Hero Turn
Activate Heroes in any order (3 actions each).
Actions:
Move up to two spaces orthogonally.
Combat with a Monster in your location.
- Roll all available energy dice. Check for Monster abilities.
- Lock dice to keep.
- Reroll unlocked dice. Check for Monster abilities.
- Compare final results to enemy's defeat condition.
- Remove one energy die from pool.
Interact with Asset or Boss card if no enemies present.
- Gain a Clue: Draw and place a Clue card for a Discoverable (Boss, Boss' Asset, Lost Hero)
If Clue creates a paradox, it must be played elsewhere, discarded, or replace an existing Clue.
If Boss and Asset have been located, interact with Asset, then Boss, then enter Boss Finale.
If Lost Hero has been located, place Monster on that location. Defeat the Monster to gain the Hero.
- Item/Ally: Add it to Heroes' shared inventory.
Can be used by any Hero.
If recurring, use once per round. Else discard after use.
- Boss: Interact to advance to finale.
- Remove and discard all remaining Monsters and Assets from the Map.
- Flip all Location Cards to their dark colored sides. Do not change the positions of any of them.
- Draw and place an Asset on each location with the A icon (4 total). No other Assets will be added to Locations during the Finale.
- Place all Hero Standees on the Motel Location, which acts as the Home Location for each Boss Finale.
- The finale always begins with a fresh turn for all heroes.
Tanin the Witch
- Discard the top left Location card and replace it with the Summoning Ritual card.
- Place Tanin's Boss card face up to the left of the Summoning Ritual card.
- Shuffle and place Tanin's Cultist Minions in a face down deck on top of her Boss card.
Draw 3 Cultist cards from Tanin's Minion deck, and place them face up on the 3 Location cards orthogonally/diagonally adjacent to the Summoning Ritual card.
Do NOT add Asset cards to these Locations, but leave any if already present.
Defeating Tanin:
Satisfy both defeat conditions. Can be done in separate actions. Use tracker cube to indicate when a condition is satisfied.
- You may not move from a Location with a Cultist to the Summoning Ritual card.
- Whenever you defeat a Cultist, remove its card from the game and place another Cultist on the same Location.
- Once all Cultists have been removed from Tanin's card and you have a clear path, you may move to Summoning Ritual.
- Increase Doom Track as normal.
- If Doom Track reaches 15, discard all Cultists and flip over Summoning Ritual to Unspeakable Horror.
- Must now defeat Unspeakable Horror instead of Tanin.
- Every Hero now rolls all available energy dice. Can reroll like normal. If total >= 55, VICTORY! Else, DEFEAT!
Baal the Demon King
- Discard the Doom track from play. It will not be used during this Finale.
- Place the Opening the Rift card on top of the Cemetery Location.
- Draw 3 Demon cards from Baal's Minion deck, and place each face up on any Location card orthogonally or diagonally adjacent to Opening the Rift.
Do NOT add Assets to these Locations, but leave any if already present.
- Place the Baal Boss card face up near the board.
- Place the 6 Rift Tokens near the board.
- Place Baal's standee on the Opening the Rift card.
Defeating Baal:
Satisfy all three defeat conditions. Can be done in separate actions. Use tracker cube to indicate when a condition is satisfied.
On Enemy Turn:
- Add a Rift token to a Location in the same row or column as Opening the Rift that doesn't already have one.
If all 6 are placed, DEFEAT!
- Roll to randomly move Baal to a new location.
- Roll to randomly spawn 3 new Demons.
Ramiel the Archangel
- Discard the Doom track from play. It will not be used during this Finale.
- Place a Celestial Chain card on each of the four corner Location cards, unbroken side up. Any Assets present on these cards remain there.
- Place the Ramiel Boss card face up near the board.
- Place the Ramiel standee on the top left Location card.
- Draw 2 Angel cards from Ramiel’s Minion deck, and place each on a Location card orthogonally or diagonally adjacent to The Motel.
Do NOT add Assets to these Locations, but leave any if already present.
Defeating Ramiel:
Satisfy all three defeat conditions. Can be done in separate actions. Use tracker cube to indicate when a condition is satisfied.
Heroes may not leave a location with an Angel.
On Enemy Turn:
- Move Ramiel three spaces clockwise to the next Celestial Chain and flip it to Broken. When all 4 are Broken, DEFEAT!
- Move all Minion Angels one Location towards nearest Hero.
- Spawn 2 new Angels on open spaces orthogonally or diagonally adjacent to Motel.
Rest: Regain all dice if at Home or Motel, else 1 die.
Free actions: Each Hero may use a Location's ability once per turn, even if Monster is present.
Enemy Turn (Pre-Finale)
- Increase Doom = # Doom symbols on active Monsters
- Activate Spread icons
If possible, draw same type from Spread Monster piles. Else, ignore.
- Move Monsters with Move icons.
Black D4 = row; White D4 = column
- Spawn three new Monsters.
Black D4 = row; White D4 = column
Place Asset for each Monster.
Max. one Monster and one Asset per location.