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). vvv Excavate/collapse 2. CONJURE (Draw a card) MOVEMENT RULES (squads with digger) Draw a card from a conjure deck and keep it or 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 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. SPLIT squads. This uses a control card. Free activities: move squad, move creature into No actions when digging except defending 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 Movement must STOP at adjacent enemy or Invoke (any squad) wandering monster. (Necromancer squad only) Best 2 out of 3 rounds. First attacker 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 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: 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) 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 Necromancer’s ability can’t be used to win resources can be gathered. the game (to finish Awakened Evil).
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). vvv Excavate/collapse 2. CONJURE (Draw a card) MOVEMENT RULES (squads with digger) Draw a card from a conjure deck and keep it or 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 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. SPLIT squads. This uses a control card. Free activities: move squad, move creature into No actions when digging except defending 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 Movement must STOP at adjacent enemy or Invoke (any squad) wandering monster. (Necromancer squad only) Best 2 out of 3 rounds. First attacker 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 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: 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) 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 Necromancer’s ability can’t be used to win resources can be gathered. the game (to finish Awakened Evil).