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RULES REFERENCE SHEET FOR

SKIRMISH 1VS1

ABOUT THIS SHEET


Since there are so many game modes in Edge Dawnfall this document will
guide you through a setup depending on whichever game mode you select.
The Stretch Book has you looking at 3 or 4 places to fit together how a
game mode is played and this guide summaries them one by one.

SKIRMISH 1 VS 1
SETUP
1 – BOARD
Set up a standard board depicted on the right.
Standard Game Board
2 – DICE
Place the dice so that they are easily accessible to both players.

3 – NEUTRAL CRYSTAL AND CHARGES PILE 11 – PLACE SHRINES


Place 20 Crystals, and 20 Charge tokens next to map. Starting with the positioning player, each player
places their shrine on the board. The Shrines
4 – DETERMINE FIRST PLAYER have to be placed at least 2 Spaces from each
other. Each shrine also has to fit within a
Roll a Red Die – whoever rolls higher becomes
the First Player and receives the My Turn token. single Space.

5 – CHOOSE FACTION 12 – PLACE CRYSTAL SOURCES


The First Player picks a faction, and then the second player takes one of Setup 4 crystal tokens by having players taking
the factions. Each player collects all elements of their faction: their turns setting up 1 Crystal Source each, starting
Squad deck, the Action deck, 1 Banner card, 1 Help card, 1 Shrine token, with the Positioning player. The Crystal Source
1 Faction Sheet, all faction-specific tokens, and finally – all their models. may be placed on any empty Space of the map,
Players place these elements on their side of the table. as long as it’s at least 2 spaces away from any
Shrines or other Crystal Sources. Each
6 – PLANT YOUR BANNERS Crystal Source must always fit inside a
single Space.
Each player places their Banner card on the Banner slot found on their
side of the board.
13 – DEPLOY MODELS
7 – CHOOSE SQUADS Players take turns setting up one of their Squads, starting with the
Positioning player (placing all models of the chosen Squad on the map).
select any 5 of your Squad cards and place them in the Squad slots on Models can be places on any empty hex with the following conditions.
your side of the board. Basic Mode should be face up. Faction leader The entire base of each model has to fit inside a single Space
does not have to be included. Place models on their corresponding Squad A model can’t be placed in Base to Base contact with any Shrine,
Cards. Crystal Source or enemy model.
If the Squad had more than 1 model, the subsequent models have to be placed
8 – DISTRIBUTE ENDURANCE TOKENS Base to Base ( ) contact with at least ONE model from the same Squad.
On each Squad card, place a number of Endurance tokens equal to the Models from the same squad does not have to be in the same space.
value indicated by the grey shield icon on the card.
14 – PLACE VICTORY MARKERS AND FACTION TOKENS
9 – PREPARE ACTION DECKS Place a Victory Marker right in the middle of the
Each player now builds their Action deck by choosing 25 Action cards. Victory Points track (on the red space). Now,
Only cards for units that was previously selected Step 7 are allowed each player places their Faction token on the final,
in the action deck. All players shuffle their decks and place it on the board blue space of the track. Victory marker
setting aside all not used cards.

10 – CHOOSE THE POSITIONING/COUNTERING PLAYER 15 – PREPARE CRYSTAL POOLS


First player decides to be positioning(initiates all deployment steps) or Each player takes 2 Crystals from the neutral pile (see Step 3) and
countering player (takes first turn). Pass My Turn token to places them in their Crystal Pools.
countering player
16 – DRAW THE STARTING HANDS
Each player draws 3 cards from the top of their Action decks.

17 – DISPERSAL
The Positioning player may now Move one of their Squads

18 – FIRST TURN
The Countering player starts the match, takes a full turn and passes the
My Turn token. Players will alternate taking full turns until the end of
the game.
RULES REFERENCE SHEET FOR
MULTIPLAYER - FREE FOR ALL

ABOUT THIS SHEET


Since there are so many game modes in Edge Dawnfall this document will
guide you through a setup depending on whichever game mode you select.
The Stretch Book has you looking at 3 or 4 places to fit together how a
game mode is played and this guide summaries them one by one.

MULTIPLAYER - FREE FOR ALL


SETUP
1 – BOARD
Use two standard battle maps, joined at the marked edges.

2 – DICE Standard Game Board


Place the dice so that they are easily accessible to all players.

3 – NEUTRAL CRYSTAL AND CHARGES PILE


- 3 players: 30 Crystals and 30 Charge tokens
- 4 players: 40 Crystals and 40 Charge tokens
11 – PLACE SHRINES
Starting with the first positioning player,
each player places their
4 – DETERMINE FIRST PLAYER shrine on the board. The Shrines have to be
Roll a Red Die – whoever rolls higher becomes placed at least 2 Spaces from each
the First Player and receives the My Turn token. other. Each shrine also has to fit within a
Players take turn in clockwise order. single Space.

5 – CHOOSE FACTION 12 – PLACE CRYSTAL SOURCES


The First Player picks a faction, and then the second player takes one of Setup 4 crystal tokens by having players taking
the factions and so on. Each player collects all elements of their turns setting up 1 Crystal Source each, starting
faction: their Squad deck, the Action deck, 1 Banner card, 1 Help card, with the first positioning The Crystal Source
1 Shrine token, 1 Faction Sheet, all faction-specific tokens, and may be placed on any empty Space of the map,
finally – all their models. as long as it’s at least 2 spaces away from any
Players place these elements on their side of the table. Shrines or other Crystal Sources. Each
Crystal Source must always fit inside a
6 – PLANT YOUR BANNERS single Space.
Each player places their Banner card on the Banner slot found on their
side of the board. 13 – DEPLOY MODELS
Players take turns setting up one of their Squads, starting with the
7 – CHOOSE SQUADS Positioning player (placing all models of the chosen Squad on the map).
Select any 4 of your Squad cards and place them in the Squad slots on Models can be places on any empty hex with the following conditions.
your side of the board. Basic Mode should be face up. Faction leader The entire base of each model has to fit inside a single Space
does not have to be included. Place models on their corresponding Squad A model can’t be placed in Base to Base contact with any Shrine,
Cards. Crystal Source or enemy model.
If the Squad had more than 1 model, the subsequent models have to be placed
8 – DISTRIBUTE ENDURANCE TOKENS Base to Base ( ) contact with at least ONE model from the same Squad.
On each Squad card, place a number of Endurance tokens equal to the Models from the same squad does not have to be in the same space.
value indicated by the grey shield icon on the card.
14 – PLACE VICTORY MARKERS AND FACTION TOKENS
9 – PREPARE ACTION DECKS Each player gathers 10 of their faction’s Victory Point tokens. This is the
Each player now builds their Action deck by choosing 15 Action cards. Starting Victory Points tokens pile of each player.
Only cards for units that was previously selected Step 7 are allowed
in the action deck. All players shuffle their decks and place it on the board
setting aside all not used cards. 15 – PREPARE CRYSTAL POOLS
Each player takes the number of Crystals equal to the total number of
10 – CHOOSE THE POSITIONING/COUNTERING PLAYER players in this match and places them in the starting Crystal Pool.
First player decides to be positioning(initiates all deployment steps) or
countering player (takes first turn). Only one player is 16 – DRAW THE STARTING HANDS
the countering player. the rest is positioning players. Each player draws 3 cards from the top of their Action decks.
Pass My Turn token to countering player. When first
positioning player is refered to in later steps this means the 17 – DISPERSAL
player after the countering player in clockwise order. All Positioning players (one after the other) Move 1 of their Squads.

18 – FIRST TURN
The Countering player starts the match, takes a full turn and passes the
My Turn token. Players will alternate taking full turns until the end of
the game.
RULES REFERENCE SHEET FOR
MULTIPLAYER - TEAM VS TEAM

ABOUT THIS SHEET


Since there are so many game modes in Edge Dawnfall this document will
guide you through a setup depending on whichever game mode you select.
The Stretch Book has you looking at 3 or 4 places to fit together how a
game mode is played and this guide summaries them one by one.
TEAM VS TEAM is a mode for 4 players, where two 2-player teams face off
against each other.

MULTIPLAYER - TEAM VS TEAM


SETUP
1 – BOARD
Use two standard battle maps, joined at the marked edges. Standard Game Board
2 – DICE
Place the dice so that they are easily accessible to all players.

3 – NEUTRAL CRYSTAL AND CHARGES PILE 11 – PLACE SHRINES


Starting with the first positioning player,
Place 40 Crystals and 40 Charge tokens in the neutral pile. each player places their
shrine on the board. The Shrines have to be
4 – DETERMINE FIRST PLAYER placed at least 2 Spaces from each
The players divide themselves into two teams, anyway they wish. T other. Each shrine also has to fit within a
They will take turns clockwise, starting from the First Player. single Space.
The players should relocate around the table so that the clockwise order
keeps alternating between both teams (A->B->A->B). Each player takes
Faction token of their ally to remember who is his ally during this game.
12 – PLACE CRYSTAL SOURCES
Setup 4 crystal tokens by having players taking
turns setting up 1 Crystal Source each, starting
5 – CHOOSE FACTION with the first positioning The Crystal Source
The First Player picks a faction, and then the second player takes one of may be placed on any empty Space of the map,
the factions and so on. Each player collects all elements of their as long as it’s at least 2 spaces away from any
faction: their Squad deck, the Action deck, 1 Banner card, 1 Help card, Shrines or other Crystal Sources. Each
1 Shrine token, 1 Faction Sheet, all faction-specific tokens, and Crystal Source must always fit inside a
finally – all their models. single Space.
Players place these elements on their side of the table.
13 – DEPLOY MODELS
6 – PLANT YOUR BANNERS Players take turns setting up one of their Squads, starting with the
Each player places their Banner card on the Banner slot found on their Positioning player (placing all models of the chosen Squad on the map).
side of the board. Models can be places on any empty hex with the following conditions.
The entire base of each model has to fit inside a single Space
7 – CHOOSE SQUADS A model can’t be placed in Base to Base contact with any Shrine,
Select any 4 of your Squad cards and place them in the Squad slots on Crystal Source or enemy model.
your side of the board. Basic Mode should be face up. Faction leader If the Squad had more than 1 model, the subsequent models have to be placed
does not have to be included. Place models on their corresponding Squad Base to Base ( ) contact with at least ONE model from the same Squad.
Cards. Models from the same squad does not have to be in the same space.

8 – DISTRIBUTE ENDURANCE TOKENS 14 – PLACE VICTORY MARKERS AND FACTION TOKENS


On each Squad card, place a number of Endurance tokens equal to the Each player gathers 10 of their faction’s Victory Point tokens. This is the
value indicated by the grey shield icon on the card. Starting Victory Points tokens pile of each player.

9 – PREPARE ACTION DECKS


Each player now builds their Action deck by choosing 15 Action cards. 15 – PREPARE CRYSTAL POOLS
Only cards for units that was previously selected Step 7 are allowed Each player takes the number of Crystals equal to the total number of
in the action deck. All players shuffle their decks and place it on the board players in this match and places them in the starting Crystal Pool.
setting aside all not used cards.
16 – DRAW THE STARTING HANDS
10 – CHOOSE THE POSITIONING/COUNTERING PLAYER Each player draws 3 cards from the top of their Action decks.
First player decides to be positioning(initiates all deployment steps) or
countering player (takes first turn). Only one player is 17 – DISPERSAL
the countering player. the rest is positioning players. All Positioning players (one after the other) Move 1 of their Squads.
Pass My Turn token to countering player. When first
positioning player is reffered to in later steps this means the
player after the countering player in clockwise order.
18 – FIRST TURN
The Countering player starts the match, takes a full turn and passes the
My Turn token. Players will alternate taking full turns until the end of
the game.
RULES REFERENCE SHEET FOR
SOLO DARKNESS SKIRMISH

SOLO DARKNESS SKIRMISH


This sheet describes the battle against Darkness in a solo skirmish game.
11 – PLACE SHRINES
Start by deploying Darkness Shrine (Shadow Gate)
to the middle of the board.
SETUP Then place your faction shrine. The Shrines
have to be placed at least 2 Spaces from each
1 – BOARD other. Each shrine also has to fit within a
You can select either side; regular or the "darkness" side. Preferably single Space.
sit by the long side of the board to be able to reach all components.
12 – PLACE CRYSTAL SOURCES
2 – DICE Setup 4 Crystal Source tokens. The Crystal Source
Place the dice wherever you want. may be placed on any empty Space of the map,
as long as it’s at least 2 spaces away from any
3 – NEUTRAL CRYSTAL AND CHARGES PILE Shrines or other Crystal Sources. Each
Crystal Source must always fit inside a
Place 20 Crystals, and 20 Charge tokens next to map.
single Space.
4 – DETERMINE FIRST PLAYER Also each Crystal Source token has to be
placed exactly one Space away from
Darkness begins.
the Shadow Gate (no more and no less).

5 – CHOOSE FACTION
Pick any faction to face of against the Darkness. Collect all elements of
the selected faction: their Squad deck, the Action deck, 1 Banner card,
13 – DEPLOY MODELS
Begin with deploying any 3 Darkness models anywhere with
1 Help card, 1 Shrine token, 1 Faction Sheet, all faction-specific tokens,
Shadow gate. Then player sets up all their squads by placing all
and finally – all their models.
it's models on the map.
6 – PLANT YOUR BANNERS Models can be places on any empty hex with the following conditions.
The entire base of each model has to fit inside a single Space
Place your Banner card on the Banner slot. The Darkness has no banner.
A model can’t be placed in Base to Base contact with any Shrine,

7 – CHOOSE SQUADS Crystal Source or enemy model.


If the Squad had more than 1 model, the subsequent models have to be placed
Select any 5 of your Squad cards and place them in the Squad slots on Base to Base ( ) contact with at least ONE model from the same Squad.
your side of the board. Basic Mode should be face up. Faction leader Models from the same squad does not have to be in the same space.
does not have to be included. Place models on their corresponding Squad
Cards. Select any 5 Squads from the Darkness with the corresponding
cards as well as setting them to Basic Mode. 14 – PLACE VICTORY MARKERS AND FACTION TOKENS
Place a Victory Marker right in the middle of the
8 – DISTRIBUTE ENDURANCE TOKENS Victory Points track (on the red space). Then place your Faction token on
one end of the track and any other Faction token on the other side which
On each Squad card, place a number of Endurance tokens equal to the represents the Darkness faction.
value indicated by the grey shield icon on the card.

9 – PREPARE ACTION DECKS 15 – PREPARE CRYSTAL POOLS Victory marker


Chose 25 Action cards. Only cards for units that was previously selected Take 2 Crystals from the neutral pile (see Step 3) and place them in your
Step 7 are allowed in the action deck. Shuffle your their deck and place Crystal Pool. Place 3 Dark Points ( ) in Darkness pool. Do not add 2
it on the board setting aside all not used cards. Crystals to Darkness pool – Darkness faction does not use Crystals.
Then, take all Darkness Action cards of the chosen Squads (and the All
Hell Breaks Loose cards) and shuffle them. Shuffle the 5 Darkness
Difficulty Level cards separately. Then create Darkness Action deck
16 – DRAW THE STARTING HANDS
Draws 3 cards from the top of their Action decks.
following the steps below:
- 6 Darkness Action cards (top of the deck)
- 2 Darkness Difficulty Level cards 17 – DISPERSAL
- 6 Darkness Action cards Skipped
- 2 Darkness Difficulty Level cards
- 6 Darkness Action cards (bottom of the deck)
18 – FIRST TURN
10 – CHOOSE THE POSITIONING/COUNTERING PLAYER The Darkness takes the first turn
Skipped
RULES REFERENCE SHEET FOR
SOLO DARKNESS CAMPAIGN PAGE 1

ABOUT THIS SHEET


Since there are so many game modes in Edge Dawnfall this document will
12 –DARKNESSQUADANDSQUADCARDS PLACE CRYSTAL SOURCES
Setup 4 Crystal Source tokens. The Crystal Source
guide you through a setup depending on whichever game mode you select. may be placed on any empty Space of the map,
The Stretch Book has you looking at 3 or 4 places to fit together how a
as long as it’s at least 2 spaces away from any
game mode is played and this guide summaries them one by one.
Shrines or other Crystal Sources. Each
This sheet describes the battle against Darkness and the solo rules for that.
Crystal Source must always fit inside a
single Space.
Also each Crystal Source token has to be
SOLO DARKNESS CAMPAIGN placed exactly one Space away from
the Shadow Gate (no more and no less).
SETUP Note: This step is usually somehow changed by
specific scenario rules.
1 – BOARD
You can select either side; regular or the "darkness" side. Preferably 13 – DEPLOY MODELS
sit by the long side of the board to be able to reach all components. Begin with deploying any 3 Darkness models anywhere with
Note: Usually the specific scenario will indicate which board to use. Shadow gate. Then player sets up all their squads by placing all
Also see Battle map Selection Info later in this document. it's models on the map.
Models can be places on any empty hex with the following conditions.
2 – DICE The entire base of each model has to fit inside a single Space
A model can’t be placed in Base to Base contact with any Shrine,
Place the dice wherever you want.
Crystal Source or enemy model.
3 – NEUTRAL CRYSTAL AND CHARGES PILE If the Squad had more than 1 model, the subsequent models have to be
placed Base to Base ( ) contact with at least ONE model from the
Place 20 Crystals, and 20 Charge tokens next to map.
same Squad.

4 – DETERMINE FIRST PLAYER Models from the same squad does not have to be in the same space.
Darkness begins.
14 – PLACE VICTORY MARKERS AND FACTION TOKENS
5 – CHOOSE FACTION Place a Victory Marker right in the middle of the
Victory Points track (on the red space). Then place your Faction token on
Pick any faction to face of against the Darkness. Collect all elements of one end of the track and any other Faction token on the other side which
the selected faction: their Squad deck, the Action deck, 1 Banner card, represents the Darkness faction.
1 Help card, 1 Shrine token, 1 Faction Sheet, all faction-specific tokens,
and finally – all their models.

6 – PLANT YOUR BANNERS 15 – PREPARE CRYSTAL POOLS


Take 2 Crystals from the neutral pile (see Step 3) and place them in your
Place your Banner card on the Banner slot. The Darkness has no banner. Crystal Pool. Place 3 Dark Points ( ) in Darkness pool. Do not add 2
Crystals to Darkness pool – Darkness faction does not use Crystals.
7 – CHOOSE SQUADS
Unlike in standard games, players start these campaigns with a
pre-determined force. The details can be found in introductions to specific
16 – DRAW THE STARTING HANDS Victory marker
You draw 3 cards from the top of their Action decks.
campaigns. Additionally, the standard rule that restricts your deck to
cards of Squads present in your army is lifted. Your deck carries over
between the battles, and sometimes it may contain cards that don’t refer 17 – DISPERSAL
to any Squad present in a particular engagement. Please remember that Skipped
in this case the Top Action of the card is still available and may be used
by any Squad! Unlike in standard games, campaign battles do not end 18 – FIRST TURN
when human players run out of Action cards. If that happens, simply The Darkness takes the first turn unless otherwise specified
shuffle all your discarded cards and use them as your new deck.

8 – DISTRIBUTE ENDURANCE TOKENS BATTLE MAP SELECTION INFO


Unless otherwise noted, on each Squad card, place a number of
Endurance tokens equal to the value indicated by the grey Some battles also use an alternative, Darkness-themed battlefield layout, printed
shield icon on the card. on the back of the standard battle map. It has less available Spaces and more
impassable obstacles. Please keep in mind that these obstacles DO NOT count as
9 – PREPARE ACTION DECKS the edge of the map – only Spaces on the true border of the map do.
In the middle of this darkness-themed map is the Red Zone – a cluster of
The specific campaign/scenario will guide you in creating deck for you
four Spaces that’s sometimes referenced in the setup rules of scenarios (see the
selected faction as well as the darkness forces.
diagram below).

10 – CHOOSE THE POSITIONING/COUNTERING PLAYER If there is a break (missing Space) between two Spaces, this break cannot be
Skipped crossed by Move Action and Line Of Fire cannot be drawn through it.

11 – PLACE SHRINES
Unless otherwise noted start by deploying
Darkness Shrine (Shadow Gate) to the middle
of the board. Then place your faction shrine.
The Shrines have to be placed at least 2 Spaces
from each other. Each shrine also has to fit within a
single Space.
RULES REFERENCE SHEET FOR
SOLO DARKNESS CAMPAIGN PAGE 2

TIME TRACK RESOLVING DARKNESS ACTION CARDS


Each Darkness Action card, unlike other factions’ Action cards, is dedicated to
only 1 Squad (with the exception of All Hell Breaks Loose card).
Many battles of these campaigns use the Time Track instead of (or in addition to)
Darkness Action card is divided into two parts: upper and lower.
the Victory Points track. Time Track usually shows the end of the battle and
The player first resolves the upper part, and then proceeds to resolve the
all special events that happen during the encounter. Before a scenario begins, lower part of the card.
place a Time Marker on slot 1 of the track, and then set up any Event Markers
listed in the scenario on their corresponding slots. They will help you
UPPER PART:
remember when the next event triggers.
Resolve all steps, top to bottom (separated by a chain).
You move the time track after your turn.
If a card offers a choice of options X or Y, ialways resolve opTion X (the first
Any Actions that grant a specific player extra turns (such as the Time Jump) one). Only in the case where resolving option X is impossible, proceed to
do not move the Time Track! resolve option Y instead.
If there are several activities in one step (X and Y), resolve as many as
SPECIFIC CAMPAIGN RULES possible. Only in the case where no activities in step X are feasible, resolve
step Y instead.
Use these two reference pages and select the campaign you wish to play. MOVE and COMBAT in the upper part always refer to all models of a given
You then have to follow those campaign specific rules as well as specific Darkness Squad, unless the card specifies otherwise.
scenario rules. They override the rules stated here but you need not to look
in more places.
LOWER PART:
Lower part consists of two parts: X or Y, where X is a payable
FLOW OF THE GAME Action, and Y is a „gain ” option.
Actions in the lower part of Action card have a cost in Dark Points ( ).
DARKNESS TURN Darkness will automatically pay and perform the Action, as long as Darkness
has enough and the Action can be performed (eg. there’s a valid target within
During each Darkness turn draw and resolve (respectively) range of that Action).
2 Darkness Action cards. Discard the cards after they’ve been resolved. If Only in the case where the Action can’t be performed (either due to lack of
you draw 2 Darkness Difficulty Level cards in one turn, choose and resolve Dark Points or Action conditions not being met – eg. no valid target), option Y
only 1 of them, discarding the other. Do not draw and resolve any additional will be resolved (Darkness gains X ).
Darkness Action cards this turn.
SPAWN DARKNESS MODELS:
PLAYER'S TURN Spawn Darkness models Action allows deploying models to the board.
At the end of each of their Passive turns, flip all Darkness Darkness model is deployed to any empty hexes with a Shadow Gate.
Squad cards to their Basic mode. If this is not possible (all hexes adjacent to a Shadow Gate are occupied), the
model is deployed to any empty hexes with any enemy model.
PAYING WITH OTHER RESOURCES After a Darkness model is killed it is returned back to the pool, and can be
Spawned on the board again.
Darkness faction can never use other
resources (Victory Points or Endurance tokens) as a substitute to Dark
Points ( ) when paying any costs.
DARKNESS AI MOVE:
The player plays out the AI action by perform Move fulfilling all three conditions
below. If they are mutually exclusive, forfeit the lower one.
DICE
A) AVOID PENALTIES
Darkness faction ignores special rule of Marked sides of dice
Avoid hexes with Demon Shrine, Rha-Zack Shrine, Reborn Thornheart
during their rolls.
Wood, Demon models with CrystalAegis token and Oracle of Wrath with Weaken-
ing Reborn token. Avoid Spaces with Underground Strike Reborn token and Mine
END OF THE GAME Rha-Zack token. This condition can be forfeit if no other enemy models are available on
„One of the players loses all of their models” condition does not apply the board.
to Darkness faction. B) FINISH YOUR MOVEMENT WITH AN ENEMY MODEL WITH THE
LOWEST INI WITHIN MOVE RANGE (init - is lower than 0)
DARKNES SQUAD AND SQUAD CARDS If no enemy models are within Move Range, Move the maximum number of
Darkness Squad cards also specify which die (Yellow or Red) is used for all hexes in the direction of the closest enemy model.
rolls of a given model. As shown on the Squad cards, for Basic mode a Yellow C) BLOCK CRYSTAL SOURCES
die will be used, while the Red die will be used for Dark mode. Finish your Movement with Crystal Source that has no other Darkness
For Darkness faction, absence of a given Squad on the board does not models adjacent to it.
prevent using Change Mode or restoring Endurance tokens. If an enemy model is also with this Crystal Source, Push it to hexes
non- with the Crystal Source, if possible.
DARKNES DIFFICULTY LEVEL CARDS Demon Shrine is not a Crystal Source for Darkness faction.
5 Darkness Difficulty Level cards are special cards that are part of Darkness
COMBAT:
Action deck.
If Darkness model performs a Combat Action while with several enemy
After resolving a Darkness Difficulty Level card, place it anywhere on the
models, its target will be the enemy model with lowest INI (and with no
board so that it is visible at all times. It’s effect remains in play for the rest
Weakening Reborn tokens).
of the game (with the exception of Now or Never card; it’s effect lasts till the
Darkness model will never perform a Combat Action against an enemy model
end of next player turn).
with Crystal Aegis Demon token.

EFFECTS OF ACTION CARDS VS DARKNESS:


Action cards containing „until opponent pays X Crystals” remain effective
until Darkness pays X . Darkness faction automatically pays X (if possible)
at the beginning of Darkness turn, to remove the effect. Action cards containing
„until opponent Passive turn” remain effective until player Passive turn.
RULES REFERENCE SHEET FOR
COOP DARKNESS CAMPAIGN PAGE 1

COOP DARKNESS CAMPAIGN


This sheet describes the battle against Darkness in 2 player coop mode
12 –DARKNESSQUADANDSQUADCARDS PLACE CRYSTAL SOURCES
Setup 4 Crystal Source tokens. The Crystal Source
may be placed on any empty Space of the map,
SETUP as long as it’s at least 2 spaces away from any
Shrines or other Crystal Sources. Each
1 – BOARD Crystal Source must always fit inside a
You can select either side; regular or the "darkness" side. Preferably single Space.
sit by the long side of the board to be able to reach all components. Also each Crystal Source token has to be
Note: Usually the specific scenario will indicate which board to use. placed exactly one Space away from
Also see Battle map Selection Info later in this document. the Shadow Gate (no more and no less).
Note: This step is usually somehow changed by
2 – DICE specific scenario rules.
Place the dice wherever you want.
13 – DEPLOY MODELS
3 – NEUTRAL CRYSTAL AND CHARGES PILE Begin with deploying any 3 Darkness models anywhere
Shadow gate. Then players sets up all their squads by placing all
with
Place 20 Crystals, and 20 Charge tokens next to map.
it's models on the map one by one alternating between players.
4 – DETERMINE FIRST PLAYER Models can be places on any empty hex with the following conditions.
The entire base of each model has to fit inside a single Space
Darkness begins.
A model can’t be placed in Base to Base contact with any Shrine,
5 – CHOOSE FACTION Crystal Source or enemy model.
If the Squad had more than 1 model, the subsequent models have to be
Pick any faction to face of against the Darkness. Collect all elements of placed Base to Base ( ) contact with at least ONE model from the
the selected faction: their Squad deck, the Action deck, 1 Banner card, same Squad.
1 Help card, 1 Shrine token, 1 Faction Sheet, all faction-specific tokens,
Models from the same squad does not have to be in the same space.
and finally – all their models.

6 – PLANT YOUR BANNERS 14 – PLACE VICTORY MARKERS AND FACTION TOKENS


Place your Banner card on the Banner slot. The Darkness has no banner. Place a Victory Marker right in the middle of the Victory Points track
(on the red space). Then place your Faction token on one end of the track
7 – CHOOSE SQUADS and any other Faction token on the other side which represents the
Darkness faction. Victory point track is shared between players.
Unlike in standard games, players start these campaigns with a
pre-determined force. The details can be found in introductions to specific
campaigns. Additionally, the standard rule that restricts your deck to
15 – PREPARE CRYSTAL POOLS Victory marker
Take 2 Crystals from the neutral pile (see Step 3) and place them in your
cards of Squads present in your army is lifted. Your deck carries over
Crystal Pool(shared between the players). Place 3 Dark Points ( ) in
between the battles, and sometimes it may contain cards that don’t refer
Darkness pool. Do not add 2 Crystals to Darkness pool –
to any Squad present in a particular engagement. Please remember that
Darkness faction does not use Crystals.
in this case the Top Action of the card is still available and may be used
by any Squad!
Unlike in standard games, campaign battles do not end 16 – DRAW THE STARTING HANDS
when human players run out of Action cards. If that happens, simply Each player draws 3 cards from the top of their Action decks.
shuffle all your discarded cards and use them as your new deck.
Divide up the squad number as evenly as possible between you. You
can select two factions but then 1 faction brings the banner and the
17 – DISPERSAL
Skipped
other brings the shrine.
Each player builds a separate deck of Action cards, picking 5 Action cards
for each Squad they get to control (but no less than 10 cards). 18 – FIRST TURN
The Darkness takes the first turn unless otherwise specified
8 – DISTRIBUTE ENDURANCE TOKENS
Unless otherwise noted, on each Squad card, place a number of
Endurance tokens equal to the value indicated by the grey BATTLE MAP SELECTION INFO
shield icon on the card.
Some battles also use an alternative, Darkness-themed battlefield layout, printed
9 – PREPARE ACTION DECKS on the back of the standard battle map. It has less available Spaces and more
impassable obstacles. Please keep in mind that these obstacles DO NOT count as
The specific campaign/scenario will guide you in creating deck for you the edge of the map – only Spaces on the true border of the map do.
selected faction as well as the darkness forces. In the middle of this darkness-themed map is the Red Zone – a cluster of
four Spaces that’s sometimes referenced in the setup rules of scenarios (see the
10 – CHOOSE THE POSITIONING/COUNTERING PLAYER diagram below).
Skipped
If there is a break (missing Space) between two Spaces, this break cannot be
11 – PLACE SHRINES crossed by Move Action and Line Of Fire cannot be drawn through it.
Unless otherwise noted start by deploying
Darkness Shrine (Shadow Gate) to the middle
of the board. Then place your faction shrine.
The Shrines have to be placed at least 2 Spaces
from each other. Each shrine also has to fit within a
single Space.
RULES REFERENCE SHEET FOR
COOP DARKNESS CAMPAIGN PAGE 2

TIME TRACK RESOLVING DARKNESS ACTION CARDS


Each Darkness Action card, unlike other factions’ Action cards, is dedicated to
Many battles of these campaigns use the Time Track instead of (or in addition to) only 1 Squad (with the exception of All Hell Breaks Loose card).
the Victory Points track. Time Track usually shows the end of the battle and Darkness Action card is divided into two parts: upper and lower.
all special events that happen during the encounter. Before a scenario begins, The player first resolves the upper part, and then proceeds to resolve
place a Time Marker on slot 1 of the track, and then set up any Event Markers the lower part of the card.
listed in the scenario on their corresponding slots. They will help you
remember when the next event triggers. UPPER PART:
You move the Time Track only after ALL human players have taken their turns. Resolve all steps, top to bottom (separated by a chain).
Any Actions that grant a specific player extra turns (such as the Time Jump) If a card offers a choice of options X or Y, ialways resolve opTion X (the first
one). Only in the case where resolving option X is impossible, proceed to
do not move the Time Track!
resolve option Y instead.
If there are several activities in one step (X and Y), resolve as many as
SPECIFIC CAMPAIGN RULES possible. Only in the case where no activities in step X are feasible, resolve
Use these two reference pages and select the campaign you wish to play. step Y instead.
You then have to follow those campaign specific rules as well as specific MOVE and COMBAT in the upper part always refer to all models of a given
scenario rules. They override the rules stated here but you need not to look Darkness Squad, unless the card specifies otherwise.
in more places.
LOWER PART:
Lower part consists of two parts: X or Y, where X is a payable
FLOW OF THE GAME Action, and Y is a „gain ” option.
Actions in the lower part of Action card have a cost in Dark Points ( ).
DARKNESS TURN Darkness will automatically pay and perform the Action, as long as Darkness
During each Darkness turn draw and resolve (respectively) has enough and the Action can be performed (eg. there’s a valid target within
2 Darkness Action cards. Discard the cards after they’ve been resolved. If range of that Action).
Only in the case where the Action can’t be performed (either due to lack of
you draw 2 Darkness Difficulty Level cards in one turn, choose and resolve
Dark Points or Action conditions not being met – eg. no valid target), option Y
only 1 of them, discarding the other. Do not draw and resolve any additional
will be resolved (Darkness gains X ).
Darkness Action cards this turn.
SPAWN DARKNESS MODELS:
PLAYER'S TURN Spawn Darkness models Action allows deploying models to the board.
At the end of each of their Passive turns, flip all Darkness Darkness model is deployed to any empty hexes with a Shadow Gate.
Squad cards to their Basic mode. If this is not possible (all hexes adjacent to a Shadow Gate are occupied), the
model is deployed to any empty hexes with any enemy model.
PAYING WITH OTHER RESOURCES After a Darkness model is killed it is returned back to the pool, and can be
Darkness faction can never use other Spawned on the board again.
resources (Victory Points or Endurance tokens) as a substitute to Dark
Points ( ) when paying any costs. DARKNESS AI MOVE:
The players plays out the AI action by perform Move fulfilling all three conditions
DICE below. If they are mutually exclusive, forfeit the lower one.
Darkness faction ignores special rule of Marked sides of dice A) AVOID PENALTIES
during their rolls. Avoid hexes with Demon Shrine, Rha-Zack Shrine, Reborn Thornheart
Wood, Demon models with CrystalAegis token and Oracle of Wrath with Weaken-
END OF THE GAME ing Reborn token. Avoid Spaces with Underground Strike Reborn token and Mine
„One of the players loses all of their models” condition does not apply Rha-Zack token. This condition can be forfeit if no other enemy models are available on
the board.
to Darkness faction. B) FINISH YOUR MOVEMENT WITH AN ENEMY MODEL WITH THE
LOWEST INI WITHIN MOVE RANGE (init - is lower than 0)
DARKNES SQUAD AND SQUAD CARDS If no enemy models are within Move Range, Move the maximum number of
Darkness Squad cards also specify which die (Yellow or Red) is used for all hexes in the direction of the closest enemy model.
rolls of a given model. As shown on the Squad cards, for Basic mode a Yellow C) BLOCK CRYSTAL SOURCES
die will be used, while the Red die will be used for Dark mode. Finish your Movement with Crystal Source that has no other Darkness
For Darkness faction, absence of a given Squad on the board does not models adjacent to it.
prevent using Change Mode or restoring Endurance tokens. If an enemy model is also with this Crystal Source, Push it to hexes
non- with the Crystal Source, if possible.
DARKNES DIFFICULTY LEVEL CARDS Demon Shrine is not a Crystal Source for Darkness faction.
5 Darkness Difficulty Level cards are special cards that are part of Darkness
Action deck. COMBAT:
After resolving a Darkness Difficulty Level card, place it anywhere on the If Darkness model performs a Combat Action while with several enemy
board so that it is visible at all times. It’s effect remains in play for the rest models, its target will be the enemy model with lowest INI (and with no
of the game (with the exception of Now or Never card; it’s effect lasts till the Weakening Reborn tokens).
end of next player turn). Darkness model will never perform a Combat Action against an enemy model
with Crystal Aegis Demon token.

EFFECTS OF ACTION CARDS VS DARKNESS:


Action cards containing „until opponent pays X Crystals” remain effective
until Darkness pays X . Darkness faction automatically pays X (if possible)
at the beginning of Darkness turn, to remove the effect. Action cards containing
„until opponent Passive turn” remain effective until player Passive turn.

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