unit is only applied to the other.
Dmg of both rolls. Ini Meter (maintain their order).
Break (TMB) - Any Atk Dice used to reduce this Undead (TMB) - The first time this unit is
unit’s HP must be Exhausted. Hardy (TMB / UT / 40D) - Any turn this unit Swap (UT) - At the end of this unit’s turn, it will defeated, place it back on top of BQ. When it re-
takes Dmg to its HP (including True Dmg) total is switch positions with the closest strongest enters play, it starts with only 2 HP and its Attack
Bribable (40D) - On an opposing unit’s turn, that reduced to 1. opposing unit. Dice Stat is doubled.
unit may discard a Loot to immediately take an
extra turn for this unit (treat as an Ally). Inspire # (TMB / 40D) - The next Baddie on the Taunt (TMB / 40D) - Adjacent opposing Untargetable (TMB / UT) - Place Untarget-
Ini Meter takes their turn immediately after this units must attack this unit (units with able Effect Die on this unit. Until the start of
Callous (40D) - This unit can only lose HP from unit (move their Ini Die) and is granted # multiple targets will attack this unit multiple this unit’s next turn, it cannot be targeted by
Dmg dealt by Atk Dice. additional Atk Dice. times). Place Taunt Effect Die on this unit until opposing units (Baddies with no target on the
Lashback # (TMB) - Any turn this unit is the start of its next turn. Battle Mat will not move).
Careless # (TMB / UT / 40D) - This unit loses #
HP. damaged by an opposing unit, this unit will then Terrify (TMB) - After this unit is attacked, Weaken # (TMB / UT / 40D) - Place a #
do # Dmg back, so long as it was not defeated. place a Terrify Effect Die on the attacking Weaken Effect Die on target. Unit must
Compound (TMB / UT / 40D) - This unit’s Atk
Mischief # (TMB / UT / 40D) - Remove # dice unit until the end of its next turn. If a unit has a reduce its Dex by # next turn (Baddies also
Stat is equal to the current round # (Fatigue
(player’s choice) from target’s Active Slots before Terrify Effect Die on it at the start of its next turn, reduce Atk Stat).
Round = 5).
attacking. it may not target any Baddies with Skill: Terrify.
Corrosive (TMB) - After this unit attacks (and
One Mind (UT) - On this unit’s turn, all other Thick Skin # (TMB / 40D) - Ignore the first #
Dmg is applied), all remaining Def Dice in
Beast-Type Baddies roll 1 Atk Die against Dmg (no # counts as 1) this unit would take this
target’s Active slots must be immediately
their target(s). turn (does not ignore True Dmg).
Exhausted.
Cunning (40D) - Opposing units may only target Persistent (TMB / UT / 40D) - Place this card
this unit if it is the strongest Baddie on the Battle next to your Tyrant Card and follow its
Mat. instructions.

Detonate # (UT) - If this unit is at less than full Poison # (TMB / UT / 40D) - Set or reset a
HP after moving, it will defeat itself and deal # Poison Effect Die on target to #. Target takes
True Dmg to each adjacent position. True Dmg equal to the Effect Die # at the start of
its turn. After applying Dmg, reduce Effect Die by
Disruption (UT) - Advance Round Counter Die 1 (only 1 Poison Effect Die per target).
to Fatigue Round at the end of the round.
Rage # (TMB) - If this unit is not at full HP, it
Dive (TMB) - If the Flight Effect Die is Active on gains # additional Atk Dice.
this unit at the start of its turn, immediately place
this unit adjacent to weakest available opposing Raiding (TMB / 40D) - This unit gains 1 extra
unit (and target it). Atk Die for every additional Orc-Type Baddie
on Battle Mat.
Dodge (UT) - This unit’s HP cannot be reduced
with Atk Dice. Recover # (TMB / 40D) - This unit gains # HP
(up to full) at the start of its turn.
Engulf (TMB / 40D) - All Dmg rolled by this unit
also hits all units adjacent to target (including Secrete # (40D) - When attacked by adjacent
self) as well as triggers reaction Skills, if opposing unit, add # Poison Effect Die to that
applicable. unit.
Self Repair # (UT) - At the start of this unit’s
turn, place Def Dice totaling # on it (up to
stat).
OTHER COMPONENTS BADDIE BQ - IN BATTLE
Gather some Atk Dice (6-10), Def Dice (10-12), and
ENCOUNTERS
The BQ may exceed 4. Additional Baddies will not join
Effect Dice (2-4 of each type), and Loot Dice and place the battle until there are less than 4 Baddies on the
them below the Battle Mat. Set the included D6 in this Your party must choose one of the options offered. You Battle Mat. When that occurs, once the round ends, the
area as well. may read the entire card and discuss before deciding. top Baddie(s) from the BQ will join and assume the first
Place the 4 Lane Marker Chips, 4 Baddie Initiative Dice You must successfully complete the Encounter to earn available Lane Marker(s) and Initiative Dice.
and Obstacle/Wreckage Chips above the Battle Mat. its rewards. Place the Baddie in the Lane matching its Lane Marker
Place the Round Counter Die, set to R1, at the top / left A Battle is successful if at least one Gearloc and on the space matching its Attack Form. If occupied,
side of the Battle Mat Initiative Meter. remains on the Battle Mat after all Baddies are the Baddie will instead take the first available Baddie
defeated. space (starting with Lane 1-4) that matches its Attack
CORE SET (CS) / UNDERTOW (UT) DIFFICULTY ADJUSTMENTS Form. Then, it will try lanes of the other Attack Form.
Adventurer - Use this mode when just starting out and If an Encounter is unsuccessful your party does not gain Each time a Krelln or Mech enters the Battle Mat, roll a
learning the game. any rewards and must immediately move into the D6 and place it on Starting Position matching that
SETUP Recovery Phase. Place undefeated Baddies face down number. If occupied, choose the next # up in sequence
• Add 2 to your Gearloc’s HP Stat before starting Day 1.
on the bottom of their appropriate Active Stacks. that is available (if 6 is occupied, go to 1).
BATTLE MAT, TYRANT, AND DAY COUNTER • Gain 1 Training Point before starting Day 1.
After an Encounter, discard it (unless it states
Place Battle Mat in center of play area. • If KO’d during your Adventure, dice in your Locked INITIATIVE METER
otherwise) or, if you earned a Progress Point reward,
Slots remain. In battle, a single turn from each Baddie and Gearloc
Select a Tyrant or draw one at random. You may look at stack this card under your Tyrant card with the point
both sides of the Tyrant Card and familiarize yourself Heroic Adventurer - Use this mode when you have a showing. makes up 1 full round. Initiative is built downward / left-
with its Skills and Tyrant Die effects. Place the Tyrant’s basic understanding of the game. to-right on the meter from highest (going first) to lowest.
Card, Chip, and Die to the left of the Battle Mat. • Add 1 to your Gearloc’s HP Stat before starting Day 1. BATTLE SETUP • The Round Counter Die goes on the top / left
Place the Day Counter Card and Chip (set to 1) below • Gain 1 Training Point before starting Day 1. side of the Ini Meter, starting with R1. Increase
the Tyrant Card. Legendary Adventurer - Use this mode when you are to R2, R3, etc., at the start of each new battle round.
WATER BATTLE / LAND BATTLE
ENCOUNTERS ready for the true challenge of TMB / Undertow! Encounter cards use these icons to indicate which side • After R5, the Fatigue rounds occur until the battle
• The ultimate test of Gearloc skill and mettle. of the Battle Mat to use. is completed. At the start of each Fatigue round,
Set aside any associated Tyrant Encounters. all units on the Battle Mat lose 1 HP that cannot be
• No training freebies.
Shuffle the General Encounter Deck (or Solo BATTLE SETUP SEQUENCE blocked or defended against in any way and all units
Encounter Deck if playing with 1 Gearloc) and draw • Too Many Bones / Undertow, straight up. may move diagonally.
Encounter Cards equal to the Day Allotment on the 1. Trigger “Before Battle” Effects and Skills.
Tyrant Card minus 3 cards / minus 2 cards. Shuffle INITIATIVE DICE PLACEMENT (R1)
GAME OBJECTIVE 2. Build BQ and add Obstacles per Encounter Card.
these with the set aside Tyrant Encounter Card(s) and • Place the Initiative Die of each Baddie in the Ini Meter
place them all to the left of the Battle Mat, story side up. Reach and defeat the selected Tyrant within its day 3. Place Top Baddie from BQ in its appropriate Lane in descending order. Any tie between Baddie Initiative
Find Special Encounters 001-003 and place them, in allotment to win. and Battle Mat position (also its HP, Lane Marker, is decided by Lane priority (ex: a Lane 1 Baddie
order, on top of the created Encounter Deck. and Initiative Die). Continue placing Baddies until would go above / to the left of a Lane 2 Baddie).
there are 4 on the mat or the BQ is empty.
Place a randomly chosen Day 1 (001-004) and Day 2 GAME PHASES • Each player rolls their Gearloc Ini Die to determine
(005-008) Special Encounter card, in order, on top of 4. Roll Gearloc Initiative Dice. Add them to Ini Meter. their Initiative. For any Initiative tie involving a
the created Encounter Deck. 1. NEW DAY 5. Place Gearlocs from their Prep Area onto Battle Mat Gearloc, the party chooses who goes first.
Optionally, add Cover Card on top of Encounter Deck. • Rotate Day Counter 1 day (skip on Day 1). in appropriate positions (with existing HP). INITIATIVE DICE DURING BATTLE (R2+)
Return other Tyrant, Encounter, and Special Encounter 2. ENCOUNTER PHASE 6. Set Round Counter Die to R1. • After initial placement, the [#] on Initiative Dice no
Cards to the box. • Draw an Encounter Card and read it to the party.
7. Trigger “Start of Battle” Effects and Skills. longer matters. The Ini Meter placement may be
LOOT & TROVE LOOT • Pick a choice & attempt to successfully complete it. modified during battle, but always in relation to other
• If successful, go to the Reward Phase. BATTLE QUEUE SETUP (BQ) units’ current Ini Meter “spots”.
Shuffle all Loot and Trove Loot cards separately and
place both decks (chest side up) to the right of the • If unsuccessful, skip the Reward Phase and go Unless you have scouted specific Baddies, the BQ • All Gearlocs, Tyrants, and 20Pt Baddies who enter
Battle Mat. Place the Lockpicking Dice nearby. If either directly to the Recover Phase. should be assembled face down. Greater Pt Baddies the battle after R1 enter at the top / left spot of the Ini
deck runs out, reshuffle discards to create new deck. 3. REWARD PHASE are placed higher on the stack than lesser Pt Baddies. Meter. All 1Pt, 5Pt, Krelln, and Mech Baddies enter at
the bottom / right spot. Follow R1 rules for any ties.
BADDIES • Gain your Choice Rewards (listed after each choice) Krelln and Mech participate whenever indicated on the
and any Encounter Rewards (listed at the bottom • Units with their Ini spots modified during the round will
Find all Baddies matching the Encounter Card, regardless the Tyrant being faced.
left/right corners of the card). take their new spots only after the round is complete.
Baddie Type icons on the Add - Create BQ as normal then place Krelln on top of
Tyrant Card. Flip them face down, shuffle, and create • If rewards include Loot or Trove Loot, draw them. BADDIE STARTING POSITIONS
BQ and Mech on bottom of BQ.
1Pt, 5Pt, and 20Pt Baddie Active Stacks. • If rewards include Training Point(s), use them. Use the colored positions for Baddies. Melee Baddies
Include - Subtract 3 Baddie Pts from BQ for each, then start on Melee positions. Ranged Baddies start on
Also shuffle and add stacks of 3Pt Krelln and • If rewards include Progress Point(s), record them.
place Krelln on top of BQ and Mech on bottom of BQ. Ranged positions.
3Pt Mech Baddies into their own piles. 4. RECOVERY PHASE Do not use excess if Baddie Pts don’t allow.
Place these stacks above the Battle Mat. If an Active The first Baddie to enter the Battle Mat goes in Lane 1,
• Freely trade Loot and Trove Loot within your party or If the Encounter Card specifies a Baddie or type, search
Stack runs out of Baddies, reshuffle defeated Baddies. the 2nd Baddie in Lane 2, etc. Baddies may change
leave any behind (discard it). the Baddie Active Stacks first, then out of play Baddies.
Return other Baddie Chips to the box. lanes when moving. Place a Lane Marker Chip
• Make a Lockpicking Attempt on your Trove Loot or matching a Baddie’s starting lane color under each
Place a few stacks of 8-10 Health Chips to the right of someone else’s. If the Encounter Card states “BQ: Baddie Pts”, you
your Baddie Active Stacks. create your initial BQ by calculating Baddie Pts. This is Baddie when it enters battle to track them.
• Individual Options (each Gearloc may choose 1): the default BQ setup method if none is stated.
GEARLOCS KRELLN / MECH STARTING POSITIONS
− Rest and Recover: Heal to full HP.
The Encounter Card or Skill modifications may specify Roll a D6 and place on matching Krelln / Mech Starting
Each player chooses a Gearloc and places their Mat, − Search for Better Loot: Discard 1 Loot then roll additional requirements that could affect this number. Position. If position is occupied, choose the next # up in
Chip (with # of starting Health Chips underneath it), 6 Atk Dice. For each you roll, reveal a Loot sequence that is available (if 6 is occupied, go to 1).
Initiative Die, and Stat Dice within reach. card. You may keep 1.
“BQ: Baddie Pts” Calculation
Place your Gearloc’s 16 Skill Dice in a Storage Tray − Scout the Area: Roll a D6. On 1-3: Reveal a 1Pt GEARLOC STARTING POSITIONS
near your Gearloc Mat. Baddie; 4-5: Reveal up to a 5Pt Baddie; 6: Step 1: Current Day x Number of Gearlocs in Party.
Use the grey positions for Gearlocs. Melee Gearlocs
Gearlocs start with any Skills on Gearloc Reference Reveal up to a 20Pt Baddie. Once revealed, you Step 2: Draw Baddies to equal Baddie Pts using high- start on Melee positions. Ranged Gearlocs start on
Sheet with a circle next to their name. Place the Skill may leave that Baddie face up on top of the est Pt Baddies when possible. Ranged positions. Melee-Ranged Gearlocs may start
Dice with corresponding numbers into those slots. Start stack or place it on the bottom. There is no limit Step 3: Stack them from highest to lowest Pt value. on either. Gearlocs may start on any Lane and may
Counter dice with their “0” side showing, if possible. to the # of Baddies you can reveal per stack. even double up on a single Lane.
EXHAUSTED DICE
GEARLOC DETAILS Unless otherwise noted, Skill Dice must be Exhausted BADDIES & TYRANTS MISCELLANEOUS
when used. Exhausted Dice are no longer available for
STATS the remainder of the current battle. All Exhausted Dice There are 4 (6) types of DAMAGE TYPES
Each Stat consists of a Starting Stat (printed on the are unexhausted after battle. Baddies: Tyrants, 1Pt, 5Pt, Damage (Dmg)
mat) which can be increased by using Training Points. 20Pt, 3Pt Krelln, and 3Pt Can be mitigated by Def Dice or Skills. Applied to Buff
Baddie Skills may force you to Exhaust Atk or Def Dice.
When upgraded, place a Stat Die in the corresponding Mechs. Each Baddie comes HP.
Each die Exhausted in this way reduces your Atk or Def
with its own chip and stats.
Stat Dice slot. The Starting Stat plus the value of the Stat by 1 for the remainder of the current battle. True Damage (True Dmg)
Stat Die equals the Gearloc’s current (Max) Stat. 1. HP: Place this number of Ignores Def Dice and Skills that do not affect True Dmg.
TALENTS - Innate & Innate +1
health chips under the Not applied to Buff HP.
Health (HP & Buff HP) Each Gearloc starts with an Innate talent useable Baddie.
HP is the number of Health Chips currently stacked throughout the adventure. Innate can be upgraded to EFFECT DICE
under your Gearloc Chip. HP cannot exceed its Max 2. Initiative: Ini Meter
Innate+1 by using 6 Bones on your Backup Plan. The
value. Excess Healing or Regen is lost. starting spot. Use Baddie Initiative Die to indicate Ini. Place on a Baddie or Gearloc Chip to show an Effect is
upgrade is useable the rest of the adventure. Keep
Gearloc chip non-star side up until upgraded, then flip it. 3. Attack Form: Melee Baddies can only attack Active. These are the only dice that get placed on
Buff HP is separate from HP and is placed in Gearloc’s Gearloc Chips.
Prep Area. Dmg (not True Dmg) is removed from Buff adjacent (not diagonal) opposing units. If none are
TRAINING present, they cannot attack this turn. Ranged Baddies
HP first. Buff HP is not counted toward Baddie LOOT DIE
targeting. Multiple Buff HP may be active at the same Party Training Points are earned through success- can attack any opposing unit, regardless of position.
time. ful completion of Encounters. When earned, each 4. Creature Type A Gearloc adjacent to a position with a Loot Die may
party member gains a Training Point usable toward a spend 1 Dex on their turn to pick it up. Immediately roll
KO’d and Gearloc Revival Stat or Skill Training Attempt. A Training Point gives you it and gain results:
Losing your last HP means you are KO’d. Remove your 1 Training Attempt for any Stat or Skill.
Heal yourself for 2 HP. Draw 1 Loot.
Gearloc and Ini Die from the Battle Mat. Remove all Training HP, Dex, or a Skill will always succeed. Train-
slotted Active, Locked, and Backup Plan dice. Use ing in Atk or Def requires a successful attempt (see Undertow-Only Baddies Heal yourself for 2 HP. Acquire Consumable Die of
Recovery Phase to replenish to full HP. Gearloc Adventuring Guide). your choice.
5. Defense: The [#] of Def Dice this Baddie rolls on its
A KO’d Gearloc may be revived during a battle with a If a Stat Training Attempt is successful, place (or in- turn, minus any active Def Dice. Rolled Def is made Draw 2 Loot.
Skill. When revived, set its HP to # shown on the Skill. It crease by 1) a Stat Die in the slot next to the Starting active by placing it on top of the Baddie chip. A
rejoins the battle at the end of the current round, Stat to reflect the new modified number. Stat Dice can- Baddie does not need a target in range to roll Def.
assuming a Starting Gearloc Position at top / left side of Draw 1 Trove Loot.
not go higher than 6. Armor - Place (do not roll) Def Dice totaling [#]
the Ini Meter. When Training a Skill, place the numbered die from Shuffle Special Encounter - The Ebonite Doorway
when unit enters Battle Mat (use minimum dice).
Dexterity (Dex) your Storage Tray in its corresponding slot on your mat. into Encounter Deck. If already shuffled in or
6. Attack: The [#] of Atk Dice this Baddie rolls against
Stat Dice and Skill Dice from Training remain through- completed, this result does nothing.
Dex is the total [#] of dice you may roll each turn (any its target on its turn. Total Sword [#] rolled is [#] Dmg
combination of Atk, Def & Skill Dice). out the adventure. done to its target. If Baddie has multiple targets, Units may be on same position as a Loot Die.
Dex may also be spent to move. Each space costs 1 PROFESSIONS these dice are rolled separately for each.
Dex to move into. Gearlocs may only move orthogonally 7. Skills: These Skills (in black) are always in effect. PROGRESS POINTS
(R1 - R5; all Units may move diagonally after R5) and A Profession is a set of Skills unique to each Gearloc.
They are listed in the top right corner of the Stat Area. 8. Backup Plan Skills: These Skills (in blue, with a Progress Points represent the party’s
cannot move thru other units. Each Dex spent for advancement toward the Tyrant. Once you earn
Corresponding Skills are linked by colored lines. Bones icon) trigger if a Baddie rolls at least the # of
movement reduces by 1 the dice you may roll this turn. Progress Points equal to or greater than this number
Starred Skills are always available for Training. Some Bones shown on the Baddie Chip from all its Atk and
Attack (Atk) Def Dice rolls combined this turn. If a triggered Skill you may choose to face the Tyrant instead of drawing
Skills have arrows pointing to them and do not have a an Encounter during your next Encounter Phase. You
Atk is the [#] of Atk Dice available to roll each turn. Each star. These Skills must be learned in order, starting with requires a target and the Baddie has multiple targets,
the party may choose. These Skills only trigger once are not required to challenge the Tyrant the day after
Atk Die costs 1 Dex to roll in battle. Atk Dice must have a Starred Skill and following the arrows. If 2 arrows earning the required Progress Points but you must
a target before rolled (one target only). point to a Skill, only 1 is needed to unlock it. per turn. Rolled Bones do not carry over.
defeat it before its day allotment is exceeded.
Rolling Skill Dice or Applying Skill Dice to Baddies is not You do not need to unlock all Skills in a Profession 9. Target(s): Determines which unit(s) this Baddie is
considered an “Attack” even if Skills do Dmg. before starting another Profession. pursuing and attacking. TRAINING POINTS
Each rolled Sword is [#] Dmg that may be combined 10.Diagonal Movement: Baddies with this symbol Party Training Points are earned through
CONSUMABLES may move diagonally starting in Round 1.
with other rolled Dmg and applied to a target. An successful completion of Encounters. When
Attack is “successful” if at least 1 Dmg is rolled. Any Consumable Dice cannot be gained using Training 11.Extra Baddies: A Baddie with one of these earned, each party member gains a Training Point
Dmg done to your target via Atk Dice is a “Hit”. Points. They are acquired through Loot or certain Back- symbols adds this many 5Pt Baddies to the usable toward a Skill or Stat Training Attempt. A
up Plans. Some Gearlocs start with them. top of the BQ when it enters the Battle Mat. Training Point gives you 1 Training Attempt for any Stat
Each rolled Bone may be used in your Backup Plan.
Unless otherwise noted, once a Consumable die is or Skill.
Defense (Def) used it is placed back in your Storage Tray. TYRANTS
Training HP, Dex, or a Skill will always succeed.
A Tyrant Card front shows the Creature Types you Training in Atk or Def requires a successful attempt
Def is the [#] of Def Dice available to roll each turn. LOOT are to use for this adventure and lists the Progress (see Gearloc Adventuring Guide).
Each Def Die costs 1 Dex to roll in battle.
Each Gearloc can hold up to 4 combined Loot & Trove Points required to challenge the Tyrant. Once you
Each rolled Shield may be placed in an Active slot. Loot. When drawing the 5th (or more), immediately earn Progress Points equal to or greater than this TAKING A TURN FOR A BADDIE
The total [#] of Shields in your Active slots is the [#] choose 4 to keep and discard the remaining. number you may choose to face the Tyrant instead of
of Atk Dmg you may prevent. Decrease Shields by this drawing an Encounter during your next Encounter You may occasionally need to take a turn for the
If not otherwise specified, during battle Loot & Baddie. This turn does not replace the Baddie’s normal
amount. Def Dice must be used for all incoming Dmg Phase. You are not required to challenge the Tyrant the
Trove Loot must be used on your turn. Turn a Loot turn but is an additional turn taken immediately with that
(except True Dmg) first before removing HP. day after earning the required Progress Points but you
card with multiple uses to show it has been used. After Baddie.
Each rolled Bone may be used in your Backup Plan. fully using a Loot card, discard it. must defeat it before its day allotment is exceeded.
The Tyrant Card back instructs how to setup the Tyrant When taking this turn, treat this Baddie as an Ally.
Trove Loot should remain “chest” side up until opened Gearlocs will move Baddie (up to 2 spaces), assign
ATTACK FORM - Melee / Melee-Ranged / Ranged battle and explains Tyrant Skills, including its Tyrant
via Lockpicking (see GARG for Lockpicking details). target(s), use Skills, and roll Atk/Def dice as shown on
Melee and Melee-Ranged Gearlocs can target 1 Die. You only need to defeat the Tyrant Baddie to
adjacent Baddie each turn. Some Skills may allow Used single-battle Loot stays in your Prep Area until win this battle. A failed Tyrant battle is handled the chip. All of these are optional.
Melee-Ranged Gearlocs to target non-adjacent End of Battle. Some Encounters / Campaign Cards are same as an unsuccessful Encounter battle and can be
Baddies. used as Loot. tried again if you have enough days for another try.
Heavy: Counts as 3 Loot. Along with its Atk and Def Dice, each Tyrant with
Ranged Gearlocs can target any 1 unit anywhere.
Permanent: Do not discard when used. this symbol on its chip has a unique Tyrant Die
Backup Plan Extensions: Grant additional BP Skills that is rolled each time the Tyrant takes a turn. This die
available as BPs. Using this counts as using your BP. is only rolled once per Tyrant turn.
BATTLE SEQUENCE • Use Backup Plan: Only 1 Backup Plan may be BADDIE MOVEMENT Water Battles
used per turn. Remove [#] Bones to use BP Skill Melee Baddies will always take the shortest possible During water battles, Gearlocs may not intention-
that costs [#]. Use Bones from left to right. Shift route toward a position adjacent to its target. If no ally move into a Krelln Starting Position. If an
A. Before Battle unused Bones all the way left. positions are available adjacent to any target(s), or if Encounter or Baddie Skill forces a Gearloc into one, it
Atk & Def dice used in a BP are removed. Skill already adjacent to an opposing unit, it will not move. cannot spend Dex in any other way except to “board the
B. Start of Battle raft” (move out of this position). This movement costs
Dice used in a BP must be Exhausted. If the BP Units cannot move through other units. Units cannot
C. Start of Round Skill uses only a part of a Multi-Bones Die, the +1 Dex in addition to the normal 1 Dex movement cost.
move onto or through Obstacles. Baddie movement is
entire die must be used and unspent Bones are not affected by Wreckage. Moving onto a position with a Wreckage Chip costs an
D. Unit Turns lost. Bones may remain in your BP until used but additional +1 Dex (total cost up to 3 Dex).
must be cleared at end of Battle or if KO’d. Melee Baddies may move up to 2 adjacent, orthogonal
GEARLOC TURN SEQUENCE positions toward target per turn (or diagonal after R5).
Loot: Unless otherwise specified, Loot can be used 6. Baddies React: Applicable Baddie skills trigger. MECH
Baddies with this symbol may move diagonally
anytime during your turn. Mech participate whenever indicated on the
starting in Round 1.
1. Start of Turn / Effects Trigger: Resolve BADDIE TURN SEQUENCE Encounter Card, regardless Tyrant being faced.
applicable Effect Dice on top of the Gearloc chip. 1. Start of Turn / Effects Trigger: Resolve Krelln cannot intentionally leave their starting positions.
Mech are a type of bot and are immune to Poison,
applicable Effect Dice on top of the Baddie chip. At the start of its turn, if it has no Gearloc to target, it will
2. Move: May use # Dex to move # adjacent Weaken, Terrify, Stun, Bleed, and Fatigue.
move to the next Krelln Starting Position # up in
orthogonal spaces (or diagonal after R5). 2. Determine Baddie’s Target(s): See below. sequence. If it then has a Gearloc to target it will attack If adding Mech, create BQ as normal then place
During water battles, Gearlocs may not as normal. If it cannot target a Gearloc it will attack an indicated Mech on bottom of BQ.
3. Move: Melee Baddies move up to 2 positions
intentionally move into a Krelln Starting Position. If toward their closest target if not already adjacent to adjacent raft position with no Wreckage. If including Mech, subtract 3 Baddie Pts from BQ for
an Encounter or Baddie Skill forces a Gearloc into an opposing unit (see below). each Mech indicated then place Mech on bottom of BQ.
If an attack on a position is successful (at least 1 Dmg
one, it cannot spend Dex in any other way except Do not use excess Mech if Baddie Pts don’t allow.
4. Skills: Any Skill for this Baddie that does not list a rolled), add a Wreckage Chip there.
to “board the raft” (move out of this position). This
movement costs +1 Dex in addition to the normal 1 specific trigger time resolves now, if possible. For If a Krelln is forced onto raft (through Skills) it can only Starting Positions
Dex movement cost. Baddie Skills that require a target, that target must move 1 position toward nearest Krelln Starting Position Each time a Mech enters the Battle Mat, roll a D6 and
be within attack range in order to apply that Skill. each turn. Once back in water it may use Skills and Atk. place it on Mech Starting Position matching that
Moving onto a position with a Wreckage Chip costs
an additional +1 Dex (total cost up to 3 Dex). 5. Roll Dice: Roll all of the Baddie’s inactive Def Dice Non-Krelln Baddies cannot be displaced into a Krelln number. If position is occupied, choose the next # up in
and also roll its Atk Dice if its target is within attack Starting Position for any reason. sequence that is available (if 6 is occupied, go to 1).
During land battles, Gearlocs may not
intentionally move into a Mech Starting Position. If range. If a Baddie can target multiple units and In Battle
an Encounter or Baddie Skill forces a Gearloc into they are in attack range, roll its Atk Dice for each. Mech behave much like conventional Baddies. They
may move onto and through Mech Starting Positions. Mech behave much like conventional Baddies. They
one, it cannot move to another. 6. Resolve the Roll: Place rolled Def on Baddie, may move onto and through Mech Starting Positions.
3. Determine Target if Attacking: If your roll apply total rolled Atk to target, and resolve any Non-Mech Baddies cannot enter Mech Starting
Non-Mech Baddies cannot enter Mech Starting
triggered Bones Skills. Positions intentionally. If a non-Mech Baddie is
contains Atk Dice or Skill Dice requiring a target, Positions intentionally. If a non-Mech Baddie is
select target before your roll (see “Attack Form”). displaced into one, it must use its first movement to
7. Gearlocs React: Applicable Gearloc Skills trigger. displaced into one, it must use its first movement to
move out of it unless it is adjacent to an opposing unit.
move out of it unless it is adjacent to an opposing unit.
4. Select and Roll Dice: Dex not used for movement In that case, it may remain and Atk.
E. End of Round In that case, it may remain and Atk.
represents how many dice may be rolled from your
pool. Your pool is your current Atk, Def (minus any F. Repeat C-E Until Baddies or Gearlocs Defeated Land Battles
Def Dice in an Active slot), and available Skill dice. During land battles, Gearlocs may not intentionally
G.End of Battle move into a Mech Starting Position. If an
5. Resolve the Roll: You do not need to use the KRELLN
result of any dice roll unless the Profession or icon Successful - Clear all dice from Active and Backup Encounter or Baddie Skill forces a Gearloc into one, its
rules state otherwise. Unused Skill Dice are Plan slots. Dice in Locked slots remain. Place all first moved position cannot be a Mech Starting Position.
Krelln participate whenever indicated on the
returned to their slot. Exhausted Skill Dice back in their Skill slots. Place
Encounter Card, regardless Tyrant being faced.
After roll, any of these may be done in any order: all Gearlocs, with their remaining HP, in their Prep OBSTACLES & WRECKAGE
Area. Move to Reward Phase. If adding Krelln, create BQ as normal then place
• Resolve Target Dmg & Effects: Total and apply indicated Krelln on top of BQ. Obstacle Chips
Unsuccessful - Clear all dice from Active, Locked,
rolled Dmg, and any other Dmg results or effects Obstacles are inanimate objects found in various
and Backup Plan slots. Place all Exhausted Skill If including Krelln, subtract 3 Baddie Pts from BQ for
from your Skills, to your target. Encounters. Units cannot move onto or through
Dice back in their Skill slots. Place KO’d Gearlocs each Krelln indicated then place Krelln on top of BQ. Do
• Resolve Non-Target Dmg & Effects: Use Skills in their Prep Area. Place undefeated Baddies face not use excess Krelln if Baddie Pts don’t allow. Obstacles.
that apply to non-Target Baddies or Instant Skills down on bottom of appropriate Active Stack. Move Obstacles may have HP. Obstacles with HP may only
to Recovery Phase. Starting Positions
that do not apply to Baddies. be attacked by Gearlocs using Atk Dice. Once the last
Each time a Krelln enters the Battle Mat, roll a D6 and HP is removed, remove Obstacle from Battle Mat. If an
• Allocate Active, Locked, Backup Plan (BP) BADDIE TARGETING place it on Krelln Starting Position matching that Obstacle starts with no HP, it cannot be removed.
Dice: You may place any rolled Def into open number. If position is occupied, choose the next # up in
Active slots. You may place any applicable Skills A Baddie with this Target symbol will attack the Baddies will not interact with Obstacles.
sequence that is available (if 6 is occupied, go to 1).
into your Active (or Ally Active) and Locked slots. weakest target (opposing unit with lowest HP). Encounters that use Obstacles
You may place Bones in BP slots as desired. A Baddie with this Target symbol will attack the In Battle have a graphic to show their
Up to 5 total Bones may be stored from turn to strongest target (opposing unit with highest HP). Krelln cannot intentionally leave their starting positions. type and placement.
turn. Place them left to right in the order they are At the start of its turn, if it has no Gearloc to target, it will
The party chooses on ties. Wreckage Chips
earned. Multi-Bones Dice take up multiple BP move to the next Krelln Starting Position # up in
slots (skip slots to show this). Atk and Def Dice Some Baddies will attack multiple targets (shown by [#] sequence. If it then has a Gearloc to target it will attack Wreckage represents a position on the raft that
stored as BP do not reduce the number of those figures within the Target icon) but will not attack the as normal. If it cannot target a Gearloc it will attack an has been destroyed. Rafts can only be
dice available to roll in future turns. same target more than once per turn. adjacent raft position with no Wreckage. destroyed by Krelln.
Active Dice remain until used but must be Ranged Baddies do not move and can target any If an attack on a position is successful (at least 1 Dmg When a Krelln “wrecks” a position, place a Wreckage
cleared at end of Battle or if KO’d. Locked Dice opposing unit on the Battle Mat. rolled), add a Wreckage Chip there. Chip there. Wrecked positions cost +1 Dex for Gearlocs
remain from battle to battle until used but must to move into. Baddie movement is not affected.
be cleared if KO’d. Skill Dice in Active and Melee Baddies always target and move toward the If a Krelln is forced onto a raft (through Skills) it can only
closest opposing unit. If there is a tie, use its Targeting move 1 position toward nearest Starting Position each If a 5th Wreckage Chip must be placed, the battle is
Locked slots must be Exhausted when used. ended and the Encounter is unsuccessful.
You may remove dice from Active or Locked value to determine which unit it pursues. turn. Once it re-enters water, it may use Skills and Atk.
slots at any time to free up space. Removed Skill Rafts are fully repaired (no wreckage) at the start of
Non-Krelln Baddies cannot be displaced into a Krelln
Dice must be Exhausted. each new Water Battle.
Starting Position for any reason.
Equipment (UT) - When this unit enters the Shock # (UT) - Exhaust # Skill Dice (player’s Trap (UT) - Land Encounters only. The first
BADDIE SKILLS & ENCOUNTER TERMS Battle Mat, roll a D6: choice) from target’s Skills Area (excluding dice Gearloc to enter the Battle Mat must roll a D6:
1 or 2 - Piece of Armor: Increase HP Stat by 2. used as counters). 1 or 2 - Gas Trap: Roll Poison Effect Die and
TMB = Too Many Bones Core Set
3 or 4 - Sharpening Stone: Increase Atk Stat apply results.
UT = Undertow Signal # (TMB / UT) - At the start of this unit’s
40D = 40 Days in Daelore
by 1 (place Atk Die on Baddie as reminder). turn, add a single lesser Baddie to bottom of BQ 3 or 4 - Electrical Trap: Cannot use Skills
5 or 6 - Eyeglass: Increase Ini Die by 2. (20Pt signals a 5Pt, 5Pt signals a 1Pt, 1Pt during Round 1 (use Disable Effect Die as
Aggravated (40D) - If any Baddie has been signals a 1Pt). This skill triggers # times (once reminder).
defeated this battle, this unit gains +2 Atk. Flee (UT) - Remove this unit from Battle Mat at per turn). 5 or 6 - Barbed Trap: Move down 2 spots on Ini
the end of Rounds 2 and 5. If that happens, Meter.
Assault (UT) - This unit’s Atk Stat is equal to its closest opposing unit with a Loot must discard 1. Stun (TMB) - Target loses its next turn
current HP. (negative effects apply). Place Stun Effect Treasure (UT) - When this unit is defeated,
Flight (TMB) - After this unit attacks, place a Die on target. place Loot Die on its position.
Bleed (TMB / UT / 40D) - Place Bleed Flight Effect Die on it, or if this effect is
Effect Die on target. This unit takes 1 True already there, remove it. While in Flight, this Submerge (UT) - If this unit would move, instead Trickery (UT) - When this unit enters Battle Mat,
Dmg at the start of its turn (lasts entire battle). unit is Untargetable. roll a D6 and move to # Krelln Starting Position. immediately add other Baddie: Goblin Guru
(20Pt, from Active Stacks only) to top of BQ.
Blind Strike # (UT / 40D) - Before moving, this Frenzy # (TMB / 40D) - If # of this unit’s Atk Dice Surprise (TMB / UT / 40D) - After setting Ini for When 2 Goblin Gurus are on the Battle Mat,
unit does # Dmg to strongest adjacent unit. hit - no - roll # Atk Dice again and deal total this battle, move all opposing units to bottom of Dmg dealt to one unit is only applied to the other.
Dmg of both rolls. Ini Meter (maintain their order).
Break (TMB) - Any Atk Dice used to reduce this Undead (TMB) - The first time this unit is
unit’s HP must be Exhausted. Hardy (TMB / UT / 40D) - Any turn this unit Swap (UT) - At the end of this unit’s turn, it will defeated, place it back on top of BQ. When it re-
takes Dmg to its HP (including True Dmg) total is switch positions with the closest strongest enters play, it starts with only 2 HP and its Attack
Bribable (40D) - On an opposing unit’s turn, that reduced to 1. opposing unit. Dice Stat is doubled.
unit may discard a Loot to immediately take an
extra turn for this unit (treat as an Ally). Inspire # (TMB / 40D) - The next Baddie on the Taunt (TMB / 40D) - Adjacent opposing Untargetable (TMB / UT) - Place Untarget-
Ini Meter takes their turn immediately after this units must attack this unit (units with able Effect Die on this unit. Until the start of
Callous (40D) - This unit can only lose HP from unit (move their Ini Die) and is granted # multiple targets will attack this unit multiple this unit’s next turn, it cannot be targeted by
Dmg dealt by Atk Dice. additional Atk Dice. times). Place Taunt Effect Die on this unit until opposing units (Baddies with no target on the
Lashback # (TMB) - Any turn this unit is the start of its next turn. Battle Mat will not move).
Careless # (TMB / UT / 40D) - This unit loses #
HP. damaged by an opposing unit, this unit will then Terrify (TMB) - After this unit is attacked, Weaken # (TMB / UT / 40D) - Place a #
do # Dmg back, so long as it was not defeated. place a Terrify Effect Die on the attacking Weaken Effect Die on target. Unit must
Compound (TMB / UT / 40D) - This unit’s Atk
Mischief # (TMB / UT / 40D) - Remove # dice unit until the end of its next turn. If a unit has a reduce its Dex by # next turn (Baddies also
Stat is equal to the current round # (Fatigue
(player’s choice) from target’s Active Slots before Terrify Effect Die on it at the start of its next turn, reduce Atk Stat).
Round = 5).
attacking. it may not target any Baddies with Skill: Terrify.
Corrosive (TMB) - After this unit attacks (and
One Mind (UT) - On this unit’s turn, all other Thick Skin # (TMB / 40D) - Ignore the first #
Dmg is applied), all remaining Def Dice in
Beast-Type Baddies roll 1 Atk Die against Dmg (no # counts as 1) this unit would take this
target’s Active slots must be immediately
their target(s). turn (does not ignore True Dmg).
Exhausted.
Cunning (40D) - Opposing units may only target Persistent (TMB / UT / 40D) - Place this card
this unit if it is the strongest Baddie on the Battle next to your Tyrant Card and follow its
Mat. instructions.

Detonate # (UT) - If this unit is at less than full Poison # (TMB / UT / 40D) - Set or reset a
HP after moving, it will defeat itself and deal # Poison Effect Die on target to #. Target takes
True Dmg to each adjacent position. True Dmg equal to the Effect Die # at the start of
its turn. After applying Dmg, reduce Effect Die by
Disruption (UT) - Advance Round Counter Die 1 (only 1 Poison Effect Die per target).
to Fatigue Round at the end of the round.
Rage # (TMB) - If this unit is not at full HP, it
Dive (TMB) - If the Flight Effect Die is Active on gains # additional Atk Dice.
this unit at the start of its turn, immediately place
this unit adjacent to weakest available opposing Raiding (TMB / 40D) - This unit gains 1 extra
unit (and target it). Atk Die for every additional Orc-Type Baddie
on Battle Mat.
Dodge (UT) - This unit’s HP cannot be reduced
with Atk Dice. Recover # (TMB / 40D) - This unit gains # HP
(up to full) at the start of its turn.
Engulf (TMB / 40D) - All Dmg rolled by this unit
also hits all units adjacent to target (including Secrete # (40D) - When attacked by adjacent
self) as well as triggers reaction Skills, if opposing unit, add # Poison Effect Die to that
applicable. unit.
Self Repair # (UT) - At the start of this unit’s
turn, place Def Dice totaling # on it (up to
stat).

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