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THE OVER LOR D friendly figures.

A figure cannot end its


movement in the same space as another figure.
PLAYER NOTES

A figure performing a move action may interrupt Fatigue Damage: Since monsters do not have a
OVER LOR D T UR N its movement to perform another action, such as stamina value, if a monster suffers any amount of
attacking, and continue the rest of its movement fatigue, it suffers that amount of damage instead.
The Overlord takes his turn after all hero players after resolving the other action.
have completed their turns. Overlord Cards: Each card specifies when it may
Large Monster Movement: When determining be played. Two Overlord Cards with the same
1. Start of Turn movement for large monsters, the overlord player name cannot be played on the same target in
Effects affecting the Overlord that last “until the chooses one of the space that the monster occupies response to the same triggering condition. After
start of your next turn” end. Then one Overlord and counts movement from the chosen space as if resolving the effects of an Overlord Card place it
card is drawn. If the overlord deck is empty, the figure occupied a single space. When moving, it face up in the discard pile. There is no hand limit
shuffle the discard pile and place them face is considered the size of a regular figure, including for Overlord Cards.
down, creating a new deck. The overlord player through doorways and narrow passages. When the
may use any overlord cards that state they may large monster ends its movement (or interrupts) , Overlord Deck Setup: As long as your deck is
be played “at the start of your turn.” Then the the overlord player places the large monster so that a minimum of 15 cards, you may remove any of
overlord player refreshes his exhausted cards. its base occupies the space where its movement your cards from play for the entire quest. At the
end. It can be placed in any orientation, so long as beginning of the quest the overlord player draws a
2. Activate monsters it can fit its entire base on the map. number of Overlord cards equal to the number of
The overlord activates each of his monster heroes into his hand. At the end of the quest all
groups, one at a time, in any order he chooses.
All monsters in group must be activated before TER R A IN Knocked Out Hero: When a hero is knocked out
the next one. you may immediately draw one Overlord card.
•Obstacle (Red Outline) - Blocks Movement and
3. Perform Actions Lieutenants: Lieutenants are represented on the
Line of Sight.
A monster can perform two actions per turn, may map by lieutenant tokens, but they are treated as
•Water (Blue Outline) - A space containing
perform these actions in any order he chooses, monster figures for all purposes - influcind figure
water costs two movement points to enter. When
though may not attack twice, and is not activation, unless specified otherwise. Each lieuten-
a large monster ends its movement adjacent to a
required to perform both actions. Unless noted ant is treated as its own mosnter group.
movement space, it may freely place its base in
otherwise, an action must be resolved before tghe water spaces withotu suffering any movement
the monster performs his next action. Attribute Tests: The lieutentant rolls one gray
penalty.
and one black defense die. Test passes if the total
•Pit (Green Outline) - Suffer two damage and end
• Move: The monster may move up to a number shields rolled are equal to or less than the attribute.
move action. Only adjacent figures have LoS to/
of spaces equal to Cards that affect defense rolls do not affect this test.
from a figure in a pit. Figure may only perform a
it’s Speed. May interrupt movement climb out action. Large monsters are only affected
with another action and then complete the by pits if they end their movement and all spaces COMBAT NOTES
movement after the other action is resolved. they occupy are pit spaces.
• Attack: Attack a hero. •Lava (Yellow Outline) - Suffer one damage when Line of Sight (LoS): Trace a straight line from
• Monster Action: Some monsters have unique entering (defeated if turn ends in lava). A large any corner of the attacker’s space to any corner
actions lsited on their Monster card with a . If monster is immediately defeated only if all spaces it of the target space. LoS is blocked if the line
any special action allows the monster to perform occupies are lava spaces. passes through or along the edge of a map tile, a
an attack, it counts as the monster’s one attack
door, or a blocked space. If the line only touches
action for that activation.
• Open or Close a Door: Open or close one
COMBAT the corner of a blocked space, target is in LoS.
adjacent door.
Surge Rest: Up to one unused 7 may be used
• Special: Different cards or quests may provide 1. Declare Monster and Target: Overlord player
by an attacking hero to recover one fatigue.
monsters with unique actions to perform. These chooses which monster in activated group to use
actions are either clearly stated “as an action” and declares the target space (check Line
Blast: All spaces adjacent to the targeted space
or noted with a  of Sight if Ranged).
are also affected by the attack. Attacker rolls
attack pool once and applies the result to each
4. End of round 2. Roll Dice: Overlord player gathers and rolls
affected figure; each affected figure individually
The overlord ressurects any monsters if applica- the monter’s attack pool (X is a miss) while the de-
rolls its defense pool. Only the target space
ble. Each hero flips his activation cards face up. fending player rolls defense dice. If an attack affects
needs to be in range and in Line of Sight. Blast
multiple heroes, each hero rolls defense dice.
attacks affect both enemy and friendly figures.
MOVEMENT 3. Check Range: If a Ranged attack, attacking
Pierce: The attack ignores a number of shield
player must roll enough range to reach the target.
A figure may decide to perform two move actions results generated by the defending player equal
consecutively, in which case the monster receives to the rating of Pierce. Pierce from multiple
4. Spend Surges: After rolling the dice, the
movement points equal to twice his Speed. sources are added together.
attacking player may spend any surge results to
trigger special abilities.
Figures cannot move into or through spaces Reach: Figure may Melee attack a figure up to
containing figures or obstacles. These spaces two spaces away, rather than only adjacent
5. Deal Damage: Any damage not canceled by
are known as blocked spaces. However, figures spaces. Target must be in Line of Sight.
defense dice or other effects is applied to each
may move diagonally (including around corners affected hero.
and between two blocked spaces) and through

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