Euthia Rulebook - Draft - 2.1

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The document provides an overview of an RPG board game including its components, gameplay mechanics, and scenarios.

The game components include hero boards, tiles, cards, tokens, and boards for mining, combat and trade.

Players can take actions like move, mine, trade, and engage in combat. They can also perform free actions.

WORK IN PROGRESS

Contents
Components Overview....................................2 Silver and Gold Cards ................................................30

Timing Icons.............................................................31
Object of the Game .........................................4

Setup ............................................................4 Free Actions .................................................31

Game Components Description .......................9 Farruga Scenario


Defending the Settlements ............................34
Gems and Equipment ................................................15
Scenarios.....................................................34
Game Mechanics ..........................................17
Mirrezil Scenario
Gameplay ....................................................18 Threat of Mirrezil .........................................36
Move, Actions and Free Actions ......................19 Brasath Scenario
Move ...........................................................19 Banishing of Brasath.....................................38

Mining Action ..............................................20 Solo Mode ....................................................39

Trade Action.................................................21
Chests and Flasks .....................................................22

Scrolls and Potions....................................................23

Combat Action .............................................23


Loot ........................................................................27

Monster Cards .........................................................27


Strategic Competitive RPG
Combat Ability .........................................................28

First Strike Ability ....................................................28

Weapon ...................................................................28

Throwing Weapon ....................................................29


1-4 14+ 30-120 min
Shield......................................................................29 PLAYERS PER PLAYER

Gaar in Combat ........................................................29


Components Overview
Game Boards

Scenario board Trade board Mining and Combat Knowledge board


board

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 standees 108 Hero tiles


(21 for Maeldur, Dral and Keleia;
22 for Áel; 23 for Taesiri)

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)

Starting 12 Chapter II 14 Chapter IV


Map tile 12 Chapter I Map tiles 12 Chapter III Map tiles 12 Chapter V
Map tiles Map tiles Map tiles

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

25 Mountain 25 Lake 24 Cave 66 Merchant 68 Alchemist 51 Dragonslayer


Resource tiles Resource tiles Resource tiles tiles tiles tiles

Monster Health 4 double-sided 64 Gem tokens 44 Essence tokens 68 Gold tokens


token Global Effect tokens (8 of each type) (11 for each Elemental)

12 Hunter Reward 7 Witch Reward 6 Supplies tiles


tiles tiles

4 Elemental cards

42 Treasure tiles 6 Artifact tiles 12 Defense


Magic tokens

80 Encounter cards - 9 types 3 double-sided 6 double-sided Move tokens


Initiative tokens

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).

All players place a Shield token on zero on the Reputation


track (2).

Note: In the Brasath scenario, all players place a Shield


token on 5 on the Reputation track, see Setup of the
Brasath Scenario, page 9.

Place the Reputation tokens within reach of all the players


(3). You will use these tokens whenever a Hero exceeds 50,
100, or more Reputation.

Mining and Combat Board


(3)
Sort the Natural Resource tiles into decks by the illustrations
on the backside. Shuffle each deck and place it face down on
the board (4).

Shuffle the Treasure tiles and place them face down on the
board (5).

Sort the Monster cards by the difficulty level. Shuffle each


deck and place it face down in the center of the board (6). (8) (7)

Shuffle Silver card deck and Gold card deck and place them
face down at the top of the board (7).

According to the number of players:

◆ 2 players game: Put all Control Player cards to the box.


(6)
◆ 3 or 4 players game: Take all Control Player cards with
the symbol of all Heroes who participate in the game.
Shuffle the cards and place them face down next to the
Silver card deck (8). Return unused cards to the box.

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

Reputation is marked by the Star symbol.


Reputation can be seen as experiences to
learn new abilities and also victory points at
the end of the game.

Number of Players Monster Difficulty Level

One-player Two-players Three-players Four-players


icon icon icon icon Level 1 Level 2 Level 3

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).

Draw 4 Alchemist tiles and place them face up in the (6)


Alchemists area (5).

Draw 4 Dragonslayer tiles and place them face up in the (2)


Dragonslayer Towers area (6).

Knowledge Board (5)

The Knowledge board includes information about Scoring


(7), Gems and Essences (8), the Church (9), and Shii’s (1)
Intervention (10).

Place the decks of Church Healing Scroll tiles, Healing Potion


tiles, and Grey Sack tiles in the bottom left corner of the
(4)
Knowledge board (11).

Place the Die of Hope in the “Shii’s Intervention” area (12).

Scenario Selection
Choose one of the following Scenarios. The choice will
influence further steps of Setup.

Farruga Scenario (7)


– Defending the Settlements
This Scenario represents standard game which ends with two
rounds boss-fight with dragon Farruga.

Mirrezil Scenario – Mirrezil’s Threat (8)


Scenario with intermediate difficulty where Heroes face
various events throughout the game finished with final
boss-fight against dragon Mirrezil.

Brasath Scenario – Banishing Brasath (9)

Advanced Scenario for experienced players using Legend


Map tiles and Artifacts. (11)

All Scenarios use similar basic rules. Special rules for


particular Scenario are described in individual sections: (10)

◆ Farruga Scenario, page 34;

◆ Mirrezil Scenario, page 36;


(12)
◆ Brasath Scenario, page 38.

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.

◆ Farruga and Mirezzil scenarios: Use the side with the


Church only.

◆ Brasath scenario: Use the side with the Church and


Priest. Church Church and Priest

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.

◆ Encounter Map tiles marked with the yellow question


mark.

◆ Legend Map tiles with only one location on all three


hexes of the tile. Legend Map tiles are in Chapter IV Fixed Map tile
and V.
Question mark
◆ Other Map tiles not fitting in any of the groups above.
symbol
Now, use one of the Map preparation tables according to the
chosen Scenario.

For each Chapter choose Map tiles in the following way:

◆ Use all Fixed Map tiles.

◆ From the Encounter Map tiles, randomly choose the


appropriate number of tiles by the Chapter and the Example of Example of
number of players. Put the rest in the box. Encounter Map tile Legend Map tile

◆ Farruga and Mirrezil Scenarios: Return all Legend Map Farruga Scenario
tiles to the box.

◆ Brasath Scenario: For Chapter IV and V, randomly


choose the appropriate number of the Legend Map tiles
by the Chapter and the number of players. Put the rest in
the box.

◆ From the other Map tiles, randomly choose the


appropriate number of tiles by the Chapter and the
number of players. Put the rest in the box.

Note: Players can now prepare corresponding Encounter


and Legend cards according to the chosen Encounter and
Legend Map tiles (Encounters and Legends). Otherwise,
Mirrezil Scenario
players must write down these Map tiles for later use (see
Other Game Components, page 8).

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.

Example: For a game with three players in the Farruga


Scenario
Brasath Scenario
◆ use all Fixed Map tiles from Chapters I, II, III, and IV;

◆ randomly choose 1 Encounter Map tile from Chapters I


and II and 2 Encounter Map tiles from Chapter III;

◆ return all Legend Map tiles to the box;

◆ 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.

From all Encounter cards, select those that correspond to


Encounter Map tiles you have chosen during the setup of the
Map. If there is Hunter or Witch among the selected
Encounter cards, remove all cards with One-player icon. Sort
the cards into decks by the illustration on the back side. Elemental cards
Shuffle the decks and place them on the table face down.

◆ 2 players game: Remove 3 cards from the top of each


deck.
Global Effect tokens Essence tokens
◆ 3 players game: Remove 2 cards from the top of each
deck.

◆ 4 players game: Remove 1 card from the top of each


deck.

Put the removed cards to the box.

If there is a Hunter among the selected Encounter cards,


shuffle the deck of all Hunter Reward tiles and place it face
down within reach of all the players. Encounter cards

If there is a Witch among the selected Encounter cards,


shuffle the deck of all Witch Reward tiles and place it face
down within reach of all the players.

If there is a Priest among the selected Encounter cards,


shuffle the deck of all Supplies tiles and place it within reach
Hunter Reward Witch Reward Supplies tiles
of all the players.
tiles tiles
Place Gold tokens and Move tokens within reach of all the
players.

Move tokens Gold tokens

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.

Example: In a game with three players, use the


Dragon card with the three-player symbol on
the back side.

Prepare a deck of Farruga Attack cards, shuffle it and place it


on the table, face down. Place the Initiative tokens next to Farruga Dragon Farruga Attack Initiative tokens
the deck. card card

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.

Mark Rounds 6, 11 and 16 with the Initiative tokens with the


Dragon symbol face up.

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.

Each player begins the game with

◆ 20 Gold,
Legend card Artifact tile
◆ 5 Reputation (instead of zero) on the Reputation track.

Game Components Description


Map Tiles
Map tiles have a shape of three connected hexes. On the back
side of each tile is the number (1) and illustration (2) of the
Chapter.

Note: Even though it plays no role in the rules, every Chapter


(2) (1)
has its name and players can use them to extend their RPG
experience when they voyage in the lands of Euthia:

◆ Chapter I: Grove,

◆ Chapter II: Wetland,

◆ Chapter III: Swamp,

◆ Chapter IV: Desolated Rainforest, Back side of Map tile

◆ Chapter V: Forbidden Land.

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.

There are various locations on Map tiles. A detailed


description and rules for the locations are provided in
individual sections: (2) (3)

◆ 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).

◆ Portal: Heroes can travel freely between Portals (see


Move, page 19).

◆ Treasure: Players gain Treasure tiles at Treasure hexes.


(see Treasure, page 31).
Front side of Back side of
◆ Mountains, Lakes, and Caves: Heroes gather Natural Starting Map tile Starting Map tile
Resource tiles there (see Mining Action, page 20).

◆ Elementals: The hex with Elemental or any of the


adjacent hexes are influenced by Elemental Power (see
Elementals, page 31).

◆ Places of Trade (Merchants, Alchemists, Dragonslayer


Towers): Heroes visit these places to buy and sell various Portal Treasure
Items like Armor, Jewelry, Potions, etc. (see Trade
Action, page 21).

◆ Encounters: Every Encounter is marked with the


question mark symbol (4). Heroes fulfill Quests at these
hexes (see Encounters, page 33).

◆ 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

Merchants Alchemists Dragonslayer Towers


(4)

Examples of Legends Examples of Encounters

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.

For further details see Combat Action, page 23.

Big Tiles
There are special tiles which consist of three hexes but a
Hero can also enter the center of tile:

◆ Church (Starting Map tile)

◆ Dragonslayer Towers (Place of Trade)

◆ Mercenary Fortress (Encounter)

◆ any Place of Legend Mercenary Fortress Example of Loot


on the hex
See Move, page 19, for further details on interaction with
these tiles.

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)

(6) (11) (12)


11
Health
The player tracks the Health of their Hero on the Health
track. The slots with a bloodred background are the initial
(2)
Health of the Hero (1). During setup, the player places
Maximum Health token (2) above the highest bloodred slot
and one Shield token (3) at the side of this slot. The Shield (3)
token is used to track the current Health of Hero.

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.

Always modify the current Health of the Hero in the same


way as Maximum Health. It is not allowed to unequip Items
such that the current Health will be less than or equal to
zero. (1)

Note: The reduction or increase of Maximum Health and


Health can be done after completing the change of
Equipment.

Example: The current


Health of Hero is 2. The
(4)
Hero can unequip Mail Health
Greaves with value 2 in the
Hero Health symbol (4) and There are two types of Health symbol in the game:
(5)
immediately equip Plate
◆ Hero Health symbol is red and represents Health of
Greaves with value 3 in the
Hero.
Hero Health symbol (5).
This will not cause death of ◆ Monster Health symbol is silver and represents Health
the Hero. of Monster.

Hero Healing For further details on Monster Health, see page 27.

When the player uses Item or Ability with


Hero Healing symbol, Hero heals by the value
in the symbol, i.e. the value is added to Hero’s
Health such that the player moves the Shield Hero Health Monster Health
token on the Health track (6). However, Healing symbol symbol
Health cannot rise above the Maximum
Health (7).
Healing
If Hero Healing symbol contains the word
“MAX” instead of value, Hero heals to the
Maximum Health. Healing with
“MAX”
Note: The Healing symbol with the Silver Heart is meant for Hero Healing Monster Healing
the Monster. The effect can be used only to heal Monster symbol symbol
during combat (see Combat Action, page 23).

Injury Injury and Damage


Various effects in the game can injure Hero. There are two symbols related to the reduction of Health:
◆ The injury reduces Hero’s Health by value in ◆ Injury: Hero suffers Injury from various game effects
the symbol. If the Hero’s Health drops to zero like Monsters, Dragons, Elementals, etc.
- marked by skull and bones on the Health Injury
track - the Hero dies (see page 26). ◆ Damage: Hero deals Damage to Monsters or Dragons.

◆ If any effect inflicts at least one injury to


the Hero, add also the values of all
injuries with the plus symbol. Otherwise,
these plus-injuries vanish without effect. Injury with the Injury Damage
plus symbol

12
Store your Items
There are three places with slots on Hero board where the
player could store their Items:

◆ 4 Gaar slots (1) – only Gaar tokens (3)

◆ 5 Gem and Essence slots (2)


– only Gem and Essence tokens

◆ 3 Sack slots (3) – any Item

Sacks
Every Sack on the right side of the Hero board can hold
exactly one Item:

◆ square tile - Weapon, Throwing Weapon, Shield, Armor,


Jewelry, Scroll, Potion, Natural Resource, Chest, Flask,
Artifact, Case, Rucksack, Supplies (1) (2)

◆ token - Gaar, Gem, Essence

◆ 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.

Acquire and Discard Items


Acquired Items must be equipped, used or stored in an
appropriate slot.

If the Hero has exceeding Items at the end of Action or Free-


Action, those Items must be discarded. Examples of tokens Trophy
(Monster card)

Take any Items from Sacks which should be covered by Grey


Special situation: Due to the reward at the end of
Sack tiles. Consider these Items as if Hero just acquired them
Combat, Hero can have exceeding Items. If Monster was
(see above).
defeated at a hex with Place of Trade, Hero is allowed to
play Trade Action (immediately after Combat Action
Potion Case
ends) and is not forced to discard exceeding Items
directly after the Combat Action. Potion Case has 3 virtual slots. Each slot can
store one Potion, Gaar, Gem or Essence.
These virtual slots work in the same way as
Sack Symbol
Sacks. Place the stored Items on top of the
The number of Sacks the Hero has can be Potion Case or beside it.
modified by the Sack symbol with a
positive or negative value. Every time Hero Scroll Case
changes Equipment (see page 14) or
Abilities (see page 17) sum up the values in Sack symbol Scroll Case has 3 virtual slots. Each slot can
Sack symbols. store one Scroll, Gaar, Gem or Essence.
These virtual slots work in the same way as
◆ In case the sum is greater than or Sacks. Place the stored Items on top of the
equal to zero Hero can use all three Scroll Case or beside it.
Sacks on the Hero board.
Rucksack
◆ If the sum is less than zero, cover
the corresponding number of Sacks Rucksack has 2 virtual slots. Each slot can
on the Hero board with Grey Sack store one Item. Place the Items on top of the
tiles. E.g. if the sum of values in Sack Rucksack or beside it.
symbols is -1, then 1 colored Sack is
These virtual slots work in the same way as
covered by Grey Sack tile (4). No item
Sacks. However, Rucksack inside of another
can be stored in Grey Sack.
Rucksack has no function and provides no additional virtual
(4)
slot. (Potion and Scroll Cases can be used as usual even
inside Rucksack).

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.

Changing Equipment ◆ Hero Health symbol increases Health and Maximum


Health (see page 12)
A Hero must equip the tile to use its effects. The Equipment
tile provides no effect when placed in Sack. ◆ Sack symbol influences the number of Sacks (see page 13).

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.

Note: Be aware, that this rule considers only Equipment,


e.g. player may immediately change Weapon to newly (3) (4)
acquired Weapon. But Hero can switch from Ability to
Weapon, Throwing Weapon or Shield and vice versa only Exhaust and Activate
during Training (see page 17).

To exhaust tile, Exhaust Activate


When changing Equipment, the tile is equipped or turn it clockwise
unequipped in the same state, i.e. exhausted or activated. All by 90 degrees. To
Equipment is activated at the beginning of the round (see activate it, turn the
page 18). tile back.
When a player finishes a change of Equipment of their Hero,
it is always necessary to adjust the number of Sacks (see page
13) and Maximum Health as well as current Health (see page
12).
One-time Effects

Locked Armor and Jewelry Slots


Armor or Jewelry slots with Gold icon are locked at the
beginning of the game. These slots can be unlocked only
during Trade Action (see page 21) by paying an appropriate
amount of Gold. From now on the Hero can use the slot to
equip corresponding Equipment.

If there is no Equipment tile placed in the unlocked slot, Permanent Effects


place a Shield token on the slot. This token serves as a
reminder that the slot has already been unlocked.

14
Armor ◆ one-time effect (Hammer-pick, Move),

◆ permanent effect (Hero Health, Sack),


There are five types of Armor that can be distinguished by
illustration and background color: ◆ Gem slot.

◆ Leather (green background), Armor Set


◆ Mail (red background), A Hero can use any combination of types of Armor. However,
if they equip at least three parts of the same type of Armor,
◆ Plate (blue background), then it is called the Armor Set.

◆ 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

Gem slot Permanent


Gems and Equipment
effect
The effect of Gem can be used only if Gem is placed
Purchase on Equipment. Gem has no effect when stored in
price Sack or on Gem and Essence slot.
One-time
effect The slot on the Equipment tile specifies the type of
Selling
Gem which may be placed there. The player can
price
place their Gems on Equipment any time when not
in Combat. Gems are placed on Equipment with the
effect side up.
Types and Parts of Armor Once placed on the Equipment, the Gem cannot be
removed from the tile, i.e. such Gem cannot be sold
or used to fulfill Quest.

The player uses a one-time effect by flipping Gem to


its gem side. After that, Gem cannot be used again
until flipped back. Using the effect of Gem is
Krak-Helmet Plate-Cuirass Mail-Greaves completely independent of the state and Timing
icon of Equipment.

When changing Equipment with Gem, the token


stays in the same state i.e. face up or face down.
Gems are flipped to the effect side at the beginning
of the round (see page 18).

Leather-Boots Dragon-Gauntlets Hero Health (Ruby) and Sacks (Amethyst) symbols


have the same permanent effects as those directly
printed on an Equipment tile.
Armor Set Icons

Gem side Effect side


Triangle Square Pentagon

15
Rings
Every Ring tile contains Rings and Amulets Description
◆ illustration,
Timing icon
◆ purchase and selling price (see Trade Action, page 21), Gem slot

◆ Gem slots. Illustration


Purchase
Besides that it can contain price
One-time
effect
◆ one-time effect, Selling
price
◆ Timing icon (see page 31).
Timing icon
Amulets
Besides the purchase price, selling price (see Trade Action, Permanent Armor set icon
page 21), and illustration, Amulet tile can contain: effect with effect

◆ Armor Set icon with effect, Purchase Illustration


price
◆ permanent effect (Sack), Gem slot
Selling
◆ Timing icon (see page 31),
price
◆ 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).

The Amulet can contain two effects with Armor Set


restriction. The player can use only the first effect if the hero
is equipped into Armor corresponding to the smaller Armor
Set icon. Or both symbols at once if the Hero meets the
condition for the bigger Armor Set.
Starting Hero tile with
Hero tile Reputation value
Hero Tiles
Every Hero has their own unique set of Hero tiles. Besides
Starting Hero tiles, they are placed on the table face down in
the sorted pile (see Setup, page 4), but players can look at
the tiles in any deck at any time.
(1)
Hero tiles have the Reputation symbol and the value on their
back side. The Reputation value is the required Reputation
for a Hero to Unveil tiles (see below).

Based on the icon in the bottom right corner, the Hero tile is
one of the following:
(2)
◆ Equipment (Sword or Axe icon); (3)

◆ Ability (Magic ball icon). Unveil Hero tiles

Starting Hero Tiles


Starting Hero tiles has a Hero icon on their backside. They return the other to the box (2). The choice has to be made
are available to the Hero from the beginning of the game during Unveil.
(see Setup, page 4).
The unveiled Hero tiles are placed next to the Hero board (3).
Unveil Hero Tiles Once a Hero tile has been unveiled, the Hero can use this
A player reveals new Hero tiles only at the Place of Trade Hero tile even if their Reputation drops.
when they pay 1 Gold to use Unveil service (see Trade Action,
page 21). This means the player takes all face down Hero Book Symbol
tiles which have a Reputation value lower than or equal to
the Reputation of Hero. Book symbols on the Scenario board
represent milestones of Reputation
From Hero tiles which come in pair with the same when a Hero can unveil new Hero tiles.
Reputation value (1), the player must select one to keep and

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:

◆ Sword icon for Weapons and Shields; ◆ Magic Ball icon,

◆ Axe icon for Throwing Weapons; ◆ illustration,

◆ 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).

Weapons, Throwing Weapons and Shields follow the same


Ability Description
rules as other Equipment. They have to be either equipped or
stored in Sacks. The player can equip and unequip them at
Timing icon Name
any time not in Combat. The player can sell them. etc.

Before use, the player must buy their unveiled Equipment


Effect Illustration
placed beside Hero board in a similar way as tiles from the
Offer during Trade Action (see page 21).
Training Magic Ball
Note: If the player sold the Equipment from Hero tile, it is cost icon
removed from the game.
Armor set
See pages 28 and 29 for description and usage of Weapons,
condition
Throwing Weapons and Shields.

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:

◆ First, if both dice show different values and Hero stands


on hex influenced by Air Elemental Power, the die with
the higher value is turned over to show the opposing
number (see page 32).
Air Elemental Earth Elemental
and its Power and its Power

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.

Ranges Example of Example of


X–Y range X+ range
Many effects in the game depend on a dice 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.

At the beginning of each round all players:


Final Scoring
Firstly, each player calculates the value of their possessions:
◆ Place one Mining, Trade, and Combat Action token on
corresponding places on the Hero Board. 1. For each tile on the Ability slot, take Gold equal to either
Training cost or purchase price of Equipment. Remove
◆ Activate all exhausted Items and Abilities.
the Hero tiles from the Hero board.
◆ Flip all Gems to their effect side.
2. For each unlocked Ability slot, take Gold equal to the
Player’s Turn unlock price.

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.

◆ Quests – Quest cards for fulfilled Quests.

The player with the most Reputation is the Winner.

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, Actions and Free Actions


During their turn, players may play in any order:
Action Tokens
◆ Move: The player spends Move points which are
provided by Action tokens, various Items, and Abilities Action tokens provide a combination of Move points (value in
to travel on the map. the Move symbol) (1) and the Action (2) which can be
performed with the token:
◆ Mining, Trade or Combat Actions: The player spends
Action token or uses an effect of Ability to perform given ◆ 1 Move point / Mining Action;
(1)
Action. The player can perform any Action more than
◆ 2 Move points / Trade Action;
once in their turn. (2)
◆ 3 Move points / Combat Action.
◆ Free Actions: Resolving Free Action on a hex with
Church, Treasure, Elemental and Quest does not require The player removes the Action token from the Hero board to
spending Action token or using Ability. The player can either receive given Move points or to perform an Action.
perform any Free Action more than once in their turn.

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

Move between Hexes Wrong map Correct map


tile placement tile placement
The Hero must spend 1 Move point to move from one hex to
the adjacent hex. Big Tiles
Whenever a Hero enters a hex on the edge of the map and The following tiles are called Big tiles:
there are still tiles in Map tiles deck, immediately add new
Map tiles such that the hex with Hero is surrounded by six ◆ Church (Starting Map tile)
other hexes. All tiles in the map have to be orientated in the
◆ Dragonslayer Towers (Place of Trade)
same direction given by the symbol at the top and the bottom
of each Map tile (3). ◆ Mercenary Fortress (Encounter)
Note: At the beginning of each game, it is recommended to ◆ any Place of Legend
agree on the maximum area of the map. For example, you
can agree to never move Hero boards during the course of the
game.

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.

To enter or leave the center, the Hero spends 1 Move point in


the same way as moving between standard 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.

It is not possible to teleport to the center of Big tile before all


surrounding hexes are liberated.

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.

When placing Interaction token on a Mining


hex, use the side with Hammer-pick symbol. Mountain hex Lake hex
and Natural Resource and Natural Resource

Note: When the Hero plays Mining Action immediately after


Combat in which they liberate the Mining hex, place directly
only one Interaction token.

At first, when playing Mining Action the Hero must pay 1


Gold to every opponent who has at least one Interaction
Cave hex
token at the mining hex.
and Natural Resource

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

Note: Be aware, a player places Trade token on the hex with


Place of Trade only in case when they liberate the hex by Purchase of Items
defeating a Monster. Moreover, there is never more than one
Trade token on a hex. Each Place of Trade has an Offer of square Item tiles on the
Trade board.
Services at the Place of Trade:
A Player buys the Item by paying the purchase price.
◆ Purchase Items,
Immediately refill the emptied slot on the Trade board with a
◆ Selling Items, new tile from the appropriate deck.

◆ 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)

At any point during a Trade, a player may completely change


the Offer at the Place of Trade they are visiting.

◆ The first change is free of charge (1).


(1)
◆ Any subsequent change of Offer cost 1 Gold (2).
(2)
To change the Offer, simply remove four Items from the
board (3), and refill slots with new tiles (4).

Unveiled Equipment (3)


A Hero can buy also any Equipment from their unveiled Hero
Changing the Offer
tiles (see Unveil Hero Tiles, page 16).

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),

Healing ◆ purchase and selling price (3).

Note: Small Chest with 1 Gem and Small Flask with 1


For 1 Gold, the Hero heals by the value in the Hero Healing
Essence acquired as a Treasure tile do not have
symbol shown on the Trade board (Merchants heal 5,
Purchase and selling price. A Hero can sell them for
Alchemists heal 8, Dragonslayer Towers heal 12).
two 2 Gold which is the value of Gem or Essence
they contain.
Unveil When a Hero receives Chest or Flask, they can store
it as one Item or immediately exchange for
Pay 1 Gold to unveil new Hero tiles (see page 16).
appropriate type and the number of Gems or
Essences. In the latter case, discard the tile.
Train Abilities For further details, see page 32 and Appendix.
The player can manipulate with Abilities on Hero board (see (1)
Train Abilities, page 17).

Unlocking Slots (1)

A Hero can pay Essence or Gold stated on the Ability or


Equipment slot to unlock the slot and use it to place Ability (3) (2a)
or Equipment tiles (see Locked Armor and Jewelry Slots,
page 14 and Locked Ability Slots, page 17).
Chest
(3) (2b)
Purchase of Gaars
At Dragonslayer Towers, the player can buy Gaar tokens for 1 Flask
Gold each.

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.

Scroll and Potion tiles contain:

◆ illustration (1),

◆ Effect (2),

◆ Timing icon (3),

◆ purchase and selling price (4).

For further details on the effects see Appendix.

(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.

Note: Remember that using the effect of Gem is


completely independent of the state and Timing icon of
Equipment (see Gems and Equipment, page 15). Thus,
Emerald, Opal, and Diamond can be used in Combat even Dral Keleia Áel Maeldur Taesiri
on a tile without the Timing icon.

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:

◆ 1 point to add 1 to the Roll (1);


(1) (2) (3) (1)
◆ 2 points to take Gaar token (2);

◆ 3 points to add 1 to the Roll and deal (2)


one Damage to the Monster (3).
(3)
Note: If at this moment, the Monster-player has more than 5 This can be done at any moment in the
cards in hand (see Hand Limit, page 30) they need not Combat and used after any Roll.
discard to 5 but they must at the End of Combat, see Silver
and Gold Cards, page 30.
First Strike
Combat Sequence Hero-player can attack before Monster if Hero has Throwing
Weapon or First Strike Ability in Ability slot. Follow the same
Combat Sequence has the following steps: rules as for attack in Hero Phase (see page 26). The only
difference is that instead of Weapon or Combat Ability the
◆ First Strike: If Hero wields Throwing Weapon or has Hero-player uses either Throwing Weapon or First Strike
First Strike Ability, they can attack once with them Ability.
before first Combat round.
Note: Throwing Weapons are never exhausted when used to
◆ Combat round: Monster and then Hero attacks each First Strike. On the contrary, First Strike Abilities are
other over series of Combat rounds until Monster is exhausted when used in Combat and therefore they can be
defeated or Hero dies. used only once per turn.

◆ End of Combat: If Hero dies, they are resurrected in the


Church. If Monster was defeated, the Hero liberates the Combat Rounds
hex and gathers reward.
Every Combat round has the following phases:
Hero Rolls in Combat
1. Hero Preparation
The Hero-player rolls 2 Hero dice and sums their values to
make the Roll. 2. Monster Phase
Any Roll made during Combat Sequence is immediately 3. Hero Preparation
affected by the following effects:
4. Hero Phase
◆ Shii's Intervention: If the Roll – before any other effects
are applied – is less than or equal to 5, add 1 point on Die If at any time during a round, Hero defeats the Monster or
of Hope. Hero dies during the Combat round, the Combat ends. See
End of Combat on page 26 for the outcome of the Combat.
◆ Air Elemental Power: If Combat occurs on the hex Otherwise, start another Combat round after Hero Phase.
influenced by Air Elemental Power and dice has different
values, turn the one with the highest value to the
opposite side (see page 32).

◆ Earth Elemental Power: If Combat occurs on the hex


influenced by Earth Elemental Power, add 2 to the Roll
(see page 32).

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 effect with Timing icon C) After Monster-Attack 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.

Moreover, Monster-player can use Silver or Gold cards with


the Timing icon .

D) Monster Attack

Hero-player can use any number of their Abilities with


Treatment Starlight Staff Timing icon .

Monster-Attack Roll is then the sum of values on the dice


Monster-player is not allowed to play anything in this phase.
and all applied effects.

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.

Apply all effects of Hero Abilities which 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.

◆ Abilities and Items with Timing icon


Monster Phase Effects
◆ Air Essence

If both players wish to use an effect at the same time, first


goes:

◆ the player who did not perform the previous effect;

◆ or the Monster-player if it is the first effect of the


phase.
Before After
B) Monster-Attack Roll Monster-Attack roll Monster-Attack roll
The Monster-player rolls 2 Hero dice and sums their values
to make the Monster-Attack Roll.

The Roll is immediately affected by the following effects:

◆ Shii's Intervention: If the Roll – before any other effects


Monster Attack
are applied – is greater than or equal to 10,add 1 point on
Die of Hope.

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:

Trade token: Combat Action takes place on a


Before Hero-Attack roll
hex with Merchants, Alchemists or one of the
Hero-Attack roll
hexes on the Big tile with Dragonslayer Towers.

End of Combat Two Hammer-pick Interaction tokens:


Combat Action takes place on a Mining hex.
If the player decides to play Mining Action
Combat Ends immediately after resolving effects when:
directly after Combat, they place only one
◆ Monster is defeated: Sum of Damage tokens on Monster token instead of two (see Mining Action, page
card is greater than or equal to the Health of Monster 20).
(see Death of Monster).
Shield token: Any other hex than those
◆ Hero dies: Health of the Hero drops to zero (see Combat mentioned above.
- Death of Hero).

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.

◆ Take Gaar token.

◆ Take Healing Potion tile.

◆ Draw Silver card. Example of Loot


from the hex
◆ Draw Gold card.

Monster Cards ◆ Gaar tokens (10),

◆ Attack ranges (11).


Monster cards are divided into three Difficulty levels
which differ by Monster icon with 1, 2 or 3 swords (1). The symbols in the bar below name of Monster are used in
Besides this icon, the back side of the Monster card the Combat Setup (see Encounter the Monster, page 24).
contains:
Attack ranges are used at the end of the Monster Phase
◆ reference ranges of Health and Injuries inflicted by (see page 25). If the Monster-Attack Roll is within one of
Monsters of this level (2); these ranges the Monster inflicts the given Injury on the
Hero.
◆ reward condition (3);
Moreover, the card can contain Hero Roll penalty (12).
◆ Reward (4). Subtract the value from Hero-Attack Roll that the
Hero-player makes throughout the Combat. Apply this
After defeating the Monster (see page 26), the Hero
effect directly after Shii's Intervention and Elemental
receive everything from Reward on Monster card only in
Powers (see Hero Rolls in Combat, page 24).
the case the Hero's Reputation is within the range of
Reward condition. Health of Monster
The front side of the Monster card contains: In Combat, the Hero deals Damage to
Monster. The player uses Damage
◆ illustration (5),
tokens to keep track of the Damage
◆ name (6), that has been dealt to the Monster
throughout Combat. If the sum of
◆ Health of Monster (7), Damage tokens is greater than or
equal to the Health of Monster, the Damage tokens
◆ Silver or Gold card bonus (8), Monster is defeated (see page 26).
◆ Chaos tokens (9), (7) (8) (9) (10)

(6)

(1)

(5)

(2)
(3)

(11)
(4)
(12)

27
Weapon ◆ Sword icon (6),

◆ purchase and selling price (7).


To attack Monster, Hero-player has to use either
Weapon or Combat Ability. Unlike Combat Ability, the Timing icon serves as a reminder that Hero-player
Weapon tile is never exhausted and Hero-player can use chooses their Weapon or Combat Ability directly before
Weapon in every round of Combat. making Hero-Attack Roll.

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)

◆ Attack ranges (4), Sword icon


(7) (6)
◆ Hero Roll (5),
(5)

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.

Combat Ability tile always contains Attack ranges


which are used at the end of the Hero Phase (see
page 26). If the Hero-Attack Roll is within one of Injury
these ranges, apply the given effect.
In Combat, Monster inflicts Injury on Hero and thus
reduce the Health of Hero.

Injury symbol with the plain number: Reduce


instantly the Health of Hero.

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.

◆ Timing icon (3),

◆ Attack ranges (4),


Hero and Monster Roll Symbol
◆ Hero Roll (5),
Below range condition on Weapons, Throwing Weapons,
◆ Axe icon (6), Shields, and Abilities, there is either Monster symbol
reminding that the effect depends on the Monster-
◆ purchase and selling price (7).
Attack Roll or Dice symbol reminding that:

(3) (2) ◆ Weapon, Throwing Weapon, Combat Ability, First


Strike Ability: the effect depends on Hero-Attack 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)

Dice symbol Monster symbol

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.

To use an effect, Monster-player must use one Chaos


Silver Hand Gold Hand
token and
icon icon Effect examples
◆ play one or two Silver cards of the same type,

◆ or play one, two, or three Gold cards of the same (2) (1)
type.

Use the effect in the box on the card according to the


number of played cards.
(3)
Monster-player places the played cards face up beside
Monster card as a reminder of the applied effect. Put the
cards on the appropriate discard pile at the end of the

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.

Square tile without Timing icon can be used only:


Add Subtract
◆ Out of Combat

◆ Before Combat (see page 23)


Rabbitfoot
The tile has a permanent effect.
Add to or subtract from the Monster-Attack Roll the
The tile can be used both in and out of value in the symbol.
Combat.

Timing icons related to Combat:

The card or tile is used before Monster-


Attack Roll. Add Subtract

The card can be used either before or after


Monster-Attack Roll.

The card or tile can be used after Monster-


Attack Roll.

The card or tile can be used before Hero-


Attack Roll.

The tile can be used after Hero-Attack Roll.

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.

If Hero enters and liberates the Treasure hex with Monster,


Elemental Powers
the player place only one Shield token on the hex and after The hex with Elemental and all
the Combat draws one Treasure tile. adjacent hexes are influenced by its Elemental Power.

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.

Air Elemental Power ◆ Hero loses 2 Reputation.

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 injured if they teleport Air Essence


to the hex.
Timing: Only in Combat, before Monster-
Any Hero also suffers 2 Injuries whenever a new Map tile is Attack Roll.
added and Fire Elemental appears on the hex adjacent to the
Effect: Monster-player uses only one die during the rest of
hex with Hero.
the Combat.
If Hero dies due to this injury, they lose two Reputation and
Note: If a player uses Elemental Essence, do not apply the
they are resurrected in Church (see below).
effect of Air Elemental Power even if Combat takes place on
Water Elemental Power influenced hex on the remaining die the Monster-player
uses.
If Hero moves to the hex influenced by Water
Power, they heal by 1. Earth Essence

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.

3. Make Hero Roll.


Quests
4. By the range on the corresponding Elemental card,
resolve the effect. There are two types of Quests in the game:

For a detailed description of all Confrontation effects, see ◆ Encounters


Appendix.
◆ Legends
Note: The Interaction token is placed on the hex even in the
Encounters are used in every Scenario. Legends are used only
case when the Roll is out of all ranges on the card and
in Brasath Scenario.
therefore Confrontation has no effect.
Not all Encounters and Legends are used in the game. The
Elemental – Death of Hero number and type depend on the number of players and the
If Hero dies as a result of the effect of Confrontation the chosen Scenario. See Setup on page 4 for further details.
Hero is Resurrected in Church:

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.

Legend tiles are Big tiles (see page 11).

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:

Revealing Encounter ◆ illustration (9),


(9)
When a player reveals Map tile with Encounter, draw two ◆ Quest (10),
cards from the corresponding Encounter deck and place
◆ Artifact (11), (10)
them beside the deck. From this moment, the Quests on the
cards can be fulfilled.
◆ Reward (12).
(11)
Fulfilling Legend
The Legend has two parts. (12)

The first part is completed if Hero moves in the center of


Legend tile and satisfy the top part of the Quest. Then they
take the Artifact.
Front side of every Encounter card contains:
Note: The Artifact is Item that must be stored in the Sack.
◆ illustration (3) (the same as on the Encounter hex The Artifact provides no effect usable by the Hero.
or tile),
To complete the whole Legend, Hero must bring the Artifact
◆ Quest (4), (3) to the Church. As a Free Action, the Hero:

◆ Reward (5). ◆ places the Artifact below Scenario board;

◆ takes the Reward from the Legend card;


(4)
◆ places the fulfilled Legend card beside Hero board.

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:

1. Satisfy the condition of the Quest.

2. Take the Reward.

3. Place the fulfilled Encounter card beside Hero board.

Hero keeps the Encounter cards for Final Scoring


(see page 18).

Be aware, that the Encounter cards are not refilled


immediately, but at the end of the current player's turn (see
page 18).

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.

◆ number of players icon (2), (1) Determine Targets


◆ Scoring table (3), Players use Compass to determine which Places on the Map
will be attacked by Farruga in the next turn.
◆ Final blow scoring (4). (3)
The small symbols on the top and bottom of the Map tiles
See page 35 for details on the Scoring (4) correspond to the North and South on the Compass. East is
table and Final blow. on the right and West on the left.

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:

◆ place the Damage tokens on the Farruga card (8);

◆ suffers Injury stated on the Farruga card (9);


(5)
◆ suffers Injury (10) or receives Reputation (11) according
to the Damage the Hero inflicted on Farruga.

(8)

(9) (10)
(1)
(6)
(11)
(2) Be aware, that every Hero has to use their own Damage
tokens.

(7) Note: Elsewhere than at the current Initiative token location


(3)
Heroes are not affected by Injury from Farruga card and
Farruga Attacks Farruga Attack card.

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.

◆ If there is an unresolved Initiative token proceed with Game Length


the next Farruga Attack. Follow the same rules as in the
case of the previous location. The game is played by the standard rules for 15 rounds
followed by 1 Mirrezil Attack round.
◆ If the last Initiative token of round 13 was resolved, play
another Farruga Attack round.
Mirrezil Card
◆ If the last Initiative token of round 14 was resolved, see
Farruga - Settlements in Fire The back side of the Mirrezil card is used during Setup (see
page 9) and for scoring. The card contains:
If Heroes defeated Farruga at one of the locations, see
Farruga - Death of Dragon. ◆ Dragon card icon (1),
(2)
If Hero dies during Farruga Attack, see Farruga - Death of ◆ number of players icon (2),
Hero. (1)
◆ Scoring table (3),
Farruga – Settlements in Fire
◆ Final blow scoring (4).
Heroes failed to protect the people of Euthia! (3)
See page 38 for details on the Scoring
Each Hero loses 10 Reputation. table and Final blow. (4)

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.

Farruga – Death of Hero Event Cards


If Hero dies during Farruga Attack the Hero is Resurrected in
There are two Categories of Mirrezil
Church:
Event cards. The back side contains:
◆ Hero loses any remaining Move points. (9)
◆ illustration of Mirrezil (9),
◆ Hero loses 2 Reputation.
◆ Event Category (I or II) (10).
◆ Hero heals to the Maximum.
The decks are prepared during (10)
◆ The player continues playing during the next Farruga Setup, see page 9.
Attack.

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:

◆ and there is no Defense Magic token on the hex. ◆ First Strike


There, the player fulfills the Defense Magic condition of the
◆ Hero Preparation
Event card by spending Silver and Gold cards together with
appropriate Essence (5). The player then: ◆ Hero Phase

◆ 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.

If the dragon died, the Hero is resurrected and healed to the


Maximum but does not receive any Gaar or a Gold card. The
Hero still participates in the scoring of Mirrezil card and in
Final Scoring.

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.

Choosing and Preparing a Hero Chapter III Chapter IV


Prepare dice of not chosen Hero beside Mining and Combat
board. They are called Monster dice.

Mining and Combat Board


Return Control Player cards into
the box.
Chapter V
Shuffle the deck of Combat
cards and place it face down left
from the Silver card deck (1).

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:

◆ Farruga scenario: Chapters I-IV;

◆ Mirrezil scenario: Chapters I-V;

◆ Brasath scenario: Chapters I-V.

Choose appropriate Fixed Map tiles shown on the side of the


page. Mirrezil Scenario
Follow the standard rules and use an appropriate solo mode
table for the chosen Scenario to prepare Encounter, Legend
and Other Map tiles.

Other Game Components


From all Encounter cards, select those that correspond to
Encounter Map tiles you have chosen during the setup of the Brasath Scenario
Map. If there is Hunter or Witch among the selected
Encounter cards, remove all cards which do not have one-
player icon and return them into the box. Sort the cards into
decks by the illustration on the back side. Shuffle the decks
and place them on the table face down:

◆ Remove 2 cards from the top of Hunter and Witch decks.

◆ Remove 4 cards from the top of every other Encounter


deck.

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

Mirrezil Scenario: Use Mirrezil card with one-player icon. ◆ Combat

◆ Farruga and Mirrezil Scenarios

◆ Final Scoring

39
Note: Instead of Monster-player we will use the Monster for There are two Monster actions:
simplicity.
◆ Gaar action,

Silver and Gold Cards ◆ Chaos action.

Since there is no opponent in solo mode, the Monster is


Monster-Attack Roll
controlled by the Combat cards. Instead of rolling dice, reveal the top card of the Combat
deck and set the Monster dice to show numbers from the
Even in solo mode, the Monster uses Silver and Gold cards.
Combat card.
These cards are kept in two separate decks which are called
Silver cache and Gold cache. Left space for both caches. Monster-Attack Roll is immediately affected by the
(1) following effects:
Manage the caches as follows:
◆ Air Essence: If Hero-player has used Air Essence, the
◆ At the beginning of each
Monster loses the Monster die on the left of the Combat
round, add one Silver card on
card.
top of the Silver cache (1).
◆ Shii's Intervention: If the Roll – before any other effects
◆ Any time a Hero draws Silver
are applied – is greater than or equal to 10, add 1 point on
or Gold card, draw a card of the
Die of Hope.
same type for the Monster.
Place the card on top of the ◆ Air Elemental Power: If Combat occurs on the hex
appropriate cache. influenced by Air Elemental Power and Monster dice has
Silver cache Gold cache
different values, turn the one with the highest value to
◆ Whenever there are 4 or more Silver cards in Silver
the opposite side (see page 32).
cache, discard 4 Silver cards, draw 1 Gold card and place
it on top of Gold cache. ◆ Earth Elemental Power: If Combat occurs on the hex
influenced by Earth Elemental Power, add 2 to the Roll.
◆ There is no limit on the number of cards in Gold cache.
The Monster immediately tries to (5)
Hero still gains Silver and Gold cards in the game as a
play Monster actions from the
reward, but the player never controls Monster in solo mode. (6)
Combat card.
Therefore the player can at any time:
For each Gaar action: If Monster
◆ discard 4 Silver cards to gain 1 Gold;
still has Gaar token, discard the
◆ discard 1 Gold card to gain 1 Gold; token (5) and reroll the die with a
lower number (6). Moreover, add 2
◆ Keep cards in hand to create Defense Magic in Mirrezil to the Monster-Attack Roll.
Scenario.
If Monster:
The player still has to respect the limit of 5 cards in hand (see
◆ has at least two Silver or Gold card,
page 30).
◆ and has at least two Chaos tokens,
When discarding Silver or Gold card, instead of creating the
discard piles, put the card on the bottom of the ◆ and Combat card instructs to play two Chaos actions,
corresponding deck.
then Monster plays two Chaos actions.

Combat If Monster:

◆ has at least one Silver or Gold card,


Combat Action and Combat are played according to the
standard rules (see page 23). The player Setup the Combat in ◆ and has only one Chaos token,
the usual way and proceed to Combat Sequence. The only
change is for Monster-Attack Roll which is part of Monster ◆ and Combat card instructs to play one or two Chaos
Phase. actions,

then Monster plays one Chaos actions.


Combat Cards
The Monster uses Combat card to determine the Monster- In other cases, the Monster plays no Chaos action.
Attack Roll and Monster actions
After resolving the Chaos actions, discard used Silver and
instead of rolling dice. The card
(3) Gold cards.
contains:
(2) One Chaos Action
◆ Monster-Attack Roll (2),
If there is at least one card in Gold cache, reveal the top card
◆ Sum of dice on the card (3), and continue until:
(4)
◆ Monster actions (4). ◆ you draw 3 cards of the same type,

◆ or draw a card of a different type.

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).

If the Gold cache is empty, Scenario


proceed in a similar way for
Silver cache, but draw only (1) For all Scenarios follow standard rules. There is only a small
up to 2 cards of the same change in the scoring of Farruga and Mirrezil Scenarios.
type.
Farruga Scenario Scoring
Discard Chaos token (2) and
Death of Dragon: If the player defeats the dragon, as a
apply the effect of the
reward they receive 10 Reputation and proceed to Final
revealed cards stack (3) in (3)
Scoring.
the appropriate phase of
Combat. (2)
Settlements in Fire: If the player has not defeated the
Two Chaos Actions dragon before the end of round 14 Hero loses 10 Reputation,
does not receive Reward from Farruga card and player
Perform One Chaos proceeds to Final Scoring.
action to create the
first stack (4). Mirrezil Scenario Scoring
However, when you
Death of Dragon: If the player defeats the dragon, as a
draw a card of the
reward they receive 10 Reputation and proceed to Final
different type than
Scoring.
cards in the first
stack, start the Fall of Hope: If Hero dies during the fight with the dragon,
second stack with they lose 10 Reputation, does not receive Reward from
this card (5). Again, Mirrezil card and player proceeds to Final Scoring.
follow the rules of
(4) (5)
One Chaos action to
finish the stack. (6) Final Scoring
For each created stack discard one Chaos token (6) and apply Changes to Final Scoring:
the effects of the revealed cards stacks in the appropriate
phase of Combat. ◆ Hero loses 2 Reputation for each Chaos token on Hero
board.

Combat ◆ Do not use scoring for Other Shield tokens.


– Cards Effect Clarification
Summary of Death of Hero
Healing
If Hero dies during the game, i.e. Health drops to zero
If the card is Healing and the Monster has not suffered any then:
Damage yet, place the card back on top of the Gold cache.
The Monster then uses neither a Chaos symbol nor a Chaos ◆ If Hero performed any Action or Free Action, it ends.
token.
◆ Any unused Move points are lost.
Mind Control ◆ Hero is resurrected in the Church.
Because Gaar action precedes Chaos actions, if Monster
steals Gaar of the Hero by the effect of Mind Control card, ◆ The player can continue playing if it is their turn.
the stolen Gaar cannot be used before the next Combat
round. Summary of Resurrection

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.

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