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Darkest Night Rules v1.

or basic procedure. Cases might also •  4 1” square relic tokens


restrict the application of a rule by denoting •  5 1” round turn trackers
exceptions to it. Cases (and Subcases) are •  5 round grace trackers
extensions of a Rule shown in the way that
•  5 round secrecy trackers
they are numbered. For example, Rule 4.1 is
Table of Contents the first Case of the fourth Rule; and Rule •  1 round darkness tracker
4.1.2 is the second Subcase of the first Case •  1 rules booklet (player aid included)
of the fourth Rule. The Game Board: The 11” x 17” game
[0.0] USING THESE RULES�������������������� 1
Important information is in bold text. board depicts the kingdom where the
[1.0] INTRODUCTION���������������������������� 1 game takes place. The map shows the
[2.0] GAME EQUIPMENT ���������������������� 1 References to examples of a Rule or seven locations that the players can visit
Case are in blue shaded boxes like this. (the Castle, Village, Mountains, Forest,
[3.0] SETTING UP THE GAME�������������� 2
Ruins, Swamp, and Monastery), the lines
[4.0] SEQUENCE OF PLAY �������������������� 3 they can move along, and numbers that
Text in gray shaded boxes, like this,
I. Die Rolls ���������������������������������������������������� 3 are used to determine the Necromancer’s
provides the voice of the game’s designer,
movement. Along the bottom of the map
[5.0] GRACE AND SECRECY ���������������� 4 who is addressing you to explain an idea
is the Darkness Track, which represents
II. Gains and Losses�������������������������������������� 5 or concept that is not, itself, a Rule or a
the Necromancer’s growing power and
Case.
[6.0] POWERS �������������������������������������������� 5 influence.
[7.0] ITEMS�������������������������������������������������� 6 [1.0] INTRODUCTION
A great shadow has fallen over the
[8.0] COMBAT �������������������������������������������� 7
kingdom as the undead continue to
[9.0] DARKNESS���������������������������������������� 9 multiply under the control of a dread
[10.0] BLIGHTS������������������������������������������ 9 Necromancer. The king’s army is broken,
the lands overrun, and now the Castle
[11.0] VICTORY AND
has fallen. The last of the kingdom’s
DEFEAT�������������������������������������������� 9
strength has taken refuge in the hallowed
[12.0] OTHER RULES ���������������������������� 10 ground of the Monastery, where the
[13.0] HINTS���������������������������������������������� 10 Necromancer and his dead dare not
tread…yet. As he tightens his grip on the Standing Character Tokens: These tokens
[14.0] OPTIONAL RULES �������������������� 10
land and builds his power for a final are used to track the current location of
[15.0] CARD assault on this last refuge, a few brave each hero and the Necromancer. Each
CLARIFICATIONS���������������������� 11 souls seek a way to fight back… token slides into one of the included bases
CREDITS���������������������������������������������������� 12 Darkest Night is a cooperative game where so that it stands upright.
Extended Example of Play ������������������������ 13 four heroes fight a guerilla war to retake a
Hero Sheets: These sheets describe the
kingdom invaded by an evil Necromancer.
heroes, and have tracks at the bottom for
All players share victory or defeat and must
[0.0] USING THESE RULES work as a team to succeed.
recording the hero’s current grace and
New gaming terms, when they are secrecy. On the reverse side is a player aid.
initially defined, appear in dark red [2.0] GAME EQUIPMENT
lettering for quick referencing.
Parts Inventory
The instructions for this game are •  One 11” x 17” game board
organized into major “Rules” sections
•  10 standing character tokens  
as shown in large CAPS font, and
(minor assembly required)
represented by the number to the left
of the decimal point (e.g., Rule 4.0 is •  Five 6-sided dice
the fourth Rule). These Rules generally •  9 hero sheets
explain the game’s subject matter, its •  90 power cards (10 per hero)
components, the procedures for play, •  6 artifact cards
the game’s core systems and mechanics, •  34 event cards
how to set it up, and how to win.
•  20 map cards
With each Rule, there can be “Cases” that •  42 1” square blight counters
further explain a rule’s general concept
•  29 multi-shaped item counters

1 Developed By Noelle Le Bienvenu


Darkest Night Rules v1.0

The Cards: There are several different kinds Trackers: These counters are used to keep 5.  T ake the 10 power cards matching
of cards in the game: track of game status including the selected hero. Find the four
Power cards represent the unique abilities who has taken their turn, power cards with the symbol in
or equipment of different heroes; each hero heroes’ basic statistics, and the the top right corner, read them, and
has a separate set of 10 power current darkness level. choose three of those powers to start
cards. Power cards have a name with, setting them face-up near the
[3.0] SETTING UP THE GAME hero sheet.
at the top of the card, rules text [3.1] Play Area: Place the game board in
at the bottom, and a symbol 6.  Shuffle the remaining 7 power cards
the center of the playing area. (including the unchosen power)
in the corner if it is possible to
begin the game with them (see Place the 4 holy relic tokens to form that hero’s Power Deck, and
3.2). The use of powers is explained in 6.0. on the board in the locations set them face-down near the hero
labeled Mountains, Forest, sheet.
Ruins, and Swamp, with their Flip the remaining hero sheets to their
Artifact cards are a special kind “undiscovered” sides facing up. reverse side for use as player aids. Set aside
of power card with a symbol Shuffle all of the event cards together to the power cards for the remaining heroes;
in the corner to distinguish them. form the Event Deck, shuffle all of the you won’t need them unless one of your
map cards together to form the Map starting heroes is killed.
Event cards represent the malign Deck, and shuffle all of the artifact cards [3.3] Necromancer’s Forces: Place the
forces roaming the kingdom. They have a together to form the Artifact Deck. Set standing Necromancer token on the
name at the top of the card, rules text at the each of these decks face-down in reach of board, in the Ruins.
bottom, and a fate number in all players.
Place the darkness tracker on the
the corner that indicates roughly Set the blight counters and item counters Darkness Track (located at the edge of
how bad the event is (higher is aside to form the Stock. You will need the board), in the space with a symbol
generally worse). them later. to the left of “1”.
[3.2] Choose Heroes: The game is Draw the top card from the Map Deck.
Map cards are used to randomize blight always played with 4 heroes, chosen For each location listed on the card except
creation and search results. from among the 9 hero characters the Monastery, take the indicated blight
Each card lists a type of included in the game. If there are 4 counter from the Stock and place it on
blight and a search result for players, each player chooses a hero to play. the board in the corresponding location.
each of the locations on the If there are fewer than 4 players, divide You should have six blight counters on
board; except during Set Up control of 4 heroes among yourselves the board when you are done. (Ignore the
(see 3.3), only one of these results is used each as you choose (e.g., with 2 players, you search results listed on the card).
time you draw a card. might each control 2 heroes; if playing
alone, you would control all 4). Then, place the map card you drew
Blights: These tokens represent face-up next to the Map Deck, starting a
centers of the Necromancer’s Then, perform all of the following steps discard pile.
power; each one produces an for each selected hero:
adverse effect (see 10.0). On the 1.  T ake the appropriate standing
front, the blight’s might is listed character token for that hero and
in the top right corner; on the place it on the board in the location
back, the might is listed in the labeled “Monastery”.
lower left, the defense in the lower right, 2.  Take the appropriate hero sheet and
and a brief reminder of the blight’s effect set it near the player controlling that
in the center (see the player aid for a full hero.
description of each blight’s effect). 3.  Take a turn tracker and set it
Item Counters: These tokens represent near the hero sheet.
helpful single-use magical objects 4.  Take a grace tracker ( ) and a
the heroes find during the game secrecy tracker ( ) and place
(see 7.0). them on the circled values of the
Holy Relics: These tokens corresponding tracks on the hero
represent powerful items that sheet.
will be key to winning the game
(see 7.2).

©2012 Jeremy Lennert and Victory Point Games 2


Darkest Night Rules v1.0

[4.0] SEQUENCE OF PLAY Example: When you draw the


The game consists of a series of rounds. I. Die Rolls
Dead Servant card
During each round, each hero will take a Generally, when a die roll is called
pictured here, you will
turn, and then the Necromancer will also for, you will roll several dice (z)
encounter one of three
take a turn. and compare them individually (not
different enemies based
•  In any order, each hero takes a turn added together) to a target number.
on your . If your is
Any z that is greater than or equal to
  o  Start: Follow any special start-of- 5 or higher, you
the target number is a success. Some
turn instructions encounter a Scout; if your
rolls give an extra reward for multiple
  o  Event: Draw an event card is 3 or 4, you
successes, but usually all that matters is
  o  Action: Choose something to do encounter an Archer; if your is 2 or
whether you have one success or not.
less, you encounter a Dread. Each of
  o  End: Defend against blights Various effects may increase or these opponents has different statistics
•  The Necromancer takes a turn decrease the number of z you roll. (listed on the card).
  o  Darkness: Advance the darkness There is no upper limit to the number
track of z you might roll; if you don’t have
enough physical z, roll what you The Event Deck also
  o  Movement: Roll a die (z) and
have, make a note of the results, and includes a special card
move the Necromancer
then reroll enough to bring your total called Renewal. When
  o  Blight: Create a blight at the you draw Renewal,
Necromancer’s new location up to the correct amount. Conversely,
regardless of all penalties, you always immediately reshuffle the
At the start of a round, flip each hero’s turn roll at least one z. Event Deck (including
tracker to the sun side. The players Renewal and all of the discards) and
select a hero to go first; that hero draw another card instead.
takes his turn, then flips his turn victory or defeat conditions are met (see
Victory and Defeat, 11.0). Renewal is a special meta-result and
tracker to the moon side to indicate must always be resolved immediately
that his turn is complete. The players then [4.1] Hero Turn in Detail (even if you are in the midst of drawing
select a hero to go next, repeating the Perform the following steps on each hero multiple cards, or have a power that
process until all heroes have taken a turn. turn, in order: would let you discard an event without
Note that heroes can choose to take Start: effect).
their turns in a different order each Do all of the following, in any order: Action:
round.   •  Resolve any power effects (see 6.0) that Choose one action from the following
Turn order is sometimes very important, take place “at the start of your turn”. list to perform:
but a lot of the time it doesn’t matter.   •  If at the same location as the   •  Travel: Move to an adjacent
If you’re not sure who should go next, Necromancer, lose 1 (see 5.0). location, and gain 1 (up to 5).
I recommend you just go with the next   •  If carrying a holy relic (see 7.2),   •  Hide: Refresh your powers (see 6.2)
player in seating order (or whoever lose 1 . and gain 1 (up to 5).
knows what they want to do).   •  Attack: Choose a blight (see
Event:
(Skip this step if in the Monastery). 10.0) in your location and fight
it following the combat rules
Once all heroes have completed their turns, If you have zero and you are at the (see 8.0). If you win, the blight is
the Necromancer takes a turn, and then a same location as the Necromancer, the destroyed and returned to the Stock;
new round begins. This continues until the Necromancer initiates combat (see 8.2). otherwise, you suffer the blight’s
Otherwise, draw an event card, resolve defense. Succeed or fail, you lose 1
its effects, and discard it. for revealing yourself.
Many event cards have a variable effect     You can also attack the
depending on the circumstances when they Necromancer in the same way as a
are drawn; this will be listed on the card. blight (see 8.2).
  •  Search: Roll a z and compare
to the search difficulty listed on
the board for your location. If
your result equals or exceeds the
difficulty, draw a map card (see

3 Developed By Noelle Le Bienvenu


Darkest Night Rules v1.0

12.1) and take the search result for the above 30, add a blight to the [5.0] GRACE AND SECRECY
your location. Monastery instead (see Blights, 10.1). Each hero sheet has a grace track ( ) and
    If you roll multiple z (e.g., using a Necromancer Movement: a secrecy track ( ) at the bottom.
power), draw one card for each z Roll a z for the Necromancer, and Grace represents the mysterious power
result that is greater than or equal to compare the result to every hero’s that allows heroes to survive in situations
the search difficulty, then choose one current . If the z roll is greater where normal men would perish.
card to resolve and ignore the others. than that hero’s , the Necromancer If you are about to die, you can
    The Monastery cannot be searched. detects that hero, unless that hero is spend a to save yourself (see
  •  Pray (Monastery Only): Roll 2 z, in the Monastery. If the z roll is less 8.1); however, running out of is not
and gain 1 (up to default; see than or equal to that hero’s , the inherently fatal, it just leaves you
5.0) for each z that rolls a 3 or Necromancer does not detect that hero. vulnerable.
higher. Also refresh your powers (see Secrecy represents how well the hero’s
6.2) Notice that heroes succeed on z movements are hidden from the
  •  Retrieve a Holy Relic: Discard 3 rolls if they exceed or equal the target Necromancer and his minions; it
keys to claim an undiscovered holy number, but the Necromancer only affects the odds of being detected by
relic at your location. Flip it to the detects a hero if his roll exceeds their the Necromancer and the severity of
discovered side; it is now treated as secrecy. You can remember this as "heroes certain event cards. If your reaches
an item (see 7.0). win ties." zero, the Necromancer will be able to
  •  Power: Use the “action” effect from attack you during your event phase (see 4.1
one of your power cards (see 6.0). If the Necromancer detects any heroes, he – Event).
Some powers allow you to perform a moves one space towards the closest
The circled values are each hero’s default
free action: this means you can do hero that he detects by the shortest
and , and are the amounts available
that action in addition to your normal possible route (or stays in his current
to the hero at the start of the game (not
one-action-per-turn. space, if he detects a hero
the maximum). Place markers on these
there). If there is a tie for
You are not required to perform an action numbers. If a card instructs you to gain
closest hero or shortest
during your turn (though you will or , move the marker up the track. If a
route, resolve it randomly.
usually want to). card instructs you to lose or , move
Otherwise, the the marker down the track, but do not
End:
Necromancer follows reduce it below zero (any loss beyond zero is
Resolve the effects of any blights (see 10.0) the arrow shown on the
in your location that trigger at the end of a ignored). If a card instructs you to spend
board in his location that or , then you may not use that effect
turn. If there are more than one, you may matches the number he
choose the order to resolve them. unless you have at least that much or
rolled (circular arrows cause him to available to spend.
If you spent your entire turn in the remain where he is).
Monastery, gain 1 (up to default). The Necromancer may never enter the
[4.2] Necromancer Turn in Detail Monastery for any reason. He ignores
Perform the following steps on each heroes located there, and must always go
Necromancer turn, in order: around if chasing someone.
Increase Darkness: Create a Blight:
Move the tracker one space along the The Necromancer creates a blight in his
darkness track to the next higher number. new location (see Blights, 10.1).
The Necromancer gains new abilities at Some abilities from the darkness
certain thresholds, as noted on the track track allow the Necromancer to
(see 9.0). create multiple blights under certain
Note that each “Desecration” conditions.
blight on the board causes
to increase an additional step.

You will usually want to destroy


Desecrations as fast as possible.
The darkness can never increase beyond
30. When any effect would raise

©2012 Jeremy Lennert and Victory Point Games 4


Darkest Night Rules v1.0

First Example: The Knight


has 1 and encounters a II. Gains and Losses
Lich. She chooses to use her Increases When You: Decreases When You:
Reckless Abandon tactic, which   •  Perform travel or hide actions (up     •  Attack any blight (regardless of  
allows her to fight with 4 z, to 5) success)
but causes her to lose 1
unless she rolls two successes.   •  Spend your entire turn in the   •  Attack a Spies blight and fail
Unfortunately, all of her z come up as Monastery (up to default) (cumulative)
1 s, so she loses the fight; Reckless   •  Use a Waystone (no limit)   •  End your turn at a location with a
Abandon makes her lose a for rolling Spies blight
less than two successes, and the Lich   •  Start your turn at the
makes her suffer a for losing. Necromancer’s location
The Knight chooses (see 6.3.1) to take   •  Start your turn carrying a holy
the first, and spends her last to relic
avoid death. Then, she loses a due to   •  Receive a holy relic from another
her Reckless Abandon, but since she is hero
already at 0 , this has no further effect.
Increases When You: Decreases When You:
If she had chosen the opposite order, she
would have lost her last to Reckless   •  Perform the pray action (up to     •  Spend it to survive a (typically
Abandon, and then would have been default) after failing a combat)
unable to spend any to negate the Lich’s   •  Discover Forgotten Shrines while   •  Enter a location with a Curse
wound and would have died. searching (no limit) blight
All gains are negated if a Taint   •  Attack a Curse, Taint or Unholy
blight is present Aura blight and fail
Second Example: The Rogue has
the Eavesdrop power, which allows him to Additionally, many events and powers can influence and , as described on the
spend 1 to search with 2z. However, respective cards.
his is currently zero, so he cannot use
this power until he gains some . face-up near his hero sheet. Powers are
First Example: The Knight has
6 and travels from the Monastery permanent and can be used as often as a
The minimum value for both and to the Village. Heroes gain 1 (up to player desires (subject to the conditions
is zero (represented by moving the token 5) when traveling, but since the Knight described on the cards themselves).
to the symbol printed to the left of “1”, already has more than 5 , her Each hero begins the game with any three
or removing the token from the track). remains at 6. of his four “basic” powers
Neither nor has an absolute (those marked with a
maximum, but most things that raise or symbol), and the remaining
will only do so up to some threshold. Second Example: The Knight powers are shuffled to form
has 4 and prays, rolling 5 and 3. his Power Deck, from which
This result allows her to gain 2 (up to new powers are drawn during
default), but her default is 5, so her the game (generally after
only increases to 5 (not 6). searching; see 4.1 – Action).
Each power card describes its own effects.
Third Example: The Knight Most effects fall into one of four categories:
has 4 and searches, uncovering a
Forgotten Shrine, which allows her to •  Actions, which can be used during the
immediately gain 2 . Since no limit is action step of the hero’s turn (instead of
specified on this gain, her increases taking one of the standard actions; see
to 6. 4.1 – Action).
•  Tactics, which can be used during a
[6.0] POWERS combat (see 8.0).
Each hero has several cards representing •  Bonuses, which can be used
that hero’s unique abilities, which are whenever they apply.
called powers. Keep a hero’s current powers •  Active effects, which can be used only

5 Developed By Noelle Le Bienvenu


Darkest Night Rules v1.0

after the power has been activated (6.1). the power. However, a power can only be automatically become active again (on the
[6.1] Activating Powers active on one target at a time; activating it same target, if any).
again effectively just “moves” the power to [6.3] Timing
Some powers can have a lasting effect;
a new target.
when this happens, the power is said to be [6.3.1] Simultaneous Effects
Activated. Place an activated power card Example: If the Prince chooses to Whenever two effects appear to take
on top of your hero sheet as a reminder. use Inspire again next turn, he can target place at the same time, the affected
Once a power has been activated, its a different hero at his location (including player may choose the order in which to
Active effect becomes available until the himself ), but then the Knight will no resolve them.
power is Deactivated. longer be targeted and will lose the
opportunity to use its active effect. [6.3.2] “Any Time”
Example: The Knight chooses to use When an effect says “at any time,” that
Oath of Purging on her turn, Power cards are intended to be self- means literally any time.
a power that can be activated explanatory, but some of the more You can use it on someone else’s turn.
as an action. She places the complicated ones are described in further You can use it after making a z roll
power card on top of her detail in 15.0. or drawing a card but before resolving
hero sheet as a reminder. She [6.2] Exhausting Powers its effects. You can use it between two
now rolls an extra 2z on Some powers will instruct you to Exhaust “simultaneous” effects. Any time you like.
Fight rolls made while them when they are used. Flip an [6.4] Artifacts
attacking blights, as described in the active exhausted power face-down.
effect. This effect continues until the Oath As a result of searching (see
of Purging is deactivated, which the card Exhausted powers cannot be used again 4.1 – Action), heroes will
says will happen under two conditions until they are Refreshed, which normally sometimes be able to draw a
listed at the bottom of the card: if she happens when the hero performs the hide card from the artifact deck.
“Fulfills” it by destroying a blight (in which or pray actions (see 4.1 – Action). Flip a Artifacts count as powers
case she will also gain 1 ), or if she refreshed power face-up again; it now and follow all of the same
“Breaks” it by entering the Monastery (in works as normal. rules; anything that affects
which case she will also lose 1 ). powers also affects artifacts. However,
Example: The Seer is in the Forest, artifacts also count as items, and follow all
and there is a “Dark Fog” of their rules as well (see 7.0).
Some powers also Target a particular blight present. Since the
location, hero, or other entity when they search difficulty is so high, [7.0] ITEMS
are activated; in this case, place the power she decides to use Dowse, Items are useful objects that the heroes
card on or near the target as a reminder. an action power that can be can carry around with them and use to
Unless otherwise specified, any active exhausted to automatically produce various beneficial effects. They
effects apply only to the target. search successfully. Next fall into three categories:
turn, she can’t Dowse again,    B
 asic Items are represented by tokens.
Example: The Prince chooses to use because the power is already exhausted, They can only be used once before
Inspire on his turn, an so she performs the hide action in order being returned to the Stock.
action power that is to refresh it. Their effects are described on
activated targeting any the player aid on the back of
hero at his location when this booklet.
used. He opts to target the Do not exhaust a power unless
Knight, so he places the instructed to do so. Most powers do
power card on top of the not become exhausted and can be used
Knight’s hero sheet as a reminder. The repeatedly without a rest. However, even
active effect allows the Knight to choose a power that does not exhaust itself can be
to roll 3 extra z on any future roll at the exhausted by other game effects.
cost of deactivating the power. In the event that a power is exhausted
while it is currently active, that power
becomes suppressed. It counts as
The other effects on a power card are still
exhausted and none of its effects
available to its owner while that power
can be used (including active effects),
is active (even if he is separated from the
but when the power is refreshed it will
target); you don’t “lose” the normal use of

©2012 Jeremy Lennert and Victory Point Games 6


Darkest Night Rules v1.0

  Artifacts are represented by cards from the Necromancer catches him during his
the artifact deck. They function exactly Basically, you can’t pass the item event phase, or as a result of blights or
like power cards (see 6.0), except that around in a circle and all use it in the events.
they are not bound to any particular hero same round, unless the item explicitly
Normally, the hero can choose either to
and can be traded like items. benefits all heroes at the location. Once
fight the enemy or to try to elude him;
someone uses it, no one else can grab it
   H
 oly Relics are very special however, a few monsters only offer one
until he’s done with it.
and powerful items; you option or the other. Additionally, a hero
will need at least one to win that is performing an attack action can only
the game. They can only be If a hero dies while carrying items, those fight, not elude. Regardless, the hero may
obtained with the retrieve items must immediately be given to also choose to use an appropriate tactic
holy relic action (see 4.1 – Action), another hero at the same location (even from one of his powers (see 6.0). Only one
which requires 3 keys (which can be if the items have been locked by use and tactic may be used in each combat.
obtained by searching). could not normally be traded). If there If using a tactic, roll dice as instructed by
[7.1] Managing Items are no other heroes at the location, the the power card; otherwise, roll 1z. If
items go to the next hero to arrive at that the hero is attacking a blight, the target
Each hero may carry an unlimited number location.
of items. number for this roll is the blight’s might;
[7.2] Holy Relics otherwise, the target number is the
A hero may give any item to another opponent’s strength ( ) if fighting or the
hero at the same location. A hero in the Holy relics have several special rules:
opponent’s awareness ( ) if eluding. If
Monastery may also store an item there Each hero can only carry one at a time. the monster has a dash (-) in place of one
for safekeeping, or retrieve any item If you already have a holy relic, you can’t of these values, that combat option is not
currently stored there. All of these things get another one until you give it away or available against that monster.
are free, and may be performed at any store it at the Monastery.
time—even during another player’s turn, Example: A Scout lists its stats
Holy relics add 1 to your highest z in
or in the middle of a combat. as – , 5 . This means the Scout
fights. Note that this is different from
cannot be fought (this represents the fact
most fighting bonuses, which give you
that the Scout will flee on sight, and that
Basically, you don’t need to worry additional z —holy relics improve the
killing one would reveal nearly as much
about who’s holding an item until you result of a single z after it is rolled. You
about your location as if it spotted you).
decide to use it or the heroes split up. can refuse this benefit if you plan to give
The Scout can still be eluded as normal.
Just assume that everyone at the same the holy relic to someone else, but must
location has access to all the items until do so before making the roll.
someone actually decides to use one. Regardless, compare the result of each z
(separately, not added together) to the
Note that this is the only way for most
target number; each z that rolls greater
However, whenever a hero uses an item, heroes to roll a 7, which is necessary to
than or equal to the target number is
that item becomes locked and may win a fight against the Necromancer.
considered one success. If the hero rolls
not be given away or stored until the at least one success, he wins the combat;
next turn of the hero carrying the item. You lose 1 at the start of your turn otherwise he fails.
A hero can always choose to refuse the while carrying a holy relic. This does not
benefits of an item in order to be able to Example: The Knight draws an
count as using the holy relic—it is not
trade it later. event card and encounters a Ghoul (4 ,
optional, but it also does not prevent you
3 ). Since the Ghoul’s is lower
from giving the holy relic away the same
than its , eluding it would normally be
turn.
easier than fighting it, but the Knight has
You lose 1 if another hero gives a tactic power called Charge that lets her
you a holy relic. This only applies when fight with 2z, so she chooses to use that.
receiving the relic directly from another She rolls a 2 and a 3. Since neither
hero, not when initially discovering one of the z meet the target number (the
or picking up a holy relic stored at the Ghoul’s strength), the Knight fails the
Monastery. combat.
[8.0] COMBAT
Combat can occur when a hero performs [8.1] Consequences of Combat
an attack action (see 4.1 − Action), when Different encounters will specify different
results that occur if the hero wins or fails.

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Darkest Night Rules v1.0

The most common result for failing is a but it carries some hefty penalties. successfully fighting the Necromancer will
wound ( ), which means the hero dies When a hero dies, his turn ends entice him to sacrifice one of them so he
(see 8.1.2) unless he spends 1 to immediately. Remove that hero and all of can escape; destroy one of your choice.
negate the effect. Winning often has his powers from play, and give his items Successfully fighting the Necromancer
no result (except that the hero avoids the to other heroes in the location (see 7.1). when there are no blights in the location
effect of a failure). Additionally, raise the by 1 (see 9.0). slays him and wins the game—but only
Some tactics have additional effects if you are holding a holy relic when you
depending on the number of successes. This may indirectly end the game;  do so (see 11.1). Otherwise, there is no
These are cumulative with any results see 11.3. effect.
imposed by the combat itself. [8.3] Pulling Punches
Example: The Rogue encounters a On that player’s next turn, he selects In rare cases, a hero may prefer not to
Lich (5 , 5 ) and uses a new hero to play (one that hasn’t resist a foe. In this case, he may choose to
his Vanish tactic, which already appeared in the current game, if accept the result of a loss without rolling
allows him to elude with possible). Perform set up for the selected any z.
2z and gain 1 (up to hero as normal (see 3.2), except that the
7) if he rolls two successes. new hero begins with only 2 power Example: As a result of an event card,
He rolls a 5 and a 6. cards instead of 3, and his default the Knight encounters a
Since both z equal or and are both reduced by 1 for Scout. She sees that the
exceed the target number (the Lich’s the entire game (place the dead hero’s result of losing this
), the Rogue has two successes. He character token near the new hero’s hero combat would be to lose 1
wins the combat, and also gains 1 . sheet as a reminder). . At this moment, the
Knight wants the
The new hero doesn’t do anything
[8.1.1] Losing a Turn Necromancer to detect
during the round he appears, but may
Some combats cause a hero to “lose a her (see 4.2) in order to
act normally starting the following
turn” if he fails. When this happens, tip lure him into combat, so
round (which will be 2 rounds after the
the hero’s character token on its side, but lower would actually be to her
death).
finish the current turn as normal. advantage. Therefore, the Knight chooses
[8.2] Battling the Necromancer to let herself be seen by the Scout. She
On that hero’s next turn, stand his token A hero can battle the Necromancer rolls no z, and is considered to have lost
back up, and then end the turn. Nothing directly under two circumstances: the the combat.
else (good or bad) happens that turn. hero can initiate combat with an attack
If a hero “loses a turn” while his token action, or the Necromancer can initiate [9.0] DARKNESS
is already on its side, there is no further combat during the hero’s There is a darkness track ( ) printed
effect. event phase if his is on the game board. Darkness represents
[8.1.2] Death of a Hero zero (see 4.1 − Event). the amount of power the Necromancer
Both of these are only has gathered, and increases gradually
When a hero receives a , he either possible when the hero and throughout the game. At specific
spends a to negate the or he the Necromancer are in the thresholds, the Necromancer gains certain
dies. same location. advantages, as indicated on the track.
The Necromancer has a 10+  W
 hen the Necromancer is in a
Technically, you can choose to let a of 7 and an of 6. location with no blights on his
kill you even if you have grace remaining, turn, he creates two instead of
but this is generally not recommended. one.
Rolling a 7 on a six-sided z is, of
course, rather difficult. Winning a fight
You do NOT automatically die when against the Necromancer is only possible
you have zero . You merely cannot with a holy relic (7.2) or with certain
spend that you don’t have (see powers (6.0).
5.0), which means the next will
kill you. But you can survive with 0
indefinitely as long as you don’t suffer  Failing any combat with the Necromancer
a . results in a wound (see 8.1). Successfully
eluding has no effect.
Dying does not directly end the game,
If there are any blights in the location,

©2012 Jeremy Lennert and Victory Point Games 8


Darkest Night Rules v1.0

20+  W  hen the Necromancer [10.2] Destroying Blights wielding a holy relic must fight him
rolls a 1 or a 2 during his Heroes can destroy blights by and win. However, the Necromancer
movement step, he creates an performing the attack action is pitiless and will mercilessly sacrifice
extra blight that turn. and making a successful fight his minions to save himself. If there are
25+   All blights have +1 might. roll against the blight’s might any blights present when you defeat the
30   Any effects that would (see 4.1 − Action). Necromancer, you may destroy one blight
increase the beyond 30 of your choice, but the Necromancer will
When a blight is destroyed, remove the escape.
instead create a blight in the corresponding token from that location
Monastery. and return it to the Stock. He can only truly be killed if he is beaten
All of these advantages are cumulative; e.g. in a fight, by a hero with a holy relic, when
[10.3] Monster Blights there are no blights in the location. If this
at 20 , when the Necromancer rolls a
1 or 2 and moves to a location with no Blights have many different effects, but is achieved, all the heroes win.
blights, he creates three. one common effect is to force any hero
ending his turn at the same location to do This will generally require the
also changes the severity of some event concerted effort of several heroes to clear
combat (see 8.0) with a monster whose
cards. the area so that you can get a clean shot.
and are listed in the effect. If
[10.0] BLIGHTS the hero loses this combat, he suffers the
Blights represent the unholy forces of the failure effect listed for the monster; if he
wins the combat, nothing happens. [11.2] Holy Ritual
Necromancer throughout the kingdom.
Each blight has some harmful effect it Winning a combat against the monster If you gather enough of the holy relics,
produces as long as it is in play (described does not destroy the blight. Destroying you can combine them in a ritual that will
on the player aid on the back of this a blight typically requires a hero to release a great cleansing power and scour
booklet, and also summarized on the back perform an attack action (see 4.1 − the land of the undead. The Necromancer’s
of the blight token). Action), and involves rolling against the power will be broken.
[10.1] Creating Blights blight’s might, not the monster’s , and To perform the ritual, the heroes must
inflicts the blight’s defense if the hero fails find three holy relics and gather them
The Necromancer creates a new blight (not the monster’s failure effect). all at the Monastery. As soon as there
every turn (sometimes more than one). are three holy relics in the Monastery
Whenever a new blight is created, draw a Example: The Prince moves to simultaneously, all the heroes win.
card from the Map Deck (see 12.1) and the Mountains, where the Necromancer [11.3] Monastery Overrun
find the blight type listed on that card for has previously created a “Shades” blight.
the relevant location, then take a token The Monastery is a sanctuary that repels
Since the Prince ends his turn there, he
corresponding to that blight type from the evil, but nothing lasts forever. If at any
gets attacked by a Shade (3 , 5 )
Stock and place it in the affected location. time there are simultaneously 5 blights
and must fight or elude it. He fights it
in the Monastery, its defenses will
There can never be more than 4 blights and wins, but the blight is unaffected.
shatter and the kingdom’s last light will
in a single location. If something happens Next turn, he can spend his action to
be snuffed out, plunging the land into
which would cause a new blight to appear in attack it and try to destroy it, but he’ll
darkness. All the heroes lose.
a location that already has 4, add a blight at need to roll a 5 or more to do that (the
the Monastery instead. If there are already blight’s might), even though the Shades Remember that any effect that would
4 blights at the Monastery (that is, when a only have 3 . create a blight in a location that already
fifth blight is created in the Monastery), the has four blights will instead create a
heroes immediately lose the game (see 11.3). [11.0] VICTORY AND blight in the Monastery. Thus, blights
DEFEAT in the Monastery will begin to build
There are two possible ways for the heroes
up faster as the rest of the kingdom is
to win the game, and one way for them to
overrun.
lose.
Additionally, any effect that would
[11.1] Slay the Necromancer
increase the beyond 30 will also,
If you can slay the Necromancer, most instead, create a blight in the Monastery.
of his magic will be undone, and the Thus, blights will begin to accumulate
remaining undead will lose direction, rapidly in the Monastery if the game
making them easy to defend against. drags on too long.
To kill the Necromancer, a hero

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Darkest Night Rules v1.0

[12.0] OTHER RULES [13.0] HINTS On the other hand, sometimes low
This section does not contain any rules can be beneficial for controlling the
[12.1] Map Deck
needed to play, but has information that Necromancer’s movement.
Whenever a hero searches successfully or may be helpful in planning your strategy. [13.4] The Monastery
a blight is created, draw a map card and
compare it to the relevant location to [13.1] Searching The Monastery acts as a safe haven, where
determine the search result or type of blight. Searching is critical: it’s how you can recover your and while
you obtain new powers, and also how you avoiding direct attacks. If you fear for
If the Map Deck is empty when you need
find the keys required to obtain holy relics— your life, you should generally run for the
to draw a map card, reshuffle the discards.
and you need a minimum of 1 holy relic to Monastery.
If you are unable to resolve a map card win the game.
because you’ve run out of the required [14.0] OPTIONAL RULES
token or card, draw another map card. In Don’t assume you shouldn’t search just The following rules can be used separately or
the unlikely event that you draw 3 in a row because you’re good at something else. A in combination to adjust the game to taste.
without finding a suitable option, just pick couple of extra powers can make a huge [14.1] Expert Mode
any available blight (if creating a blight) or difference, especially if you get them early.
If you find the game becoming too easy, try
green-backed item (if searching).
Where you search is also important: making the following changes to Set Up:
[12.2] Monastery
 e Castle offers the most powers, but
•  Th •  Start the at 5, instead of 0.
The Monastery has several special rules. •  Draw 2 map cards instead of 1,
These are all mentioned elsewhere, but to very few keys.
•  The Village is similar, but less placing both indicated blights in each
summarize: location (except the Monastery).
extreme.
•  H eroes in the Monastery do not draw •  All players determine their heroes and
events (see 4.1 – Event). •  The Mountains and Forest have a
balanced mixture of powers and keys. starting powers at random, instead of
•  The Monastery is the only location choosing.
where heroes can perform the pray •  The Ruins has the most keys.
•  The Swamp is the only place you can Though this is listed as an optional
action (see 4.1 – Action). rule, I highly recommend these changes
•  The Monastery has no search find an epiphany, which lets
you search your Power Deck for experienced players. Of course, you
difficulty and cannot be searched (see can also invent similar rules of your own
4.1 – Action). for the card of your choice. It
also has the most artifacts, a fair bit of to further tweak the difficulty.
•  A hero who spends his entire turn bottled magic, and the fewest keys.
in the Monastery gains 1 (up to [14.2] Playing the Necromancer
default) (see 4.1 – End). The icons shown below the search
difficulty on the board serve as a reminder With 2-5 players, assign one player to
•  The Necromancer can never enter the of the most likely search results for each control the Necromancer. This player
Monastery and ignores heroes there location. works in opposition to the heroes and
(see 4.2 – Movement). tries to make them lose. The game plays as
•  You can store or retrieve items at the [13.2] Blights
normal, except for the following changes:
Monastery (see 7.1). Blights can do some nasty things to
[14.2.1] Set Up
•  When an effect tries to raise the the heroes, and will eventually end the
beyond 30, it creates a blight in the game if they build up too far. However, The Necromancer draws 4 map cards
Monastery instead (see 9.0). unless you’re actively trying to slay the to form his initial hand. (Do not show
Necromancer, it’s important to remember these cards to the heroes).
•  When an effect tries to create a 5th
blight in any location, it creates one in that attacking blights is just damage
the Monastery instead (see 10.1). control; it’s not what wins the game.
Destroy the most important blights, but
•  If you gather three holy relics at the don’t get so caught up that you forget to
Monastery, you win the game (see search.
11.2).
•  If there are ever 5 blights in the [13.3] Secrecy
Monastery, the heroes immediately lose In addition to making the Necromancer
the game (see 11.3). less likely to come to you, higher also
lessens the effect of many events, so you
shouldn’t necessarily ignore it even if the
Necromancer isn’t a concern.

©2012 Jeremy Lennert and Victory Point Games 10


Darkest Night Rules v1.0

[14.2.2] Necromancer Movement [14.3] Fifth Hero bragging rights if you play with the
Roll for Necromancer movement as Play with 5 heroes instead of 4 (allows one standard heroes.
normal. additional player), and make the following [15.0] C
 ARD
If the Necromancer detects any heroes, changes: CLARIFICATIONS
he chooses one to pursue, and moves [14.3.1] Retrieving Holy Relics The cards in Darkest Night are intended to
towards him by the shortest available The first relic to be retrieved requires a be self-explanatory, but a few subtleties are
route (Necromancer’s choice in case of a hero to discard 5 keys. Once any holy explained here in greater detail in case you
tie). If the Necromancer detects a hero relic has been retrieved, subsequent holy have questions.
in his own location, he may choose that relics take 3 keys each, as normal. [15.1] Artifacts
hero to remain where he is.
[14.3.2] Extra Blights Starry Veil allows you and all heroes at
If the Necromancer does not detect your location to discard and redraw any
any heroes, he moves to any adjacent At the end of each Necromancer turn,
roll a z (this z roll cannot be modified event with a fate of 5 or more (“fate” is
location he chooses, but he may not move the number in the top right corner of the
to any location with a hero. If all adjacent by any game effect).
event card; it gives a rough measure of
locations contain heroes, he does not If the is 14 or less, create an extra how bad the event is).
move (but he must move if possible). blight in the Necromancer’s location if
the z roll is a 1. If the new event card also has a fate of 5 or
The Necromancer may still never enter the more, you can discard it and redraw again
Monastery, and never detects heroes there. If the is 15 to 24, create an extra if you wish (and so on).
The movement numbers on the board blight in the Necromancer’s location if
the z roll is a 1 or 2. [15.2] Acolyte Powers
have no effect in this variant.
If the is 25 to 29, create an extra Call to Death allows you to attack two
[14.2.3] Creating Blights blights with a single action. Make only a
blight in the Necromancer’s location if
Whenever a new blight is the z roll is a 1, 2 or 3. single z roll, choosing a tactic as normal
created, instead of drawing (but include one more z than for a
a card from the Map Deck, If the is 30, create an extra blight in normal attack). After rolling, divide the z
the Necromancer plays a card the Necromancer’s location if the z roll into two pools, assigning one to each of the
from his hand to determine the type of is a 1, 2, 3 or 4. blights, and resolve as two separate attacks.
blight. When his hand is empty, he draws
Remember that the game is designed Example: The Acolyte uses Call to
a new hand of four map cards.
for four heroes. Adding a fifth hero Death to attack a Lich and a Spies. For
If the heroes would normally draw messes with balance in several ways his tactic, he chooses Final Rest, which
multiple map cards and choose one, the and will lengthen the game, so I only lets him fight with 3z.
Necromancer must play an appropriate recommend it if you really want to fit He rolls a total of 4z (3
number of cards and let the heroes pick another player into the game. from Final Rest, +1 from
among them.
Call to Death) and gets
The Necromancer may not play a card 5, 4, 1, and 1.
that calls for a blight for which all tokens [14.4] Custom Hero Decks
If you are feeling creative, you can invent He chooses to allocate
are already in use. If he has no legal card
your own heroes by combining power 5 and 1 to the Lich, and 4 and 1 to
to play, he reveals and discards his hand,
cards from several different heroes into a the Spies. The Lich has a might of 5, so he
draws a new hand of 4, and plays one of
single deck. Substitute your custom deck wins the fight and destroys it. The Spies
those cards. If he still has no legal cards to
for another hero’s normal power deck, also have a might of 5, but the highest z
play, the heroes choose the type of blight.
then play as normal, except draw new he allocated to them is a 4, so he fails
powers from the bottom of your deck this fight, and suffers the Spies’ defense
(and place leftover cards from supply (lose 1 ). He also loses 1 for each
caches on top) so that the card backs attack (part of the standard attack rules),
won’t give away what power you’re going and Final Rest causes him to lose a
to draw next. because at least one of his z rolled a 1.
Thus, in total, the Acolyte loses 3 and
It is important to note that custom heroes 1 , but destroys the Lich.
created in this way are not necessarily
balanced. You can create incredibly If he had rolled two 5s, he could have
strong or weak heroes if you work at destroyed both blights.
it. Therefore, you are only eligible for

11 Developed By Noelle Le Bienvenu


Darkest Night Rules v1.0

False Life and Leech Life have special text Four of the Scholar’s powers immediately
forbidding you to enter the Monastery while activate in your location when you obtain CREDITS
they are exhausted. These are considered them; these powers benefit all heroes at
special rules, not “effects”, and thus remain in that location, but can never be moved. Game Design: Jeremy Lennert
force while the powers are exhausted. Development: Noelle Le Bienvenu
You may want to think about where
Mostly this prevents you from using you’re standing when you open a treasure Art: Clark Miller and Dan Taylor
False Life every time you pray in the chest. Graphic Design: Jeremy Gleeson
Monastery. You will generally need to and Barry Pike III
hide to refresh these powers, though [15.5] Seer Powers Playtesting: Orion Anderson, Brad
other ways of refreshing them exist, such Bernstein, Deon Carrico, Devon
as using Calm (Priest) or Chapel (Prince) When you use Prediction as an action,
you roll two z and place them on the Chenoweth, Nick Cuneo, Paul
to pray in other locations. Fell, Chris Ferguson, Bill Fisher,
card, saving their result. If you use it again,
you keep the z already on the card, and Justin Fuhrmann, Catharz Godfoot,
[15.3] Knight Powers add two more. Nathan Hansen, Jason Allen
The Knight has four “Oath” Jackson, Barry Pike III, Otmar
powers that all follow a Example: The Seer uses Prediction, Schlunk, David Spangler, Sean
similar pattern: you can and rolls a 4 and a 3, Young
activate one as an action, saving them on top of the Proofreading: Bill Barrett, Shane
and it provides an ongoing Prediction card. Sather, Ian Wakeham
effect until you either Next turn, the Seer uses
“fulfill” or “break” the Prediction again, rolling a Proudly developed, manufactured
oath, at which point it provides one final 5 and a 3. The Prediction and assembled in the USA.
effect as it deactivates. The conditions for card now has a total of 4z,
fulfilling or breaking an oath are different with the results 5, 4, 3, and 3.
for each oath.
You can’t activate an oath if another one Any time you make a z roll, you can
is already active, and you can’t deactivate choose to use all of your saved results
an oath except by fulfilling it or breaking from Prediction instead of rolling
it. When you fulfill or break the oath, normally. 
you must deactivate it, although in some
cases you could use the fulfill effect to Example: The Seer prays, and uses
immediately activate the same oath again. her saved Prediction results of 5, 4, 3,
Oath of Valor breaks if you attempt to and 3. Following the rules for the pray
elude in any combat. It does not break if action, she gains 1 (up to default) for
you choose to automatically fail. each z that rolls a 3 or higher, allowing
[15.4] Scholar Powers her to raise her from 0 to 4. She then
clears all of the z off the Prediction card.
Find Weakness is a fighting
tactic that adds 1 to the
result of one of your z. When you used saved z from Prediction,
Unlike the holy relics, which the amount of z saved overrides the number
add 1 to your highest z, of z you would normally be entitled to roll
Find Weakness adds 1 to a (whether it is more or less). You cannot roll
single z chosen before you additional z from any source. However, you
roll—thus, if you are rolling multiple z can still change the results of the z with, for
(e.g. +1 from your Ancient Sword power), example, a holy relic.
you roll the chosen z separately, add 1 to Example: The Seer attacks the
its result, then roll the rest of the z. Necromancer, using her saved Prediction
results of 6 and 4. The holy relic
You may find it helpful to use a
she carries adds 1 to her highest z,
differently-colored z for this tactic,
converting the 6 into a 7, allowing her
so you can roll all z at once without
to defeat the Necromancer.
getting them confused.

©2012 Jeremy Lennert and Victory Point Games 12


Darkest Night Extended Example of Play v1.0

0
0

4
4

4 3
6 5

Extended Example of Play location. The Rogue could use the Vanishing Cowl tactics, so he has nothing to gain, either. Just for
himself to ignore the Curse and enter the kicks, he decides to fail the combat without rolling
The track has just reached 15. The Scholar Mountains without losing , but that will lock (rule 8.3) and relies on the Prophecy of Safety to
and Seer are in the Forest, where they have been the item and prevent him from passing it on until ignore the wound.
using the Scholar’s Forgotten Sanctuary power his next turn, and the Knight would Notice that the Rogue is now at the same location
to help elude a Zombies blight while they search really like to use it on the current round. as the Necromancer, but he doesn’t suffer any
for keys. The Knight is in the Mountains, where So instead, the Seer chooses to exhaust penalty for this yet, because he didn’t start his turn
he has been using his Oath of Vengeance to hold her Prophecy of Safety power at the start at the Necromancer’s location. On his next turn, if
off the Necromancer, but now her and of the Rogue’s turn, allowing him to the Necromancer is still there, he will lose one 
are both at zero and she’s facing down Confusion, ignore all instructions to spend or lose at the start of his turn.
Curse, and Shades blights. The Rogue is in the for the turn.
Monastery, where he has just finished praying to The Seer would also like to use Prophecy of Safety on
The Rogue then skips his event phase the Knight to ensure she doesn’t die this
recover his after a brush with death earlier in (because he is in the Monastery) and
the game. turn, but the power is exhausted now, so she
for his action he chooses to travel to the decides to go next so she can refresh it.
The Knight would really like to do something Mountains, raising his from 4 to 5 Since she is planning to refresh her powers
about that Confusion blight, which at the same time. The Prophecy of Safety anyway, she decides that she might as well
is preventing her from using her allows him to ignore the effects of the exhaust Prophecy of Fortune at the start of
tactics, and she notices that the Curse, and he hands the Vanishing Cowl to the her turn to give herself an extra z on all
Rogue has the Vanishing Cowl Knight. Then, because he has ended his turn at rolls this turn.
artifact card, which allows the the Shades’ location, he is forced into a combat;
holder to ignore the effect of one fortunately, Prophecy of Safety is still in effect, so After exhausting the Prophecy, she draws an event
blight each turn. She proposes that even if he fails this roll nothing will card, which happens to be the Midnight card;
the Rogue go first and bring her the Cowl. happen to him. If he could use his a rather bad event. However, she also has the
Vanish power, this encounter would Foreknowledge power card, which allows her to
Items can only be traded by heroes at the same draw an extra event and discard one of her choice.
actually be to his advantage, as it
location, so this will require the Rogue to enter the Her second draw is the Altar event. She chooses to
would give him a small chance to
Mountains; the Mountains contains a Curse blight, discard Midnight and resolve Altar instead.
gain ; however, the Confusion
which forces heroes to lose a when entering the
blight prevents him from using

13 Developed By Noelle Le Bienvenu


Darkest Night Extended Example of Play v1.0

The card instructs her to roll one z and take the have had any effect anyway. Seeing no downside in be better to wait until he has also exhausted his
highest; Prophecy of Fortune gives her an extra z on this particular case, she chooses to use Reckless Preparation power, so that he can refresh both
all rolls this turn, so she rolls 2z total, and gets a 6 Abandon. with a single action.
and a 3. She takes the highest (6) She rolls 6, 6, 3, and 2, and the Oath of Instead, he uses his action to search. His Research
and consults the table on the card, Vengeance turns one of those 6s into a 7, winning Materials power gives him +1z when searching, so
which tells her that she has found a the fight. Now, even if you roll a 7, you can’t he rolls a total of 2z, getting a 3
Pure Altar and has the option to spend actually kill the Necromancer without a holy and a 2. The search difficulty in the
1 to gain 1 . Her is relic—but it’s not like the Necromancer Forest is 4, so he hasn’t found
already at 4, which is her default is going to stick around to see whether anything. Unsatisfied with this result,
(circled) value, but the event card you can finish him off, so even if you he decides to exhaust his Preparation
doesn’t specify any maximum for the gain, so she don’t have a relic, he will sacrifice a power to reroll, and this time he gets
spends a (reducing her from 6 to 5) and raises her blight to escape when you win a fight against him. a 5 and a 4. Since he has rolled 2
to 5. Therefore, for winning the fight, the Knight gets to successes, he gets to draw 2 map cards; his
Then, for her action, she chooses to hide. Her  destroy a blight of her choice at her current Thoroughness power lets him draw an additional
is already at 5, so hiding can’t raise it any location. The Curse doesn’t have any ill effect for card, for a total of 3. He draws 3 cards and looks up
higher, but she still gets to refresh her power cards. heroes who are already at the location, so that’s not his current location (the Forest) on each one, and sees
She flips Prophecy of Fortune and Prophecy of a priority at the moment. That leaves the a treasure chest and two keys. He decides to take one
Safety both face-up, ready to use again. Confusion and the Shades. Neither of these will of the keys, and discards all three map cards.
At the end of her turn, she has to defend against the have any effect on the Knight this particular Then, at the end of his turn, he has to
Zombies blight at her location. She decides to use turn—she’s already ignored the Confusion using defend against the Zombies blight.
her Premonition tactic, allowing her to the Vanishing Cowl, and even if she fails to defend Since the Forgotten Sanctuary is exhausted,
elude with 3z. She also gets +2z when against the Shades the Prophecy of Safety will it won’t provide him with extra dice this turn. He
eluding due to the Scholar’s power protect her—but both of them could be could use his Find Weakness tactic to fight with
Forgotten Sanctuary, because it is active at inconvenient on future turns. She decides to one z and add one to its result, but since the
her location. Prophecy of Fortune adds another z, destroy the Shades, since they have the Zombies have 5 and only 3 , he calculates
for a total of 6. She rolls 5, 5, 4, 2, 2, and 1. higher might, and plans to attack the that he has better odds simply eluding with no
The Zombies’ is only 3, so three of those Confusion with her action. tactic. He rolls 1z, and gets a 2. Since this is less
results are successes; since she rolled at least 2 But first, by winning a fight against the than the Zombies’ , he suffers a , and
successes, she does not exhaust Premonition. Necromancer, she has fulfilled her Oath of spends one to avoid dying.
The Seer then turns around and exhausts Prophecy Vengeance; the power is deactivated, but as a reward Now that all heroes have taken their turns, the
of Safety again, this time at the start of the Knight’s she gets to perform a free action. In previous rounds, Necromancer gets a turn. He raises the from
turn. The Knight also loses a at the start of her she has used this free action to activate the Oath of 15 to 16, then rolls a z for his movement. He rolls
turn, because she’s at the same location as the Vengeance again, but at the moment she’s very a 1, which is greater than the 0 of the Knight
Necromancer; however, since the Knight’s is conscious of her low , so she at his location, so he remains in the
already zero, this has no further effect on her. Then, decides to use it to activate Oath of Mountains. Then he creates a new
because her is zero and the Purging instead. blight there, drawing a map card and
Necromancer is present, instead of She then uses her regular action to looking up the Mountains to determine
drawing an event card, she is forced into attack the Confusion blight. She decides the kind of blight, which happens to be a
combat with the Necromancer. to use Reckless Abandon again (there Corruption.
The Necromancer has a of 7, which still being no downside), and her Oath of Purging The round is now complete. All heroes
means it is usually not possible to fight gives her +2z when attacking blights, so she rolls flip their turn trackers back to the sun
him successfully without a holy relic; however, the a total of 6z and gets 4, 4, 4, 3, 1, and 1. side, and a new round begins.
Knight has her Oath of Vengeance power active, The Confusion’s might is 4, so she succeeds, and
which allows her to add 1 to her highest z when destroys the blight. She still loses 1 for attacking,
fighting the Necromancer, so she actually has a but again, this has no effect since her is already
chance of winning. She uses the Vanishing Cowl zero. And by destroying a blight, she has fulfilled her
that the Rogue gave her earlier to ignore the Oath of Purging, so she deactivates it and gains 1
Confusion’s effect so that she will be able to use , giving her a little bit of breathing room for next
tactics this turn; however, she can only use one round.
tactic per combat, so she has to decide whether she That only leaves the Scholar, who begins his turn
would rather use Charge or Reckless Abandon. by drawing the event card Evil Day, which gives
Reckless Abandon gives her more z, but also him the choice of either exhausting a power or
causes her to lose a if she rolls fewer than two drawing two more events. He chooses to exhaust
successes—and since Oath of his Forgotten Sanctuary power. Since Forgotten
Vengeance only adds 1 to her Sanctuary was active when he exhausted it, it is
highest z, her chances of rolling now suppressed (rule 6.2); it no longer provides
two 7s are nil. However, the its active effect, but when he refreshes it, it will
Prophecy of Safety will allow her to automatically go back to being active in the Forest.
ignore this loss—plus, she’s He considers using his action to hide so that he
already at zero , so it wouldn’t could refresh it immediately, but decides it would

©2012 Jeremy Lennert and Victory Point Games 14

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