Euthia Rulebook - Draft - 2.1
Euthia Rulebook - Draft - 2.1
Euthia Rulebook - Draft - 2.1
Contents
Components Overview....................................2 Silver and Gold Cards ................................................30
Timing Icons.............................................................31
Object of the Game .........................................4
Trade Action.................................................21
Chests and Flasks .....................................................22
Weapon ...................................................................28
12 Healing Potion 12 Grey Sack 4 Church Healing Die of Hope 4 Reputation tokens 10 Hero dice
tiles tiles Scroll tiles (2 per Hero)
5 Hero boards
60 Damage tokens 50 Trade tokens 150 double-sided 30 Action tokens 125 Shield tokens 5 Maximum
(12 per Hero) (10 per Hero) Interaction tokens (2 sets of 3 per Hero) (25 per Hero) Health tokens
(30 per Hero) (1 per Hero)
2
20 Gaar tokens
40 Monster cards 21 Control Player 24 Silver cards 24 Gold cards 8 Chaos tokens
(14 for Level 1 and Level 2; 12 for Level 3) cards
4 Elemental cards
4 Farruga Dragon 4 Farruga Attack 4 Mirrezil Dragon 7 Event cards 6 Legend cards 36 Combat cards
cards cards cards
3
Object of the Game
Players take on the roles of Heroes fighting an unfair battle
against one of the three Dragons which are scourging Euthia.
Over the course of the game Heroes gain Reputation for
fighting Monsters and Dragons, liberating Places of Trade
and Places for Mining, selling Natural Resources, as well as
defeating an opposing Hero while controlling a Monster. The
player with the highest Reputation at the end of the game is
the winner.
Setup
Solo Mode Turn the other Hero tiles face down. Sort the tiles by
Reputation value, (the value in a star symbol), with the
lowest values placed at the top. Order of tiles with the same
For Changes in setup and rules for Solo Mode, see page 39.
Reputation value does not matter. Place the deck next to the
Hero board (11).
Choosing and Preparing a Hero
Place one Church Healing Scroll tile on one of the Sacks (12).
Each player selects one of the Heroes and places their board Return all components belonging to not chosen Heroes to
in front of them. Place the Maximum Health token above the the box.
highest bloodred slot, i.e. the initial Health of the Hero (1).
Place one Shield token at the side of the same slot (2). Both
tokens should point to the initial Health of the Hero. Place
Hero Icons and Colors
the remaining Shield tokens next to the board (3).
Place Action (4), Trade (5), Interaction (6), and Damage (7)
tokens, and the Hero dice (8) next to the Hero board - all of it
has the color of your Hero. Dral Keleia Áel Maeldur Taesiri
(blue) (yellow) (white) (red) (violet)
Place 4 Gaar tokens on Gaar slots on the Hero board (9).
Take all Hero tiles and put aside the Starting Hero tiles, i.e.
the ones with Hero icon on the back side. Place the Starting
Hero tiles face up on the Ability slots such that the tile
shares the same icon with the slot in the bottom right corner
(10). For further details, see Hero Tiles, page 16. (4) (8)
(3)
(11)
(1) (2) (12)
(10)
(6)
(5)
(7)
(9)
4
Scenario Board
(2)
Randomly select the starting player. Place the starting
player’s Shield token on the Round 1 slot on the Round track
(1)
(1).
Shuffle the Treasure tiles and place them face down on the
board (5).
Shuffle Silver card deck and Gold card deck and place them
face down at the top of the board (7).
Note: Áel, Dral, Keleia and Maeldur have 4 Control Player (5)
(4)
cards each. But there are 5 cards for Taesiri.
Place Gem (9), Gaar (10) and Chaos (11) tokens within reach
of all the players.
(11) (9)
Put Combat cards into the box. They are used only in the solo
mode.
(10)
Reputation
5
Trade Board
Shuffle the Merchant tiles (1) and place them face down next
to the Trade board. Do the same for the Alchemist tiles (2)
and Dragonslayer tiles (3).
(3)
Draw 4 Merchant tiles and place them face up in the
Merchants area (4).
Scenario Selection
Choose one of the following Scenarios. The choice will
influence further steps of Setup.
Map
Place the Starting Map tile with the Church in the center of
the gaming area. What side is up depends on the chosen
Scenario.
6
Sort all Map tiles into decks by the roman number of the
Chapter on the backside (1).
Turn every Chapter face up and sort the Map tiles into the Fixed Map tile
following groups: symbol
(1)
◆ Fixed Map tiles marked with the symbol at the bottom
of the tile.
◆ Farruga and Mirrezil Scenarios: Return all Legend Map Farruga Scenario
tiles to the box.
For every Chapter, shuffle all chosen Map tiles. Make the
deck of all Map tiles with the Chapter with the highest
number at the bottom and with the Chapter with the lowest
number at the top.
◆ from the rest of the tiles, randomly choose 6 Map tiles for
Chapter I, 4 Map tiles for Chapter II, and 3 Map tiles for
Chapters III and IV.
7
Other Game Components
Place all the Elemental cards, Global Effect tokens, and
Essence tokens within reach of all the players.
8
Scenario Components
Farruga Scenario
- Defending the Settlements
Choose Farruga Dragon card with an appropriate number of
players symbol. Put the rest in the box.
Mirrezil Scenario
- The Threat of Mirrezil
Choose Mirrezil Dragon card with an appropriate number of
players symbol. Put the rest in the box.
Prepare two decks of Event cards (one for Category I, one for
Category II), shuffle them and place them on the table, face Defense Magic token
down. Place the Defense Magic tokens next to the decks.
Each player begins the game with 10 Gold. Mirrezil Dragon Event card Initiative token
card
Brasath Scenario
- Banishing Brasath
From Legend cards select those that correspond to the Map
tiles you chose during the setup of the Map. Place them
separately on the table, face up.
For every Legend card, prepare the Artifact tile that has the
same illustration as the card on the back side.
◆ 20 Gold,
Legend card Artifact tile
◆ 5 Reputation (instead of zero) on the Reputation track.
◆ Chapter I: Grove,
9
The front side of each Map tile contains a small symbol at the
top (1) and the bottom (2) of the tile which helps to place the (1) (1)
tile correctly when exploring a new area of the Map (see also
Move, page 19).
Moreover, the symbol of the fixed Map tile (3) is used on Map
tiles which are used in every game. The symbol is used
during Setup, see page 6.
◆ Church and Starting Map tile: The Church is at the Front side of Map tile
center of Starting Map tile. The front side of tile is used
in Farruga and Mirrezil Scenarios. The back side with
Priest Encounter is used in Brasath Scenario (see Setup,
page 6).
◆ Legends: These tiles are used only in Brasath Scenario. Mountain Lake Cave
Heroes fulfill Quests for Artifacts at these tiles (see
Legends, page 33).
Elementals
10
Monster Icon
Some hexes contain the Monster icon. The number of swords
represents the level of Monster and corresponds to the
Monster icon
Monster card used in the Combat.
The hex with the Monster must be liberated, i.e. a Hero must
defeat the Monster in the Combat before any Hero can
interact with the location on the hex.
After defeating Monster the winning Hero receives Loot from Level 1 Level 2 Level 3
(one sword) (two swords) (three swords)
the hex.
Big Tiles
There are special tiles which consist of three hexes but a
Hero can also enter the center of tile:
Action tokens at the end of their turn (6) (see Player’s Turn,
Hero Board page 18).
The Hero board has the following parts. The Health track serves to record current and maximum
Health of the Hero. Moreover, the slots with bloodred
Name of Hero (1). background correspond to the starting Health of the Hero (7)
(see Setup, page 4).
Illustration. During the game, the player places the Shield
tokens of defeated opponent players in this area (2) (see Seven squares with grey icons are slots for equipped armor,
Combat - Death of Hero, page 26). ring, and amulet (8) (see Equipment, page 14) .
Ability tiles and some Equipment tiles (Weapons, Throwing Locked Armor and Jewelry slot (9) (see page 14).
Weapons and Shields) can be placed on the square slots on
the left of the Hero board (3). On the right of the Hero board, three Sacks could hold Items
(10) (see Sacks, page 13).
Locked Ability slot (4) (see page 17).
Besides in the Sack, Gaar token can be placed on one of the
The player puts their Gold on the left bottom of the board (5). four Gaar slots (11).
At the beginning of every round, the player places Mining, Besides in the Sack, Gem or Essence token can be placed on
Trade, and Combat Action tokens on corresponding places. one of the five small slots on the bottom right of the Hero
The fourth grey slot the player uses if they still have unused board (12).
(1) (2) (7) (8) (9)
(3) (10)
(4)
(5)
Maximum Health
(7)
Various Equipment and Ruby Gem contain the Hero Health
symbol.
When Hero equips such Item (see Equipment, page 14) they (6)
add the value in the symbol to the Maximum Health. If Hero
unequips such Item, the Maximum Health is reduced.
Hero Healing For further details on Monster Health, see page 27.
12
Store your Items
There are three places with slots on Hero board where the
player could store their Items:
Sacks
Every Sack on the right side of the Hero board can hold
exactly one Item:
◆ card - Trophy
Trophy
When Hero defeats Monster in the Combat, they can take
Examples of square tiles
Monster card as a Trophy (see Death of Monster, page 26).
The Monster card is too big to fit in Sack. Therefore, mark
the Sack where Hero stores the Trophy by a Shield token.
13
Equipment One-time Effects
To use a one-time effect on Equipment, e.g. Healing, Move,
The following square tiles are called Equipment: Injury, etc., a player rotates the tile by 90 degrees. This
indicates that the effect of the tile was triggered off and
◆ Armor, see page 15,
cannot be used again until the tile is activated.
◆ Jewelry, see page 15,
If a Hero moves any Equipment between slots, it stays in the
◆ Weapon, see page 28, same exhausted or activated state.
◆ Throwing Weapon, see page 29, Note: State of Equipment and Gems do not influence each
other. E.g. exhausting Equipment tile do not deactivate Gem (see
◆ Shield, see page 29. also Gems and Equipment on page 15).
(1)
Every Equipment tile has a purchase price (2) Permanent Effects
(1) and selling price (2).
Some Equipment tiles have a permanent effect. Such a tile
See further for a detailed description of every type of affects Hero immediately when it is equipped both
Equipment. exhausted and activated.
To equip the tile, simply place it on the appropriate slot: Note: The reduction or increase of Sacks and Maximum
Health as well as Health can be calculated after completing
◆ Armor and Jewelry are placed on slots with an
the change of Equipment.
appropriate icon on the right side of the Hero board.
◆ Weapons, Throwing Weapons and Shields are placed on Example: Mail Cuirass
the left side of the Hero board on the Ability slots with reduces Sacks of Hero to
the corresponding Ability icon (see page 16). 1. Still, the Hero can
equip Dragon Greaves (3)
To unequip the tile, remove it and place it to Sack or directly and Dragon Gauntlets
sell it during the Trade (see Trade Action, page 21). (4), because the sum of
all values in the Sack
On each slot can be placed only one Equipment.
symbols on Armor is -2.
A player may change Equipment at any time when not in
Combat.
14
Armor ◆ one-time effect (Hammer-pick, Move),
◆ Krak (purple background), To use some Amulets (see page 16) and Abilities (see page 17)
the Hero must have equipped Armor Set of an appropriate
◆ Dragon (yellow background).
size given by Armor Set icon:
Moreover, each Armor type consists of five parts:
◆ Triangle - Armor Set of at least three parts;
◆ Helmet,
◆ Square - Armor Set of at least four parts;
◆ Cuirass,
◆ Pentagon - Armor Set of at least five parts.
◆ Gauntlets,
◆ Greaves,
Jewelry
◆ Boots. There are two types of Jewelry in the game: Rings and
Amulets. Unlike the majority of Amulets, Rings can be used
Beside purchase and selling price (see Trade Action, page 21), regardless of Armor equipped by Hero.
Armor tile can contain:
Ability Description
15
Rings
Every Ring tile contains Rings and Amulets Description
◆ illustration,
Timing icon
◆ purchase and selling price (see Trade Action, page 21), Gem slot
To use the effect under Armor Set icon the Hero must be Back Side of Hero Tiles
equipped in the Armor Set of a given size (see page 15).
Based on the icon in the bottom right corner, the Hero tile is
one of the following:
(2)
◆ Equipment (Sword or Axe icon); (3)
16
Ability Slots Abilities
Every Ability slot on Hero board is marked by one or more Abilities are tiles with a Magic Ball icon in the bottom right
icons: corner. The tile contains:
◆ name,
◆ Magic Ball icon for Abilities.
◆ Effect (symbol, text description).
Ability Icons Besides that, it can contain:
◆ Timing icon,
◆ Training cost,
Sword icon Axe icon Magic Ball icon ◆ Armor Set condition.
To place Ability or Equipment on the slot, the icon on the tile See Appendix for further details of Hero Abilities.
must match one of the icons on the Ability slot.
Train Abilities
Note: Abilities can be placed and removed from the slot only
The player can manipulate with Abilities on Hero board only
through Training during Trade Action (see below). However,
during Trade Action (see page 21).
the player may change Equipment of their Hero at any time
when not in Combat (see Changing Equipment, page 14). To place unveiled Ability, the player must pay the Training
cost of the tile. If the tile does not contain Training cost,
Locked Ability Slots Training is for free.
Ability slots with Essence and Gold icon are locked at the Moving and switching Abilities and Equipment on Hero does
beginning of the game. These slots can be unlocked only not cost any Gold. The same applies to remove Ability from
during Trade Action (see page 21) by either discarding the board. The removed tile is placed beside the Hero board
appropriate Essence or paying an appropriate amount of between other unused unveiled Abilities.
Gold. From now on the Hero can use the Ability slot.
Note: To place Ability onto Ability slot, the slot must contain
If there is no tile placed on the unlocked slot, place a Shield the Magic Ball icon (see page 16).
token on the slot. This token serves as a reminder that the
slot has already been unlocked. An Ability tile is placed from unveiled tiles on the Hero board
or vice versa in the same state i.e. exhausted or activated. All
Weapons, Throwing Weapons and Abilities are activated at the beginning of the round (see
Shields page 18).
Game Mechanics
Hero Rolls ◆ Then, if Hero stands on hex influenced by Earth
Elemental Power, add 2 to the Roll (see page 32).
The player rolls 2 Hero dice. The Roll is the sum of values on
both dice. However, the following effects modify the dice or
the Roll:
17
◆ Afterward, the roll can be modified by various effects ◆ X–Y: The effect is applied only if Roll is greater than or
like Gaar, Abilities, Equipment, Essences, etc. All effects equal to X and less than or equal to Y.
are applied immediately.
◆ X+: The effect is applied only if the Roll is greater than
Other players cannot affect the Hero Roll by no means, even or equal to X.
as Monster (see Combat Action, page 23).
Gaar
Return Gaar token to the supply to reroll one die and add 2 to
the Roll.
Gameplay
Course of the Game Mirrezil Scenario: 15 standard rounds + 1 Mirrezil Attack
round
Game Rounds Brasath Scenario: 20 standard rounds
The game is played over series of rounds. From the starting
Then, the final score is calculated to determine the winner.
player, each player takes their turn playing clockwise.
During their turn, the player moves their Hero around the 3. Take 2 Gold for each Essence and Gem on Hero board.
map, play as many Actions (Mining, Trade, Combat) as their Remove them from the Hero board. (Note: Take Gold
Action tokens, and Abilities allow them, and perform Free even for Gems put on Equipment tiles. Essences on
Actions. Move, Actions and Free Actions can be performed in Ability tiles provide no Gold.)
any order. The player can perform any Action and Free
Action more than once in their turn. 4. For each Equipment tile still on the Hero board, take
Gold equal to the purchase price. Remove all Equipment
At the end of turn: from the Hero board.
◆ If the player has any unused Action tokens, they choose 5. For each unlocked Armor or Jewelry slot, take Gold equal
one and place it on the grey Action slot. Remove all to the unlock price.
other Action tokens from the Hero board.
6. For each Natural Resource tile on the Hero board, take
◆ If the player fulfills any Quest from the Encounter card Gold equal to selling price. If there are two selling prices,
during their turn, draw new cards (if possible) from the consider the one with the Reputation or if there is no
appropriate deck and place them such that there are two Reputation, consider the higher price.
face up cards beside every revealed Encounter deck (see
Encounters, page 33) Now, each player adds to the Reputation of their Hero:
End of the Round 1. Reputation on Natural Resource tiles on the Hero board.
When the last player completes their turn, the round ends. 2. One Reputation for every 5 Gold.
The Shield token on the Round Track is moved one slot
forward. Then, each player receives the Reputation according to the
Scoring table based on the tokens placed on the Map or
If it is not the final round, the next round begins with the fulfilled Quests.
starting player again.
◆ Shield tokens – Treasures, liberated places without
End of the Game Mining hex or Place of Trade
The game ends once the appropriate number of rounds has ◆ Interaction tokens – Elementals, Mining hexes
been completed according to the chosen Scenario:
◆ Trade tokens – liberated Merchants, Alchemists and
Farruga Scenario: 12 standard rounds + 2 Farruga Attack hexes around Dragonslayer Towers
rounds
18
◆ Other Shield tokens – Shield tokens of opponents the
player has defeated in Combat. The opponent who lost
the Shield tokens in Combat with Monsters loses now 2
Reputation for each token.
Tie
In the case of a tie, the Winner is determined by the highest
total value of Silver and Gold cards in hand – each Silver card
is worth 1, while each Gold card is worth 4.
Scoring table
If there is still a tie, the Winner must be determined by
another battle for the fate of Euthia.
Move
Move Points Hero cannot enter a hex containing an undefeated Monster if
they cannot perform Combat Action immediately after
entering such hex.
The value in Move symbol is the number of
Move points the Hero receives whenever There may be several Heroes on one hex.
they use Action token, Ability, etc.
Move symbol
The Hero can interrupt their movement at
any time, perform any number of Actions
and Free Actions and then use the
remaining Move points again. (3)
The player can use Move tokens to track
the remaining Move points.
Move tokens
19
Use all mentioned rules above to Move a Hero over hexes on
a Big tile.
However, the Hero can also enter the center of the Big tile (1). (1)
The center is only reachable from the three surrounding
hexes on the Big tile. Similarly from the center, the Hero can
move only on these surrounding hexes.
The center of the Big tile cannot be entered by no means Example of the
before all hexes on the tile are liberated of Monsters (see center of Big tile
Combat Action, page 23).
Teleport
Portal and various effects can teleport Hero to a different
hex. To do that, simply place your Hero to the chosen hex.
Teleportation does not cost any Move points.
Examples of teleports
Teleportation to the hex with Monster follows the same
rules as if Hero Move in the hex.
Consider the distance between hexes of the Big tile and the
center to be 1.
Portal
When a Hero stands on a hex containing a Portal, they can
teleport to any other hex containing a Portal.
Mining Action
A Hero can play Mining Action at Mining hex, i.e. Mountain, In the following, consider only Interaction tokens of the
Lake or Cave. current player, i.e. do not count or manipulate with tokens of
opponents:
The Hero is never allowed to mine twice in the game at the
same hex. Such hexes are marked with one Interaction token ◆ If there is no Interaction token on Mining hex, then
of the Hero. (The Interaction tokens of opponents play no Hero places Interaction token on the hex.
role in this context.)
◆ If there are two Interaction tokens on Mining hex, then
This means that Hero is allowed to mine at: Hero removes one Interaction token from the hex.
◆ The hex which contains none Interaction tokens of the
◆ In both cases, Hero takes one Natural Resource tile
Hero. When the Hero plays Mining Action, place
corresponding to the terrain type of the hex.
Interaction token on the hex.
Note: After Mining Action, the current player has one
◆ The hex contains exactly two Interaction tokens of the
Interaction token on the hex.
Hero. (This happens when the Hero liberated a Mining
hex in Combat but haven't played Mining Action on that
hex yet.) When the Hero plays Mining Action, remove
one Interaction token from the hex.
20
Hammer-pick Symbol Terrain Types and Natural
Resources
Various Items contain the Hammer-pick
symbol. If a Hero uses that Item, they draw We provide for reference the list of all Natural Resources and
three Natural Resource tiles (instead of terrain types where Heroes can find them:
one), choose one and discard the other two.
Hammer-pick ◆ Mountains: Iron Ore, Gold Ore, Silver Ore, Raw Ruby,
During each Mining Action can be used symbol Raw Sapphire, Raw Onyx, Raw Amethyst;
only one Hammer-pick effect.
◆ Lakes: Pearls, Gold Ore, Raw Ruby, Raw Sapphire, Raw
Onyx, Raw Amethyst, Raw Emerald, Raw Opal;
Natural Resource Tiles
◆ Caves: Euthium, Raw Demonium, Raw Diamond.
Every Natural Resource tile contains:
◆ illustration,
◆ name,
Natural Resource Description
◆ trading information.
Name
The tile represents the Natural Resource described by the
name. Such resources are used for example to fulfill a Quest.
Illustration
Trading information is used only in Trade Action when Hero Backslash
decides to sell the Natural Resource. When sold, take Gold, Trading symbol
Reputation, and Gems from the card. If there is a backslash information
symbol, take everything either before the backslash or after
it (see also page 22).
Trade Action
A Hero can play Trade Action at any Place of Trade, i.e.
Merchants, Alchemists, and in the center of Dragonslayer
Gold Symbol on Items
Towers. If there are two numbers in the Gold symbol then:
Note: A Hero can Trade with Merchants and Alchemists only ◆ the top number is the purchase price
on liberated hexes (see Move, page 19). To Trade at
Dragonslayer Towers, all hexes on the Map tile must be ◆ the bottom number in brackets is selling price
liberated and the player must spend 1 Move point to enter
the center of the tile (see Big Tiles, page 11). Abilities have only “purchase price” called Training cost
which is used during Training.
Playing Trade Action:
Natural Resources has only selling price.
◆ The player must pay 1 Gold to an opponent who has the
Trade token at the Place of Trade. If the player has no
Gold, they are allowed to sell one Item to pay the fee.
◆ Then the player can use any service of the Place of Trade Purchase and Training cost Natural Resource
as many times as they want (see below). selling price selling price
◆ Healing, The player can directly use or equip the Item or store it in
Sack.
◆ Unveil,
◆ Train Abilities, Note: Whenever, by any means, is the slot on the Trade
board emptied, it is immediately refilled from the
◆ Unlocking slots, appropriate deck. Either due to the purchase of Item or
because of Hero Ability.
◆ Purchase Gaars.
21
Changing the Offer (4)
Selling Items
A player can sell any Item for its selling price. Moreover,
every Gem on the Item increases its selling price by 1 Gold.
Gems on Items cannot be sold separately.
Chests and Flasks
Gems not placed on Equipment and Essences can be sold for
2 Gold each. Chests and Flasks are single-use Items which
contain:
Gaar tokens cannot be sold.
◆ Chest: 1, 2 or 3 Gems,
Natural Resources
◆ Flask: 1 or 2 Essences.
When the player sells Natural Resource tile,
they take Gold, Reputation, and Gems as stated Chest and Flask tiles contain:
on the tile. If there is a backslash symbol, take
everything either before the backslash or after Backslash ◆ illustration (1),
it. symbol
◆ Gems (2a) / Essences (2b),
22
Scrolls and Potions
Scrolls and Potions are single-use Items. A Hero
uses them either directly from the Sack or Case or
immediately when obtained. Then the tile is
discarded.
◆ illustration (1),
◆ Effect (2),
(3)
(1)
(3)
(2)
(4)
(2)
Scroll (1)
(4)
Potion
Combat Action
The hex with the Monster icon must be liberated, i.e. a Hero
must defeat the Monster in the Combat before any Hero can
Combat Setup
interact with the location on the hex. When a Hero enters a
hex containing an undefeated Monster they must perform
Monster-player
Combat Action immediately after entering such hex. During Combat, the Monster is controlled by one of the
opponents. The opponent controlling Monster is called
Combat is played over a series of Combat rounds when Monster-player and the current player entering Combat is
Monster and Hero alter in attacking each other until the called Hero-player.
Monster is defeated or the Hero dies.
2 players game: The opponent becomes the Monster-player.
Before Combat 3-4 players game: Reveal cards from Control Player deck,
until the card with Hero icon different from the Hero-player
Reset Die of Hope to zero.
is drawn. The player whose Hero icon is on the card becomes
Before Combat, the Hero can: the Monster-player.
◆ change Equipment,
◆ use Items,
Zero on Die
◆ use Abilities. Control Player Cards
of Hope
Once Combat begins, the Hero cannot use any
Out-of-Combat Ability or square tile Item i.e. those without
Timing icon, see page 31.
23
If no cards left in the deck, shuffle the revealed Control Hero-player can use the following to modify the roll:
Player cards of Hero-player together with discard pile to
create new Control Player deck and then discard revealed ◆ Emerald Gem,
Control Player card of Monster-player.
◆ Gaar token,
Otherwise, shuffle the Control Player cards of Hero-player Emerald Gem
◆ Jewelry containing the Clover
back to the deck and discard Control Player card of Monster-
symbol,
player.
◆ Abilities (see Appendix),
Encounter the Monster
◆ Die of Hope. Clover symbol
The Monster-player draws a Monster card from the deck
marked with the symbol matching the Monster icon on the Note: The only difference between Rolls in and out of
hex and places it in front of them, face up. Combat is that Shii's Intervention rule is applied only in
Combat and is checked directly after every Roll in Combat
Then Monster-player takes Silver or Gold cards (1), Chaos
Sequence.
tokens (2), and Gaar tokens (3) stated in the bar below the
name of the Monster. Die of Hope
Hero-player can reduce the value of Die of Hope by:
24
Hero Preparation ◆ Air Elemental Power: If Combat occurs on the hex
influenced by Air Elemental Power and dice has different
The following can be used only in the Hero Preparation values, turn the one with the highest value to the
phase: opposite side.
◆ Potions
◆ Earth Elemental Power: If Combat occurs on the hex
◆ Scrolls influenced by Earth Elemental Power, add 2 to the Roll.
◆ Hero Healing provided by Gems (Opal, Diamond) and After the Roll, both players can use their Gaar tokens:
Essences (Water)
◆ If Monster-player uses Gaar token of Monster, they
reroll any dice and add 2 to the Roll.
Note: Out of Hero Preparation phase, Hero can Heal only
by effects that specify the exact phase of Combat ◆ If Hero-player uses Gaar token on Monster-Attack Roll,
Sequence. E.g. Treatment Ability of Aél can be used only in they reroll any dice and subtract 2 from the Roll.
Hero Preparation, but Starlight Staff as Combat Ability
provides Hero Healing in Hero Phase. Both players can use any number of Gaars.
D) Monster Attack
Hero Preparation Effects If the Monster-Attack Roll is within one of the ranges on
Monster card, the Hero's Health is reduced by the value in
the Injury symbol.
Apply all effects from the Silver and Gold cards which
Gems depends on the Monster-Attack Roll.
Potions, Scrolls Timing icon Essence Note: Remember that the Injury symbol with a plain number
is the effect, that directly reduces the Health of Hero. But the
Injury symbol with plus sign before the number is applied
Monster Phase only in case if Hero receives at least 1 Injury from Monster
Attack. See Injury on page 28.
A) Before Monster-Attack Roll
In this phase, any number of the following effects can be Finally, Monster-player can play Curse (see Appendix).
used:
After this point, the Monster-player is not allowed to play
◆ Silver and Gold cards with Timing icon any cards or use Gaar until next Monster Phase.
25
Hero Phase Combat – Death of Hero
If Hero dies in Combat, the Combat Action ends. Then:
Note: Before the Hero Phase the Hero-player can play
Hero Preparation phase, in the same way as before ◆ put back the Monster card on top of the appropriate
Monster Phase (see Combat Sequence, page 24). Monster deck, face down;
A) Before Hero-Attack Roll ◆ return to the supply all Gaar and Chaos tokens of the
Monster;
Before the Roll, Hero-player can use:
◆ place played Silver and Gold cards on appropriate
◆ any non-Combat Ability with Timing icon discard piles;
◆ Fire Essence ◆ the Monster-player take one Shield token of the
B) Hero-Attack Roll defeated Hero and place it on their own Hero board;
Hero-player chooses one Weapon or Combat Ability (see ◆ resurrect the defeated Hero.
Appendix).
Combat – Resurrection
Note: Weapons are never exhausted when used to attack. On
When Hero dies, they are resurrected in Church. The player
the contrary, Combat Abilities are exhausted when used and
then:
therefore they can be used only once per turn.
◆ place Hero in Church,
Hero-player makes the Hero-Attack Roll as described in
Hero Rolls in Combat on page 24. Besides effects which can ◆ restore Health to Maximum,
be used to influence any Hero Roll in Combat, Hero-player
can also use any number of Items and Abilities with Timing ◆ takes 3 Gaar tokens,
icon .
◆ draw one Gold card.
C) Hero Attack
All remaining Move points are lost. However, the player can
Hero-Attack Roll is now the sum of values on the dice and all
continue in their turn if they still have any remaining
applied effects.
Actions or can gain Move points.
If the Hero-Attack Roll is within one of the ranges on the
Death of Monster
used Weapon or Combat Ability tile, the Monster's Health is
reduced by the value in the Damage symbol. Place Damage If Hero defeats the Monster, the Combat Action ends and:
tokens of corresponding values on Monster card.
◆ Hero gathers the Loot from the hex.
Also apply all effects of Hero Abilities which depend on the
Hero-Attack Roll. ◆ Hero gathers the Reward from
Monster card if the Hero's Reputation
Note: Remember that the Damage symbol with a plain is within range of Reward condition.
number is the effect, that directly reduces the Health of
Monster. But the Damage symbol with plus sign before the ◆ Hero either takes Monster card as a
number is applied only in case if Hero deals at least 1 Damage Trophy (see page 13) or put the
by Hero Attack. Monster card on the appropriate
discard pile. Reward condition
Hero Phase Effects ◆ Return all used tokens to the supply and played Silver
and Gold cards on appropriate discard piles.
◆ The Hero still can use points from Die of Hope to gather
Gaar tokens.
Then the player places one of the tokens of their Hero on the
hex according to the location where Combat took place:
26
The hex is then considered as liberated till the end of the
game. From now on, players can freely enter the hex.
Loot
Special situation: Due to the reward at the end of
Combat, Hero can have exceeding Items. If Monster was Loot is part of the reward Hero receives when they
defeated at a hex with Place of Trade, Hero is allowed to defeat Monster. Loot is represented by icons on the
play Trade Action (immediately after Combat Action hex besides the Monster icon.
ends) and is not forced to discard exceeding Items
directly after the Combat Action. ◆ Take X Gold.
(6)
(1)
(5)
(2)
(3)
(11)
(4)
(12)
27
Weapon ◆ Sword icon (6),
The Weapon is Equipment which can be placed on Attack ranges are used at the end of the Hero Phase (see
Ability slot with Sword icon and the tile contains the page 26). If the Hero-Attack Roll is within one of these
following information: ranges, the Hero deals the given Damage to the Monster.
◆ illustration (1),
(3) (2)
◆ name (2),
(4)
◆ Timing icon (3), (1)
Damage
Combat Ability In Combat, Hero deals Damage to Monster. Hero uses
Damage tokens to keep track of the whole amount of
Combat Abilities are special Abilities of Heroes (see Damage dealt to the Monster throughout Combat.
Hero Tiles, page 16) that can be used in the Hero
Phase to attack Monster. See Appendix for the list of Damage symbol with the plain number: Deal
Combat Abilities for every Hero. instantly Damage to Monster.
Directly before Hero-Attack Roll, the Hero-player Damage symbol with the plus before number:
must choose either Weapon or Combat Ability. If Deal the value in the symbol to Monster only in
they Choose Combat Ability it is exhausted and the case the Hero dealt at least one Damage
cannot be used before the new game round. during the Hero Phase.
Timing icon on Combat Ability tile serves as a Damage symbol with the minus before number:
reminder that Hero-player chooses their Weapon or Reduce the Damage inflicted on Monster by the
Combat Ability directly before making Hero-Attack value in the symbol.
Roll.
First Strike Ability Injury symbol with the plus before number:
Inflict the value in the symbol on Hero only in
First Strike Abilities follow the the case if the Monster inflicts at least one Injury
same rules as Combat Abilities during the Monster Phase.
only that they are used in First
Strike step of Combat (see page Injury symbol with the minus before number:
24). Reduce the Injury inflicted on Hero by the value
in the symbol.
Note: In the basic game, there is
only one First Strike Ability:
Blizzard
Taesiri - Blizzard.
28
Throwing Weapon Gaar in Combat
To attack Monster during First Strike, Hero-player If Monster-player uses Gaar token,
has to use either Throwing Weapon or First Strike they reroll one die and add 2 to the
Ability. Unlike First Strike Ability, the Throwing Monster-Attack Roll.
Weapon tile is never exhausted and Hero-player
can use Throwing Weapon in every Combat. Monster-player cannot use their Gaar Gaar token
to influence any Roll of Hero-player.
The Throwing Weapon is Equipment which can be
placed on Ability slot with Axe icon and the tile If Hero-player uses Gaar on Monster-Attack Roll,
contains the following information: they reroll one die and subtract 2 from Monster-
Attack Roll.
◆ illustration (1),
As usual, if Hero-player uses Gaar on any Hero Roll,
◆ name (2), they reroll one die and add 2 to the Roll.
(4)
(1) ◆ Shield, other Abilities: the effect depends on separate
Hero Roll
Sword icon
(7) (6)
See Appendix for details on the Abilities of each Hero.
(5)
Shield Timing Icons, page 31). The tile is never exhausted and
Hero-player can use Shield in every round of Combat.
The Shield is Equipment which can be placed on Ability To use Shield, the player makes Hero Roll and if it is
slot with Sword icon and the tile contains the following within Shield range, the Shield reduces the Injury
information: inflicted on the Hero during the Monster Attack up to
the value in the symbol.
◆ illustration (1),
Reduce the next Hero-Attack Roll by Shield penalty if:
◆ name (2),
◆ the Roll for using the Shield was within the Shield
◆ Timing icon (3),
range,
◆ Shield range with Shield effect (4),
◆ and Monster inflicts at least 1 Injury to the Hero.
◆ Shield penalty (5),
(3) (2)
◆ Sword icon (6),
(4)
◆ Hero Roll (7),
(1)
(5)
◆ purchase and selling price (8). Shield icon
(8) (6)
According to the Timing icon, Hero-player uses Shield in
Monster Phase before the Monster-Attack Roll (see
(7)
29
Silver and Gold Cards Monster Phase or at the end of Combat round in case of
Curse.
Silver and Gold cards represent the special abilities of Converting Cards
the Monsters. Even though players collect the cards
during their turns as a Hero, they use the cards only in At any time, the player is allowed to discard four
the role of Monster-player during turns of their arbitrary Silver cards (without using their effect) and
opponents. draw one Gold card.
Note: In Mirrezil Scenario, Silver and Gold cards are also Hand Limit
used to create Defense Magic (see page 37). Whenever a player draws Silver and Gold cards as a
reward and has more than 5 cards in hand then:
On the front side, Silver and Gold cards contain:
◆ they can convert Silver cards to Gold card (see
◆ name,
above),
◆ Timing Icon,
◆ and/or must discard to 5 cards.
◆ effects.
Always take the whole reward, i.e. in Combat, when
According to the Timing icon, the Monster-player can Monster is defeated, draw cards from reward on Monster
play the card either before Monster-Attack Roll or After and from loot on hex.
Monster-Attack Roll (see Monster Phase, page 25). The
Some Items or Abilities contain Silver or Gold Hand icon.
only exception is Curse which can be played at the end of
When the effect is used, the player draws the
Monster Attack (see Monster Attack, page 25).
corresponding Silver or Gold card.
Effect and Chaos Tokens
Every card is divided into separate boxes with effect; two
boxes on Silver card and three on Gold card.
◆ or play one, two, or three Gold cards of the same (2) (1)
type.
30
Clover
Timing Icons Add to or subtract from the Hero Roll (or Hero-Attack
Roll) the value in the symbol.
Timing icons serve as a reminder when the effect of
Item or Ability tile, Silver or Gold card, can be used.
Free Actions
Church Elementals
By Church, we understand the center There are four types of Elementals on the Map:
of Starting Map tile (see Big tiles, page
11). If the Hero is in the center of the ◆ Earth,
tile they can:
◆ Air,
◆ For each 1 Gold paid, heal by 6.
◆ Water,
◆ Pay 1 Gold to buy Church Healing
◆ Fire.
Scroll. The Hero can have only one Church Healing
Scroll. Elemental Cards
Be aware, that Church is not a Place of Trade. Besides the For every Elemental, there is an Elemental card which
healing and purchase of the scroll, the Church location contains:
provides no other service.
◆ illustration (1) (same is (1) (2)
used also on Map hexes),
Treasure
◆ Elemental Power (2),
Whenever Hero enters Treasure location
◆ Confrontation ranges and
without Shield token, they can place Shield (3)
effects (3).
token on the hex and draw one Treasure tile.
Therefore, any Treasure hex contains at most one Shield Any hex can be influenced by an arbitrary number of
token. different Elemental Powers.
31
The effect of one type of Elemental Power is applied only ◆ Place Hero in Church.
once regardless of how many Elementals of the same type
influence the hex. ◆ Hero loses any remaining Move points.
If any Dice Roll is made on a hex influenced by ◆ Hero heals to the Maximum.
Air Power and the both rolled dice show
different values, the die with the higher value is ◆ The player can continue playing if it is their turn.
turned over to show the opposing number.
Essences
Earth Elemental Power
There is Elemental Essence or simply Essence for every type
If any Dice Roll is made on a hex influenced by of Elemental. Essence can be:
Earth Power, add 2 to the Roll.
◆ used for its effect (see below);
Earth is always applied after Air, if the hex is
influenced by both Powers. ◆ sold for 2 Gold (see page 22);
Fire Elemental Power ◆ used to unlock Ability slots (see page 22);
If Hero moves to the hex influenced by Fire ◆ spent to fulfill Quest (see Encounters and Legends on
Power, they suffer 2 Injuries. page 33).
However, the Hero is not healed if they teleport Timing: After any Hero Roll.
to the hex.
Effect: Add 8 to the Roll.
Any Hero is also healed by 1 whenever a new Map tile is Fire Essence
added and Water Elemental appears on the hex adjacent to
the hex with Hero. Timing: Only in Combat, before Hero-Attack
Roll.
Confrontation with Elemental
Effect: Add 3 to the Damage if Hero inflicts at least one
If the Hero enters the hex with Elemental where is Damage.
not placed their Interaction token, they can
confront this powerful entity as follows: Water Essence
Timing: Out of Combat, anytime / In Combat,
1. Pay 1 Gold to every opponent who has an Interaction
Hero Preparation
token on the hex.
Effect: Heal 4.
2. Places their Elemental Interaction token on the hex.
32
(6)
Encounters Legends
Encounters are marked by the Question mark (7)
symbol. Every Encounter consists of two parts: Every Legend consists of
Question mark three parts:
◆ hex on one of the Map tiles (1), symbol
◆ Legend Map tile (6),
◆ deck of cards (2).
◆ Legend card (7),
Both parts share the same (8)
illustration. ◆ Artifact (8).
Besides that, it can consist a deck of The front side of the Legend Map tile, the back side of the
Encounter Rewards (Hunter, Witch) Artifact, the back side and the top of the front side of the
or Items (Priest). (1) (2) Legend card share the same Illustration.
Revealing Legend
When a player reveals Legend tile they place Legend card and
Artifact (both face up) within reach of all players. From this
moment, the Quests for the Artifact can be fulfilled.
Note: The Mercenary Fortress is an exception (see Big tiles,
page 11). Front side of every Legend card contains:
Hero keeps the Legend cards for Final Scoring (see page 18).
(5)
Note: The Artifacts play an important role in the fight
Fulfilling Encounter against elusive dragon Brasath. See page 38 for further
details.
If Hero moves to the Encounter hex, they can fulfill one or
both Encounter cards as a Free Action as follows:
33
Scenarios
The Setup of every Scenario is a part of the standard rules for The deck lay on the table face down (see page 9).
Setup of the game, see page 6, 7, 9. The following sections
contain all specific gameplay rules for each Scenario. Dragonslayer Towers: There is only one tile with
Dragonslayer Towers and therefore the Farruga Attack card
misses the Compass pictogram. Moreover, the card provides
Farruga Scenario the bonus to each Hero's attack.
Defending the Settlements
Backstory Farruga Attack Round
Farruga, almost the force of nature by itself, is raiding Places After 12 standard rounds, the game proceeds with up to two
of Trade and Places of Encounter. Heroes try to hunt the Farruga Attack rounds. Both Attack rounds follow this
dragon down, protect the people and their settlements and sequence:
defeat the horrific beast.
◆ Setup of Attack round,
Goal ◆ Determine targets,
Defeat the Dragon before the end of round 14.
◆ Farruga Attacks,
Game Length ◆ Resolving round.
The game is played by the standard rules for 12 rounds
followed by 2 Farruga Attack rounds. Setup of Attack Round
At the beginning of both Attack rounds, players take all usual
Farruga Card steps as at the beginning of standard round (see Game
round, page 18).
The back side of the Farruga card is used during Setup (see
Moreover, as the last step of the round setup, draw a card
page 9) and for scoring. It contains:
from the Farruga Attack deck and place it on the table face
◆ Dragon card icon (1), (2) up.
The front side of the Farruga card is used during the final ◆ 1st direction is determined by the letter above the red
round of the game. The card needle on the Compass.
(5)
contains:
◆ 2nd direction is the next letter if going along the red arc.
◆ name (5), (7)
◆ 3rd direction is the last letter.
◆ illustration of Farruga (6),
(6)
Directions and Compass
◆ Health of dragon (7),
North
◆ Injury inflicted by dragon (8).
(8) 1st direction Red arc
Health varies with the number of Red
players. The Injury inflicted on needle
Heroes is always 6.
2nd direction
West East
Farruga Attack Cards
3rd direction
The front side of the card provides South
(9)
the following information:
Now, place three Initiative tokens on the locations
◆ illustration and Type of Place corresponding to the Type of Place on the Attack card.
attacked by Farruga (9); (10)
◆ Initiative token “1” on the Place closest to the edge of
◆ Compass to determine the the Map going from the 1st direction.
(11)
order of targets (10);
◆ Initiative token “2” on the Place closest to the edge of
◆ Farruga Attack (11). the Map going from the 2nd direction.
34
◆ Initiative token “3” on the Place closest to the edge of The players do not play complete turns as usual but before
the Map going from the 3rd direction. each Farruga Attack, they decide whether they will
participate in the protection of the raided location.
If there is a tie during determining the target, choose the
Place closest to the edge corresponding to the next direction, From the starting player, each player decides whether they
etc. move their Hero to the location with Initiative token “1”.
Note: For the 3rd direction, the next is the 1st direction. Those who will fight, Move their Hero to the location “1”.
Hero moves and use Move points as usual.
In any Place can be only one Initiative token. Therefore
ignore Places with Initiative token when determining the Now each Hero attacks the dragon. The Hero who spends the
position of following tokens. least Move points to arrive at the location attacks first. In
case of a tie, decide by rolling the die. Whoever roll is higher,
In the case of Dragonslayer Towers, the token is placed in the goes first.
center of the tile.
The Hero follows standard Combat rules skipping the
Example: 1st direction given by the red needle is North (1), i.e. Monster Phase, i.e. proceed with:
top of the Map. The 2nd direction is East (2), i.e. right and 3rd
direction is South (3), i.e. bottom. ◆ First Strike
The Initiative token “1” should be placed on the Alchemists ◆ Hero Preparation
closest to the top edge of the Map. However, there is a tie (4).
Therefore, the 2nd direction is used as a tiebreaker. Choose the ◆ Hero Phase
rightmost hex with Alchemists (5).
Do not use Shii's Intervention.
The Initiative token “2” is placed from the 2nd direction, i.e.
from the right edge of the Map. Alchemists with the Initiative Note: Heroes cannot use any Abilities or Items which
token are ignored and thus token “2” is placed on the second have an effect during Combat only in Monster Phase, i.e.
Alchemist from the right (6). Abilities with Timing icons and . Moreover,
the player cannot use Stun (Dral), Knock Down (Keleia),
The same procedure is followed for the 3rd direction (7). Frost Grip (Taesiri).
(4) (4)
When the player finishes their attack, the Hero:
(8)
(9) (10)
(1)
(6)
(11)
(2) Be aware, that every Hero has to use their own Damage
tokens.
During Farruga Attacks the player can only Move and on Final Blow
their way to fight the dragon visit Church (to heal or buy a
scroll). No other Action or Free Action cannot be played. The last attack that will cause the sum of Damage tokens on
the Farruga card to be equal to or greater than the Health of
As usual, players can change Equipment and use Out-of- the dragon is called Final blow.
Combat Abilities or Items before or in between Farruga
Attacks. However, be aware that Train requires Trade Action The sum of Damage tokens on the Farruga card cannot be
and therefore it is not possible in Farruga Attack rounds train higher than the Health of the dragon. Therefore, the Hero to
or change Abilities. Heroes have to be prepared in advance! inflict the Final blow places only the Damage tokens such
that the sum is equal to the Health of the dragon. The Hero
The number of Farruga Attacks is equal to the number of suffers no Injury. If it is the case, the Hero does not receive
Initiative tokens on the Map. Reputation from the Farruga Attack card. But the Hero
immediately gains 2 Reputations.
35
Be Ready Mirrezil Scenario
If Hero decided not to participate in the fight at the location Threat of Mirrezil
of the current Initiative token - as other players - they still
can perform Move. If they finish at the location of the next Backstory
Initiative token, during the next Farruga Attack, count
Mirrezil, the dragon of pure emotions, is using the magic to
movement of those Heroes to be equal to zero to determine
destroy the Church and through that, breaks the circle of
the order of players attacking the dragon.
resurrection which revives Heroes. Will you be able to invoke
Defense Magic that will help to protect the last bastion of
Resolving Round hope in Euthia?
If Heroes have not defeated the dragon yet, remove the Goal
current Initiative token. Defeat the Dragon in the round 16.
Despite this, Heroes receive Reputation for the Damage they The front side of the Mirrezil card is used during the final
dealt to the dragon according to the table on the Farruga round of the game. The card contains:
card. (5)
◆ name (5),
Now proceed to the Final Scoring, see page 18.
◆ illustration of Mirrezil (6), (7)
Farruga – Death of Dragon
◆ Health of dragon (7),
Heroes successfully protected the people of Euthia and killed the (6)
dragon! ◆ Injury inflicted by dragon (8).
Heroes receive Reputation for the Damage they dealt to the Health varies with the number of (8)
dragon according to the table on the Farruga card. players. The Injury inflicted on
Heroes is always 13.
Now proceed to the Final Scoring, see page 18.
36
(6)
The Event is described on the front From now on, the Effect of the
side of the card: (1) active Event does not
influence the Hero.
◆ Event Category (I or II) (1),
(2) When new Event comes
◆ Effect of Event (2), to play, the Defense
(3) Magic tokens are flipped
◆ Defense Magic condition (3),
face down and Heroes have (7)
◆ Reward for creating Defense (4) to create Defense Magic again to (5)
Magic (4). protect themselves against new Effect.
(8)
Heroes are influenced by the Effect of Event whenever the For one Event, each player may create only one
Event card comes to play. However, each player can create Defense Magic.
Defense Magic to protect themselves against the Effect of
See Appendix for a detailed description of Events.
Event and gain Reward. See below for details.
Mirrezil Attack Round
Course of Scenario After 15 standard rounds, the game continues with Mirrezil
Attack round.
Remember that players begin the game with 10 Gold (see
Setup, page 9). At the beginning of the round:
At the beginning of: ◆ All Heroes are placed on Church and their Health is
restored to Maximum.
◆ the round 1, draw and reveal Category I Event card;
◆ Activate all exhausted Items and Abilities.
◆ the rounds 6 and 11, draw and reveal Category II Event
card. ◆ Flip all Gems to their effect side.
When the new Event is revealed: Note: In this round, players do not need Action tokens.
◆ Return the previous Event card into the box. As usual, players can change Equipment and use Out-of-
Combat Abilities or Items before Mirrezil Attack. However,
◆ Turn all Defense Magic tokens face down (see Defense be aware that Train requires Trade Action and therefore it is
Magic). not possible in Mirrezil Attack round train or change
Abilities. Heroes have to be prepared in advance!
The Effect of Event is permanent and last until the card is
returned into the box after five rounds. Effect of Event Shield of Defense Magic
influences all Heroes. However, each player has the
Each Hero place 3 Damage tokens on Mirrezil card for every
opportunity to create Defense Magic to protect their Hero
Defense Magic they invoked during the game.
from the Effect of Event and receive the reward.
Now, the fight with the dragon begins. First, each Hero
When players finish round 15, Mirrezil Attack round follows.
attacks the dragon. If Mirrezil is alive, every Hero suffers 13
Despite the dragon dies or stays alive at the end of round 16,
Injury. See next section for details.
Heroes score the Mirrezil card and then proceed to Final
Scoring, see page 18. The winner is the player with the The Scenario ends with:
highest Reputation.
◆ Death of dragon if Heroes inflicted Damage equal to
Defense Magic Health of dragon (see Mirrezil - Death of dragon, page
When a Hero invokes Defense Magic, the Hero: 38).
◆ is protected against the Effect of the Event ◆ Death of Heroes if all Heroes are killed by Mirrezil (see
Mirrezil - Fall of Hope, page 38).
◆ receives the Reward
Mirrezil Attack
◆ uses the Magic during Mirrezil Attack (see Shield of
Use die to determine the order of players. The player that
Defense Magic)
rolled the highest number attacks first, etc.
A Hero can create Defense Magic only if:
Hero uses standard Combat rules to play the following
◆ standing on the hex with their Shield token, phases:
◆ places the Defense Magic token (6) face up under the ◆ Hero Preparation
Shield token (7),
Do not use Shii's Intervention.
◆ receives the reward (8).
37
Every Hero uses their own Damage tokens.
Brasath Scenario
Note: Unlike in standard Combat, Monster Phase is skipped Banishing of Brasath
and there is Hero Preparation even after Hero Phase.
Therefore can heal and use things like Potions, Scrolls, etc. Backstory
after they attack.
Brasath, the mysterious being formed from the Faer itself.
Who could describe the form which the dragon cloak itself
Note: Heroes cannot use any Abilities or Items which
in? In spite of Brasath lacks the physical form, be assured,
have an effect during Combat only in Monster Phase, i.e.
that you will recognize the presence of him. The imminence
Abilities with Timing icons and . Moreover,
of Death!
the player cannot use Stun (Dral), Knock Down (Keleia),
Frost Grip (Taesiri). Goal
Heroes try to banish Brasath by fulfilling the Legends before
Remember, when all Heroes finished their attack, Mirrezil
the end of round 20.
inflicts 13 Damage on every Hero. If the dragon and at least
one Hero is still alive, proceed with another Mirrezil Attack.
Game Length
Final Blow The game is played by the standard rules and finishes when
players bring enough Artifacts to Church:
The last attack that will cause the sum of Damage tokens on
the Mirrezil card to be equal to or greater than the Health of ◆ 1 player: 2 Artifacts,
the dragon is called Final blow.
◆ 2 players: 3 Artifacts,
The sum of Damage tokens on the Mirrezil card cannot be
higher than the Health of the dragon. Therefore, the Hero to ◆ 3 or 4 players: 4 Artifacts,
inflict the Final blow places only the Damage tokens such
that the sum is equal to the Health of the dragon. The Hero or it ends at the end of round 20.
gains 2 Reputation.
Course of Scenario
Resolving Round
Remember that players begin the game with 20 Golds and 5
Mirrezil – Fall of Hope Reputation (see Setup, page 9).
All Heroes died and therefore failed to protect the Church and Since the Starting Map tile is placed with Church and Priest
people of Euthia! side up, reveal two cards from the Priest's Encounter deck.
Each Hero loses 10 Reputation. The game follows all standard rules.
Despite this, Heroes receive Reputation for the Damage they When one of the Heroes fulfills the Legend and brings
dealt to the dragon according to the table on the Mirrezil
◆ 2nd Artifact in 1 player game;
card.
◆ 3rd Artifact in 2 players game;
Now proceed to the Final Scoring, see page 18.
◆ 4th Artifact in 3 or 4 players game
Mirrezil – Death of Dragon
Heroes successfully protected Church and killed the dragon! to the Church, the game immediately ends. Brasath is
banished and players proceed to Final Scoring, see page 18.
Heroes receive Reputation for the Damage they dealt to the
dragon according to the table on the Mirrezil card. If the Heroes have not managed to fulfill enough Legends
before the end of round 20, Heroes have not banished Brasath
Now proceed to the Final Scoring, see page 18. and the land is enshrouded in the cloak of terror. Despite this,
players proceed to Final Scoring, see page 18.
Mirrezil – Death of Hero
The player with the highest Reputation is the winner.
If Hero dies during Mirrezil Attack they lose 2 Reputation.
38
Solo Mode
The following section describes the modifications of
standard rules such that the game can be played in 1 player. Chapter I Chapter II
Setup
Use the standard Setup of the game (see page 4) with the
following changes.
Map (1)
Place Starting Map tile according to chosen Scenario and sort
the Map tiles as usual (see Map, page 6).
In solo mode, only two Fixed Map tiles are used for each Farruga Scenario
Chapter:
Witch Reward tiles with Dark Amulets are not used in solo Rules Changes
mode, therefore, return them into the box.
The game is played by the standard rules with changes in the
Scenario Components following parts:
Farruga Scenario: Use Farruga card with one-player icon. ◆ Silver and Gold cards management
◆ Final Scoring
39
Note: Instead of Monster-player we will use the Monster for There are two Monster actions:
simplicity.
◆ Gaar action,
Combat If Monster:
40
In both cases put the last Note: Each Chaos token on Hero board reduces Reputation
revealed card on the bottom by two in Final Scoring.
of the Gold cache (1).
The player puts their Hero on the Church and heals them
Combat – Death of Hero to the Maximum.
If Hero dies in Combat with Monster, the Combat Action If an opponent caused the death of Hero (in Combat or
ends and: through Adventurer Encounter), the opponent takes
Shield token of Hero who died. Dead Hero receives
◆ return the Monster card on top of the appropriate 3 Gaars and 1 Gold card.
Monster deck, face down;
If an opponent did not cause the death of Hero (but
◆ return all tokens of the Monster to the supply and Elemental reward, dragon, etc. did), Hero loses
discard played Silver and Gold cards; immediately 2 Reputations and receives no Gaar and no
Gold card.
◆ the player places one Chaos token on Hero board;
However, we clarify these special situations for each
◆ resurrect the defeated Hero (see Combat-Resurrection, appropriate places in the rules.
page 26).
41
Credits Published by Diea Games s.r.o.
Na Folimance 2155/15
120 00 Prague Czech Republic
Game Design and Development:
Tadeáš Spousta, Markéta Bláhová www.euthia.com
Art: Contact us on [email protected]
Iveta Doležalová, Petr Štich, Jiří Dvorský
Copyright ©2020 Diea Games
Graphic Design:
Iveta Doležalová
Publisher:
Diea Games
Actual components may vary from those shown.
Rules:
WARNING! Not suitable for children under 3 years.
Markéta Bláhová, Ladislav sedlák, THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE OF PERSONS
Aleš Kotsu Matas 13 YEARS OF AGE OR YOUNGER.