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1. FIGHT ADJACENT ENEMIES/ MONSTERS Cast spells 4. EVENTS (end of turn)


Wandering Monsters: You may hire instead of (squads with spellcaster) Resolve any events drawn in previous phases.
fighting, or subdue instead of killing. Spellcasters may cast spells they are Discard new event cards drawn during this
Squads that fight may not act or move in carrying (spells must first be ‘invoked’ into phase.
Actions phase (but may pick up or pass items) play before they can be cast). vvv
Excavate/collapse
2. CONJURE (Draw a card) MOVEMENT RULES
(squads with digger)
Draw a card from a conjure deck and keep it or Ÿ Squad moves at the pace of its SLOWEST
First action: Declare excavate or collapse. If
discard to take 1 kind of resource listed. Set MEMBER.
squad digging speed is 4, reveal and
aside event cards. execute excavation card. Otherwise, put Ÿ After MERGING squads, move at the slowest
Instead of drawing a card, take (and keep) the excavation card face down, add 3 rock pace minus movement points already
top discard from any pile. markers. Further actions, if needed: remove spent. Squad can’t take an action if one of
1 rock per digging speed of each digger. its members already did.
3. ACTIONS (Each squad takes one action) Card is revealed when last rock is removed. Ÿ SPLIT squads. This uses a control card.
Free activities: move squad, move creature into No actions when digging except defending Ÿ Squads can’t share a HEX (can’t move
adjacent squad if there is room, pick up, pass, in combat. Otherwise start over. through each other).
unique abilities. Initiate Combat Ÿ Movement must STOP at adjacent enemy or
Invoke (any squad) wandering monster.
(Necromancer squad only) Best 2 out of 3 rounds. First attacker Ÿ Squad can’t stop on a SPAWN PIT (most
Necromancer squad pays resources and chooses attribute. Then defender chooses move through).
brings an item, spell or creature card into adjacent attribute. Then use the other Ÿ NO MOVEMENT AFTER combat (killing, hiring
play. Card may only go to an adjacent adjacent attribute. Ranged attack: attacker or subduing) or secondary conjuration.
squad. adds attribute of ranged attacker, defender
Squads that receive a card: either these adds attributes of entire squad. Must be NECROMANCER RULES
move, or the necromancer moves, not both LOS (but not for abilities). Flank attack: Ÿ Shadow Necromancer defends crystal only
in the same cycle. simultaneous attack action by multiple with raw attributes (no items, spells, squad
squads. Add attributes etc. as though one abilities, etc).
Secondary Conjuration
squad. There is no defensive ranged flank.
(Stationary Necromancer squad only) Ÿ Dead necromancer’s squads become
Wandering monsters flank if they are
Necromancer draws a card instead of wandering monsters, items etc are dropped.
adjacent to your enemy.
moving. Like “conjure” above, except no Ÿ Necromancer’s ability can’t be used to win
resources can be gathered. the game (to finish Awakened Evil).
 
 

1. FIGHT ADJACENT ENEMIES/ MONSTERS Cast spells 4. EVENTS (end of turn)


Wandering Monsters: You may hire instead of (squads with spellcaster) Resolve any events drawn in previous phases.
fighting, or subdue instead of killing. Spellcasters may cast spells they are Discard new event cards drawn during this
Squads that fight may not act or move in carrying (spells must first be ‘invoked’ into phase.
Actions phase (but may pick up or pass items) play before they can be cast). vvv
Excavate/collapse
2. CONJURE (Draw a card) MOVEMENT RULES
(squads with digger)
Draw a card from a conjure deck and keep it or Ÿ Squad moves at the pace of its SLOWEST
First action: Declare excavate or collapse. If
discard to take 1 kind of resource listed. Set MEMBER.
squad digging speed is 4, reveal and
aside event cards. execute excavation card. Otherwise, put Ÿ After MERGING squads, move at the slowest
Instead of drawing a card, take (and keep) the excavation card face down, add 3 rock pace minus movement points already
top discard from any pile. markers. Further actions, if needed: remove spent. Squad can’t take an action if one of
1 rock per digging speed of each digger. its members already did.
3. ACTIONS (Each squad takes one action) Card is revealed when last rock is removed. Ÿ SPLIT squads. This uses a control card.
Free activities: move squad, move creature into No actions when digging except defending Ÿ Squads can’t share a HEX (can’t move
adjacent squad if there is room, pick up, pass, in combat. Otherwise start over. through each other).
unique abilities. Initiate Combat Ÿ Movement must STOP at adjacent enemy or
Invoke (any squad) wandering monster.
(Necromancer squad only) Best 2 out of 3 rounds. First attacker Ÿ Squad can’t stop on a SPAWN PIT (most
Necromancer squad pays resources and chooses attribute. Then defender chooses move through).
brings an item, spell or creature card into adjacent attribute. Then use the other Ÿ NO MOVEMENT AFTER combat (killing, hiring
play. Card may only go to an adjacent adjacent attribute. Ranged attack: attacker or subduing) or secondary conjuration.
squad. adds attribute of ranged attacker, defender
Squads that receive a card: either these adds attributes of entire squad. Must be NECROMANCER RULES
move, or the necromancer moves, not both LOS (but not for abilities). Flank attack: Ÿ Shadow Necromancer defends crystal only
in the same cycle. simultaneous attack action by multiple with raw attributes (no items, spells, squad
squads. Add attributes etc. as though one abilities, etc).
Secondary Conjuration squad. There is no defensive ranged flank.
(Stationary Necromancer squad only) Ÿ Dead necromancer’s squads become
Wandering monsters flank if they are
Necromancer draws a card instead of wandering monsters, items etc are dropped.
adjacent to your enemy.
moving. Like “conjure” above, except no Ÿ Necromancer’s ability can’t be used to win
resources can be gathered. the game (to finish Awakened Evil).

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