Player Aid
Each player draws one Forest tile and adds it to the map. Paths must connect; avoid dead ends where possible. If the tile pile is empty, the Boss is immediately revealed.
The active player rolls 4 red Hero dice. One reroll is permitted (at least one die from the first roll must be kept). Assign dice to actions on the Hero board:
When a Hero enters a tile, resolve Thorns first, then Monsters, before continuing movement.
Moving into an empty space reveals the top tile from the stack. The Hero gains 1 Orb for the risk.
Roll Combat and Power dice. Each die that equals or exceeds the Monster's defense value deals 1 damage. The Monster is defeated when it takes damage equal to its health.
Boarding and disembarking are free actions at specific icons. Moving the boat requires assigning a die to movement or using a Paddle Loot card. Heroes on the boat are immune to Thorns.
Defeated Monsters are kept as trophies. Spend them at:
Once a Hero's second power is active, spend 4 Orbs to unlock their 3rd (Advanced) power.
| Icon | Effect |
|---|---|
| Treasure | Discard Chest marker to draw a Loot card (only if no Monsters present) |
| Event | Discard the marker and resolve one Event card |
| Monster | Reveal the marker on entry and begin combat |
| Boss | Reveal the Boss card and start its Threat Track |
| Vortex | Spend 1 Orb to teleport to the Start tile |
| Energy Well | Collect an Orb marker for bonus Orbs (limit one per player) |
| Campfire | Recover all Health at end of turn here |
| Thorns | Roll a die and apply the result from the Thorns card to all Heroes on the tile |
| Peddler | Buy revealed Loot for 3 Orbs, or sell for 1 Orb |
| Monster | Special Rule |
|---|---|
| Mirelings | Gain +1 defense on River tiles |
| Buzzwings | If undefeated, move to nearest rune tile and inflict Swamp Fever |
| Scaleguards | Gain +1 defense if 2+ Heroes are on their tile |
Each features unique disruptive combat skills.