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C ONNE

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MISSIONS
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VERSUS MODE

P.4
ABDUCTION

P.6
A CRAZY DAY

P.8
INSANE REBELLION

VERSUS MODE / SEASON 2 A WALK IN THE PARK P.10

P.12
HIDE AND SEEK IN THE PARK
1 * MISSIONS P.3
2 * GAME BOARDS RULES P.26 P.16
DIAMONDS IN THE ROUGH

P.18
DOWN

P.20
JAILHOUSE ROCK

P.22
SILENCE OF THE RATS

P.24
A NIGHT AT THE MANOR

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2
ABDUCTION 3 7

A fundraising Gala is underway at Wayne Manor. Gotham City’s wealthy elite are attending in number
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giving villains the opportunity to cherry pick potential hostages, ripe for ransom. The villain is onsite and 5
eager to raise some funds of their own.

3 1 3
x4
Leader
x1
x4
5 x1
6 2
4 6
2 x4

7 1 x4
2
3 6 3 7

EXIT
8 3
5
1 5 3
2 1

7 3
1 2 5
x4

x3

x3

6 5 3 Leader
x1
x4

x3

6 1
6
1 LEADER’S POWER

1 3 7 6 7
EXIT 1 4
GUESTS: during setup, the Citizens’ tile is placed next to the Activate a Character Controlled by a Tile steps but with the
villain’s command post. The guests are represented by the following exceptions:
Citizen miniatures and their tile, contained in the heroes - the guest can only perform their first movement step.
core box. The guests are considered to be on the villain’s - energy cubes cannot be spent to buy additional move points.
END-GAME CONDITIONS side, under their control at gun point. Guests cannot be the
*Check
at the end of villain Turn 7, the game ends - the current step is
End-game Conditions 1 of turn 7
target of an explosion or an attack. They ignore the effects
of dangerous terrain. An area that contains a guest cannot
*remains
enough guests have been kidnapped - only one Citizen miniature
on the board
be targeted with an explosion.

KIDNAPPING THE GUESTS: as soon as a guest enters an


area marked “exit” on the setup diagram, they have been
­kidnapped. The villain removes that guest miniature from
VICTORY CONDITIONS the board.

*thereHERO: the villain has not succeeded in kidnapping the guests -


are at least 2 Citizen miniatures on the board MOVING THE GUESTS: a villain’s character in the same area
as a guest can force them to move. To do so, they perform
*guestsVILLAIN: the villain has succeeded in kidnapping enough
- there is only 1 Citizen miniature remaining on the board
an automatic thought. In this case, the villain immediately
performs a character activation with the guest, following the

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2
A CRAZY DAY 3 7

Evil now controls Arkham Asylum! The ones in charge are intent on releasing as many inmates as pos-
11 0
sible and spreading chaos throughout the streets of Gotham City. Your Mission: stop this vile exodus 5
and keep our city safe!

OPENING
CONTROL x4
3 1 3 2 Leader
x1
5 x4

x4

x1
4 4 OPENING x4
1 3 5
CONTROL

7 2
3
OPENING
CONTROL
3 7
6 8 3
5 OPENING
CONTROL 5
7
3 1 6 7
3 1

4 OPENING x4
CONTROL
OPENING Leader
CONTROL x1
x4
1
1 5 x4
3 6 6 x1
x4

1
7 OPENING 1 LEADER’S POWER to the villain’s command post. A Super-Villain escapes. The
2 3 5 1 4 CONTROL villain then removes the computer miniature from the board.

6 BLOCKING REMOTE OPENING: a hero’s character in the same


area as a computer can deactivate it. To do so, they perform
CLOSED CELL: an area in which there is a closed cell token is a complex thought of difficulty 3. The hacking skill is taken
inaccessible. As soon as a closed cell token is removed, the into account. If successful, the computer is deactivated. The
area becomes accessible. computer is removed from the board.
END-GAME CONDITIONS OPENING THE CELLS (MANUALLY): a villain’s character in an EXPLOSIVES: the attackers have brought an explosive charge
5 5
* at the end of villain Turn 7, the game ends - the current step is
Check End-game Conditions 1 of turn 7
area marked «opening control» on the setup diagram can
open the closed cells adjacent to that area. To do so, they
with them. A henchman or an elite character can be activated
once during the game as if they possessed the wall breaker
closed cell
* the villain has succeeded in releasing enough Super-Villains - at least
7 Super-Villains have been released from their cells
perform a complex manipulation of difficulty 3. The lock picking
skill is taken into account. If successful, the cells open. The
skill level 2.

adjacent closed cell token(s) are removed from the board and
placed next to the villain’s command post. For each closed cell
VICTORY CONDITIONS token removed in this way, a Super-Villain escapes.

*singHERO: the hero has succeeded in preventing the villain relea-


too many Super-Villains - 4 or more closed cell tokens remain OPENING THE CELLS (REMOTELY): a villain’s character in the
on the board same area as a computer can remotely open a cell. To do so,
they perform a complex thought of difficulty 3. The hacking
4 *Super-Villains
VILLAIN: the hero has not succeeded in preventing the
from escaping - at least 7 closed cell tokens are
skill is taken into account. If successful, a cell is opened. A
closed cell token is removed from the board and placed next
next to the villain’s command post
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2
INSANE REBELLION 3 7

The inmates of Arkham Asylum have launched an unprecedented revolt. Violent and mentally ill criminals
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have overrun the guards and are spreading chaos throughout the facility. As the heroes arrive to help put 5
a stop to the madness, the guards must reclaim control of the asylum and rein in these rioting inmates.

x4

3 4 1
x1

6 x4

x4
1 1 Leader
x1
1 6 x4

2 4
3 6 2 2
3
3 7
6 11 0
5
1
3 4
6 5

3 4 4 x4

3 Leader
x1
x4
1
x4

6 1 x1

x4

4 4 6
1 LEADER’S POWER GUARDS AND PATIENTS: players may not spend energy cubes
5 6 3 3 1 for movement, defense or rerolls for Guards or Crazy inmates.

SECTORS: a sector is a set of areas highlighted on the setup


4 diagram. At the beginning of the game, a rioting Cell block
CUSTODIAL STAFF: during setup, the hero places the Guards token is found in each sector.
tile, contained in the heroes core box, next to their command
post. The Guards are on the hero’s side. At the beginning of REGAINING CONTROL OF THE ASYLUM: during the Trigger the
every hero turn, the hero can perform the following actions End of the Hero’s Turn Effects step, the hero checks whether
END-GAME CONDITIONS in the following order: there are more hero characters than villain characters in
cell block *Check
at the end of hero Turrn 6, the game ends - the current step is
End-game Conditions 1 of turn 6
- bring a Guard miniature into play in the area of a reclaimed
Cell block token.
each sector whose Cell block token is rioting side up. If this
is the case, they regain control of the sector and the hero
6
*«reclaimed»
enough sectors have been regained - at least 5 Cell block tokens are
face up
- activate a Guard miniature. flips the Cell block token over to reclaimed side up.

rioting REVOLTING PATIENTS: during setup, the villain places the GALVANIZED: at the end of the hero’s turn, if
reclaimed Crazy inmates tile, contained in the Arkham Asylum expan- at least one sector has been reclaimed,
sion, next to their command post. The Crazy inmates are on all of the hero’s characters present
VICTORY CONDITIONS the villain’s side. At the beginning of every villain turn, the vil- in each reclaimed sector gain a

*5 CellHERO: enough of the cell blocks have been regained - at least


block tokens are «reclaimed» face up
lain can perform the following actions in the following order:
- bring a Crazy inmate miniature into play in the area of a
movement point which must be
used immediately.
rioting Cell block token.
*fewerVILLAIN: the asylum is still under the control of its patients-
than 5 Cell block tokens are «reclaimed» face up
- activate a Crazy inmate miniature.

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2
A WALK IN THE PARK 3 7
The villain has repurposed an old amusement park, turning it into a deathtrap. Any unfortunate visitors
who enter these gates will only find games of pain and suffering. The hero must do everything in their
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power to destroy this abominable place and prevent it from opening to the public. Unfortunately, the vil- 5
lain’s lookouts have spotted the hero and their forces approaching. All available henchmen have been sent
to intercept those who would spoil their fun.

x4

x4
4 6 Leader
x1
x4
5 x4
1 x1
2
2
3 3 7
6 1 2 5
1
11 0
5

5 1
3
6 3 5 2 3
2 x3

x3

x4

4 1 5
2 4 Leader
x1
x3
1 6 x4
2 6
5
3 1
1 LEADER’S POWER increased by 1. The cost in move points required to leave this
area is increased by 2.
2
4 5 KNIFE THROWING ROOM: the Knife throwing room is a scene
4 of pure horror. A character who moves towards this area
DEFUSING A BOMB: a villain’s character in the same area as ​​a must treat it as containing an enemy character with the hor-
bomb token or a bomb miniature can defuse the bomb. To do ror skill level 1.
so, they perform a complex manipulation of difficulty 3. The
munitions specialist skill is taken into account. If successful,
END-GAME CONDITIONS the bomb is defused. The bomb token or miniature is removed
5
*Check
at the end of villain Turn 7, the game ends - the current step is
End-game Conditions 2 of turn 7
from the board.

PRIMING A BOMB: a hero’s character in the same area as ​​a


* the villain has neutralized enough bombs - 4 bombs have been defused bomb token can prime the bomb. To do so, they perform a
­complex manipulation of difficulty 3. The munitions specialist
skill is taken into account. If successful, the bomb is primed.
To ­indicate this, the hero replaces the bomb token with a
VICTORY CONDTIONS bomb miniature.

*2 bomb
HERO: the hero has managed to destroy the park - at least
miniatures are on the board HALL OF MIRRORS: a character in this area is considered iso-
lated. They cannot be targeted by attacks or explosions. The
*amusement
VILLAIN: the villain has prevented the destruction of their
park - fewer than 2 bomb miniatures are on the board
skills of allies and enemies are ignored. The difficulty of com-
plex manipulations that a character performs in this area is

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2
HIDE AND SEEK IN THE PARK 3 7
Four prominent Gotham City politicians have been kidnapped. One has managed to keep their cell phone 11 0
hidden, meaning they can be tracked and located. It seems the villain is keeping them in an old, seemingly
abandoned amusement park, and the hero must assemble a team and storm the site. Finding the park 5
will be easy, but finding the prisoners among the dilapidated decor and rusted rides will not, especially
with the villain’s forces skulking in the shadows.

x3

x4

2 x4

Leader
4 6 x1
1 x3
2 x4
6
2
2 3 7
5 1 5
3 1
8 3
5

3 5
3 2 5
3
6 3
7 x3

1 Leader
x1
x3
1 5
4 x1
7
3 7 6 x4

x4
5 2
3 1 LEADER’S POWER RELEASING A CAGED POLITICIAN: a hero’s character in the
same area as ​​the Citizen miniature can release them. To do
7 so, they perform a complex manipulation of difficulty 3. The
lock picking skill is taken into account. If successful, the poli-
5 1 OBJECTIVE: at the beginning of the game, the villain ran- tician is freed and is helped to escape. The hero places the
domly places all the objective tokens in the different areas as miniature next to their command post to indicate that a poli-
indicated on the setup diagram. For this mission, the objec- tician has been set free.
tive token represents either a Politician or Wasted Time.
HIDE AND SEEK: a villain’s character in the same area as an
OBJECTIVE END-GAME CONDITIONS SEARCH: a hero’s character in the same area as an objective objective token can move it. To do so, they perform a complex
*Check
at the end of hero Turn 7, the game ends - the current step is
End-game Conditions 2 of turn 7
token can search. To do so, they perform a complex manipu-
lation of difficulty 2. If successful, the hero flips the token and
manipulation of difficulty 2. If successful, the villain looks at
the face down side of the token and may exchange it with

politician
3
*beenthesetherofreehas freed enough of the politicians - 3 politicians have applies the effect :
- If it is a Politician token, the hero has succeeded in finding
another on the board, but they may not look at the
bottom face of the one they switch with.
them and in helping them escape. The token is placed next
to their command post to indicate that a politician has been
OBJECTIVE set free.
VICTORY CONDITIONS - If it is a Wasted Time token, the hero’s efforts have been

4
*3 politicians
HERO: the hero has succeeded in saving the politicians -
have been set free
in vain and their search has turned up nothing. The token is
placed on the tile of the character that has just performed
wasted time
* VILLAIN: the villain has prevented the politicians from being
saved - fewer than 3 politicians have been set free
the manipulation. This character’s next activation will cost
them one additional energy cube. The token is removed from
the tile when it is activated.

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2
DIAMONDS IN THE ROUGH 8 3

After discovering a break-in at the central bank of Gotham City, GCPD officers are investigating what
8 3
seems to be a hideout in the sewers beneath. Here, they hope to uncover clues that can lead them to the 5
villain’s new base of operations, which, in all likelihood, is where the stolen jewels have been stashed. The
villain, of course, has no intention of allowing investigators to work in peace.

2 1 5 7 x4

x4
3
5 Leader
4 x1
x4
3 7 x4
1 3
x1

6 5 1
7
2
3 7
1 5 2
5 3 1 11 0
7 6
5

4 2
1 3 x4

4 Leader
2 x1
x4

5 x4

x1

2 1 x4
5 1 4 FLOOD THE AREA: a villain’s character in the same area as a
5 1 LEADER’S POWER floodgate can open it to flood this section of the sewers. To
do so, they perform a complex manipulation of difficulty 3.
If successful, the floodgate opens and the villain removes it
SCATTERING CLUES: during setup and after having looked at from the board.
each Clue, the villain places the Clue tokens, face down, in
the areas indicated on the setup diagram. The villain can only ALWAYS ON THE MOVE: during the Trigger the End of the
place one “useless” Clue token per set of areas highlighted Hero’s Turn Effects step, if the tile in position 1 of the hero’s
USEFUL on the diagram. river is a character tile, the hero player must activate all the
CLUE END-GAME CONDITIONS characters controlled by this tile. They only carry out their
4
*Check
at the end of hero Turn 8, the game ends - the current step is
End-game Conditions 1 of turn 8
DISCOVERING CLUES: a hero’s character in the same area
as ​​a Clue token can search to find a clue. To do so, they per-
first movement step.

USELESS
CLUE
*thereif 3arefloodgates are open at the end of hero Turn 7, the game ends -
no floodgates left on the board and the current step is Check
form a complex thought of difficulty 3. The investigation skill
is taken into account. If successful, the token is flipped. If it
WALKWAY: at any time, a player can permanently remove
an energy cube from their fatigue zone in order to flip
3 End-game Conditions 1 of turn 7 is “useless” it is discarded. If it is “useful,” the hero places a Walkway token constructed side up. Two areas
1
* the hero has discovered enough clues - the hero has 4 Clues the token next to their command post to indicate they have
found a clue.
linked by a Constructed Walkway token are
considered as being adjacent for any
movement actions. The areas linked
WALKWAY HACKING THE COMPUTER: a hero’s character in the same area by walkways are indicated with
VICTORY CONDITIONS as the computer can hack it to find a clue. To do so, they per- arrows on the setup diagram.
3 site
6 * HERO: the hero has discovered enough clues - the hero has 4 Clues form a complex thought of difficulty 4. The hacking skill is

FLOODGATE
* VILLAIN: the hero has not discovered enough clues - the hero
has fewer than 4 Clues
taken into account. If successful, the computer is hacked. The
hero places the computer miniature next to their command
post to indicate they have found a clue.
constructed

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2
DOWN 3 7
There’s a new drug on the streets of Gotham City, and it’s taking a deadly toll. The hero has tracked the 11 0
source to the squalid slums where pushers are all too happy to find new customers. By interrogating the
addicts who haunt this dark side of town, the hero may just find the lab where the drug is manufactured.
5
This won’t be easy, however. The wretches of the slums have seen, time and again, what happens to those
who talk and they would prefer to keep their mouths shut.

5 1 2 3 1 2 x4

5 x4

4 4 Leader
x1
x4

x4

1 5 x1

1 4 2
2 2
3 7
2 4
5 5 4 6
1 8 3
2 5

1
4 5 x4
2 3 5 x4
6 Leader
x1
x4

x4

1 4 x1
5
1
2 4 1 LEADER’S POWER skill is taken into account. If successful, the hero removes the
token from the board and places it next to their command
post to indicate they have obtained a lab location clue.

LABORATORY’S ENTRANCE: as soon as the hero has obtained


LABORATORY: during setup, the villain places the ­Laboratory 3 lab location clues, the villain reveals the three Labo­ratory
tokens, face down, in the areas indicated on the setup dia- tokens.
gram (after looking at them). The Entrance token determines
laboratory
the laboratory’s entrance. ENTERING AND LEAVING THE LABORATORY: if the three
1 END-GAME CONDITIONS Next, the villain installs the laboratory board next to the Laboratory tokens are revealed, a character can move from

*Check game board. the area of ​​the Entrance token to the laboratory, and vice
entrance
at the end of hero Turn 7, the game ends – the current step is
versa, by performing a simple move.
End-game Conditions 2 of turn 7
INTIMIDATING THE INHABITANTS: a villain’s character in the
laboratory
2 * the laboratory is destroyed same area as ​​an Inhabitant token with its ‘Neutral’ side up
can intimidate the inhabitant and keep them quiet. To do so,
DESTROY THE LABORATORY: a hero’s character
in the laboratory can place explosives to
bait they perform a complex thought of difficulty 3. If successful, destroy it. To do so, they perform a
the token is turned over to show its ‘Intimidated’ side. complex manipulation of difficulty 3.
inhabitant The munition specialist skill is taken
VICTORY CONDITIONS QUESTIONING THE INHABITANTS: a hero’s character in the into account. If successful, the
neutral 4 * HERO: the laboratory is destroyed same area as an ​​ Inhabitant token can question them about
the entrance of the laboratory. To do so, they perform a
laboratory is destroyed.

intimidated
* VILLAIN: the laboratory is not destroyed ­complex thought of difficulty 2 for a Neutral Inhabitant or
difficulty 3 for an Intimidated Inhabitant. The investigation

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2
JAILHOUSE ROCK 3 7
It looks like a villain will finally pay for their crimes. A mountain of evidence has been gathered and the case 8 3
is strong. The main perpetrator has been detained, pending their imminent trial, but the villain continues
to scheme even when the odds are so drastically stacked against them. They have sent a crew to destroy 5
the evidence and release their most capable and valuable henchman. And to be thorough, they have also
sent a second team to clean up the scene before the GCPD arrives.

6
3 1 PRISON CELL x4

4 x4

Leader
x1
x4
3 1
2 x4

2
5 3 7
3 4 2 5
11 0
1 4
5 5
4

4
1 1
4 5 x4

Leader
3 5 x1
x4

x4
1 2 1 3 4 x4

5 2 x1

2
5 HACKING THE SYSTEM TO FREE THE SIDEKICK: a villain’s
1 LEADER’S POWER character in the area marked “computer server” can perform
COMPUTER 4 a complex thought of difficulty 3 to remotely open the prison
SERVER 5 1 cell door. The hacking skill is taken into account. If successful,
SIDEKICK: during Team Composition, the villain selects a lieu- the lieutenant is released from the prison cell. The villain
tenant level character tile from the villain side to be their immediately puts the lieutenant’s tile in position 1 of their river
lieutenant. They place the miniature in the area marked and the lieutenant’s life points marker on their command post.
prison cell and place its tile as well as its life points marker
next to their command post. At the beginning of the game DESTROY THE EVIDENCE: a villain’s character in the same area
and as long as the lieutenant is not released, the area of as ​​an Evidence token can destroy it. To do so, they perform
END-GAME CONDITIONS the prison cell is inaccessible. No line of sight can be drawn a complex manipulation or a complex thought of difficulty 3.
*Check
at the end of villain Turn 7, the game ends - the current step is
End-game Conditions 2 of turn 7
towards this area and the miniature in it cannot be targeted
by attacks or explosions.
If successful, the evidence is destroyed and the token is
removed from the board.
*evidence
the villain has released their sidekick and destroyed enough
- the lieutenant is released from the prison cell and fewer than PICKING THE PRISON CELL DOOR TO RELEASE THE SIDEKICK: HIDE THE EVIDENCE: a hero’s character in the same
2 Evidence tokens remain on the board a villain’s character in the area adjacent to the prison cell area as a Visible Evidence token may hide it.
may perform a complex manipulation of difficulty 3 to To do so, they perform a complex manip-
VICTORY CONDITIONS force the lock. The lockpicking skill is taken into account. If ulation or a complex thought of diffi-
evidence
*aheadHERO: the evidence remains safe and hidden – the trial will go
- at least 2 Hidden Evidence tokens are on the board AND/OR
successful, the lieutenant is released from the prison cell.
The villain immediately puts the lieutenant’s tile in position 1
culty 3. If successful, the evidence
is hidden. The hero turns the Evi­-
visible of their river and the lieutenant’s life points marker on their dence token over to show its
5 the lieutenant is not released from the prison cell
command post. ‘Hidden’ side.
hidden *sidekick
VILLAIN: the villain destroyed the evidence and released their
- the lieutenant is released from the prison cell and fewer
than 2 Hidden Evidence tokens remain on the board
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2
SILENCE OF THE RATS 3 7
The old adage is true: there’s no honor among thieves. All it takes to topple a criminal empire is for a few
thugs to turn into rats, and that’s exactly what’s about to happen. A handful of former henchmen sit in the 11 0
police station, waiting to testify in exchange for freedom. The villain can’t let this happen. The police have 5
gathered and recorded evidence, but just like digital data, minds can be erased. As their former partners
in crime break their way into the station, these loose-tongued witnesses come to realize that minds may
be manipulated, truth is subject to change, and safety is but an illusion.

3 1 x4
6 x4

2 x1
x4
6 4 Leader
x1
x4
2
2
1 2 3 7
2
1 4 3 6 8 3
5
1 6

4 1
4 6 2 6
4 x4

x4

x1
6
2 2 1
x3
5 4 Leader
x1
x4

4 6 1 2 1 LEADER’S POWER SCRAMBLED COMMUNICATIONS: Jammers have been placed


5 in the police station and it is impossible to call for help.
A hero’s character in the same area as a Jammer token
1 can destroy it. To do so, they perform a complex thought
of difficulty 3. The h­ acking skill is taken into account. If
WITNESSES: Citizens miniatures represent the w ­ itnesses. successful, the jammer is destroyed and the token is
They are considered as being on the heroes’ side. They removed from the board.
cannot be targeted by explosions or attacks. An e­ xplosion When 4 jammers have been destroyed, heroes can call allies
END-GAME CONDITIONS cannot be triggered in their area. They ignore the effects of for backup. In this case the game ends sooner.
*End-game
at the end of villain Turn 7, the game ends - the current step is Check
Conditions 1 of turn 7
dangerous terrain.

*game endsjammers
if the are deactivated at the end of villain Turn 6, the
- there are fewer than 2 jammers left on the board and the
INJECTION: a villain’s character in the same area as a ­witness
can inject them with a decoction to modify their memory. To
5 current step is Check End-game Conditions 1 of turn 6 do so, they perform a complex manipulation of difficulty 3.
jammer
*areToofewermuchthandata2 witnesses
has been modified for the trial to take place - there
AND/OR databases left on the board
If successful, the witness has been injected and loses their
memory. The witness is immediately removed from the
board.
VICTORY CONDITIONS

2
*trial HERO: enough data remains untampered with to conduct the
successfully - there are at least 2 witnesses AND/OR databases
MODIFYING COMPUTER DATA: a villain’s character in the same
area as a database can modify it. To do so, they perform
database
left on the board a complex thought of difficulty 3. The hacking skill is taken
*placeVILLAIN: too much data has been modified for the trial to take
- there are fewer than 2 witnesses AND/OR databases left
into account. If successful, the database is modified. The
­database is immediately removed from the board.
on the board
22
2
A NIGHT AT THE MANOR 3 7
In a matter of hours, the Wayne Museum will open its doors to the public. This is the perfect opportunity
for Gotham City’s most prominent billionaire to auction off some choice relics and raise money for the poor. 11 0
But among these ancient treasures are artifacts of strange and unpredictable power. The villain—ever the 5
opportunist—has caught wind of this event and intends to lay claim to choice items without donating a
dime. They have already laid their plans and will soon make their move to steal as many artifacts as pos-
sible so they may exploit them to nefarious ends.

4 3 x4
leader
x1
x4
x4
3
1 7
1 4 1 x4

6-7 The double tile must be selected BEFORE selecting the Leader tile. 2
2 3 3 7
5
8 3
1 3 5
7
4
3
7 5
1 x4
x1
x4
1
5 2 3
leader
x1 x4

5
perform a complex manipulation or a complex thought of
3 difficulty 3. If successful, they have stolen an artifact and the
1 LEADER’S POWER token is placed face up on one of their tiles that does not
already have one.
4
1 3 4
7 SWARMS OF BATS: during setup, the hero places the Bats ARTIFACT: a tile on which an Artifact token is placed cannot
1 5-6 tile next to their command post and the 4 miniatures in their be demobilized. When a tile with an Artifact token on it is
character pool. The Bats are ally characters for the hero’s neutralized, the token stays on the tile. If the tile is dredged,
side. When a Bats miniature is neutralized, it is removed from its token is still counted in the victory conditions of this mis-
the game. No player may spend energy cubes during the sion. Each Artifact token has a different effect on the tile it
mask of Bats’ defense steps. The Bats cannot be activated. A hero’s is placed upon.
serenity END-GAME CONDITIONS character in the same area as an Artifact token without a • Garuda’s Talons. The characters of the affected tile have their
*Check
at the end of villain Turn 7, the game ends - the current step is
End-game Conditions 1 of turn 7
Bats miniature can interfere with the surroundings by making
use of the bats. To do so, they perform a complex thought
Move Point Bonus for the First Movement reduced by 1.
• Belphegor’s Scepter. The activation cost of the affected

garuda’s
*4 artifacts
the villain has stolen the artifacts from Wayne Manor - the villain has of difficulty 3. If successful, they take a Bats miniature from
the character pool and place it in this zone. Only one Bats
tile is increased by 1.
• Scales of Eons. No effect.
talons miniature can be placed per turn. • Thousand night’s Thurible. The activation
cost of the affected tile is decreased by
belphegor’s THE WAYNE FAMILY ARTIFACTS: during setup, the villain shuffles 1, to a minimum of 1.
scepter
VICTORY CONDITIONS the 5 Artifact tokens and places them face down (without looking • Mask of Serenity. Energy cubes

*Manor -
HERO: the hero has stopped the villain from plundering Wayne
the villain has fewer than 4 artifacts
at them) on the locations indicated on the setup diagram. spent for rerolls of charac-
ters of this tile are directly
STEALING AN ARTIFACT: a villain’s character that does not placed in the fatigue zone.
scales
of eons
*the villain
VILLAIN: the villain has stolen the artifacts from Wayne Manor -
has 4 artifacts
have an Artifact token on at least one of their tiles, in the
same area as an Artifact token can steal it. To do so, they
Thus, they do not satu-
rate the reroll space.
thousand
night’s
24 thurible
II   GAME BOARDS RULES
1 *   SEWERS
2 * GCPD

1 *  SEWERS 2 *  GCPD

1 2 2 2 1 1 1 2 2
1

2 2
1 2 2 1
3
1 3
1
2
1 3 3
1
2 1
2
1
1
2 1
3 3 2 1 1
2 2 2 0
1

2 1 3
1

2 1
1 1

1 3 3
1 2 1

2 2
2 1 1
1 1 1
1 2
1 3 2
2 3
1

0 2
SPECIAL MOVES SPECIAL MOVES
0 2

ELEVATION2 LEVELS AREA BOUNDARIES ELEVATION2 LEVELS AREA BOUNDARIES


0
2
2 0
0

2
2

1
0
1

0 0
0 2

1
2
1

0 2
Elevation
0 2
Elevation A level X jump can be performed between A level X jump can be performed between
Orange area X Orange area X

0
0

level 0 those two areas following the arrows’ direction. level 0 those two areas following the arrows’ direction.

2
boundaries boundaries
2

Elevation Elevation
White area level 1 White area
level 2
2 2 2 2

boundaries
2

boundaries
2 2 2

Elevation A level X climbs and falls can be performed


A level X climb can be performed between
Special area X level 2 Special area between those two areas.
boundaries
those two areas following the arrows’ direction.
Elevation boundaries X The climb can be performed in either direction, up
level 3 or down.
Wall X A level X fall can be performed between
Wall
The fall can be performed following
those two areas following the arrow’s direction. the white arrow’s direction.
X Level X wall X Level X wall
A level X climbs and falls can be performed
between those two areas.
X The climb can be performed in either direction, up
or down.
The fall can be performed following
the white arrow’s direction.

26 27

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