Player guide for the Heroes
Each hero in any order: move and action in any order
# spaces = move value
Orthogonal or diagonal
Can move through allies but not enemies
Must clearly face an orthogonal direction
Doors: Takes one movement point to open a door
Spawn Points: Cannot end turn on monster spawn point
Portals: Moving onto a portal immediately places you on the opposite portal
Traps: When moving onto a trap trigger square, flip the trap token. If trap is shown, resolve and discard token.
Breaking Away: Can move out of monster's front arc. Each monster whose front arc you're in gets a free strike (normal attack)
| Fight | If in range and defender in attacker's front arc: 1. Attacker and defender roll #dice = combat value (2 dice minimum)
2. Discard feeble attacks (<= defender's armor) 3. Determine hits
4. Determine damage
|
| Shoot | If target in line of sight and not in front arc: 1. Attacker: roll #dice = shoot value (2 dice minimum)
Defender: roll #dice = combat value (2 dice minimum)
2. Discard feeble attacks (<= defender's armor) 3. Determine hits
4. Determine damage
|
| Cast Spell | Similar to Shoot except attack dice are specified on spell card. One use per quest. Discard after resolving a successful cast. |
| Use a Feat | Once per quest, perform feat and then discard Feat card. |
| Explore |
If no enemy in room or adjacent to the Hero: If Exploration deck is empty, reshuffle discards. If undiscovered secret passage exists:
Else if adjacent to treasure chest, coffin, or casket: draw 2 Exploration cards. Else if adjancent to shelf, table, desk, treasure pile, or rubble pile: draw 1 Exploration card. If card is Marauding Monster or Roaming Raider:
If card is Trap, roll die and refer to Traps Summary reference card |
| Revive | First time at 0 HP, hero becomes exhausted. Must give revive token to Overlord and use entire turn to stand up and regain full health. Second time at 0 HP, hero is knocked out. Cannot revive again on this quest |
| Trade | Give 1 Exploration or Equipment card to adjacent hero if neither is adjacent to an enemy. |
Overlord will interrupt if:
If all above conditions are met:
After all heroes have taken their turn:
Roll 1 Hero die and 1 Monster die. The Hero die determines the faction and the Monster die determines which monster spawns.
| 1-3: Undead | 4: Goblin | 5: Abyssal Dwarf | 6: Twilight Kin | |
|---|---|---|---|---|
| 1 | Skeleton Archer | Goblin Archer | Blacksoul | Neophyte Blade |
| 2 | Skeleton Warrior | Goblin Rabble | Blacksoul Heavyhand | Neophyte Blade |
| 3 | Zombie | Goblin Sharpstick | Decimator | Neophyte Shade |
| 4 | Armoured Zombie | Mawpup | Decimator | Neophyte Glaive |
| 5 | Ghost | Goblin Banggit | Immortal Guard | Impaler |
| 6 | Roll again 1-4: Dwarf Revenant 5-6: Zombie Troll | Goblin Luggit | Hexcaster | Reaper |