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Bardsung: Legend of the Ancient Forge

Reforged Rulebook

Version 0.2
Table of Contents
Preface........................................................................................................................................................7
Introduction................................................................................................................................................7
Game Components.....................................................................................................................................7
Adventure Book....................................................................................................................................7
Game Board...........................................................................................................................................8
Dungeon Tiles........................................................................................................................................8
Entrance Tile.....................................................................................................................................8
Dice.......................................................................................................................................................9
Rolling Dice......................................................................................................................................9
Action Rolls.................................................................................................................................9
Target Number (TN)................................................................................................................9
Advantage and Disadvantage..................................................................................................9
Damage Rolls.............................................................................................................................10
Upgrading Dice.....................................................................................................................10
Rerolling Dice.................................................................................................................................10
Natural Result.................................................................................................................................10
Empowering Dice...........................................................................................................................10
Game Cards.........................................................................................................................................10
Card Vaults......................................................................................................................................10
Dungeon Cards...............................................................................................................................11
Enemy Symbols.........................................................................................................................11
Terrain Symbols.........................................................................................................................11
Door Symbol..............................................................................................................................11
Fixed Entrance Symbol..............................................................................................................11
Aspect Symbol...........................................................................................................................11
Aspect Cards...................................................................................................................................11
Aspect Card Resolution Symbols..............................................................................................12
Immediate..............................................................................................................................12
Sustained...............................................................................................................................12
Delayed.................................................................................................................................12
Engagement...........................................................................................................................12
Branching Challenge Cards.......................................................................................................12
Treasure Cards................................................................................................................................12
Upgrade Cards...........................................................................................................................12
Consumable Cards.....................................................................................................................13
Narrative Cards...............................................................................................................................13
Squire Cards...................................................................................................................................13
Wound Cards..................................................................................................................................13
Treatable Serious Wounds..........................................................................................................13
Lingering Serious Wounds.........................................................................................................13
Hero Cards...........................................................................................................................................13
Hero Profile Card............................................................................................................................14
Hero Profile Card – Front..........................................................................................................14
Hero Profile Card – Back...........................................................................................................14

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Talent Cards....................................................................................................................................14
Attack Cards...............................................................................................................................14
Skill Cards..................................................................................................................................15
Equipment Cards............................................................................................................................15
Upgrading Equipment................................................................................................................16
Leveling Up Equipment.............................................................................................................16
Initiative Card.................................................................................................................................16
Dashboard.......................................................................................................................................16
Hero Characteristic Modifiers....................................................................................................16
Enemy Cards.......................................................................................................................................16
Enemy Profile and Initiative Cards................................................................................................16
Complex Enemy Cards..............................................................................................................17
Enemy Behaviour Cards.................................................................................................................18
Boss Cards...........................................................................................................................................18
Tokens.................................................................................................................................................18
Hero Tokens....................................................................................................................................18
Enemy Tokens.................................................................................................................................18
Fate Tokens.....................................................................................................................................18
Exhausting Fate..........................................................................................................................18
Refreshing Fate..........................................................................................................................19
Tracker Tokens................................................................................................................................19
Encounter Tokens...........................................................................................................................19
Exploration Tokens.........................................................................................................................19
Aspect Tokens.................................................................................................................................20
Condition Tokens............................................................................................................................20
Terrain Tokens................................................................................................................................20
Special Tokens................................................................................................................................20
Beginning a Campaign.............................................................................................................................21
Recruit Your Hero................................................................................................................................21
Track Your Campaign..........................................................................................................................21
Start Your Campaign...........................................................................................................................22
Exploration Encounter.............................................................................................................................22
Setup Phase..........................................................................................................................................22
Exploration Board Setup................................................................................................................22
Exploration Deck Setup..................................................................................................................22
Enter the Dungeon..........................................................................................................................23
Round Phase........................................................................................................................................23
Start Phase......................................................................................................................................23
Action Phase...................................................................................................................................23
Hero Turn...................................................................................................................................23
Actions..................................................................................................................................23
Move.................................................................................................................................24
Parting Blow................................................................................................................24
Explore.............................................................................................................................24
Explore Secret Passage.....................................................................................................25
Attack...............................................................................................................................25
Use Active Skill................................................................................................................27

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Interact..............................................................................................................................27
Doors............................................................................................................................27
Terrain..........................................................................................................................27
Treasure........................................................................................................................27
Escape...............................................................................................................................27
Pass...................................................................................................................................28
Abilities.................................................................................................................................28
Use Skill...........................................................................................................................28
Treat Wound.....................................................................................................................28
Use Consumable...............................................................................................................28
Exchange Treasure............................................................................................................28
Upgrade Equipment..........................................................................................................28
Use Charm........................................................................................................................28
Use Healing Potion...........................................................................................................29
Rest...................................................................................................................................29
Enemy Turn................................................................................................................................29
Resolving Conditions............................................................................................................29
Resolving Behaviour Cards...................................................................................................29
Resolving Mandatory Actions..........................................................................................30
Resolving Conditional Actions.........................................................................................30
Determining Target................................................................................................................30
Enemy Actions......................................................................................................................30
Defense Roll..........................................................................................................................30
Special Attacks......................................................................................................................30
Powerful Attack................................................................................................................31
Pulse Attack......................................................................................................................31
End Phase.......................................................................................................................................31
Boss Encounter........................................................................................................................................32
Cleanup Phase..........................................................................................................................................32
Rally Phase..........................................................................................................................................32
Maintenance Phase..............................................................................................................................32
Additional Rules and Information............................................................................................................34
Resolving Effects.................................................................................................................................34
Basic Effects...................................................................................................................................34
Dodge.........................................................................................................................................34
Inspire........................................................................................................................................34
Push............................................................................................................................................35
Serious Wound...........................................................................................................................35
Wound........................................................................................................................................35
Condition Effects............................................................................................................................35
Bane...........................................................................................................................................35
Bleed..........................................................................................................................................35
Blessing......................................................................................................................................36
Burn............................................................................................................................................36
Fatigue........................................................................................................................................36
Frostbite.....................................................................................................................................36
Pinned........................................................................................................................................36

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Pinned........................................................................................................................................36
Poison.........................................................................................................................................36
Silence........................................................................................................................................37
Stunned......................................................................................................................................37
Sundered....................................................................................................................................37
Weaken.......................................................................................................................................37
Initiative Effects..............................................................................................................................37
Haste..........................................................................................................................................37
Quicken......................................................................................................................................37
Slow...........................................................................................................................................37
Stop............................................................................................................................................38
Terrain Effects.................................................................................................................................38
Banner........................................................................................................................................38
Drift............................................................................................................................................38
Elevation....................................................................................................................................38
Firepit.........................................................................................................................................38
Forge..........................................................................................................................................38
Gas.............................................................................................................................................38
Grasping Vines...........................................................................................................................39
Lava Pit......................................................................................................................................39
Mushroom Patch........................................................................................................................39
Old Well.....................................................................................................................................39
Pipe............................................................................................................................................39
Rubble........................................................................................................................................39
Stalagmites.................................................................................................................................39
Water..........................................................................................................................................39
Dungeon Map......................................................................................................................................40
Persistence......................................................................................................................................40
Boundary and Threshold.................................................................................................................40
Dungeon Tile Placement.................................................................................................................40
Stairs Token................................................................................................................................40
Zones..............................................................................................................................................41
Adjacent Zones..........................................................................................................................41
Engaged Zones...........................................................................................................................41
Unexplored Zones......................................................................................................................41
Areas...............................................................................................................................................41
Free Placement...............................................................................................................................41
Combat................................................................................................................................................42
Defeating Enemies..........................................................................................................................42
Complex Enemy Types..............................................................................................................42
Isolating Enemies...........................................................................................................................42
Adding Enemy Models...................................................................................................................43
Being Defeated....................................................................................................................................43
Revive a Hero.................................................................................................................................43
Continue an Encounter...................................................................................................................43
Failing an Encounter.......................................................................................................................44
Wandering Monster Encounter............................................................................................................44

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Interpreting Rules................................................................................................................................44
Mistakes..........................................................................................................................................44
Conflicts..........................................................................................................................................44
Optional Rules..........................................................................................................................................45
Reference.................................................................................................................................................46
Glossary...............................................................................................................................................46
F.A.Q...................................................................................................................................................46
Notable Changes..................................................................................................................................47
Initiative Discard Pile.....................................................................................................................47
Start Phase......................................................................................................................................47
Talent Cards....................................................................................................................................47
Cleanup Phase.................................................................................................................................47
Event Roll.......................................................................................................................................47
Vanquishing Enemies.....................................................................................................................48
Resting............................................................................................................................................48
Grasping Vines................................................................................................................................48

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Preface
Like many others, my gaming group answered the call to adventure in Bardsung: Legend of the
Ancient Forge! Like many others, my gaming group found that call put on hold as we puzzled over the
rulebook. This is a delightful game, and we have been enjoying it, but it is clear the rules could use a,
well, re-forge. This document is an attempt to answer that call to adventure that it may help our fellow
enthusiasts forge their own legend as Bardsung!
The objective of this document is to improve the presentation of the rules. It is not intended to change
the rules. While changes may be made to the structure, order, and naming of game mechanics, such
changes are intended to facilitate presentation and gameplay and should preserve the effect of the
original rules. Any changes in effect are due to oversight or misinterpretation on my part and should be
corrected.
Similarly, for consistency, I have tried to maintain the terminology of the original rules. For example,
the rulebook tends to use “model” where I would use “figure”. Unless otherwise noted, any
discrepancy in terminology is unintentional and should be corrected. Note that I have invented a lot of
terminology in part because the rules have a tendency to show a symbol without providing terminology
for what the symbol represents. Where there is official terminology, it should be used. Otherwise, I am
open to suggestions for improving the terminology I have created.

Introduction
Bardsung: Legend of the Ancient Forge is a cooperative board game that is played as a continuing
narrative over a single campaign. Players will select their hero at the start of the campaign and will
upgrade and customize their hero as the narrative progresses. The game is played over several chapters,
with each chapter consisting of several encounters. Decisions heroes make, and are forced to make, will
shape the narrative as it unfolds.

Game Components
Adventure Book
Bardsung: Legend of the Ancient Forge uses an Adventure Book to guide Heroes through the
Campaign. The Adventure Book consists of several Chapters. Each Chapter has a Chapter Map to
guide Heroes through the different Encounters of the Chapter. The Chapter Map consists of several
Nodes, shown as squares, that are connected by lines. Each Node represents an Encounter that Heroes
must Complete to continue the Chapter. When Heroes Complete an Encounter, refer to the Chapter
Map to determine what options lie ahead. If the Node for the Completed Encounter connects to more
than one other Node, the Heroes may choose which path to follow. Use the companion App to follow
the Campaign Narrative and determine which path to choose.

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The Adventure Book also contains the Encounter Description for each Encounter in the Campaign.
Refer to the Encounter Description during the Setup Phase for an Encounter and during the
Maintenance Phase to determine how much XP the Heroes have earned.

Game Board
The Game Board has two sides: The Exploration side and the Arena side. The Exploration side has a
compass pointing North. Both sides of the Game Board feature the following elements:
Play Area: The Play Area is the main area of the board. The Play Area is the section of the board that
differentiates the Exploration side from the Arena side of the Game Board.
Gold Stash: The Gold Stash is in the top right corner of the Game Board.
Fate and Encounter Token Track: The Fate and Encounter Token Track runs long the top of the Game
Board.
Reputation Track: The Reputation Track runs long the left side of the Game Board. The top four
squares of the Reputation Track represent a Reputation of +1 through +4, beginning with +1 in the
middle and continuing up. The bottom four squares of the Reputation Track represent a Reputation of -
1 through -4, beginning with -1 in the middle and continuing down.
Marching Order: The Marching Order runs along the bottom of the Game Board. The Marching Order
consists of several Initiative Slots. The left-most Initiative Slot in the Marching Order has the highest
Initiative and Initiative decreases along the Marching Order from left to right. The Marching Order has
two Delay Slots designated with timer symbols on the right side of the Game Board. The slot to the left
of the Delay Slots may be used to form the Initiative Discard Pile. If this slot is needed to track
Initiative Cards in the Marching Order, simply create an Initiative Discard Pile near the gaming area.

Dungeon Tiles
There are two types of Dungeon Tiles: Room Tiles and Corridor Tiles. Dungeon Tiles are used in
Exploration Encounters to form the Dungeon Map on the Play Area of the Game Board. Each Dungeon
Tile is divided into Zones. Each Dungeon Tile has a Primary Zone designated by the Primary Zone
Symbol. Each Dungeon Tile has two or more Portals, or doorways, and may have a Secret Passage
shown in blue.

Entrance Tile
The Entrance Tile is a special Room Tile that has artwork featuring a large staircase descending into the
Dungeon. Unless otherwise noted, Heroes begin an Exploration Encounter on the Entrance Tile as
described in the Exploration Encounter Setup Phase section.

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Dice
Bardsung: Legend of the Ancient Forge is played using dice. Dice are designated by a lower-case ‘d’
followed by the number of sides. A number in front of the ‘d’ represents how many dice of that type
are used in a particular roll. For example, ‘d20’ (pronounced “dee-twenty”) represents a 20-sided die,
and 2d8 (pronounced “two-dee-eight”) designates that two eight-sided die should be rolled. When
rolling a single die, the number 1 may be implied, so a roll consisting of a single 10-sided die may be
written as 1d10 or simply as d10.

Rolling Dice
There are two main types die rolls: Action Rolls and Damage Rolls. To complete a roll, take the
number and type of dice designated for the roll and roll them. Then use the rules below to determine
the Result of the roll.

Action Rolls
Action Rolls are made using 1d20. Each Action Roll is based on a Hero’s Characteristic. The Result of
an Action Roll is the result of the d20 plus the Characteristic Modifier of the Hero making the roll.
Action Rolls are typically referred to by the Characteristic being used or the type of roll being
performed. For example, a Strength Roll, a Wisdom Roll, an Attack Roll, and a Defense Roll are all
types of Action Rolls. Note that other game effects may modify the Result of an Action Roll.

Target Number (TN)


Action Rolls are made by Heroes against a Target Number. Heroes Pass the Action Roll when the
Result of the Action Roll is equal to or greater than the Target Number. Heroes Fail the Action Roll
when the Result of the Action Roll is less than the Target Number. A Target Number is abbreviated as
TN followed by the value of the Target Number, and an Action Roll is abbreviated as the Target
Number followed by the Characteristic used for the Action Roll; so TN10 represents a Target Number
of 10, and TN10 Charisma represents an Action Roll using the Charisma Characteristic against a Target
Number of 10.

Advantage and Disadvantage


Action Rolls may be made with Advantage or Disadvantage by rolling an additional d20. When rolling
with Advantage, the d20 with highest value is used to determine the Result. When rolling with
Disadvantage, the d20 with the lowest value is used to determine the Result. Advantage and
Disadvantage effects do not stack; that is, an Action Roll with multiple Advantage or Disadvantage
effects is rolled with, at most, 2d20. Advantage and Disadvantage effects do cancel, so an Action Roll
with both Advantage and Disadvantage is rolled with 1d20. This cancellation effect is 1-for-1, so an
Action Roll with two Advantage effects and one Disadvantage effect is rolled with Advantage.

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Damage Rolls
Damage Rolls are made using Damage Dice. The Result of a Damage Roll is the sum of all dice used in
the roll plus any active card effects. Note that other game effects may modify the Result of a Damage
Roll.

Upgrading Dice
Damage Dice are Upgraded by using the die with the next-highest number of faces. Specifically, a d4
upgrades to a d6, a d6 upgrades to a d8, a d8 upgrades to a d10, and a d10 upgrades to a d12. Damage
Dice may not be upgraded beyond a d12.

Rerolling Dice
When a game effect allows, a Hero may choose to Reroll dice for a new Result. The Hero must choose
to Reroll immediately after completing a roll and before resolving any effects of the roll (e.g.,
Replenishing Fate). To Reroll, the Hero collects all dice used in the original roll and rerolls them for a
new Result. The new Result must be used and cannot be Rerolled even if additional effects might
allow; that is, multiple Reroll effects do not stack.

Natural Result
The Natural Result of a roll is to the value of the roll without any modifiers; that is, the number rolled
on the die. This is typically used in reference to a single die as opposed to the cumulative total of the
dice used in the roll.

Empowering Dice
Some game effects allow a roll to be Empowered by adding 1d4 to the roll. The result of the
Empowered Roll is the Result of the roll plus the result of the d4. Empower effects do not stack; that is,
a roll with multiple Empower effects gains, at most, 1d4 for the roll.

Game Cards
Card Vaults
Many cards have a letter followed by a number printed on the back of the card. These cards are part of
a Card Vault. Cards should be kept in their Card Vault until they are needed for an Encounter as
described in the Encounter Description or as referenced by other game effects. When returning a card
to its Card Vault, place the card in the Card Vault corresponding to the letter on the back of the card and
in numerical order as indicated by the number on the back of the card. When adding or removing a card
from a Card Vault, only look at the back of the card to avoid revealing any Campaign or Encounter
secrets. Narrative Cards, Dungeon Room Cards, Battle Aspect Cards, and Challenge Aspect Cards each
belong to a Card Vault. The remaining cards do not belong to a Card Vault and do not need to be kept in
a specific order.

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Dungeon Cards
There are two types of Dungeon Cards: Room Cards and Corridor Cards. Each Dungeon Card
corresponds to a Dungeon Tile or a Dead End Token. Dungeon Cards corresponding to a Dungeon Tile
may have one or more of the following symbols:

Enemy Symbols
Enemy Symbols on a Dungeon Card indicate which Zones of the Dungeon Tile contain Enemies. Place
Enemy Models in the Zones indicated by the Dungeon Card once the Dungeon Tile has been added to
the Dungeon Map. Circled Enemy Symbols represent Enemy Models that are placed only in a 4- or 5-
player game. Enemy Symbols represent different Enemy Types that vary by Encounter. Refer to the
Encounter Description to determine which Enemy Type an Enemy Symbol represents.

Terrain Symbols
Terrain Symbols on a Dungeon Card indicate which Zones of the Dungeon Tile contain Terrain
Elements. Place Terrain Tokens in the Zones indicated by the Dungeon Card once the Dungeon Tile has
been added to the Dungeon Map. Terrain Symbols represent different Terrain Elements depending on
the Encounter. Refer to the Encounter Description to determine which Terrain Element a Terrain
Symbol represents.

Door Symbol
Door Symbols indicate which Portals should receive a Door Token once the Dungeon Tile has been
added to the Dungeon Map. Door Tokens are always added to the Dungeon Map with the open side up.

Fixed Entrance Symbol


The Fixed Entrance Symbol (two blue arrows pointing away from each other) indicates that a Dungeon
Tile must be added to the Dungeon Map such that the designated Portal connects to the Hero’s current
Zone. If the Dungeon Tile placement is invalid, discard the Dungeon Tile and place a Dead End Token
over the Portal in the Hero’s current Zone. This ends the Explore Action. Discard the Dungeon Card
without resolving it and do not draw or resolve an Aspect Card.

Aspect Symbol
The Aspect Symbol appears in the lower-right corner of the Dungeon Card and indicates whether a
Battle Aspect Card or Challenge Aspect Card should be drawn once the Dungeon Tile is resolved.

Aspect Cards
There are two types of Aspect Cards: Battle Aspect Cards and Challenge Aspect Cards, also called
Battle Cards and Challenge Cards. Each Aspect Card has at least one Resolution Symbol highlighted in
the lower-left corner of the card. Resolution Symbols indicate when and how the Aspect Card will be
resolved. Aspect Cards may have a Gold Symbol in the lower-right corner of the card. Heroes gain the

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amount of gold indicated by the Gold Symbol immediately after an Aspect Card is drawn. If a Gold
Symbol appears in the text of an Aspect Card, Heroes only gain gold as indicated by the text of the
Aspect Card. Note that Aspect Cards only affect the Area Occupied by the Hero that drew the card.

Aspect Card Resolution Symbols

Immediate
If the Immediate Symbol of an Aspect Card is highlighted, the Aspect Card is resolved immediately
and then discarded.

Sustained
If the Sustained Symbol of an Aspect Card is highlighted, the Aspect Card is added to the Dungeon
Map and discarded as described by the text of the card. The effect of a Sustained Aspect Card typically
applies to a specific Dungeon Tile. If desired, place a Sustained Aspect Card near the affected Dungeon
Tile for convenience. As noted above, Aspect Cards only affect the Area Occupied by the Hero that
drew the card.

Delayed
If the Delayed Symbol of an Aspect Card is highlighted, the Aspect Card is placed in the left-most
available Delay Slot of the Marching Order on the Game Board to be resolved during the End Phase of
the Round or as described by the text of the card.

Engagement
If the Engagement Symbol of an Aspect Card is highlighted, it indicates that the Aspect Card will be
discarded once the Heroes are no longer in Combat. The Engagement Symbol is always highlighted in
addition to another Resolution Symbol indicating how the Aspect Card should be resolved.

Branching Challenge Cards


Some Challenge Cards have sections that are only resolved under certain conditions, such as the result
of a roll or the decision of a Hero. Follow the text of the card and only resolve the sections for which
the required conditions have been met. Discard the card once the final section has been resolved, or as
described by the text of the card.

Treasure Cards
There are two types of Treasure Cards: Upgrade Cards and Consumable Cards.

Upgrade Cards
Upgrade Cards are used to Upgrade Equipment Cards. There are two types of Upgrade Cards:
Gemstones and Runes. Gemstones Upgrade Weapon Cards and Runes Upgrade Armour Cards as
described in the Upgrading Equipment section.

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Consumable Cards
There are two types of Consumable Cards: Disposable Consumables and Reusable Consumables.
Disposable Consumable Cards have a Discard symbol in the lower-left corner of the card and are
discarded after use. Reusable Consumable Cards have a Flask symbol in the lower-left corner of the
card and a Gold Cost printed upside down in the lower-right corner. A Reusable Consumable Card is
Exhausted after use. To Exhausted a Consumable Card, turn the card upside down in the Hero’s
Dashboard. The card remains in the Hero’s Inventory, but may not be used again until Refreshed. A
Consumable Card may be Refreshed during the Maintenance Phase by paying the Gold Cost listed on
the card and then turning the card right side up in the Hero’s Dashboard.

Narrative Cards

Squire Cards

Wound Cards
Wound Cards are used by Heroes to track Wounds. Heroes Suffer a Wound by drawing a Wound Card
and keeping it face-down. Heroes Suffer a Serious Wound by drawing a Wound Card and turning it
face-up. Serious Wounds count as one Wound but have additional effects as described on the card.
There are two types of Serious Wounds: Treatable Serious Wounds and Lingering Serious Wounds.
Note that Wound Cards are not added to a Hero’s Inventory, but may be kept on the Hero’s Dashboard
if desired.

Treatable Serious Wounds


Treatable Serious Wound Cards have a Characteristic Symbol in the lower-left corner and a Target
Number in the lower-right. A Hero suffering a Treatable Serious Wound may use the Treat Wound
Ability during their turn to make an Action Roll using the indicated Characteristic against the indicated
Target Number. If the Hero Passes the Action Roll, the Wound Card is turned face-down. If the Hero
Fails the Action Roll, the Wound Card remains face-up and the Hero continues to suffer the effects of
the Wound Card. Heroes may only use the Treat Wound Ability once per Turn, even if a Hero is
suffering multiple Treatable Serious Wounds. Heroes may not use the Treat Wound Ability on Serious
Wounds they have Suffered during their current Turn.

Lingering Serious Wounds


Lingering Serious Wound Cards have a number in the lower-right corner indicating the number of
Timer Tokens associated with the Wound Card. When Suffering a Lingering Serious Wound, place the
indicated number of Timer Tokens on the Wound Card. Discard Timer Tokens as indicated by the text
of the Wound Card. When the last Timer Token is discarded, turn the Wound Card face-down.

Hero Cards
There are several Hero Cards which players will use to build out and play as their Hero character.

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Hero Profile Card
The two-sided Hero Profile Card lists the Hero’s inherent traits on the front and starting information on
the back. Refer to the back of the Profile Card when Recruiting a Hero at the start of a Campaign and
refer to the front of the Profile Card throughout the Campaign.

Hero Profile Card – Front


The front of the Hero’s Profile Card lists the following information:
Hero’s Name: Top Center
Speed: Footprint symbol on the left side. A Hero’s Speed is the maximum number of Adjacent Zones
the Hero may enter when taking the Move Action.
Resilience Modifier: Shield symbol on the left side. The Hero’s modifier for a Resilience Action Roll.
Grit: Heart symbol on the left side. A Hero’s Grit is the total number of Wounds the Hero must Suffer
to be defeated.
Range: Target symbol on the right side. A Hero’s Range is the maximum number of Adjacent Zones the
Hero may use when determining the Target of an Attack.
Damage Die: Die icon on the right side. The Damage Die Icon indicates the number and type of dice
the Hero uses when making a Damage Roll.
Fate Trait: Bottom Center. A Hero’s Fate Trait describes a special technique the Hero may use to
Refresh Fate.

Hero Profile Card – Back


The back of the Hero’s Profile Card lists the Hero’s starting Talent and Equipment Cards and starting
Characteristic Modifiers.

Talent Cards
Each Hero has a pool of Talent Cards that can be added to their Inventory. There are two types of Talent
Cards: Attack Talent Cards and Skill Talent Cards, also called Attack and Skill Cards. Starting Talent
Cards are added to the Hero’s Inventory at the start of the Campaign. Additional Talent Cards can be
added to the Hero’s Inventory during the Maintenance Phase. Talent Cards are two-sided with each side
indicating its Level in the lower-right corner. Additionally, the Level 1 side lists an Upgrade Cost in the
lower-right corner. Talent Cards are added to a Hero’s Inventory as Level 1 and can be Upgraded to
Level 2 during the Maintenance Phase.

Attack Cards
Attack Cards display the following information:
Name: Top center

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Attack Symbol: Upper-left. All Attack Cards have the Attack Symbol.
Attack Property Symbol: Right of Attack Symbol. Attack Cards are either Physical or Magical as
indicated by the Attack Property Symbol.
Attack Characteristic Symbol: Right of Attack Property. The Attack Characteristic Symbol indicates
which Characteristic Modifier is used for the Attack Roll.
Fate Cost: Right of Attack Characteristic. Attack Cards with a Fate Symbol have a Fate Cost. Attack
Cards with a Fate Cost Exhaust one Fate Token when used. If all Fate Tokens are Exhausted, Attack
Cards with a Fate Cost may not be used.
Attack Profile Table: Center. The Attack Profile Table shows which Attack Effects are resolved by the
Attack.
Special Rules: Lower-center. Some Attack Cards have Special Rules that occur when the Attack is
resolved.
Action Symbol: Lower-left. All Attack Cards have the Action Symbol in the lower-left corner of the
card. Attack Cards are Exhausted upon use and may only be used once per Turn unless modified by
other game effects.

Skill Cards
Skill Cards have the Skill Symbol in the upper-left corner of the card. Skill Cards may have a Fate
Symbol in the upper-right corner of the card. Skill Cards with a Fate Symbol have a Fate Cost. Skill
Cards with a Fate Cost Exhaust one Fate Token when used. If all Fate Tokens are Exhausted, Skill
Cards with a Fate Cost may not be used. There are two types of Skill Cards: Action Skill Cards and
Ability Skill Cards. Action Skill Cards have the Action Symbol in the lower-left corner of the card and
require an Action to use. Action Skill Cards are Exhausted upon use and may only be used once per
Turn unless modified by other game effects. Ability Skill Cards have the Ability Symbol in the lower-
left corner of the card and do not require an Action to use. Ability Skill Cards may be used multiple
times per Round in accordance with the text on the Skill Card.

Equipment Cards
Each Hero has a pool of Equipment Cards that will be used throughout the Campaign. There are two
types of Equipment Cards: Weapon Cards and Armour Cards. A Hero may have one or both types of
Equipment Cards in their Inventory. Equipment Cards have a symbol in the upper-left indicating the
Equipment Card’s type. Equipment Cards have a symbol in the upper-right indicating the Equipment
Card’s Level. Equipment Cards have a symbol in the lower-left indicating the Equipment Card’s
number of Upgrade Slots. Level 1 Equipment Cards are added to the Hero’s Inventory at the start of the
Campaign. Heroes have access to all of the Equipment Cards in their Inventory at all times. Equipment
Cards are not exhausted during gameplay. Heroes with multiple Equipment Cards of the same type may
use these cards simultaneously.

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Upgrading Equipment
Equipment Cards may be Upgraded by taking an Upgrade Card from the Hero’s Inventory and adding
it to an Equipment Card in the Hero’s Inventory. Note that this removes the Upgrade Card from the
Hero’s Inventory. Each Equipment Card has a limited number of Upgrade Slots as indicated by the
Upgrade Slot symbol in the lower-left corner of the Equipment Card. Each Upgrade Card occupies one
Upgrade Slot when added to an Equipment Card. The rules for adding an Upgrade Card to an
Equipment Card are as follows:
• The Upgrade Card must be the correct type; Gemstones for Weapons and Runes for Armour
• The Equipment Card must have an available Upgrade Slot
• The Equipment Card may not have Upgrade Cards with matching border colors

Leveling Up Equipment
Equipment Cards will Level Up as the Campaign progresses as revealed by the Campaign Narrative. To
Level Up an Equipment Card, remove the current Equipment Card from the Hero’s Inventory and add
the Equipment Card with the next-highest level to the Hero’s Inventory. Equipment Cards retain all
Upgrade Cards when Leveling Up.

Initiative Card
The Hero’s Initiative Card is added to the Initiative Discard Pile at the start of each Encounter and is
used to determine the Marching Order for each Round.

Dashboard
In addition to Hero Cards, Heroes receive a Dashboard to organize and manage the cards and tokens
they use throughout the Campaign. Items taken into a Hero’s Inventory are added to their Dashboard.

Hero Characteristic Modifiers


Heroes have seven Characteristics: Charisma, Constitution, Dexterity, Intelligence, Resilience,
Strength, and Wisdom. Each Characteristic corresponds to a Characteristic Modifier ranging from +0 to
+4 before applying other game effects. Most Characteristic Modifiers are tracked using Characteristic
Modifier Tokens kept on the Hero’s Dashboard. The Resilience Characteristic Modifier is printed on
the Hero’s Profile Card and is not tracked with a token.

Enemy Cards
Enemy Profile and Initiative Cards
Each Enemy Type has an Enemy Profile Card that lists the Enemy’s Characteristics. Note that an
Enemy Profile Card is also the Initiative Card for that Enemy Type. The Enemy Profile Card lists the
following information:

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Enemy Name: Top Center
Target Number (TN): Top Left. The Target Number used for all Attack and Defense Rolls made against
this Enemy Type.
TN Modifier: Small symbol to the lower-right of the Target Number. Indicates whether the Enemy
Type is Vulnerable or Resilient against Physical or Magical Attacks.
Speed: Footprint symbol on the left side. The maximum number of Adjacent Zones the Enemy may
enter during a Charge or Move Action.
Toughness: Skull symbol on the left side. The minimum Result needed for a Damage Roll to cause a
Critical Hit.
Grit Effect: Heart symbol and accompanying symbol on the right side. Indicates which Grit Effect is
resolved when a Model of this Enemy Type Suffers two Wounds.
Gold Value: Number and Gold Symbol on the right side. Amount of gold Heroes gain when the Profile
Card is Removed from the Marching Order.
Special Attack: A Special Attack Symbol may appear to the left of the Range Symbol. A Special Attack
Symbol indicates which type of Special Attack is resolved when the Enemy Attacks.
Range: Target Symbol on the left side of the Attack Profile Table. The maximum number of Adjacent
Zones the Enemy may use to determine the Target of an Attack.
Attack Profile Table: Lower-center of the card, above the Special Rules. The Attack Profile Table
shows which Attack Effects are resolved by the Attack.
Behaviour Traits: Behaviour Trait Symbols appear to the left of the Special Rules. Behaviour Trait
Symbols indicate which Behaviour Cards are resolved during the Enemy’s Turn. If multiple Behaviour
Trait Symbols are shown, the Behaviour Traits are resolved in order from top to bottom.
Special Rules: Bottom Center.
Enemy Type: The Enemy Type Symbol appears to the right of the Special Rules.

Complex Enemy Cards


Some Enemy Profile Cards are double-sided, featuring a Normal side and a Heat-Up side. The Normal
side is designated by a Heat-Up Grit Effect Symbol which looks like a card, and the Heat-Up side is
designated by bloody artwork in the background. Complex Enemy Cards begin on the Normal side and
are flipped to the Heat-Up side when an Enemy Model of that Enemy Type has Suffered two Wounds.
See the Combat section for additional rules on Complex Enemy Types.

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Enemy Behaviour Cards
Each Enemy Type has Behaviour Traits corresponding to a Behaviour Card. The Behaviour Cards used
by a specific Enemy Type are designated by the Behaviour Trait Symbols appearing on the Enemy
Profile Card. See the Enemy Turn section for information on resolving Behaviour Cards.

Boss Cards

Tokens
Hero Tokens
3rd Action Tokens: The 3rd Action Token designates an additional Action gained by a Hero during their
Turn.
Characteristic Modifier Tokens: Characteristic Modifier Tokens are placed on the Hero’s Dashboard to
track the Characteristic Modifiers used by the Hero for Action Rolls.
Devotion Tokens
Ghost Tokens
Mirage Tokens
Party Marker Token: Used to track the party’s progress through a Chapter
XP Tokens: XP Tokens represent XP (experience) gained by Heroes during Encounters. XP Tokens are
added to a Hero’s Inventory and may be spent during the Maintenance Phase to upgrade Heroes.

Enemy Tokens
Grudge Token: The Grudge Token is added to a Hero’s Inventory and is not removed until specified by
a game effect; that is, the Grudge Token is persistent between Encounters.
Wound Tokens: Enemy Models receive a Wound Token when they Suffer a Wound.

Fate Tokens
Fate Tokens are used to track the amount of Fate available during an Encounter. Note that Fate Tokens
are not Encounter Tokens for the purposes of gameplay.

Exhausting Fate
Fate Tokens are Exhausted when Heroes play Talent Cards that have a Fate Cost and may be Exhausted
by other game effects. To Exhaust a Fate Token, flip the token from its Active side to its Exhausted
side.

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Refreshing Fate
Fate is Refreshed when Heroes successfully execute their Fate Trait as described on their Profile Card.
Fate is also Refreshed when the Natural Result of an Action Roll is either 1 or 20. This effect is applied
after an Action Roll is Rerolled or the initial Result is accepted. Similarly, this effect only applies to the
higher Natural Result if the Action Roll was made with Advantage or the lower Natural Result if the
Action Roll was made with Disadvantage. Fate may also be Refreshed as described by other game
effects. To Refresh a Fate Token, flip the token from its Exhausted side to its Active side.

Tracker Tokens
Gold Tokens: Gold Tokens may be gained by Heroes throughout an Encounter. When Heroes gain gold,
take the appropriate number of Gold Tokens from the supply and add them to the Gold Stash on the
Game Board. Gold in the Gold Stash is persistent between Encounters. Gold may be spent during the
Maintenance Phase by taking the appropriate number of Gold Tokens from the Gold Stash and
returning them to the supply.
Reputation Marker Token: The Reputation Marker Token is placed on the Reputation Track of the
Game Board to track the Reputation of the party. The position of the Reputation Marker is persistent
between Encounters and moves up or down as indicated by the Campaign Narrative or other game
effects.

Encounter Tokens
Charm Tokens: Charm Tokens may be Exhausted by Heroes at any time to Refresh all Fate Tokens and
may be Exhausted by other game effects. Charm Tokens are Refreshed by spending gold during the
Maintenance Phase.
Firewood Tokens: Firewood Tokens are employed by Heroes when using the Rest Ability. Firewood
Tokens are Exhausted when used as a Checkpoint to Continue an Encounter and may be Exhausted by
other game effects. Firewood Tokens are Refreshed by spending gold during the Maintenance Phase.
Healing Potion Tokens: Healing Potion Tokens are Exhausted when used to Revive a Defeated Hero
and may be Exhausted by other game effects. Healing Potion Tokens are Refreshed by spending gold
during the Maintenance Phase.
Toolkit Tokens: Toolkit Tokens are Exhausted by Heroes when taking the Explore Secret Passage
Action, when closing doors while in Combat, and as described by other game effects. Toolkit Tokens
are Refreshed by spending gold during the Maintenance Phase.

Exploration Tokens
Dead End Tokens: Dead End Tokens are placed over Portals on a Dungeon Tile when a Dead End
Dungeon Card is drawn during an Explore Action, when a Dungeon Tile cannot be added to the
Dungeon Map, or when indicated by other game effects.

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Door Tokens: Door Tokens are placed over each Portal on the Entrance Tile at the start of an
Exploration Encounter (unless otherwise stated) and over a Portal on a Dungeon Tile as indicated by a
Door Symbol on the Dungeon Card. Door Tokens are always added to the Dungeon Map with the open
side up.
Portcullis Token
Stairs Token: The Stairs Token is placed on the first Dungeon Tile to touch or overlap the Threshold of
the Play Area during an Exploration Encounter. Refer to the Dungeon Tile Reference Chart to
determine which Zone receives the Stairs Token.
Treasure Tokens: Treasure Tokens are placed on a Dungeon Tile that touches or overlaps the Treasure
Symbol on the Play Area of the Game Board during an Exploration Encounter as indicated by the
Encounter Description.

Aspect Tokens
Corpse Tokens: Corpse Tokens are used as described by Aspect Cards or other game effects
Possessed Tokens: Possessed Tokens are used as described by Aspect Cards or other game effects
Spore Tokens: Spore Tokens are used as described by Aspect Cards or other game effects

Condition Tokens
Condition Tokens are used to track which Characters have gained or Suffered a Condition. Refer to the
Condition Effects section for information on Conditions.

Terrain Tokens
Terrain Tokens are used to track which Zones of the Dungeon Map contain a Terrain Element. Refer to
the Terrain Effects section for information on Terrain Elements.

Special Tokens
Echo Token: The Echo Token is used to track which Area will trigger a Wandering Monster Encounter.
Lever Tokens: Lever Tokens are used as described by game effects.
Timer Tokens: Timer Tokens are used as described by Wound Cards and as described by other game
effects.
Hidden Passage Tokens: Hidden Passage Tokens are used as described by game effects.

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Beginning a Campaign
Recruit Your Hero
Each player selects which Hero they would like to play for the Campaign. Upon selection, a player
receives the following components for their recruited Hero:
• Profile Card • Miniature
• Initiative Card • Dashboard
• Talent Cards • 3 XP Tokens
• Equipment Cards
Players first refer to the back of their Profile Card and remove the starting Talent and Equipment Cards
from their respective pools. Orient the cards so that the Level 1 side is showing and place them to the
left and right of the Dashboard to form the Hero’s Starting Inventory.
Players then take the Characteristic Modifier Tokens that match the Characteristic Modifiers shown on
the back of their Profile Card and add them to their Dashboard. Players then take blank Characteristic
Tokens for their unmodified Characteristics and add them to their Dashboard.
Players may then spend their 3 XP Tokens as follows:
• Players may spend 3 XP to add a Talent Card from their pool to their Inventory.
• Players may spend XP equal to the Upgrade Cost of a Talent Card in their Inventory to Upgrade
the Talent Card to Level 2. Upgrade a Talent Card by flipping the card so that the Level 2 side is
showing in the Hero’s Inventory.
• Players may increase a Characteristic Modifier by spending XP equal to the value of the
Characteristic Modifier they are gaining. Characteristic Modifiers must be increased
sequentially; that is, it will always cost 3 XP to increase a Characteristic Modifier from +0 to
+2. Note that the Resilience Characteristic Modifier is printed on the Profile Card cannot be
increased by spending XP.
Unspent XP Tokens are added to the Hero’s Inventory and may be spent during the Maintenance Phase.
Once finished, players place their unused Talent and Equipment Cards in the recessed space of their
Dashboard and place their Profile Card face-up on top of the unused cards. Only the Talent and
Equipment Cards that are in the Hero’s Inventory should remain accessible.

Track Your Campaign


Players should create a Campaign Tracker to track their Campaign. For now, the Campaign Tracker
should record the following:

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• Chapter: 1 • Fate: # of Heroes or 3; whichever is greater
• Encounter: 1 • Potions: 3
• Reputation: +1 • Firewood: 3
• Total XP: 3 XP • Toolkits: 3
• Gold Stash: 0 Gold • Charms: 3
Players may also wish to record which cards were added to their Inventory along with their Level as
well as the number of XP tokens that are in their Inventory. Players may choose to add additional
information to the Campaign Tracker as the Campaign unfolds.

Start Your Campaign


Once all players have finished Recruiting their Hero and have created their Campaign Tracker, they are
ready to begin the Campaign. Refer to the Adventure Book for information on starting the Narrative
and beginning your first Encounter.

Exploration Encounter
Setup Phase
Exploration Board Setup
Setup the Game Board with the Exploration side of the Game Board showing. Place the number of
Gold Tokens recorded on the Campaign Tracker in the Gold Stash. Place the three Charm Tokens,
Firewood Tokens, Healing Potion Tokens, and Toolkit Tokens along the Encounter Token Track.
Exhaust the Encounter Tokens so that only the number of Encounter Tokens recorded on the Campaign
Tracker remain Active. Place the number of Fate Tokens recorded on the Campaign Tracker along the
Fate Token Track. All Fate Tokens are Active at the start of the Encounter. Place the Reputation Token
on the Reputation Track in the space recorded on the Campaign Tracker. Place the Initiative Cards for
each Hero in the Initiative Discard Pile.

Exploration Deck Setup


Refer to the Encounter Description in the Adventure Book to determine which cards will be used for
the Encounter. Set aside the Enemy Profile Cards and Enemy Models for the Enemy Types needed for
the Encounter. You may also set aside the Enemy Behaviour Cards for these Enemy Types. Similarly
set aside the Enemy Profile Cards, Enemy Models, and Enemy Behaviour Cards for the Wandering
Monsters needed for the Encounter. Combine the Wandering Monster Enemy Profile Cards with any
Wandering Monster Event cards and shuffle them to form the Wandering Monster Deck. Set aside the
Terrain Tokens listed for the Encounter. Shuffle the Dungeon Room Cards and Dungeon Corridor
Cards separately to form the Dungeon Card Decks. Shuffle the Battle Aspect Cards and Challenge

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Aspect Cards separately to form the Aspect Card Decks. Shuffle the Wound Cards to form the Wound
Deck. If the Encounter Description lists any treasure, shuffle the Treasure Cards to form the Treasure
Deck. Place the Dungeon Tiles near the gaming area to be used as the Heroes explore the dungeon.

Enter the Dungeon


Unless otherwise instructed by the Encounter Description, locate the Entrance Tile and add it to the
Dungeon Map by placing it in the center of the Play Area such that the top of the stairs shown on the
Entrance Tile are touching the southern Boundary as indicated by the compass on the Game Board. The
Entrance Tile has four Zones: three Zones containing Portals, and the Entrance Zone containing the
stairs. Add Door Tokens to each Portal on the Entrance Tile with the open side up and add the Models
for each Hero to the Entrance Zone. With the Encounter setup complete, listen to the Campaign
Narrative and then begin the first Round of the Encounter.

Round Phase
Start Phase
Shuffle the Initiative Discard Pile and deal the Initiative Cards to the Marching Order, skipping any
Initiative Slots occupied by Pinned Initiative Cards. Once all Initiative Cards have been dealt, Refresh
all Pinned Initiative Cards and discard all Pinned Tokens from the Initiative Cards in the Marching
Order. Heroes may then use Abilities as appropriate and desired. Once the Marching Order is set, the
Hero with the highest Initiative becomes the Captain for the Round and the Action Phase begins.

Action Phase
Characters take Turns as described by the rules below. Turn order is determined by the position of the
Initiative Cards in the Marching Order. The Character with the highest Initiative takes the first Turn. A
Character’s Initiative Card is Exhausted after they have finished their Turn. The Character with the
highest Initiative while Ignoring Exhausted Initiative Cards takes the next Turn. At the end of a Turn, if
all Initiative Cards in the Marching Order have been Exhausted, begin the End Phase.

Hero Turn

Actions
Heroes gain two Actions at the start of their Turn. Heroes with the Third Action Token gain an
additional Action at the start of their Turn. Heroes Suffering the Stunned Condition lose one Action for
each Stunned Token on their Dashboard, and discard one Stunned Token from their Dashboard after
resolving this effect. A Hero’s Turn is complete once they have taken all of their Actions. Heroes take
an Action by resolving the effects of one of the Actions listed below. Unless otherwise noted, Heroes
may resolve each Action multiple times per Turn.

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Move
Heroes may take the Move Action by moving their Model into an Adjacent Zone on the Dungeon Map.
A Hero’s Speed indicates the maximum number of Zones a Hero may enter during a Move Action. A
Hero must complete their Move Action before taking another Action; that is, a Hero loses unused
movement when taking another Action. Abilities do not interrupt a Move Action.

Parting Blow
Heroes exiting an Engaged Zone during a Move Action Suffer a Parting Blow from the Enemy in the
Zone with the highest Target Number. A Parting Blow is a Resilience Roll (not a Defense Roll) against
the Enemy’s Target Number. The Parting Blow gains Advantage when there are more Engaged Heroes
than Enemies, and has Disadvantage when there are more Engaged Enemies than Heroes. If the Hero
Fails the Parting Blow, the Parting Blow ends the Hero’s Move Action and the Hero remains in the
Engaged Zone. If the Hero Passes the Parting Blow, they may exit the Zone normally. A Hero moving
through multiple Engaged Zones must pass a Parting Blow before exiting each Engaged Zone.

Explore
Heroes in an Unexplored Zone may take the Explore Action to discover the layout of the Dungeon
Map. Note that unlike other Actions, Heroes may not use Abilities until the Explore Action is fully
resolved unless explicitly indicated by the Ability being used. Resolve the Explore Action by taking the
following steps in order:
1. Resolve a Dungeon Card
Heroes on a Room Dungeon Tile draw a Dungeon Card from the Corridor Deck. Heroes on a
Corridor Dungeon Tile draw a Dungeon Card from the Room Deck. Resolve the Dungeon Card
as follows:
• If the Dungeon Card is a Dead End, place a Dead End Token over the Portal. This ends the
Explore Action.
• If the Dungeon Card is not a Dead End, take the Dungeon Tile corresponding to the
Dungeon Card and add it to the Dungeon Map such that one of the Portals aligns with the
Portal in the Hero’s current Zone. If the Dungeon Card has a Fixed Entrance Symbol, the
Dungeon Tile is added to the Dungeon Map in a fixed orientation. Otherwise, the Hero may
choose the orientation of the Dungeon Tile when adding it to the Dungeon Map. If there are
no valid placement options for the Dungeon Tile, discard the Dungeon Tile and place a
Dead End Token over the Portal. This ends the Explore Action. Discard the Dungeon Card
without resolving it and do not draw or resolve an Aspect Card. See the Dungeon Map
section for additional details.
• Once the Dungeon Tile has been added to the Dungeon Map, place Enemy Models, Terrain
Tokens, and Door Tokens on the Dungeon Tile as indicated by the Dungeon Card. Note that
circled Enemy Symbols represent Enemy Models that are only placed in a 4- or 5- player
game.

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• Place the Enemy Initiative Cards for each Enemy Type added to the Dungeon Tile in the
Initiative Discard Pile unless the Enemy’s Initiative Card is already in the Marching Order.
Enemy Initiative Cards already in the Marching Order remain in the Marching Order and
are unaffected by this step.
• Move the Hero’s Model into the Adjacent Zone of the added Dungeon Tile. The Dungeon
Tile the Hero Explored from becomes the Previous Tile. The Dungeon Tile the Hero added
to the Dungeon Map becomes the Current Tile.
2. Resolve an Aspect Card
Once the Dungeon Card has been resolved, draw an Aspect Card from the Aspect Deck
indicated by the Aspect Symbol on the Dungeon Card. Resolve the Aspect Card by following
the text on the card and by referencing the highlighted Resolution Symbols on the bottom of the
card. Note that Aspect Cards only affect the Area Occupied by the Hero that drew the Aspect
Card.
3. Scout the Area
If the added Dungeon Tile bridges different Areas of the Dungeon Map, check the new Area for
the Echo Token and resolve a Wandering Monster Encounter if appropriate. Then check the
Area for (previously) Isolated Enemy Models and if found, add their Initiative Cards to the
Initiative Discard Pile as appropriate. Enemy Initiative Cards that are already in the Marching
Order are unaffected by this step.
4. Check the Initiative Discard Pile
If there are any Enemy Initiative Cards in the Initiative Discard Pile, discard Initiative Cards
that do not have a Pinned Token from the Marching Order to the Initiative Discard Pile. This
ends the current Round. Do not resolve the End Phase for the current Round. Instead, begin the
Start Phase of the next Round.

Explore Secret Passage


Heroes in the same Zone as a Secret Passage may Exhaust a Toolkit Token to take an Explore Action,
treating their current Zone as an Unexplored Zone. Once a Secret Passage has been Explored in this
way, the Secret Passage is treated as a Portal for the duration of the Encounter (provided it is not a
Dead End). If the Dungeon Map is Blocked, Heroes may use Free Placement to Explore a Secret
Passage without Exhausting a Toolkit Token. See the Dungeon Map section for additional rules
regarding Free Placement.

Attack
Heroes may take the Attack Action to Attack an Enemy Model. Resolve the Attack by taking the
following steps in order:
1. Select Attack

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The Hero selects an Active Attack Card from their Inventory to use as the Attack.
2. Exhaust Fate
If the selected Attack has a Fate Cost, Exhaust one Fate Token. If all Fate Tokens are Exhausted,
the Attack may not be used.
3. Declare Target
The Hero selects an Enemy Model that is in Range and declares it as the Target of the Attack.
4. Resolve Modifiers
Compare the Attack’s Property; Physical or Magical, to the Target’s Modifiers; Resilient or
Vulnerable. If the Target is Vulnerable to the Attack, the Attack Roll gains Advantage. If the
Target is Resilient against the Attack, the Attack Roll has Disadvantage.
5. Resolve Conditions
Resolve the following Conditions:
• Bane: If the Target is Suffering Bane, the Attack Roll gains Advantage
• Blessing: If the Hero has gained Blessing, the Attack Roll gains Advantage
• Fatigue: If the Hero is Suffering Fatigue, the Attack Roll has Disadvantage
6. Empower the Attack
The Hero may Exhaust an Active Fate Token to Empower the Attack Roll.
7. Execute the Attack Roll
The Hero may change their selected Attack, declared Target, and decision to Empower up until
they have executed the Attack Roll. Once the Attack Roll has been made, the selected Attack is
resolved against the declared Target using the Result of the Attack Roll. The Attack Card
indicates which Characteristic Modifier is used for the Attack Roll.
8. Resolve the Attack Roll
If the Result of the Attack Roll is less than the Enemy’s Target Number, the Attack is a Miss. If
the Result of the Attack Roll is equal to or greater than the Enemy’s Target Number, the Attack
is a Hit. If the Natural Result of the Attack Roll is 20 (while accounting for Disadvantage), the
Attack is a Critical Hit.
9. Resolve the Damage Roll
If the Attack is a Hit, the Hero makes a Damage Roll against the Enemy’s Toughness. If the
Result of the Damage Roll is equal to or greater than the Enemy’s Toughness, the Attack is a
Critical Hit. If the Result of the Damage Roll is less than the Enemy’s Toughness, the Attack is
a Hit.

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10. Resolve Attack Effects
Refer to the Attack Profile Table on the Attack Card to determine the Attack Effects. Resolve
the Attack Effects as determined by the result of the Attack; that is, Miss Effects for Missed
Attacks, etc. Attack Effects are resolved in order from left-to-right. Attack Effects on Hero
Attack Cards are always optional.
11. Resolve Special Rules
Resolve any Special Rules as described by the text of the Attack Card.
12. Exhaust Attack
Once the Attack has been fully resolved, Exhaust the Attack Card. Individual Attack Cards may
only be used once per Turn unless modified by other game effects.

Use Active Skill


Heroes may take an Action to resolve an Active Skill Card in their Inventory. If the Skill Card has a
Fate Cost, Exhaust one Fate Token before resolving the Skill Card. If all Fate Tokens are Exhausted,
the Skill Card may not be used. Resolve the Skill Card by following the text on the card. Active Skill
Cards are Exhausted when used and may only be used once per Turn unless modified by other game
effects.

Interact
Doors
Heroes in the same Zone a Door Token may take an Action to Interact with the door. Heroes Interact
with a door by flipping the Door Token to its opposite side, either opening or closing the door. If
Heroes are in Combat, they must Exhaust a Toolkit Token to close a door.

Terrain
Heroes may take the Interact Action to Interact with some Terrain Elements as described in the Terrain
Effects section.

Treasure
Unengaged Heroes in the same Zone as a Treasure Token may take an Action to Interact with the
treasure chest. Heroes Interact with a treasure chest by discarding the Treasure Token and drawing a
Treasure Card from the Treasure Deck and adding to their Inventory.

Escape
Unengaged Heroes in the same Zone as the Stairs Token may take the Escape Action to Escape the
Encounter. When a Hero takes the Escape Action, they remove their Initiative Card and Model from the
Game Board. A Hero that has Escaped is no longer on the Dungeon Map or in the Marching Order and
may no longer use Abilities or take Actions. A Hero that has Escaped an Encounter may not re-enter the
Encounter. When the last Hero Escapes the Encounter, the Heroes Complete the Encounter and begin
the Cleanup Phase.

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Pass
Heroes may Pass to take an Action without resolving any other effects.

Abilities
In addition to taking Actions, Heroes may use Abilities. Abilities may be used at any time during a
Round, as described by the Ability, and do not take an Action. Heroes use an Ability by resolving the
effects of one of the Abilities listed below. Unless otherwise noted, Heroes may resolve each Ability
multiple times per Round.

Use Skill
Skill Cards with the Ability symbol are used as an Ability. Ability Skill Cards are used as described by
the text of the card. Skill Cards with a Fate Cost Exhaust one Fate Token when used and may not be
used if all Fate Tokens are Exhausted. Unless otherwise noted, Ability Skill Cards remain Active when
used and may be used multiple times per Round.

Treat Wound
During their Turn, a Hero may use the Treat Wound ability to Treat a Serious Wound. To Treat a
Serious Wound, make an Action Roll using the Characteristic and Target Number indicated by the
Wound Card. On a Pass, flip the Wound Card face-down. The text of the Wound Card is no longer in
effect. On a Fail, the Wound Card remains face-up and the text remains in effect. The Treat Wound
Ability may only be used once per Turn and may not be used on a Wound Suffered during the Hero’s
current Turn.

Use Consumable
During their Turn, a Hero may use a Consumable Card from their Inventory by resolving the text of the
card. The Consumable Card is then Discarded or Exhausted as indicated by the card. Individual
Consumable Cards may not be used more than once per Encounter unless modified by other game
effects.

Exchange Treasure
Any time during the Round, Heroes may Exchange Treasure Cards from their Inventory. Exchanged
Treasure Cards are removed from one Hero’s Inventory and added to another Hero’s Inventory. Note
that Upgrade Cards that have been added to an Equipment Card are no longer in a Hero’s Inventory and
can no longer be Exchanged. Exhausted Treasure Cards remain in a Hero’s Inventory and may be
Exchanged.

Upgrade Equipment
Any time during the Round, Heroes may add an Upgrade Card to an Equipment Card as described in
the Upgrading Equipment section. Note that Upgrade Cards may only be added during an Encounter
and may not be removed until the Maintenance Phase.

Use Charm
At any time during the Round, Heroes may Exhaust a Charm Token to Refresh all Fate Tokens.

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Use Healing Potion
When a Hero is Defeated, they may Exhaust a Healing Potion Token to be Revived. A Revived Hero
discards all Wounds and Conditions including Serious Wounds and Blessing and Pinned Conditions. A
Revived Hero does not discard the Grudge Token. A Revived Hero maintains their place in the
Marching Order and their Initiative Card is not affected; that is, it remains Active or Exhausted as it
was before the Hero was Revived.

Rest
When all Heroes Occupy the same Area and the Heroes are not in Combat, Heroes may use the Rest
Ability at any time during the Round. To use the Rest Ability, select a Dungeon Tile in the Occupied
Area of the Dungeon Map and place an Active Fireplace Token in the Primary Zone of the selected tile.
Note that the Fireplace Token remains Active when placed on the Dungeon Map. Each Hero places
their Model in a Zone of their choice on the same Dungeon Tile as the Fireplace Token. Multiple
Heroes may choose the same Zone. Heroes Suffering Bleed discard their Bleed Condition Token and
Heroes that have Suffered a Wound Heal one Wound by either discarding a face-down Wound Card or
turning a Serious Wound Card face-down. Finish Resting by Exhausting each Hero’s Initiative Card to
end the Action Phase and begin the End Phase for the Round.

Enemy Turn
Enemy Initiative Cards represents all Enemy Models of that Enemy Type. Resolve the Enemy Turn for
each Enemy Model represented by the Initiative Card by beginning with the northern-most Enemy
Model on the Dungeon Map as indicated by the compass on the Game Board and continuing clockwise,
skipping any Isolated Enemy Models. Each Enemy Model completes its turn by resolving the
Behaviour Cards associated with the Behaviour Traits shown on their Initiative Card. Multiple
Behavior Traits are resolved in order from top-to-bottom as they appear on the Initiative Card. An
Enemy’s Turn is over when the last Enemy Model has resolved its last Behaviour Card.

Resolving Conditions
Before resolving Behaviour Cards, if an Enemy Model is Suffering Weaken, place the Weaken Token
on the Behaviour Card as a reminder that the next Defense Roll has Advantage. Discard the Weaken
Token after resolving the first Attack, or return the Weaken Token to the Enemy Model if it does not
Attack this Turn.

Resolving Behaviour Cards


Behaviour Cards have two types of Actions: Mandatory Actions and Conditional Actions. Multiple
Actions, and multiple types of Actions, may appear on a single Behaviour Card. Multiple Actions are
resolved as they appear on the card from top-to-bottom.

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Resolving Mandatory Actions
Mandatory Actions appear as a single block of text on the Behaviour Card. Mandatory Actions are
resolved as described by the text of the Behaviour Card. If an Enemy Model cannot resolve a
Mandatory Action, the Mandatory Action is ignored.

Resolving Conditional Actions


Conditional Actions appear as several blocks of text contained within a set of brackets. Conditional
Actions are resolved as they appear on the card from top-to-bottom. Enemy Models resolve
Conditional Actions by taking the first Action in the set of Actions that they are able to successfully
resolve. If an Enemy Model cannot resolve the first Action listed in the set of Conditional Actions,
proceed to the next Action in the set. If an Enemy Model cannot resolve any Actions listed in the set of
Conditional Actions, the Conditional Action is ignored. Each Conditional Action represents, at most,
one Action taken by the Enemy Model.

Determining Target
Each Enemy Action describes a Target Condition. The Target of the Action is the Hero with the highest
Initiative that meets the Target Condition described by the Action. If no Heroes meet the Target
Condition, the Action cannot be resolved.

Enemy Actions
In general, Enemies take three types of Actions: Attack, Charge, and Move. These Actions are resolved
as follows:
• Attack: The Targeted Hero makes a Defense Roll against the Enemy’s Target Number. If the
Hero Passes, resolve the Miss Effects listed on the Attack Profile Table on the Enemy’s Profile
Card. If the Hero Fails, resolve the Hit Effects listed on the Attack Profile Table on the Enemy’s
Profile Card. Attack Effects are resolved in order from left-to-right.
• Charge: The Enemy Model moves towards the Targeted Hero, up to its Speed, until the Target is
in Range. The Enemy then Attacks the Target as described above.
• Move: The Enemy Model moves towards the Targeted Hero up to its Speed, entering the same
Zone as the Target if possible.

Defense Roll
A Defense Roll is a specific type of Action Roll that is based on the Resilience Characteristic. Any
effects that apply to a Resilience Roll may be used for a Defense Roll in addition to any Defense Roll
effects that may apply.

Special Attacks
Some Enemy Types use a Special Attack as indicated by a Special Attack Symbol on their Profile Card.
Special Attacks are resolved using the Special Attack rules listed below.

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Powerful Attack
When an Enemy Attacks with a Powerful Attack, the Defense Roll has Disadvantage.

Pulse Attack
When an Enemy Attacks with a Pulse Attack, the Attack Targets all Heroes within Range of the Attack.
All Targeted Heroes must make a Defense Roll and resolve the appropriate Attack Effects listed on the
Enemy’s Attack Profile Table. Enemies with Pulse Attack determine the Target of an Action as normal,
and as normal, Actions without a Target cannot be resolved.

End Phase
If all Initiative Cards in the Marching Order have been Exhausted, Heroes resolve the End Phase of the
Round by completing the following steps in order:
1. Resolve Conditions
Resolve the following conditions for each Character:
• Bleed: Heroes Suffering the Bleed Condition place one Wound Token on the Captain’s
Initiative Card.
• Burn: Characters Suffering the Burn Condition discard their Burn Token and Suffer one
Wound. Enemy Models receiving a second Wound Token resolve their Grit effect as normal.
2. Resolve Aspect Cards
Resolve all Aspect Cards in the Delay Slots of the Marching Order from left-to-right.
3. Resolve the Event Roll
The Captain makes an Event Roll by rolling 1d6. The Result of the Event Roll is the result of
the d6 minus the number of Wound Tokens on the Captain’s Initiative Card. Wound Tokens on
the Captain’s Initiative Card may be discarded once the Event Roll has been resolved, or during
step 6 below.
4. Resolve Terrain Hazards
If the Result of the Event Roll is 6, resolve Mushroom Patch Tokens as described in the Terrain
Effects section and resolve other Terrain Hazards as described by other game effects.
5. Activate the Echo Token
If the Result of the Event Roll is equal to or less than 2, Activate the Echo Token by placing it
on the Entrance Tile of the Dungeon Map. If the Echo Token is already on the Dungeon Map,
move the Echo Token one Area closer to the Captain. If the Echo Token moves into an
Occupied Area, discard the Echo Token and resolve a Wandering Monster Encounter. In
general, the Echo Token should be placed in the Zone of an Area that is closest to the Captain to

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more conveniently indicate which Area of the Dungeon Map contains the Echo Token in
relation to the Occupied Areas of the Dungeon Map.
6. Discard the Marching Order
Discard Initiative Cards that do not have a Pinned Token from the Marching Order to the
Initiative Discard Pile to end the current Round, then begin the Start Phase of a new Round.

Boss Encounter

Cleanup Phase
Heroes enter the Cleanup Phase at the end of an Encounter. If the Heroes Failed the Encounter, they
resolve the Rally Phase. If the Heroes Completed the Encounter, they resolve the Maintenance Phase.

Rally Phase
Resolve the Rally Phase by performing the following steps:
1. Update the Campaign Tracker
Reduce the Gold Stash on the Campaign Tracker to 0 Gold. Update the number of Active
Encounter Tokens on the Campaign Tracker to match the number of Encounter Tokens that are
currently Active on the Game Board. If any Encounter Tokens have a value of 0 in the
Campaign Tracker, change this value to 1. Update the Reputation entry on the Campaign
Tracker to match the value indicated by the Reputation Token on the Game Board. If desired,
update the Campaign Tracker with a list of Treasure Cards in each Hero’s Inventory along with
their Exhausted status. Record any other persistent information as desired or relevant (e.g.
Timer Tokens on Treasure Cards or Hero with the Grudge Token). Do not update the Chapter,
Encounter, or Total XP entries on the Campaign Tracker as this information has not changed.
2. Reset the Dashboard
Discard all Wound Cards and Condition Tokens from the Hero’s Dashboard.
3. Clear the Game Board
Remove all Models, Tiles, Cards, and Tokens from the Game Board. When Heroes are ready to
continue the Campaign, begin the Setup Phase for the current Encounter.

Maintenance Phase
Resolve the Maintenance Phase by performing the following steps in order:
1. Reset the Dashboard

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Remove all Wound Cards and Condition Tokens from the Hero’s Dashboard. Do not discard
Timer Tokens on Treasure Cards, the Grudge Token, or other persistent effects.
2. Refresh Consumables
Heroes may Refresh an Exhausted Consumable Card by spending gold from the Gold Stash
equal to the Gold Cost shown on the card. Refresh an Exhausted Consumable Card by turning
the card right-side up in the Hero’s Dashboard. Heroes may Refresh multiple Consumable
Cards by paying the Gold Cost for each card.
3. Refresh Encounter Tokens
Heroes may Refresh an Exhausted Encounter Token by spending 7 gold from the Gold Stash.
Refresh an Exhausted Encounter Token by flipping the token from its Exhausted side to its
Active side. Heroes may Refresh multiple Encounter Tokens by paying 7 gold for each token
that is refreshed.
4. Buy Treasure
Heroes may spend 10 gold from the Gold Stash to draw a Treasure Card from the Adventurer’s
Lost Treasure Deck. Heroes may draw multiple Treasure Cards by paying 10 gold for each card.
5. Maintain Equipment and Inventory
Heroes may add and remove Upgrade Cards to and from their Equipment Cards as desired,
obeying the rules for Upgrading Equipment. Note that this is the only time Upgrade Cards may
be removed from Equipment Cards. Heroes may also exchange Treasure Cards as desired; so a
Hero may remove an Upgrade Card from an Equipment Card, then Exchange that Upgrade
Card with another Hero who may then add it to an Equipment Card in their Inventory.
6. Expend XP
Heroes add XP Tokens equal to the amount of XP earned from the Encounter to their Inventory.
Heroes may then spend XP from their Inventory as follows. Unspent XP Tokens remain in the
Hero’s Inventory.
• Heroes may spend 3 XP to add a Talent Card from their pool to their Inventory.
• Heroes may spend 4 XP to add a Talent Card from another Hero’s pool of Talent Cards to
their Inventory. Note that Heroes may take a Talent Card from a Hero that was not recruited
for the Campaign. Note that Talent Cards featuring the image of a particular Hero may not
be added to another Hero’s Inventory. Furthermore, note that once a Hero has added a Talent
Card to their Inventory, it is removed from the Talent Card pool and may not be used by any
other Hero for the duration of the Campaign.
• Heroes may spend XP equal to the Upgrade Cost of a Talent Card in their Inventory to
Upgrade the Talent Card to Level 2. Upgrade a Talent Card by flipping the card so that the
Level 2 side of the card is showing in the Hero’s Inventory.

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• Heroes may increase a Characteristic Modifier by spending XP equal to the value of the
Modifier they are gaining. Characteristic Modifiers must be increased sequentially; that is, it
will always cost 3 XP to increase a Characteristic Modifier from +0 to +2. A Characteristic
Modifier of +4 cannot be increased by spending XP. Similarly, the Resilience Characteristic
Modifier is printed on the Hero’s Profile Card and cannot be increased by spending XP.
7. Update the Campaign Tracker
Count the number of Gold Tokens remaining in the Gold Stash and record this value on the
Campaign Tracker. Update the number of Active Encounter Tokens on the Campaign Tracker to
match the number of Encounter Tokens that are currently Active on the Game Board. Update
the Reputation entry on the Campaign Tracker to match the value indicated by the Reputation
Token on the Game Board. Update the Total XP entry on the Campaign Tracker to include the
amount of XP earned for completing the Encounter. Update the Chapter and Encounter
information to show the next encounter. If desired, update each Hero’s Inventory information,
including cards and their statuses (e.g. Level of Talent Cards, Upgrade Cards added to
Equipment Cards, and Treasure Cards with their Exhausted status) along with any tokens (e.g.
Timer Tokens on Treasure Cards, XP Tokens, and the Grudge Token), on the Campaign Tracker.
Record any other persistent information as desired or relevant.
8. Clear the Game Board
Remove all Models, Tiles, Cards, and Tokens from the Game Board. When Heroes are ready to
continue the Campaign, begin the Setup Phase for the next Encounter.

Additional Rules and Information


Resolving Effects
Basic Effects
This section lists the Basic Effects that may appear in an Attack Profile Table, on other game cards, or
in other game text and describes how each effect is resolved.

Dodge
The Dodge Effect allows a Hero to perform a Dodge maneuver. Resolve the Dodge Effect by placing
the Hero in an Adjacent Zone. Note that this does not count as “entering” or “exiting” a zone, or as
“moving” for purposes of gameplay.

Inspire
The Inspire Effect allows a Hero to grant Inspiration. Resolve the Inspire Effect by Refreshing an
Exhausted Fate Token. If all Fate Tokens are Active, Inspire has no effect.

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Push
The Push Effect causes a Target to be Pushed. Resolve the Push Effect by placing the Target in an
Adjacent Zone. Note that this does not count as “entering” or “exiting” a zone, or as “moving” for
purposes of gameplay. Heroes may choose which Zone an Enemy Model is Pushed into. Enemies will
Push Heroes into certain Terrain Elements when possible, otherwise, the Captain will choose which
Zone the Hero is pushed into, and in general, should choose a Zone advantageous to the Enemies.

Serious Wound
The Serious Wound Effect causes a Hero to Suffer a Serious Wound. Resolve the Serious Wound Effect
by drawing a Wound Card and turning it face-up. The text of the Wound Card is immediately in effect,
and remains in effect until the Wound Card is either turned face-down or discarded. Note that Wound
Cards are not added to a Hero’s Inventory, but may be kept on the Hero’s Dashboard if desired. Each
Wound Card counts as one Wound whether face-up or face-down. A Hero is Defeated when they
receive a number of Wound Cards equal to or greater than their Grit.

Wound
The Wound Effect causes a Hero to Suffer a Wound. Resolve the Wound Effect by drawing a Wound
Card and keeping it face-down. Note that Wound Cards are not added to a Hero’s Inventory, but may be
kept on the Hero’s Dashboard if desired. Each Wound Card counts as one Wound whether face-up or
face-down. A Hero is Defeated when they receive a number of Wound Cards equal to or greater than
their Grit.

Condition Effects
This section lists the Condition Effects that may appear in an Attack Profile Table, on other game cards,
or in other game text and describes how each effect is resolved. When a Character gains or Suffers a
Condition, a Condition Token is added to the Enemy Model or to the Hero’s Dashboard. Except for
Poison and Stunned as noted below, Characters may only have one Condition Token for a Condition;
that is, Condition Effects do not stack. When a Condition Effect is resolved, discard the Condition
Token for the Condition being resolved from the Model or Dashboard of the Character that is resolving
the Condition Effect.

Bane
The Bane Effect causes an Enemy Model to Suffer the Bane Condition. Attack Rolls against an Enemy
Model that is Suffering Bane gain Advantage. Resolve the Bane Condition the next time the Enemy
Model is Attacked.

Bleed
The Bleed Effect causes a Hero to Suffer the Bleed Condition. Heroes Suffering Bleed reduce the
Result of the Event Roll by 1. Resolve the Bleed Condition when Heroes use the Rest Ability.

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Blessing
The Blessing Effect causes a Hero to gain the Blessing Condition. Heroes that have gained the Blessing
Condition gain Advantage on their next Action Roll. Resolve the Blessing Condition when the Hero
resolves their next Action Roll.

Burn
The Burn Effect causes a Target to Suffer the Burn Condition. Characters that are Suffering Burn Suffer
one Wound during the End Phase of a Round. Resolved the Burn Condition during the End Phase of the
Round.

Fatigue
The Fatigue Effect causes a Hero to Suffer the Fatigue Condition. Heroes that are Suffering Fatigue
have Disadvantage on their next Action Roll. Resolve the Fatigue Condition when the Hero resolves
their next Action Roll.

Frostbite
The Frostbite Effect causes a Target to Suffer the Frostbite Condition. Heroes that are Suffering
Frostbite will Suffer a Serious Wound instead of a Wound. Enemies that are Suffering Frostbite will
Suffer an additional Wound when they Suffer a Wound. Resolve the Frostbite Condition when the
Character Suffers a Wound.

Pinned
Resolve the Pinned Attack Effect by adding a Pinned Condition Token to the Initiative Card of the
Target unless the Target has already gained the Pinned Condition.

Pinned
The Pinned Effect causes a Target to gain the Pinned Condition. Apply the Pinned Effect by adding a
Pinned Condition Token to the Initiative Card of the Target. As with other Conditions, Characters may
only gain one Pinned Condition Token. Characters that have gained the Pinned Condition retain their
current position in the Marching Order for the next Round. Resolve the Pinned Condition after a new
Marching Order is dealt.

Poison
The Poison Effect causes a Target to Suffer the Poison Condition. Characters that Suffer Poison first
Suffer one Wound for each Poison Condition Token they have. Then they receive an additional Poison
Condition Token. Heroes resolve the Poison Condition when they use the Rest Ability. All Poison
Condition Tokens are discarded when the Poison Condition is resolved.

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Silence
The Silence Effect causes Heroes to Suffer the Silence Condition. Heroes that are Suffering Silence
may not speak or communicate with other Heroes. Resolve the Silence Condition at the end of the
Encounter or as described by other game effects.

Stunned
The Stunned Effect causes a Hero to Suffer the Stunned Condition. Heroes may be Stunned multiple
times. Heroes that are Suffering Stunned lose one Action for each Stunned Condition Token on their
Dashboard. Resolve the Stunned Condition after the Stunned Effect has been applied at the start of the
Hero’s Turn. Only one Stunned Condition Token is discarded when the Stunned Condition is resolved.

Sundered
The Sundered Effect causes a Hero to Suffer the Sundered Condition. Heroes that are Suffering
Sundered do not add modifiers to their next Defense Roll. Resolve the Sundered Condition when the
Hero resolves their next Defense Roll. Note that Advantage and Disadvantage effects are not modifiers
to the Defense Roll.

Weaken
The Weaken Effect causes an Enemy to Suffer the Weaken Condition. Defense Rolls against an Enemy
Model that is Suffering Weaken gain Advantage. Resolve the Weaken Condition the next time the
Enemy Model Attacks.

Initiative Effects
Some effects apply to the Initiative Cards in the Marching Order. This section lists the Initiative Effects
that may appear in an Attack Profile Table, on other game cards, or in other game text and describes
how each effect is resolved. Note that Initiative Effects do not change an Initiative Card’s status; that is,
Initiative Cards remain Active or Exhausted when Initiative Effects are resolved.

Haste
The Haste Effect causes an Initiative Card to move to the front of the Marching Order and other
Initiative Cards to move down one slot as appropriate.

Quicken
The Quicken Effect causes an Initiative Card to move up one slot in the Marching Order and the
neighboring Initiative Card to move down one slot as appropriate.

Slow
The Slow Effect causes an Initiative Card to move down one slot in the Marching Order and the
neighboring Initiative Card to move up one slot as appropriate.

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Stop
The Stop Effect causes an Initiative Card to move to the end of the Marching Order and other Initiative
Cards to move up one slot as appropriate.

Terrain Effects
This section lists each Terrain Element that may appear on the Dungeon Map and describes how to
resolve the Terrain Effect of each Terrain Element. Terrain Tokens are used to indicate which Zones of
the Dungeon Map contain a Terrain Element. Most Terrain Effects are limited to the Zone containing
the Terrain Element.

Banner
When a Banner Terrain Token is on the Dungeon Map and the Heroes are in Combat, the first Enemy to
take a Turn during the Round resolves the Slow Effect at the end of their Turn and has their Initiative
Card Refreshed.
Unengaged Heroes in the same Zone as a Banner Terrain Token may take the Interact Action to discard
the Banner Terrain Token. If there are no Banner Terrain Tokens on the Dungeon Map, the Banner
Terrain Element has no effect.

Drift
A Character that ends their Turn in the same Zone as a Drift Terrain Token Suffers Frostbite.
Discard the Drift Terrain Token if a Character in the same Zone as a Drift Terrain Token Suffers Burn.

Elevation
When a Hero in the same Zone as an Elevation Terrain Token Attacks an Enemy Target that is not in
the same Zone as an Elevation Terrain Token, the Attack Roll is Empowered.

Firepit
A Character that is Pushed into the same Zone as a Firepit Terrain Token Suffers Burn. Enemies will
always Push Heroes into a Firepit if possible.

Forge
The Forge Terrain Element is described by other game effects.

Gas
A Character that ends their Turn in the same Zone as a Gas Terrain Token Suffers Poison.

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Grasping Vines
Heroes in an Unengaged Zone with a Grasping Vines Terrain Element must make a Resilience Roll
against a Target Number of 10 when exiting the Zone during a Move Action. If the Hero Fails, the Hero
Suffers one Wound, but continues the Move Action normally. If the Hero Passes, the Grasping Vines
Terrain Element has no effect.

Lava Pit
The Lava Pit Terrain Element is described by other game effects.

Mushroom Patch
If the Result of an Event Roll is 6, each Character on the same Dungeon Tile as a Mushroom Patch
Terrain Token Suffers Poison. Any Mushroom Patch Terrain Tokens that inflict Poison are discarded.
When the Heroes are not in Combat, a Hero in the same Zone as a Mushroom Patch Terrain Token may
take the Interact Action to discard the token and gain three gold. The Hero must also make a TN14
Constitution Action Roll. If the Hero Fails, they Suffer Poison. If the Hero Passes, they complete the
Interact Action without any additional effect.

Old Well
The Old Well Terrain Element is described by other game effects.

Pipe
The Pipe Terrain Element is described by other game effects.

Rubble
The Defense Roll for a Hero in the same Zone as a Rubble Terrain Element is Empowered.
Discard the Rubble Terrain Token when a Hero is Attacked, regardless of whether the Attack Hits.

Stalagmites
A Hero that either moves or is pushed into the same Zone as a Stalagmite Terrain Element Suffers
Bleed. Enemies will always Push Heroes into a Stalagmite if possible. When a Hero Pushes an Enemy
into a Stalagmite, the Hero rolls 1d6. If the Natural Result of the roll is equal to or greater than 4, the
Enemy Suffers one Wound.

Water
A Hero that either moves or is pushed into the same Zone as a Water Terrain Element makes and
resolves an Event Roll. The Event Roll interrupts a Move Action, but is made after an Enemy Attack
has been fully resolved, and occurs even if the Hero is no longer in the same Zone as the Water Terrain
Token. Resolve Bleed Conditions when determining the Result of the Event Roll as normal. Resolve

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Terrain Effects and the Echo Token based on the Result of the Event Roll as normal. If an Enemy
Initiative Card was added to the Initiative Discard Pile as a result of a Wandering Monster Encounter,
discard the Marching Order and begin the Start Phase of a new Round as normal.

Dungeon Map
During an Exploration Encounter, Heroes must successfully navigate the Dungeon Map. The Dungeon
Map is revealed throughout the Encounter as Heroes take the Explore Action to venture into the
unknown. Heroes build the Dungeon Map by placing Dungeon Tiles in the Play Area of the Game
Board. This section discusses the rules pertaining to the Dungeon Map.

Persistence
All game components added to the Dungeon Map are persistent until discarded. Enemy Models are
only removed when defeated, Aspect Cards are only removed when resolved, and Terrain Elements are
only removed as specified. Dungeon Tiles cannot be moved or rotated once added to the Dungeon Map.
Elements of the Dungeon Map may be discarded by other game effects.

Boundary and Threshold


The South, East, and West edges of the Play Area on the Exploration side of the Game Board form the
Boundary of the Play Area. The North edge of the Play Area is the Threshold. The Boundary and
Threshold are defined in relation to the compass on the Game Board.

Dungeon Tile Placement


Dungeon Tiles must be added to the Dungeon Map such that the Dungeon Tile is fully within the
Boundary and does not overlap another Dungeon Tile; that is, a Dungeon Tile may not touch or overlap
the Boundary, and may touch, but not overlap, another Dungeon Tile. A Dungeon Tile must be added to
the Dungeon Map if possible. This means a Dungeon Tile may only have one valid orientation when
adding the Dungeon Tile to the Dungeon Map. If every orientation of a Dungeon Tile is invalid, the
Dungeon Tile cannot be added to the Dungeon Map. Discard the Dungeon Tile and place a Dead End
Token over the Portal. This ends the Explore Action. Discard the Dungeon Card without resolving it
and do not draw or resolve an Aspect Card.

Stairs Token
Dungeon Tiles may touch or overlap the Threshold when added to the Dungeon Map. The Stairs Token
is added to the first Dungeon Tile to touch or overlap the Threshold. Refer to the Dungeon Tile
Reference Chart to determine which Zone receives the Stairs Token. Heroes may not take the Explore
Action from the Dungeon Tile with the Stairs Token. If desired, when adding the Stairs Token to a
Dungeon Tile, place Dead End Tokens over each Unexplored Portal of the Dungeon Tile as a reminder
that these Portals may not be Explored.

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Zones
The Dungeon Map is divided into Zones. There is no limit to the number of Models that can be placed
in a Zone. If there is not enough room to place all Models in a Zone, Models may overlap into other
Zones, but remain in the original Zone for purposes of gameplay.

Adjacent Zones
Adjacent Zones are divided by a line. Zones which only share a point are not Adjacent. Zones on
different Dungeon Tiles are Adjacent when they share an open Portal. Models may only move into an
Adjacent Zone when moving. Range is determined by counting Adjacent Zones. Zones separated by a
Door Token are Adjacent when the open side is up, and are not Adjacent when the closed side is up.
Refer to the Dungeon Tile Reference Chart to see the Zone layout for each Dungeon Tile.

Engaged Zones
A Zone containing both Hero and Enemy Models is an Engaged Zone. A Zone containing only Hero
Models is an Unengaged Zone.

Unexplored Zones
A Zone is Unexplored if the Zone contains a Portal that does not connect to another Dungeon Tile. An
Unexplored Portal is a Portal that is in an Unexplored Zone.

Areas
In addition to Zones, the Dungeon Map can be broken up into Areas. An Area is a section of the
Dungeon Map containing contiguous Adjacent Zones. An Occupied Area is an Area of the Dungeon
Map with Hero in one of its Zones. Two Areas are merged whenever a Hero opens a door, and Areas
may merge when a Dungeon Tile is added to the Dungeon Map as the Dungeon Tile may bridge
previously separate Areas. Whenever Areas are merged, Heroes should check the new Area for the
Echo Token and (previously) Isolated Enemy Models, resolving each as appropriate.

Free Placement
If the Dungeon Map is laid out in such a way that the Heroes will be unable to reach the Threshold by
taking the Explore Action, the Dungeon Map is Blocked. It is up to the Heroes to determine when a
Dungeon Map is Blocked; that is, Heroes do not need to Explore every possible path to determine that
the Dungeon Map is Blocked. When the Dungeon Map is Blocked, Heroes have the option of using
Free Placement to continue to Explore the Dungeon Map. When using Free Placement, a Zone with a
Secret Passage may be treated as an Unexplored Zone and may be Explored without Exhausting a
Toolkit Encounter Token. If a Hero discovers a Dead End while using Free Placement and there are no
other Secret Passages that could lead to the Threshold, discard the Dead End Dungeon Card, then draw
and resolve a new Dungeon Card. If the Dungeon Map is Blocked and there are no Secret Passages
available for Free Placement, the Heroes are Defeated.

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Combat
Heroes may enter and leave Combat frequently during an Exploration Encounter, changing which
Actions and Abilities Heroes may perform. Heroes are in Combat when there are Enemy Profile Cards
in the Initiative Discard Pile or in the Marching Order. Heroes are not in Combat when there are no
Enemy Profile Cards in the Initiative Discard Pile or in the Marching Order. Heroes enter Combat as
soon as an Enemy Profile Card is added to the Initiative Discard Pile and leave Combat as soon as the
last Enemy Profile Card is removed from the Marching Order and the Initiative Discard Pile is empty.
When an Enemy Profile Card is removed from the Marching Order, it is either Vanquished or
Withdrawn. When an Enemy Profile Card is Vanquished, Heroes gain the Gold Amount shown on the
Enemy Profile Card. When an Enemy Profile Card is Withdrawn, Heroes do not gain the Gold Amount
shown on the Enemy Profile Card. Enemy Profile Cards are Vanquished when all Enemy Models of an
Enemy Type are Defeated. Enemy Profile Cards are Withdrawn when all Enemy Models of an Enemy
Type are Isolated. Note that Enemy Profile Cards are Vanquished even if there are Isolated Enemy
Models still on the Dungeon Map.

Defeating Enemies
Each Enemy Model can Suffer up to two Wounds. When an Enemy Model Suffers its second Wound,
refer to the Enemy’s Profile Card to determine the current Grit Effect. If the Grit Effect is a skull and
crossbones symbol, the Enemy Model is Defeated. Discard the Enemy Model from the Dungeon Map
along with any tokens associated with the Model. When the last Enemy Model of an Enemy Type is
discarded from the Dungeon Map, remove the Enemy’s Profile Card from the Marching Order and gain
the Gold Amount shown on the Enemy’s Profile Card. If the Grit Effect is a card symbol, resolve the
Heat-Up Grit Effect described in the Complex Enemy Types section below.

Complex Enemy Types


When an Enemy Model with the Heat-Up Grit Effect Suffers a second Wound, discard the Enemy
Model’s Wound Tokens and flip the Enemy’s Profile Card to its Heat-Up side. This interrupts the
Hero’s Attack. Continue to resolve the Attack Effects once the Profile Card has been flipped; that is, the
Enemy Model may Suffer additional Wounds. Other Enemy Models of the same Enemy Type do not
discard any Wound Tokens, but do immediately use the Heat-Up side of the Profile Card to resolve any
effects.

Isolating Enemies
Enemy Models are Isolated when they are no longer in an Occupied Area. Isolated Enemy Models do
not take a Turn and do not resolve Behaviour Cards. Isolated Enemy Models remain on the Dungeon
Map and retain all Wound and Condition Tokens along with any other effects. If all Enemy Models of
an Enemy Type have been Isolated, remove the Enemy’s Profile Card from the Marching Order, but do
not gain gold. If a Hero Occupies an Area containing a (previously) Isolated Enemy Model, the Enemy
Model becomes active and will take Turns as normal. If a Hero Occupies an Area containing a

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(previously) Isolated Enemy that was Withdrawn from the Marching Order, add the Enemy’s Initiative
Card to the Initiative Discard Pile. Complex Enemy Cards are added to the Initiative Discard Pile with
their Normal side showing, even if the Enemy was Heated-Up when Withdrawn.

Adding Enemy Models


If Heroes need to place an Enemy Model but there are no Enemy Models of that Enemy Type in the
supply, Heroes may redeploy Isolated Enemy Models of that Enemy Type to satisfy the need. To
redeploy an Enemy Model, remove all Wound and Condition Tokens from the Model and leave them in
the Zone the Model is being deployed from. Then place the Model in the Zone the Model is being
deployed to. When an Enemy Model of that Enemy Type is Defeated, return the Enemy Model to the
Zone it was redeployed from and apply all Wound and Condition Tokens that were previously
removed; that is, a redeployed Enemy Model is not removed from the Dungeon Map. Heroes may use
Condition Tokens to track redeployed Enemy Models. Place a blank Characteristic Token (e.g.
Intelligence) on the Enemy’s Profile Card and place a Characteristic Modifier Token (e.g. +1
Intelligence) in the Zone the Enemy Model is being deployed from. The modifier may correspond to
the number of Enemy Models taken from the Zone or may be used to identify individual models.
If there are not enough available Enemy Models of an Enemy Type to add to a Dungeon Tile, add as
many Enemy Models as possible and ignore any Enemies that could not be added.

Being Defeated
Whenever a Hero has Suffered a number of Wounds equal to or greater than their Grit, the Hero is
Defeated. When a Hero is Defeated, Heroes may either Revive the Hero or Continue the Encounter to
avoid Failing the Encounter.

Revive a Hero
A Defeated Hero may be Revived by Exhausting a Healing Potion Encounter Token. A Revived Hero
discards all Wound Cards and Condition Tokens and maintains their place and status (Active or
Exhausted) in the Marching Order.

Continue an Encounter
If a Hero is Defeated and there is a Firewood Encounter Token on the Dungeon Map, Heroes may
choose to Continue the Encounter. To Continue an Encounter, place all Heroes in the same Zone as the
Firewood Encounter Token. Exhaust the Firewood Encounter Token and discard it to the Encounter
Token Track. Revive each Hero and reset the Dungeon Map by removing each Dungeon Tile that is not
a part of the shortest path from the Heroes’ current Dungeon Tile to the Entrance Tile. Dungeon Tiles
removed in this way are discarded from the Dungeon Map along with all Tokens, Models, and Cards
they contain. Note that game components are not discarded from Dungeon Tiles that remain in the
Dungeon Map. Withdraw Enemy Initiative Cards for Enemy Types that are no longer on the Dungeon

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Map from the Marching Order, then discard all Initiative Cards from the Marching Order to the
Initiative Discard Pile. Continue the Encounter with the Start Phase of a new Round.

Failing an Encounter
If a Defeated Hero is not Revived with a Healing Potion Token or Fireplace Token, the Heroes Fail the
Encounter and begin the Cleanup Phase.

Wandering Monster Encounter


A Wandering Monster Encounter is resolved as soon as the Echo Token is an Occupied Area of the
Dungeon Map. The Echo Token may move into an Occupied Area of the Dungeon Map after an Event
Roll, or the Area with the Echo Token may merge with an Occupied Area of the Dungeon Map.
Resolve a Wandering Monster Encounter by discarding the Echo Token from the Dungeon Map and
drawing a Wandering Monster Card from the Wandering Monster Deck. If the Wandering Monster
Card is an Enemy Profile Card, add the Enemy Model to the Dungeon Map in the Primary Zone of the
Dungeon Tile with the Hero that the highest Initiative that is in the same Area as the Echo Token. Then
add the Enemy Profile Card to the Initiative Discard Pile and discard all Initiative Cards that do not
have a Pinned Token from the Marching Order to the Initiative Discard Pile. End the current Round and
begin the Start Phase of a new Round. If the Wandering Monster Card is not an Enemy Profile Card,
resolve the Wandering Monster Card according to the text of the card.

Interpreting Rules
Mistakes
Players may make mistakes when interpreting and executing the rules, and that’s okay. As their Heroes
gain experience delving into dungeons and felling foes, so too will players gain experience with the
rules and mechanics of the game. Once players realize they have made a mistake, they should
collaboratively determine how best to correct it. Often this is as simple as correcting the mistake going
forward. In some cases, a more inventive solution may be required. In general, players should avoid re-
playing Completed Encounters or moving backward through the Campaign. Simply make amends as
best you can and forge ahead!

Conflicts
In some cases, or possibly many cases, there may be a conflict when interpreting the rules. Minor
conflicts are resolved as determined by the Captain of the Round. Minor conflicts include things like
which Enemy Model takes the next turn, how an Enemy Model resolves an Action, or in which order
game effects are resolved. Major conflicts should be resolved collaboratively by all players. Major
conflicts include things like whether a Dungeon Tile placement is valid (“No, it’s touching the
Boundary!”), whether an Enemy Model has already taken a Turn (“No, that one went already!”), or
whether Heroes gain gold from a Delayed Aspect Card (“No, it’s resolved in the End Phase; after

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Enemies have been added to the Marching Order!”). Disputes over what constitutes a “Major” and
“Minor” conflict are a major conflict that should be resolved collaboratively.

Optional Rules
Players may use these optional rules at their discretion.
• Exploration Encounter
◦ Actions and Abilities
▪ Move
• Resolve a Parting Blow as a Defense Roll.
▪ Explore
• Engaged Heroes Suffer a Parting Blow when taking the Explore Action. If the
Parting Blow Fails, the Explore Action ends and is not resolved.
• Heroes must Exhaust all Toolkit Encounter Tokens before using Free Placement.
▪ Exchange Treasure
• Heroes must be in the same Zone to Exchange Treasure. Note that this does not end
a Move Action as Exchange Treasure is an Ability.
• When in Combat, Heroes must take an Action to Exchange Treasure. This would end
a Move Action.
▪ Rest
• Heroes that have not Suffered any Wounds may treat another Hero, allowing them to
Heal an additional Wound.
◦ Enemy Turn
▪ Defense Roll
• Critical Miss: Do not resolve the Miss Effect of an Enemy Attack when the Natural
Result of a Defense Roll is 20 while accouning fro Disadvantage.
◦ End Phase
▪ Event Roll
• Skip the Event Roll during the End Phase until the Dungeon Map consists of at least
three Dungeon Tiles. Note that this is the original rule; see Notable Changes for
more details.

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• Resolve Terrain Hazard Effects when the Natural Result of the Event Roll is 6; that
is, resolve Terrain Hazard Effects even when a Hero is Suffering Bleed.
• Maintenance Phase
◦ Upgrade Talent Card
▪ Add 1 XP to the Upgrade Cost of a Talent Card taken from another Hero’s Talent Card
pool.
• Terrain Effects
◦ Water
▪ Enemies will always Push Heroes into Water if possible.
• Combat
◦ Enemies are Withdrawn, and not Vanquished, when there are Isolated Enemy Models on the
Dungeon Map. Note that the original rules are ambiguous on this point. See Notable
Changes for more details.

Reference
Glossary
TN, Reroll, Action Roll, Gold Stash, Encounter Tokens, Marching Order, Engaged/Unengaged, Action,
Ability, Occupied/Unoccupied Area

F.A.Q.
When does the End Phase trigger?
When are initiative cards refreshed? When reshuffled. Moving in the marching order does not refresh.
Why should we record Total XP on the Campaign Tracker?
Can new players join an existing Campaign? Sure! That’s another good reason track Total XP on the
Campaign Tracker.
Can current players drop out of a Campaign?
Does a Sundered Hero add their Resilience Modifier to a Defense Roll?

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Notable Changes
Initiative Discard Pile
The Initiative Discard Pile is useful for keeping track of enemies that are added to the marching order
and in determining when a new marching order should be dealt. It is also useful for managing situations
where multiple enemy types may be added to the marching order during different stages of a
complicated resolution sequence, such as adding a dungeon tile to the map.

Start Phase
The original rules resolve all “between round” steps during the end phase, and technically, begin a new
Round when the first Hero or Enemy takes the first Action of the Round. Breaking up the original end
phase into a Start Phase and an End Phase facilitates interrupted rounds such as when heroes run into
new enemies, or when heroes need to resolve a Wandering Monster Encounter outside of the End
Phase. While technically adding the Start Phase changes when and how a Round begins and ends, there
should be no practical effect on gameplay as all steps are still resolved in the same order.

Talent Cards
The terms “Action” and “Ability” have been given specific meaning. “Action” refers to actions that
require an Action, and “Ability” refers to actions that do not require an Action. Consequently, Hero
Ability Cards are referred to as Talent Cards to avoid conflict.

Cleanup Phase
The Cleanup Phase is the equivalent of the Maintenance Phase in the original rules. The Cleanup Phase
was created to provide different resolution steps for Failed and Completed Encounters. The Rally Phase
was created to resolve Failed Encounters and the Maintenance Phase is now only used to resolve
Completed Encounters.

Event Roll
The original rules say that the Event Roll is only performed if there are at least three dungeon tiles on
the play area. I have made this an optional rule for several reasons, mainly because it is unclear how
often this rule has an effect. The point of an Exploration Encounter is to Explore, and even in a two-
player game, it seems likely there will be three dungeon tiles on the play area at the end of the first
round. Moreover, there is only a 1-in-3 chance the Event Roll will trigger, and even then, there is a
chance the Wandering Monster Encounter will have no effect. I was torn between skipping the Event
Roll at the end of the first round as a nod to the original rules’ intent and keeping the End Phase the
same for every Round for simplicity. I chose the latter for thematics, because dungeons are dangerous,
and there may well be something lurking in the dark; waiting to ambush any foolish enough to enter.

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Vanquishing Enemies
The original rules are unclear about whether Heroes are supposed to gain gold when there are isolated
enemy models on the dungeon map and an enemy profile card is removed from the marching order
because the enemy was otherwise defeated. The general gist is that if an enemy card is removed from
the marching order because the enemy was defeated, the Heroes gain gold; otherwise, they do not.
Since the enemy card is still removed from the marching order, I have made the interpretation that
isolated enemies do not prevent Heroes from gaining gold.

Resting
The original rules are ambiguous about whether the End Phase is resolved after Resting. I have made
the interpretation that it is and have made this interpretation explicit.

Grasping Vines
The original rules state that Grasping Vines inflict a Parting Blow and cause the Hero to Suffer a
Wound if they Fail. It is ambiguous whether this effect is in place of or in addition to the usual Parting
Blow effect of causing a Hero to end their Move Action. I have made the interpretation that it is in
place of the usual effect and have changed the Grasping Vines Parting Blow to a Resilience Roll to
resolve this ambiguity.

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