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84 Descent Legends of The Dark Rulebook
84 Descent Legends of The Dark Rulebook
And in the northern barony of Forthyn, the stage is set for the to save their campaign to complete it over the
next great confrontation between Terrinoth and the forces of course of many gaming sessions.
darkness… To download the app, search for Descent: Legends of the Dark
on the Amazon™ Appstore, Apple iOS App Store™, Google
Overview Play™, or Steam®.
2 Learn to Play
Components
Descent: Legends of the Dark Assembly Diagrams : Assembly step arrow : Indicates fold direction of a scored component
C101, C201
M104
I103, I203, I303
E103
M101
E102
I101, I201, I301
M102
E101
I102, I202, I302 M103
D109
A101, A201
D106
D107
D108
A102, A202
TM
D105
D104
D103
D102
A103, A203
D101
Vaerix
The Dragon-Hybrid Outcast
3
8
respite
Restoration.
Might -1
2 : During your turn, you or an Agility 0
adjacent hero heals 2 .
“Our role is not yet played.
insight +1
You and I must survive.”
Will +2
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Learn to Play 3
Fundamental Concepts Weapon and Attack Cards
Each hero has two weapons that are represented by a pair of
This section contains the fundamental concepts for Descent: 4
weapon cards. Each SLASHweapon has a standard side, which heroes
Legends in the Dark that provide context for players who are
use at the start of the campaign, and an upgraded side that
about to learn how to play the game.
heroes can unlock as the campaign progresses. The upgraded
side has an upgrade 1icon: During your
() after attack or in the lower-left
“Weapon”
Heroes corner. defense, if you are adjacent
During a game, each player controls a hero that is represented to another hero, add
W
1 .
’ Barden s lade
indicates that hero’s position on the game map, and each hero
card contains information about that hero, including their stats WEAPON 2 4
and unique abilities.
SLASH
Syrus
The Human Prodigy
2
4 WEAPON
eMpOWer Might -1
Both of a hero’s weapon cards are stacked together and placed
1 : After you roll,
convert 1 to 2 .
Agility -1 into a single card sleeve. This pair of sleeved weapon cards
function as a single, double-sided attack card. During the
insight +2
“My knowledge was sufficient. Now it is eternal.”
Will +1
THE HEROES
The following four heroes are available at the start of the
campaign:
4 Learn to Play
The App Enemies
The Descent: Legends in the Dark app guides the players Enemies are the various monsters and villains that the heroes
through their campaign by providing narratives and objectives, encounter during the game. Each enemy on the map is
revealing maps and enemies, and determining when heroes win represented by a figure, and information about that enemy is
or lose a quest. The app also saves their campaign progress and tracked by the app.
inventory.
When an enemy spawns, the app creates an enemy bar, assigns
The app has two primary screens: one that displays the map that enemy a color that is used to distinguish it from other
that the heroes are exploring and another that displays all of enemies of the same type, and shows where that enemy is
the enemies that are currently in play. placed on the map.
Map Screen
COLORBLIND PLAYERS
The side of each ID marker has one to four notches. If
players cannot distinguish an enemy by its color, they
should make sure that the number of notches that are
exposed on the ID marker match the number of notches
Enemy Overview Screen depicted on that enemy’s bar in the app.
Learn to Play 5
Setup
To set up a campaign of Descent: Legends of the Dark, follow
the steps presented in this section.
4
card, a health dial, the plastic figure and hero card that 9
match the hero they chose in the app, and that hero’s two
starting weapon cards, as follows: light step Might +1
1 : During your turn, Shift 1. Agility +1
one weapon on top of the other. The faces that have the
Terror: When time passes, suffer
1 on each terrified card.
Scar: When a scarred card flips,
suffer 2 .
upgrade () icon should face each other so they are not
4 4
Prepare: During your turn, discard from a
card to flip that card.
Focus: Discard to reroll 1 die.
33 24
visible (see “Weapon and Attack Cards” on page 4).
PIERCE SLASH
SLASH PIERCE
enemy statuses
The app automatically calculates these effects.
2 : During your attack, add 2 . 1 : During your attack,
1 : During your attack, 2 : During your attack, add 1 . Afflicted: Before activating, the enemy
WEAPON
WEAPON
21 WEAPON
WEAPON 21
Exposed: +20% hero attack damage.
Slowed: Speed reduced to 1.
Then, each player sets up a play area in front of them Front of Back of Reference Card
where they place their gathered components. A hero can Attack Card Attack Card
begin the game with either side of their hero card and
attack card faceup.
6 Learn to Play
3. Set Health Dial: Each player sets their health dial to the
number that matches the maximum health Galaden
value on their
The Elf Huntsman
hero card. 4 Maximum
Health
9
CONSUMABLE COMMON
Tile Code
Learn to Play 7
Playing a Quest Maneuver
The maneuver action allows a hero to move around the map.
A single game of Descent: Legends of the Dark represents one
When a hero performs a maneuver action, they gain a number
quest that is played over a series of rounds, and each round
of movement points equal to their speed.
consists of two phases that players resolve in the following
order: Brynn
The Human Avenger
1. Hero Phase: During this phase, the heroes can move 3 Speed
around the map, attack enemies, and interact with their 10
environment.
After resolving the darkness phase, a new round begins, adjacent space. Map tiles are divided into
Then attack an enemy. After this
attack, flip this card.
A
spaces,
-1
and two
gility
i -1
starting with the hero phase. Players continue to resolve game
nsight
ill
During the hero phase, the heroes choose the order in which
they take their turns. This order can change from round to
round. After all heroes have taken a turn, they select the “End
Phase” button to proceed to the darkness phase.
Each of these actions is described in more detail over the next Impeded
several pages. A hero is impeded if they are adjacent to an enemy. When a
hero becomes impeded, they lose all movement points. When
an impeded hero would gain more than one movement point,
they gain only one instead.
8 Learn to Play
Sight Tokens
Sight tokens represent points of interest. As
heroes approach them, they can expand the map,
reveal new details, or trigger traps. Sight Token
MOVEMENT EXAMPLE
Brynn wants to move adjacent to the nearby treasure chest so she can search it. Brynn performs a maneuver action.
Her speed is “3,” so she gains three movement points.
3. She spends her third movement point to move to the right and immediately exit Syrus’s space. She needs to move farther,
so she performs another maneuver action, gaining three more movement points.
4. She spends her fourth movement point to move adjacent to the chest. For her final action of the round, she performs an
explore action to search the chest.
5. She spends her fifth movement point to move adjacent to the cauldron and ends her turn, forfeiting her last movement
point.
3
10
Brynn’s Speed
2 3 4
1 5
Learn to Play 9
Fight Line of Sight
The fight action allows a hero to attack an enemy in an Line of sight refers to what a figure can see. To determine line
attempt to defeat it and remove it from the map. An example of sight, a hero traces an imaginary line from the center of a
of a hero’s attack is on page 12. figure’s space to the center of another figure’s space. If the line
is interrupted by map edges or spaces that contain blocking
The weapon that is faceup on a hero’s attack card is the terrain, line of sight is blocked. The pieces of blocking terrain
weapon that a hero uses during an attack. When a hero attacks, are shown on page 22.
they must choose and attack an enemy figure that is within
range and in line of sight of their hero figure. The corners of spaces do not block line of sight. Also, figures do
not block line of sight.
Range
A figure cannot attack another figure if line of sight between
Range is used to determine if an enemy is within striking
them is blocked.
distance of a hero’s weapon. For all weapons, an enemy is
within range of a hero if it is adjacent to that hero. For weapons
that have the “Reach” keyword, an enemy is within range if it is
adjacent or two spaces away from that hero.
3
Range
Value
2
PIERCE
2
2 : During your attack,
reroll 1 die.
3
4
WEAPON
Line of sight from the hero to enemy 2 is blocked by a tree,
but it is not blocked to enemies 1 and 3.
When attacking using a weapon that has a range value, the
hero must determine the range to the enemy. To determine
range, the hero counts the number of spaces between their LINE OF SIGHT TOOL
space and the enemy’s space along the shortest path of
adjacent spaces. The hero starts in a space that is adjacent to If a player is struggling to determine line of
them and ends in the enemy’s space. If that number is equal to sight, they can select “Line of Sight” in the
or less than the weapon’s range, the enemy is within range. options menu. Then, the player selects any
space in the app—this causes the app to
highlight all of the spaces that are within
Options Menu
line of sight of the selected space. The app
also displays range from that space: red spaces are
adjacent, orange spaces are two spaces away, and yellow
spaces are three or more spaces away.
10 Learn to Play
BloodWood BoW
Bow.
Hero Attacks For each success, the enemy suffers damage (), which is
When a hero attacks an enemy, they use the app to select and automatically subtracted from its health. The amount of
drag from their hero’s portrait to the image of the enemy that damage that the enemy suffers for each success is determined
they are attacking. by the damage value of the weapon the hero used.
4
Damage
PIERCE Value 2
bar.WEAPON
2
Each enemy has a defense value displayed next to its health
Each time an enemy is attacked, the damage that it suffers
is reduced by an amount between zero and its defense value.
This is automatically calculated by the app.
Attack
Icon hooked h
Hamm
Learn to Play 11
Syrus HERO ATTACK EXAMPLE
The Human Prodigy
1. Syrus performs a fight action to attack an enemy. His
glimmering
equipped weapon, Wand
“Glimmering
Wand. Skyborn.
Wand,” has a range 4
4. When prompted, Syrus confirms he is using “Glimmering
Wand.” Then, he rolls the orange die shown on his hero
value of “4,” so he must choose an enemy that is up to card, resulting in one success () and two advantage ().
four spaces away from him. 7
glimmering Wand
Wand. Skyborn.
SLASH
4
2
4
SLASH
2 : After your attack,
a hero may Shift 2. 2 5. Syrus places one fatigue on his faceup weapon to
WEAPON 3 eMpOWer convert one advantage
Might ()
-1 to
a success () for a total
of two successes.AHe inputs
gility -1 two successes in the app by
1 : After you roll,
selecting the “>” button twice and selects “Confirm.”
2 :
2. Enemy 3 is not After
within your
convert
four
1 attack,
to 2 .
spaces of Syrus, so Syrus insight +2
cannot attack ait.hero
Enemymay Shift
1 and 2 are2. within range, but line
“My knowledge was sufficient. Now it is eternal.”
Will +1
of sight to enemy 1 is blocked by the map edge, so Syrus
can attack only enemy 2.
WEAPON
Add 1 , and you may move 1
from 1 card to another.
3 2
Light Armor 6. The app calculates the result of the attack. Each success
for “Glimmering Wand” does two damage. Since
“Glimmering Wand” has the slash () damage type—
which the enemy is weak to—the enemy suffers one
extra damage for each success, raising the total to six
2
damage.
3
2 + 1 + 2 + 1 = 6
1
12 Learn to Play
Explore Ready
The explore action allows a hero to search the environment and The ready action allows a hero to flip one card in their play
affect the tokens and 3D terrain on the map, which can area. This lets the hero change their hero ability or weapon to
progress and alter a quest’s narrative and provide the heroes something more useful for their current circumstances.
with unique choices and experiences.
When a hero performs the ready action, they can flip their
hero card, their attack card, or one of their skill cards. Skills are
described on page 28.
When a hero flips a card for any reason, they discard all tokens
on that card. This is a great way for the hero to remove the
hindering effects of fatigue tokens and some conditions.
Explore Token 3D Terrain Piece
taunt Field MediCine
Fellowship. Guardian. Marshal.
Learn to Play 13
Darkness Phase Winning and Losing
The darkness phase represents the passage of time, during
Each quest has its own objectives that are displayed at the top
which foes and other elements of the quest attempt to thwart
of the screen.
the heroes’ goals. The app guides players through the darkness
phase, but the steps are briefly described here:
14 Learn to Play
Activating Enemies Moving
The first thing an enemy does during its
During the darkness phase, each enemy takes a turn activating.
activation is move. When an enemy is activated,
When an enemy activates, it typically moves toward a specific
it gains movement points equal to its speed. If
hero and attacks them.
the enemy is impeded, it gains only one Enemy
The order in which the enemies activate is determined by the movement point instead. Speed
app. When it is an enemy’s turn to activate, the app opens an
Then, that enemy spends movement points to
activation screen that displays the picture and name of that
move to a space on the map where it can attack
enemy as well as other information the enemy uses for its
its target. An enemy that does not have a range
activation.
value moves adjacent to its target. However, if Enemy
an enemy does have a range value, it moves so it Range
is a number of spaces away from its target equal
to that range value, or as close to equal as possible. This may
mean that the enemy moves away from its target if it is too
close, or toward the target if it is too far away.
Learn to Play 15
Attacking Enemy Activation Abilities
After an enemy moves, it attacks its target for an Each enemy has an ability, such as the zealot’s “Ichor Lash,”
amount of damage equal to the damage value that modifies their activation. When an enemy activates, the
displayed on its activation screen. heroes read and apply the ability to the enemy’s activation.
Damage
The target hero defends to reduce the amount Value
of damage they suffer. To defend, the hero rolls
the die that is displayed next to their defense icon on their hero
card. Then, they may resolve each die icon as follows:
• Success (): The hero can spend each success to reduce the
damage they would suffer by one.
• Advantage (): The hero can place fatigue to convert one Interrupt
advantage () result to one success () result for each The enemy activation screen has an “Interrupt” button that the
4
fatigue that is placed. Fatigue is described on page 18. heroes can select if they need to resolve effects that occur
before or during an enemy activation.
• Surge (): The hero can spend surge () results to resolve
9
surge abilities. Surge abilities provide heroes with various
effects and are described on page 20.
16 Learn to Play
Brynn
The Human Avenger
ENEMY ACTIVATION EXAMPLE
3
1. The purple zealot activates. The zealot’s displayed target 3. The zealot attacks Brynn. Brynn rolls a black die for her
is Brynn, and it has a speed of “3” and a range of “3.”
10
defense. She rolls one success () and one surge ().
Because she rolled a surge, the zealot’s activation ability
has no effect.
OutMAneuver
Might +2
1 : Shift 3.
Then attack an enemy. After this Agility -1
attack, flip this card. 4. The zealot’s attack does five damage. Brynn’s one
2. The zealot
“Myispath
notis clear—it
impeded, so it gains three movement insight -1
leads straight to our enemy.” success reduces that damage to four. Brynn suffers four
points. Since the zealot has a range of “3,” it wants to damage, rotating her
Willhealth
+1 dial
to reflect her current
be exactly three spaces away from Brynn. Of the spaces health.
that are three spaces away from Brynn, the zealot moves
to the space withAdd the1 , and ancheckmark,
green adjacent hero where it has
1
–
may discard 1 .
unblocked line of sight to Brynn and does not become
impeded. Heavy Armor
=4
Learn to Play 17
Damage and Fatigue Fatigue ()
Fatigue is the result of a hero exerting additional effort during
This section describes the rules for damaging heroes and
their quest. This effort can help a hero succeed at a crucial
enemies, and the rules for hero fatigue.
moment, but the fatigue they accumulate can hinder them if
Galaden they do not manage it carefully.
The Elf Huntsman
Hero Damage and Injuries
A hero’s health dial always displays their 4 Converting Advantage
current health. When a hero heals (), they
increase their health, but they cannot have 9 When a hero rolls dice during an attack,
defense, or test, they can convert advantage
more than their maximum health. () results to success () results by placing
Maximum Health fatigue tokens on their cards. For each fatigue
After a hero suffers one or more damage (), on Hero Card
they decrease their health by that amount. If token that is placed, the hero converts one Fatigue Token
a hero’s health is reduced to zero, they are advantage result to a success result. The hero
wounded. can place each fatigue token on any of their cards that has a
light step When a hero is wounded, they set their M health +1dial
to their maximum health and select their portrait inAgility
ight
the app
to fatigue limit in the lower-right corner of the card. The fatigue
1 : During your turn, Shift 1. +1 limit indicates the maximum number of fatigue tokens that can
view their hero information screen. Then, they select the
“My family is gone. Their teachings are not.”
“Wound Hero” button and follow the instructions that the app
insight -1 be on that card.
Will 0
provides.
Fatigue Abilities
Add 1 . Then you may suffer 1
to prepare 1 card. 2 If an ability is prefaced with a number and the fatigue () icon,
it is a fatigue ability. To resolve a fatigue ability, a hero must
Medium Armor
place the number of fatigue tokens specified by the ability,
and these tokens can only be placed on the card that has the
If the hero is instructed to suffer an injury, they do so as ability. If the number of tokens that would be on the card
follows: exceeds its fatigue limit, that ability cannot be resolved.
• Minor Injury: The hero suffers a minor injury by taking the If an “X” precedes the fatigue () icon, the hero may place any
minor injury card specified by the app and placing it in their number of fatigue on the card as long as they do not exceed its
play area with the “Minor” side faceup. The hero reads the fatigue limit.
taunt
Fellowship. Guardian.
• Major Injury: The hero suffers a major injury by flipping Fatigue 2 : During an enemy’s
Ability activation, if it is adjacent
their injury card so the “Major” side is faceup. The hero to you, become the target.
During your defense, add 1 .
reads the card’s effect and follows its instructions.
Suffering Fatigue
Enemy Damage and Defeat Additionally, some game effects may require a hero to “suffer”
When an enemy suffers damage from an attack, the app applies fatigue. Unless specified otherwise, when a hero suffers fatigue,
that damage automatically. If a hero’s ability directly damages they must place the specified number of fatigue tokens on any
an enemy, the hero selects that enemy in the enemy overview of their cards that has a fatigue limit without exceeding that
screen and manually reduces the enemy’s health using the “<” limit. This fatigue can be spread across multiple cards. When
button. suffering fatigue, for each fatigue token that a hero cannot
place on a card, they suffer one damage instead.
If an enemy’s health ever reaches zero, that enemy is defeated,
and their figure is removed from the game map.
18 Learn to Play
Tests While performing a test, the hero can spend surge () icons to
resolve surge abilities and can place fatigue to convert
When heroes interact with terrain and tokens on the map, they advantage () results to success () results.
often are instructed to perform a test. Each test requires a
3
hero to use one of the stats that is displayed on their hero card:
might, agility, insight, or will. Each stat can have a positive (+) or
10
negative (–) modifier that is applied to all tests of that stat.
Might +2
Agility -1
insight -1
This hero tested might and rolled three successes.
Will +1
1
Brynn tests will and rolls five successes. She applies her will
Negating
modifier, resulting in a final total of six successes. The app may grant a hero the chance to negate damage or
fatigue before they suffer it. When this occurs, the hero is
presented with a stat to test (e.g., “Each hero suffers 4 damage;
The total number of successes after modifiers are applied
might negates.”). Before suffering the damage or fatigue,
determines the outcome. There are two types of test:
the hero may test the indicated stat, and each success ()
• Some tests require the hero to input the number of produced during that test prevents one damage or fatigue.
successes in the app. Then, the app provides the outcome
of the test. The successes for some of these tests are
cumulative—the heroes can perform the test multiple times,
and the app tracks the total number of successes.
Learn to Play 19
Hero Effects • Reach: A weapon with this keyword can be used to attack
a figure that is up to two spaces away (if line of sight is not
This section describes abilities and effects pertaining to heroes. blocked).
Vaerix • Reveal: After a card is flipped (which includes when it
Abilities
The Dragon-Hybrid Outcast
• Charge: After a card is flipped (which includes when it is Focused: During an attack, defense, or test, a hero
placed in a hero’s play area at the start of a quest), if the may discard a focus token from a card to reroll one
faceup side of that card has the “Charge” keyword, the of their dice.
type and number of tokens specified by the keyword are
Prepared: During their turn, a hero may discard a
placed on the card. When there are no tokens of that type
prepare token from one of their cards to flip that
on that card, that card is flipped.
card without performing a ready action.
For example, if a hero flips a card and the ability on the
faceup side reads, “Charge: Prepare 2,” the hero places two
prepare tokens on that card. When the hero spends the last
of that card’s prepare tokens, the hero immediately flips
that card.
20 Learn to Play
Additional Enemy Rules Small and Large Enemies
Enemy figures that occupy one space are small. Enemy figures
This section describes additional rules pertaining to enemies.
that occupy more than one space are large. When a large
Enemy activation is described on page 15.
enemy moves, the heroes choose one space that is adjacent
to a space that the large enemy occupies. Then, they move the
Placing Enemies enemy so that any part of its base occupies the chosen space.
When an enemy spawns, the app All other movement rules apply.
displays the enemy in the space
where the heroes should place the When determining line of sight for large enemies, a path can be
enemy's figure on the map. If that traced to and from the center of any space that the large
space is already occupied by a figure, enemy occupies. Additionally, when determining range to or
the heroes move the existing figure from a large enemy, heroes can count from any space that the
to the nearest space of their choice. Berserker Spawning in App large enemy occupies.
Enemy Levels
Each enemy has a level that indicates
the strength of that particular figure.
The enemy’s level is displayed in the
app on the enemy screen. Higher-
level enemies have more health and
defense, and they have stronger
attacks and abilities. Enemy Level
1
Enemy Statuses
2
Enemy statuses are negative effects that are tracked in the app.
If a hero causes an enemy to suffer a status, the hero applies it
by selecting the enemy in the enemy overview screen and
selecting the appropriate status.
The large enemy can move adjacent to both
heroes by spending two movement points.
RISER
Enemy statuses are resolved automatically by the app and The riser is used to prevent a large enemy from tilting on a
are removed by the app at the end of each round. An enemy staircase. If a large enemy figure ends its movement so that
cannot suffer a status that it already has. it hangs over a staircase step (or over the two spaces in
front of that staircase), place the riser under the
The app resolves each status as follows, and all percentage
unsupported part of the figure.
calculations are rounded up.
Learn to Play 21
Terrain Blocking Terrain
The 3D terrain pieces shown below are blocking terrain.
Terrain represents natural elements, such as water, lava,
This terrain blocks line of sight, and heroes cannot count range
and trees, as well as objects such as treasure chests, shelves,
through blocking terrain.
and gates. Some terrain is represented as underlays, which
are described on the next page; however, most terrain is
represented by 3D punchboard.
Shelf Door
Barricades
Barricades are dangerous to heroes and
enemies alike.
22 Learn to Play
Archways Underlays
An archway is a piece of terrain that consists of two pillars and Some terrain is printed on sheets that are placed partially
an arch. The spaces that are occupied by an archway’s pillars under map tiles. When placing this terrain, it is important that
prevent movement and block line of sight. Figures can move only the spaces shown in the app are exposed.
into and trace line of sight through the two spaces between the
pillars.
Learn to Play 23
Elevation Downward Movement
In addition to using staircases, heroes and enemies can move
Maps frequently have multiple levels of elevation. When
downward any number of levels by moving off a tile edge. For
placing tiles that are elevated, those tiles are supported by
the purposes of downward movement, any spaces that would
inserting them into pillars.
be adjacent to each other if the map tiles of all levels were
Each pillar can attach to a map tile in two ways, either using a flattened are treated as adjacent. The best way for players to
notch that depicts a gargoyle or a notch that does not depict a assess this is by looking at the map from overhead.
gargoyle. When constructing any elevated portion of the map,
reference the app to ensure that the pillars are oriented the
same way that the app displays.
Gargoyle
on Pillar
Level 3
Elevation and Attacks
Heroes and enemies can trace line of sight and determine range
Level 2 up and down elevation as if all levels were flattened. As such,
heroes and enemies can attack each other from above or
below.
Level 1
Staircases
Figures cannot move directly upward an entire level (i.e., from
a level-1 map tile to a level-2 map tile). Instead, they must use a
staircase. Each staircase has three steps.
The bottom and middle steps are between the levels bridged by
the staircase, so a figure can move from the lower level's map
tile to those steps, or from those steps to the higher level's tile.
The top step is at the same level as the higher level's map tile
(even if that tile is resting on the top step). Thus, a figure cannot
move directly to the top step from the lower level's map tile.
24 Learn to Play
Overhangs Overhangs and Line of Sight
An overhang is a portion of a tile that exists one or more Overhangs may or may not block line of sight between two
levels directly above a tile that is below it. Both heroes and figures. Generally, a figure can trace line of sight to another
enemies can move into a space that is underneath an overhang. figure that is under an overhang if the line traces through
However, if a figure is too large to fit under an overhang—that a space on the lower figure’s level that does not have an
is, if the figure cannot stand normally without touching the tile overhang above it. Players are encouraged to use the line of
above it—that figure cannot move or be moved into that space. sight tool in the app. For detailed rules and examples of line
of sight with overhangs, players can consult the in-app Rules
Reference.
2 1 2 3 4 5 6
Vaerix has line of sight to the enemy on the right, and he can attack it using a weapon that has a range
of “6” or greater. Vaerix cannot attack the enemy on the left because line of sight is blocked; however,
that enemy can be affected by abilities that target enemies that are within three spaces of Vaerix.
Learn to Play 25
Campaign Rules Armor
Armor is used to increase a hero’s health
The rules presented in this section are not necessary to
wayfarer’s leather
begin playing the game. When the heroes gain access to the
survival in other ways.
campaign map in the app, they should read the rules presented Vaerix
Increase your speed by 1.
in this section and continue the campaign. Each armor The card has anOutcast
Dragon-Hybrid ability that
1 ARMOR MEDIUM
that hero treats the health value on their hero card as if it was
Leather. Restless. Menacing. Plate. Tainted.
• One armor Armor Type on Hero Card (left) and Armor Card (right)
• One trinket
Trinkets
• Three consumables
A trinket provides effects to the hero
who has it equipped. The app manages
Bloodthirsty Bracers
All equipment
Bloodthirsty cards B are double-sided
racers with one sideBshowing
Bloodthirsty racers
Menacing. Restless. Tainted.
their play area with the standard side faceup. If the equipment equips a trinket, they still place that TRINKET
TRINKET TRINKET
to find a rune. Some runes are trinkets, while
others are weapons that do not have a hero 3
Standard Side Upgraded () Side restriction—any hero can equip them. AQUOS
2
WEAPON 0
Rune Card
26 Learn to Play
Consumables Crafting and Upgrading
Consumables provide unique effects, Rabbitfoot Potion Throughout the campaign heroes gain the following resources:
each of which is described on the card. gold, materials, essences, and recipes. All of these resources
The ability of each consumable explains During your turn, Shift 2
and prepare 1 card. are shared among the heroes and are tracked by the app. The
when it can be used. After using a CONSUMABLE COMMON
heroes can use these resources between quests to craft new
consumable, a hero removes it from equipment and upgrade existing equipment.
Consumable Card
their play area.
• Common: There are four copies of each common Materials and Essences
consumable.
The primary resources that heroes need to craft and upgrade
• Limited: There are two copies of each limited consumable. equipment are materials and essences. Materials are a
These can be used only by specific heroes, who are listed on common resource that heroes can either find through
the card. exploration or purchase in the city using gold. These include
metal, bone, leather, cloth, minerals, herbs, and curios.
• Unique: There is one copy of each unique consumable. Essences are rare and represent the components that make up
These are powerful brews that can only be found during the fabric of reality, such as ignos (fire) and anemos (air).
quests.
Weapon Parts
Weapons are made up of three parts.
The first part dictates which card the
hero uses. The other two provide the
weapon with secondary abilities.
Learn to Play 27
The City Screen Feats
Frostgate is one of the Free Cities of the kingdom of Terrinoth. Each hero has unique feats that they can complete to progress
While not subject to the barony of Forthyn, it exists within its their personal growth. A hero's feats are tracked by the app,
borders and is both an ally and rival. which indicates their progress and notifies them when a feat is
completed. After a feat is completed, the hero claims the
reward shown, such as a new skill or an exclusive recipe, and
selects a new feat.
City Screen
Vigilant WatCh
The city is home to the heroes during the campaign, and they
return to it between quests. They can visit various locations
Skills and Experience
Marshal. Vengeance.
to buy materials and craft equipment, as well as gather As heroes progress through the campaign, they automatically
information from the residents of the bustling metropolis. unlock skills and gain experience (xp), both of which are
tracked by the app. Skills provide a hero with abilities that are
The city has three featured locations that the heroes can visit: resolved as described on the skill cards. At the start of each
quest, heroes choose which skills2to BeforeThe
: equip. an enemy’s
combined cost
Crafthall activation,
of a hero’s equipped skills cannot excede the attack
hero’sit.
experience.
An important way that the heroes can gain power
A hero can equip unlocked skills that depict that hero’s image in
throughout the campaign is to craft and upgrade
the lower-left corner.
equipment. The crafthall allows heroes to spend the
recipes, materials, and essences they have gained to
craft and upgrade equipment.
Hero Restriction
Armory
The armory allows the heroes to modify the parts of Experience Cost SKILL 2 XP 3
their weapons so they can optimize for their
upcoming quest, explore new strategies, and
customize to their play style. Similar to hero cards, skill cards are double-sided, have fatigue
limits, and can be flipped during play.
Shop
The shop contains materials, recipes, and sometimes
equipment that can be purchased for gold.
Additionally, materials can be sold for gold.
Events
Events can appear in the city and on the campaign map and
represent a variety of locations, people, and occurrences. To
resolve an event, the heroes select the event in the app and
follow the instructions. Some events require the heroes to
travel to a particular destination. Events advance the narrative
and provide the heroes with rewards and other surprises.
28 Learn to Play
Virtues Preparing
Each hero has two attributes that represent their primary After a quest is selected, each player must choose a hero for
virtues. These are unique, hero-specific attributes that the app that quest. Players may choose a different arrangement of
uses to track a hero’s narrative choices. heroes each time they play, but many quests indicate a
required hero.
During the story, heroes make choices that may increase their
virtues. Virtues have no inherent effects, but the app uses them
to determine exclusive outcomes and choices for a hero.
Campaign Map
The campaign map displays the barony of Forthyn
and a glimpse into the regions beyond its borders.
While in the city, the heroes can access the
campaign map by selecting the City Exit button.
The campaign map allows the heroes to view City Exit
quests and events that are available to them. Button
Saving a Campaign
Players can save their campaign at any time by selecting “Save
& Quit” from the options menu. If players choose to save their
game during a quest, it is important that the heroes record the
Campaign Map Screen
location of all figures on the map as well as the arrangement of
their play areas—this includes the types and orientation (what
is faceup/facedown) of cards, the placement of tokens, and
Quests their current health.
Quests on the campaign map are indicated by a quest icon. The
heroes can select a quest to view a short description about it:
Continuing a Campaign
Campaign Quests: These quests progress the To continue a campaign, the players select the “Load Game”
campaign’s story whether the heroes win or lose. button on the app’s title screen. Then, they select the
These quests often focus on a specific hero. appropriate save slot for the campaign that is being continued.
Side Quests: These quests are optional but offer Players can set up the supply by following step four of “Setup”
additional rewards and story. Each side quest can be on page 7. After players select their heroes, they gather
attempted once, and then is removed from the map. their hero components and set their health dials. Then, they
select their next quest in the app and select “Embark.”
When the heroes are ready to play another quest, they choose
a quest from the map and select the “Prepare” button.
Learn to Play 29
Clarifications
This section clarifies some common language and rules. Entries
are organized alphabetically by topic. The Rules Reference in Hero Turns
the app provides comprehensive details for all rules, including • A hero can still spend movement points and use abilities
the clarifications presented here. after performing all of their actions. The hero’s turn does
not end until they declare it has ended.
Card Language
• When an ability refers to a “roll,” it refers to any situation in
Staircases
which a hero rolls one or more dice, such as when attacking, • Some maps are constructed with a map tile resting on the
defending, or performing a test. top step of a staircase. The spaces resting on the top step
are treated as part of that step.
• If a component moves “toward” another component, each
space that the moving component moves into must reduce The App
the distance between both components.
• Heroes can tap on objects in the app to view more
• If a component moves “away” from another component, information about them. Doing so does not use a hero’s
each space that the moving component moves into must action. When a hero selects their portrait and drags to an
increase the distance between both components. object in the app, they are using an action.
30 Learn to Play
Credits
Game Design and Development: Kara Centell-Dunk and Playtesters: Adriano Alberti La Marmora, Craig Bishell,
Nathan Hajek Doug Christiano, Kevin De Kock, Andrea Dell’Agnese,
Additional Development: Jim Cartwright, Todd Michlitsch, Emeric Dwyer, Julia Faeta, Malachi Gardner, Jeremy Gustafson,
Brandon Perdue, and Amudha Venugopalan Stian Haugen, Thomas Hvizdos, Brian Ingvoldstad, Petr Knapp,
Erik Miller, Lacey Miller, Roderick D Mitchell Jr., Daniele Palman,
Technical Writing: Adam Baker and James Kniffen Max Ribaric, Kristian Steinli, Erik Strybos, Anna Svitilova,
Producer: Jason Walden Joris Van der Vorst, Steinar Watne, and Eric Wellens
Fiction: Daniel Lovat Clark
Special thanks to Andrew Navaro and to all of our beta testers.
Editing: Sam Gregor-Stewart and Joshua Yearsley
Proofreading: Alexis Dykema and Jeremy Gustafson
Board Game Manager: Andrew Fischer
Descent Story Review: Michael Gernes © 2021 Fantasy Flight Games. Descent: Legends of the Dark is TM of Fantasy
Flight Games. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight
Creative Director of Story and Setting: Katrina Ostrander Games. Gamegenic and the Gamegenic logo are TM and ® of Gamegenic
GmbH. Fantasy Flight Games is located at 1995 West County Road B2,
Graphic Design: WiL Springer with Shaun Boyke and Roseville, Minnesota, 55113, USA, 651-639-1905. Actual components may vary
Evan Simonet from those shown.
Punchboard Engineer: Joseph D. Olson
Graphic Design Manager: Christopher Hosch
Cover Art: David Auden Nash
Map Tile Art: Yoann Boissonnet
Character Design: Sebastian Luca
Interior Art: Francesca Baerald, Julio Bencid, João Bragato,
Ivan Dedov, Ana Fedina, Kiana Hamm, Ivan Kunakh,
Tanya Maksimuk, Ario Murti, Igor Shapochkin, and
Lenka Šimečková
Art Direction: Tim Flanders and Preston Stone
Managing Art Director: Tony Bradt
Sculpting: Robert Brantseg, Grace Cheung, Rowena Frenzel,
Adam Martin, Gary Storkamp, and Irek Zieliński
Sculpting Coordinator: Mike Jones
Part Design: Kevin Van Sloun
Sculpting Lead: Cory DeVore
Sculpting Manager: Derrick Fuchs
Software Development: Mark Jones, Paul Klecker, and
Xavier Marleau
Digital Artist: Gary Storkamp
Digital Operations Coordinator: Emma Hunt
Music: Steven Gernes
Quality Assurance Coordination: Andrew Janeba and
Zach Tewalthomas
Production Management: Justin Anger and Jason Glawe
Visual Creative Director: Brian Schomburg
Senior Project Manager: John Franz-Wichlacz
Executive Game Designer: Nate French
Head of Studio: Chris Gerber
Learn to Play 31
Quick Reference
Round Structure Hero Conditions
Each game round consists of the following two phases: Infected: When time passes during the darkness
phase, the hero suffers damage equal to the number
1. Hero Phase: During this phase, each hero takes a turn of infection tokens on their cards.
performing actions to move, attack enemies, and interact
with tokens and terrain. Terrified: When time passes during the darkness
phase, the hero suffers one fatigue on each of their
2. Darkness Phase: During this phase, time passes and cards that has a terrify token on it. (As normal, the
enemies activate. hero suffers one damage for each fatigue token that
cannot be placed in this way.)
Actions
During a hero’s turn, they can perform one maneuver action Scarred: When a hero flips a card that has a scar
and two additional actions. A hero can perform the same action token on it, that hero suffers two damage.
multiple times (including multiple maneuver actions).
Focused: During an attack, defense, or test, a hero
• Maneuver: The hero gains movement points equal to may discard a focus token from a card to reroll one
their speed. of their dice.
• Fight: The hero attacks an enemy.
Prepared: During their turn, a hero may discard a
• Explore: The hero interacts with an explore token or piece prepare token from one of their cards to flip that
of 3D terrain. card without performing a ready action.
• Ready: The hero flips one of their cards.
Underlays
• Unique: The hero resolves any ability that is prefaced Underlays have the following effects for heroes and enemies:
by the action () icon.
Embers: If a hero moves into an ember space, they scar
Icons one of their cards. If an enemy moves into an ember
space, the enemy becomes afflicted and doomed.
Success Unique Action
Poison: If a hero moves into a poison space, they infect
Advantage Upgrade
one of their cards. If an enemy moves into a poison
Surge Health space, the enemy becomes enfeebled.
32 Learn to Play