You are on page 1of 2

Overlord Player’s Turn Attack Sequence

1. Collect threat tokens and draw cards All attacks (heroes and monsters) follow these steps:
2. Spawn monsters
3. Activate monsters 1. Declare attack
2. Confirm line of sight
Step 1: Collect Threat & Draw 3. Count range to target
 Take 1 threat token for each hero and draw 2 cards. 4. Roll attack dice for attack, plus power dice
5. Spend power surges, power enhancements, and
 Discard down to 8 cards (or fewer), collecting threat
fatigue
tokens for each discard.
6. Determine attack success
 You can play one Power card during this step.
- Ranged & Magic attacks miss if ✕rolled or range
 You can discard more cards at any time during your
total rolled is less than the range to target
turn to collect threat tokens
- Melee attacks miss if ✕rolled
Step 2: Spawn Monsters 7. Inflict wounds
Play a ‘Spawn’ threat card to spawn monsters, once per turn Subtract armour from wound total
and only in this step
Monster Movement Actions
 Can’t spawn monsters on obstacles (water, pit, rubble,
Cost Action
slime), heroes, or other monsters
1 Walk up or down staircase *
 Can’t spawn monsters in an unrevealed area (except as 2 Open or close normal door
allowed by Hordes of the Things) 2 Climb out of pit
3 Jump over pit
 Can’t spawn monsters where heroes have line of sight
* Small (1 square) monsters only
(for spawn purposes, monsters do not block heroes’ line
of sight)
Special Abilities
 Can spawn monsters on treasure or encounter markers
 Aura
(including potions, chests, money piles, and activated or
Trigger: Each time an enemy figure moves into a space
unactivated glyphs)
adjacent to a figure with the Aura ability.
 Can remove an existing monster from the board to use
Effect: Immediately suffers 1 wound (ignore armour).
it as a new spawn
The Aura ability inflicts no damage when the figure that
possesses the ability moves adjacent to an enemy figure.
Step 2: Activate Monsters
 Activate each monster once per turn.  Blast
 Each monster can move up to its speed and can make Attacks with the Blast ability affect every space within X
one attack (monsters use the ‘Advance’ action). spaces of the target space, where X is equal to the rank of
 Attack can occur at any point during the monster’s the Blast ability. A space is only affected by the Blast attack
movement. if it has line of sight to the target space. Blast effect cannot
 Take one threat token for each two power surges you pass through walls, closed doors, or blocking obstacles. The
roll. Blast attack deals its full damage to each figure affected by
it (friendly and enemy). If a Blast attack is dodged by more
Event and Trap Cards than one figure, only one re-roll may be made
You can play event and trap cards at any time as long as the
triggering conditions on the card have been met.  Breath
After playing the card and paying its threat cost, follow the Attacks with the Breath ability use the Breath template to
instructions on the card, resolve its effects, and discard the determine which spaces they affect. The template is placed
card. Note that some events and traps are played during the against one side of the attacking figure and all figures
heroes’ turns. underneath the template are affected by the attack. A Breath
attack only misses on a miss result. If a Breath attack is
dodged by more than one figure, only one re-roll may be
made
 Burn  Quick Shot
Trigger: Take damage from a figure with the Burn ability A monster with the Quick Shot ability attacks up to twice
(before armour is applied). each time it is activated.
Effect: Place one Burn token on affected figure (stacks)
Start of Turn: Roll 1 Power Die for each Burn token. For  Sorcery
each Power Surge remove one Burn token. After making an attack roll, a figure with Sorcery may add 1
Remaining Burn tokens inflict 1 wound (ignore armour). to either its range or damage for each rank of Sorcery it has.
A figure with multiple ranks of Sorcery may split this bonus
 Command between range and damage.
A figure with Command adds 1 to the damage and range of
 Stun
all attacks made by friendly figures within three spaces of it
Trigger: Take damage from a figure with the Stun ability
(including itself, and ignoring line of sight). If there are
(before armour is applied).
multiple figures with Command within three spaces of a
Effect: Place one Stun token on affected figure (stacks)
figure, the effects stack
On figures next turn: Remove 1 Stun token and the
 Fear following effect triggers:
When attacking a figure with the Fear ability, the attacker - Normal monster; its action immediately ends - it can do
must spend 1 power surge for every rank of Fear the figure nothing else until the overlord's next turn.
possesses. If the attacker cannot spend enough surges to - Master monster; it may either move up to its speed or
overcome the Fear ability, the attack automatically misses. attack once.
- Named monster; it ignores the Stun effect
 Fly - Hero; the hero receives a “half-action this turn. The hero
Figures with the Fly ability may move through enemy may only move a number of spaces up to his speed or make
figures and obstacles as if they weren’t there. However, one attack or place one order.
flying figures cannot end their movement in a space
containing another figure or an obstacle that blocks  Sweep
movement. A flying figure may end its turn in a space Sweep attacks affect all enemy figures within melee range
containing an obstacle that inflicts damage without effect. of the attacker. The Sweep ability deals its full damage to
each figure affected by it. If a Sweep attack is dodged by
 Grapple more than one figure, only one re-roll may be made
Trigger: In adjacent square to a figure with the Grapple
ability  Undying
Effect: Cannot spend any movement points until Grappling When an Undying figure is killed, roll one power die. If a
figure is killed or otherwise removed (e.g. Knockback) power surge is rolled, the figure is instantly restored to full
health. Any leftover damage from the killing blow is then
 Knockback applied to it. An Undying figure must stay dead in order for
Trigger: Take damage from a figure with the Knockback effects that take place when it is “killed” to actually occur.
ability (before armour is applied).
Effect: Attacker may immediately move each affected target  Web
figure up to three spaces away from its current location. Trigger: Take damage from a figure with the Web ability
Ignoring obstacles that block movement as it is knocked (before armour is applied).
completely over them. A figure cannot be moved through a Effect: Place one Web token on affected figure (stacks)
closed door or wall this way Start of Turn: Roll 1 Power Die for each Web token. For
each Power Surge remove one Web token.
 Pierce A figure with any Web tokens cannot spend movement
An attack with the Pierce ability ignores 1 point of armour points
for each rank of Pierce it has. Shields are not affected by the
Pierce ability.

 Poison
Wound tokens lost due to a Poison attack are replaced by
poison tokens. When healing, these poison tokens are
removed first, one token per wound that would otherwise be
healed

 Reach
The Reach ability allows a figure to make a melee attacks
targeting spaces at a range of 2. LOS still applies. Rolled
range is ignored as with normal Melee attacks

You might also like