Gloom of Kilforth Rule Book V1.2 Compressed
May 27, 2018 | Author: Wailslake |
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Table of contents Gloom of Kilforth 1. Components p3 2. Setup p4 The land of Kilforth is a perilous domain filled 3. Card Anatomy p5 with nefarious monsters, mysterious strangers and treacherous locations. Throughout the land, various 4. Winning the Game p10 factions vie for power - the supposedly noble Order 5. Playing the Game p10 of the Rose, the terrifying Doom Guard, and the 6. Daylight Phase p11 evil Overlord Masklaw to name a few. At the heart 7. Hero Turn p11 of Kilforth is the Sprawl, a huge city where intrepid heroes begin their journey to fame and fortune. Over 8. Actions p12 the coming month, a deadly ‘gloom’ will descend upon 9. Engagement p19 Kilforth, through which the heroes must battle to 10. Deeds p20 prove their worth, defeat a primordial evil, and save 11. Night Phase p23 the land from darkness. 12. Rules Reference Guide p24 Gloom of Kilforth is a game of high fantasy 13. Global Rules p27 with a gothic edge, where 1-4 players, working 14. Summaries p28 individually or together, assume the roles of heroes on a journey through a dark world of magic and Credits peril. They will visit strange places, stranger people and defeat powerful enemies in their mission to Game Design & Development: Tristan Hall discover mysterious artefacts and mystical spells. Visual World-Building (Art & Cover): Ania Kryczkowska Each player follows their hero’s tale, an epic saga Audio World-Building (Music): Francesca L Hall from modest beginnings through to a climactic battle that will decide the fate of the world. Graphic Design Mojo: Tom Howard, Darren Marks Rules Editing: Patrick Brennan The players have 25 days to develop their powers Additional Art: Jackie Brown, Roman Hodek and defeat an evil entity called the Ancient. Production: Panda Games During daylight, heroes travel Kilforth, overcome Flavour Text Proofreading: Stephanie Wasson encounters, and gather rewards, whilst building an epic story called a saga. Each night the land falls Special thanks to Raphael for being my inspiration, to all my family and friends for all their love and support, and to all the Kickstarter further into gloom, and if time runs out before the backers who believed in the project, thank you, thank you, thank you Ancient is defeated, Kilforth is engulfed in gloom - you are all Legends! We had proofreading and play-testing from and the heroes lose the game. hundreds of players worldwide - too many to mention, many are listed in this book, but special thanks go to: Adrian Teroux, Alberto Crosara, Andrew Sekela, Andrew Stevenson, Austin Boyle, Benjamin Gloom of Kilforth can be played competitively, Maier, Brian Sturk, Caleb Skye, Chris Bowler, Chris D, Chris Leigh, Chris Siple, Chris Stanton, CJ Dornfried, Daniel U. Thibault, Dante, cooperatively, or solo. Solo games are played using Darren Austin, Dave Ainsworth, Dave Daffin, David L., Dennis the cooperative format, where the solo player can Sison, Dimitar Nikolov, EnderWizard, Eric Downing, Finbikkifin, control between 1 and 4 heroes. Gary, Guy Steuperaert, Hernan Ruiz Camauer, Houserule Jay, Jackie Brown, James Fallows, Jason Valdez, Jersey DVD, Joel Siragher, John Hedges, Jonas Thierry, Jonathan Franklin, Keith Koleno, Leigh Caple, Leki Williams, Luka Kovac Plavi, Luminarious, Mark Campo, Mateo Jurasic, Matt S, Michele Esmanech, Mitch Willis, Morten Note: Because a player may wish to play Monrad Pedersen, Nate K, Nick Hughes, Pallid Pika, Paul Kellett, multiple heroes, the rules use the term “hero” Peter Fuchs, Phil Sauer, Rich Pallister, Ricky Royal, Ryan DeLano, throughout instead of “player”. S Marstiller, Sabine Irmscher, Sam Lawton, Scott Yost, Scrumpy Jack, Sean Forrester, Sylvain Freour, Thomas Staudt, Tony Barber, Trent Harrison, Wade Nelson, Willdesigns, William Curtis, Wolfram Troeder, and Xander Constantine. ©2015 Hall Or Nothing Productions. All Rights Reserved. This product is a work of fiction. Any similarity to actual people, places or events included herein is purely coincidental. All characters, character names and likenesses thereof are property of Tristan Hall. Reproduction or use of the material or artwork herein is prohibited without the express permission of Tristan Hall. Made in China. Not suitable for Listen to the official original piano soundtrack by children under 36 months due to small parts. This product is not a toy, nor intended for use by children under 12 years old. Francesca L Hall, search "Gloom of Kilforth soundtrack" on YouTube, or visit: http://bit.ly/2dLnXHm Gloom of Kilforth 1. Components TOKENS Tokens are used as follows: This rulebook 25 Location cards First Hero Marker: Identifies the player that moves first at the 4 Ancient cards start of the next round. 4 Ancient Abilities cards 24 Plot cards Loot tokens: optionally claimed by heroes 8 Race cards instead of gold on Reward cards, provide 8 Class cards one-time bonuses. 32 Skill cards (8 in each of 4 types) 25 Night cards Action Points (AP): represent how many Actions a hero may take during a Day. Note: 24 Saga cards (3 for each saga) engagements and Deeds (described later) 82 Encounter cards are minor actions which do not consume APs. 74 Reward cards 16 Enemy tokens (4 for each hero) 16 Fate tokens Enemy: placed on a stranger to show it’s now an enemy to the hero using this colour 4 Hidden tokens of Enemy tokens. 60 Gold tokens 32 Action Point tokens 32 Health Point tokens Fate: one-use only tokens, each can add 1 success to a Test. 24 Obstacle tokens 82 Loot tokens 1 First Hero marker 8 Hero standees (+4 spares included) Gold: the currency of the game. 6 Six-sided dice 1 Loot bag Health Points (HP): represents a hero’s health; if it reaches 0, the hero is defeated. Hidden: placed on a hero to avoid enemies and gain the element of surprise in battle. Obstacle: placed by card effects, they stay in play until removed by an effect or Action. Gloom of Kilforth Map: Place the Sprawl City location in the centre allocate saga sets so that they match their heroes’ of the table. to form a 5x5 grid with Sprawl “Chapter 1” card face-up in their play area – City in the centre. colour side up. players should match sagas thusly: 2. or allocate saga sets randomly locations and randomly place them around Sprawl amongst the heroes. Then. the following setup steps are 4. . The heroes decide whether to 1. Races: Each hero chooses a race card (or draws one Priest – Rescue Villagers randomly if preferred) and chooses its male or Rogue – Assassinate Lord female side. 2. Shuffle the remaining classes (see below). This array of 25 locations is this is their current saga chapter. Warrior – Take Fortress 3. Classes: Each hero chooses a class card (or draws Wizard – Steal Artefact one randomly if preferred). each hero places their City. “Chapter 3 & 4”. and “Finale & Totem”. 5.Play Area Reward Discard 11 Sprawl City Sprawl City Heroes may perform Market actions here. Sagas: Each hero takes a three card saga set – performed in order: “Chapter 1 & 2”. For their first game called the map. Setup SUGGESTED PLAY AREA LAYOUT 7 14 5 13 Ancient Night Card Night Discard Plot Skill Ancient Abilities 9 10 8 Encounter Discard 1 Map . Skills: Each hero places all the skills of their class’ Gloom of Kilforth skill type beside the map. colour side up. L22 ©2015 Tristan Hall SUGGESTED HERO AREA LAYOUT To prepare Gloom of Kilforth. Mountain. Item. Encounter Decks: Separate the encounter cards c.Badlands. Sprawl City: Sprawl City is the starting location for the heroes and is considered to be safe – no monster or encounter card may be placed here at any time. These are arrayed around Sprawl City to form a 5x5 grid. Unused race. 4 Health Points. one for each terrain type . from a reward deck of their choice. the map. being used this game. Today. 2.Badlands. Tokens: Place each pile of tokens in a token from the game. Gloom of Kilforth . Mountains. Shuffle each deck separately and hero draws 1 Ancient and places it face-up beside the place it face down beside the map. Reward Decks: Separate the reward cards into 4 draw 1. the land is littered with the long forgotten remnants of archaic civilisations 1 3 and overgrown ruins. City. 13. shuffle them into separate piles for each Ancient and and place them in a deck face down 11. Forest. First Hero: The hero with the highest Sneak value (as found on their race and/or class card) is the First 3. 1. the people gradually retreated behind the safety of Sprawl City’s walls. a. In the cooperative game each Title. Card Anatomy Hero (tie: decide randomly) and takes the First Hero marker. Name. and place it face-up beside the map alongside separate decks. 4 Fate tokens. Plots: Take the plot cards that match the Ancient(s) respective deck. skill and saga cards are removed 12. Put the Loot tokens in the Loot bag. Shortcut – allows a hero to move to another location with the same shortcut. Night Deck: Shuffle the Night deck and place it face down beside the map. 1 gold. each deck separately and place it face down beside e. Each hero takes: 7. Hero Starting Rewards: Each hero draws 2 cards the game. Gloom effect . 5. There are 25 locations: Sprawl City. Plains. and 4 Action Points. Forest. Shuffle d. taking one into their hand and shuffling the other back into its 14. its Ancient Abilities card. The remaining plot cards are removed Sprawl City. even if they’re not adjacent. home only to untamed denizens of evil purpose. Ability . 4. 4 Mountain. The remaining Ancient cards are removed from 10. and Plains.a special effect. Place Health Points (HP) on the Ancient equal to its HP. thriving land.HP loss affecting a hero who ends their 5 Day here. and Ally. which marks the centre of the map. 3. and 6 each of Badlands. pool beside the map. map. class. Locations start the game with their normal GLOOM SIDE (colour) side up. 4 enemy tokens (in their colour of choice). but may be flipped during the game to their gloom (black and white) side. from the game. NORMAL SIDE LOCATIONS Kilforth was once a beautiful. Locations are used to form the map of Kilforth that the heroes 2 will traverse. Ancients: Shuffle the Ancient cards face down. Terrain Type . Only the bravest and most foolhardy souls dare venture out into the wilds now. b.Spell. But as the Doom Wars and orc incursions took their toll. 9. 8. into 4 separate decks. Forest.6. 15. and Plains. one for each reward type . Standees: Each hero places their hero standee on beside the map. Gold .charisma and credibility used 8 to influence Strangers. dedicated arcane studies. and Influence – which will be used when tackling different types of encounters. and in the heat of battle. Ability . 2. Name. A hero 3 may choose to play as either male or female by placing the respective side face-up . Sneak. Fight value . 9. Each race bestows a set of different values in four core 2 attributes – Fight. Keywords . 5 2. Ability – a special effect. 3. or Human.have no innate effect but may be referenced by card abilities. Attribute Bonus(es) – these add to the attribute values provided on the hero’s race card. 6. Each hero is one of four races – Elf.they’re otherwise identical. 4 1. Demon. Keyword has no innate effect but may be referenced by card abilities. From their varied ranks rise a brave few heroes drawn by power.the hero’s starting gold value. 4. 3. 10 7.stealth and cunning used to 6 7 explore Places. myriad races living variously in harmony or antipathy. 1 4. Keyword /Skill Type – defines which skills a hero may learn when they complete a saga chapter card. 8.intelligence and arcane knowledge used to complete Quests. Influence value .defines Class ability rules. A hero’s class is their occupation. 1 4 3 Gloom of Kilforth . drawn by danger.strength and combat ability used to battle Enemies. 2 1. Name. Study value . Study.the amount of 9 damage a hero can take before being defeated. Dwarf. RACES Many people inhabit Kilforth. Flavour Text . 5. drawn by opportunity. if any. CLASSES Adventurers emerge from humble beginnings to forge their destiny through mastery of skills.has no effect on gameplay. Maximum Health (HP) . Sneak value . 10. At each level there are 2 different skills in each type for the hero to choose from. If a keyword is preceded by the 1-2 players icon. consisting of: Chapter 1. with Chapter 2 on the reverse side. into the Veil.a special effect. 7. 4 5 3. Level – skills come in 4 levels. with Totem on the reverse side. SKILLS Heroes must arm themselves with more than just their swords .a special effect. Location (Finale only) – the hero must be here to defeat this card. 7 6. 3 Skills represent the abilities that a hero can gain whilst adventuring in Kilforth.denotes Skill Type defined by 1 hero’s Class. Each hero receives a three saga card set at the beginning of the game. a hero must first complete their saga. Ability . Gold value (Totem only). 1 4. 2 Finale. 1. 2 4 3. Name. 2. but 3-4 heroes need only 2. Martial – battle and survival abilities. Name. from level 1 (the weakest) up to level 4 (the strongest).their wits will keep them alive. A saga is the epic story of adventures that a hero undertakes. Heroes gain a skill of their Skill Type each time they complete a Chapter of their Saga – see Sagas below. 2. Required Keywords (Chapters only) – the keywords 1 that must be gathered for this hero to defeat this card. Keyword / Skill Type . 6 5. 4. Keyword has no innate effect but may be referenced by card abilities. Ability . Pious – holy and influential abilities. Attribute bonus (Totem only). Shadow – sneaking and hiding abilities. Gloom of Kilforth . Attribute value (Finale only) – the attribute the hero must Test to defeat this card. To win the game. 3 1. with Chapter 4 on the reverse side. Skills come in 4 types: Arcane – magical studies and spell casting abilities. Chapter 3. then that keyword only applies if that many heroes are in the game: 1-2 heroes need 3 keywords. SAGAS The sagas of the scholars and bards will determine who passes 1 into legend… and who merely passes on. 8.Enemy. Rewards are earned by heroes when encounters are 1 defeated – they go into the hero’s hand as ‘Rumours’ to be discovered. Influence value. 3. The hero ‘Discovers’ the reward by going to its listed 2 location and playing a Discover action (p. or Stranger. Spell. Villain 12. Spell Aid. Jewellery. 10 1 Name. But to discover the most powerful rewards. Rewards come in four types . 5 7 2. Gloom of Kilforth . Stranger Noble. Study value (not pictured on this card). Heroes collect defeated 9 encounters into their hand as ‘rumours’ which aid them in completing their saga. Martial. 2. Combat. Destroy 11. Healing. such as by using the Market action. Rank. mysterious places and terrible dangers. Fight value. 5 5.denotes value. Humanoid. priceless treasures lure explorers out 8 from the safety of the Sprawl and into the untamed wilderness of Kilforth. 7 8 Encounters represent the dangers faced by a hero when moving to or searching a location. Forest. or Title. Steed minimum Study a hero must have to use this spell). 4. Reward Type . ENCOUNTERS Kilforth is a fierce. untamed land filled with wild adventure. Item Weapon 7. Place. 3 4 But occasionally Rewards can be put directly into play.gold earned when defeating the encounter. Ally.Items. 3 11 6 7. Title. Encounter Type Keywords 9. Gold value . Spells. Respite 10. Enemy Demon. Quest. Keywords . Terrain Type . Study Attribute (the lock indicates that this value is the Title Order. Undead Place Abode. 12 1 3. and 1. HP.Ally. Each can boost a hero’s attributes and/or provide bonus Actions and other abilities to help the hero in their 2. Titles. and cost to buy this card. Potion. adventure. 16) to put it into play. 2 6.Badlands. Keywords. heroes must track them down first. Ability.referenced by a hero’s Saga Chapter cards. Sneak value (the skull indicates this value is only used if the card is an enemy). Pious. REWARDS 6 Endless tales of age-old. Reputation. Quest Assist. Usually rewards are earned in two stages: 1. Location – where a hero needs to be in order to put this As a reference. Reward Type . keywords for each type include: card into play from their hand. Allies. or Plains. Gold value . Armour. or as Trophies from defeating certain encounters.Item. Spell. Encounter Type . Ally Arcane. Attribute bonus. Ability. Type Unique Keywords 5. 4 4. Mountains. Kinetic 8. Item. Shadow 6. Name. Encounter Type. 1. Ancient Ability . Experienced heroes might like to shuffle these to randomly determine an Ancient’s abilities to add variation to the game. Name. Sending villainous minions and spies out across Kilforth to undertake evil machinations. Location . HP. 1 1. Type – Event. Ancient .denotes which Ancient places this type of card. Keywords. 1. 4. Weather. 4 Each Ancient also has its own Abilities reference card detailing its abilities and effects which take place each Night Phase. 5 7 4. Name. At the end of each Day. Loot . Location . 3 Plot cards are placed by Ancients during the Night Phase and are similar to Encounter cards. 3. 6 5. 4 2. 3.defines which location falls into gloom when 3 this card is drawn. corrupt the weak-willed. Gloom of Kilforth . Gold value. ancient beings gather in the and bide their time. 2. Name. pain and fear into 2 the hearts of their enemies. a drawn Night card indicates which location descends into gloom. PLOTS 1 The Ancients send forth their minions ahead of them to erect hideous altars. Night cards represent the growing danger to Kilforth. 7. To Defeat . NIGHT The gloaming.earned by hero who defeats this card. 5 5. charged with expectation and menace. If left unresolved they will boost their Ancients’ abilities at the end of the game.requirements to defeat this card. foreshadows the coming gloom. Location. 1 3 3.type of location where this Plot appears.added to Ancient if Plot is not defeated. and to sow terror. ANCIENTS From beyond the Veil. these powerful entities seek to twist 2 and destroy the fragile existence of the free people. as well as resolving an effect which usually spells trouble for the heroes. 6. Effect. Fight value. 2 4. but they have different requirements to defeat before they can be claimed as rumours. 4 2. Ancients represent great beings that the heroes must track down and defeat in battle. performed in order: 1. 5. If no hero achieves this. A chapter is completed by earning cards that have keywords that match those on the chapter card. In a cooperative game. 2. 4. even if the last surviving hero is defeated in that battle. Otherwise the game is lost. Unless the game is won beforehand. A saga consists of 4 chapters and a finale which must be completed in order – 1. which in turn allows you to battle the Ancient! Once they complete 4 chapters a hero must defeat their finale .a location falls to gloom. and Deeds. All heroes (both the survivors and the defeated) share the win.4. finale – at which point the saga is considered complete. places. 3.to reveal the location of the Ancient by placing it on the map. divided by the number of heroes who started the game. In the cooperative and solo games: the game is won if all Ancients are defeated before time runs out. engagements. Daylight Phase . Playing the Game Gloom of Kilforth is played over a number of Days. 2. a hero cannot battle the Ancient unless they have first completed their saga. quests. at the end of the Daylight phase of the 25th Day. Winning the Game Time runs out.heroes take turns performing Actions. and heroes prepare for the next day. and the hero receives a powerful reward called a totem. Each Day consists of two phases. a Night effect resolves. These keywords can be earned by defeating encounters such as enemies. the game ends at the completion of the Daylight Phase on the 25th Day. rounded up. Night Phase . and the game ends. Finding and defeating these encounters drives the game towards completing your saga. In the competitive game: the hero that defeats the Ancient before time runs out wins the game.a more powerful encounter . In both forms of the game. the heroes’ collective Victory Point score is the sum of each hero’s Victory Point score. Victory Points: Each hero’s Victory Point score is the sum of their gold plus the gold value of their assets. and strangers. Note: You’ll know it’s the 25th day when there’s only one card left in the Night deck! Gloom of Kilforth . the hero with the most Victory Points wins. In an engagement. Once these engagements are concluded. ENEMY ENGAGEMENT At the beginning of their Hero Turn.see Note: To make Camp is just a thematic way of Engagement above). they must take a Hero Turn. they must either: saying you’re finished doing stuff this phase and you wish to pass from hereon in. and Deeds. On their turn.safety of sunlight the heroes must move and act swiftly against the gloom threatening the land. once all heroes have made Camp). Daylight Phase 7. so this is the likely number of Actions you’ll perform this phase. or The Daylight phase concludes at the end of the turn in which declare they’re finished for the remainder of this phase the last hero who has yet to Camp this phase makes Camp by making Camp. Hero Turn The Ancient’s minions move by night. perform an Action if they have any Action Points remaining. To engage an enemy. If they perform an Action. or an encounter card of type “Stranger” that this current Health Points (HP). It’s followed by detailed sections explaining Actions. but mostly they appear when you Starting with the First Hero and continuing clockwise. Under the relative - but all too brief . Note: Each Action costs 1 Action Point. so 4 total AP on the very first day. 23). take turns. hero has placed an enemy token on.The following section provides the rules on how and when Actions and Camp can be performed. If a hero has not made Camp on a battle it. During a Hero Turn. If a hero has made Camp on a previous turn this phase. and then that’ll be the Daylight Phase covered! 6. a hero either takes a Hero Turn you can either attempt to evade the enemy or or passes (does nothing). Gloom of Kilforth . heroes move to or search a location. (i. DAYLIGHT TURNS Note: How enemies appear will be covered later in the rules.e. If it’s a battle. An enemy is either an encounter card of type Each hero takes a number of Action Points (AP) equal to their “Enemy”. or more through the use of abilities. if any (in the order of their choice). previous turn this phase. the hero must first BREAKING CAMP engage all enemies at their location. and assuming the hero has not made Camp (as a result of an or defeat . engagement. if any (in the order of their choice). Only once these requirements are met can the hero declare their Hero Turn complete. then after that Action completes Play then proceeds to the Night phase (see p. the hero must again engage all enemies at their location. they must pass. mostly. the hero and the enemy perform an engagement (see Engagement p. it’s usually to the death. but you can escape if things aren’t faring well. 19). Though you might end up performing fewer if you lose Health Points. a hero also has the option of performing as many Deeds as desired (and able) at any point within the turn. CONFRONT Attempt to defeat a Quest. (Place it face-up over the location in such a way that the location’s name is still visible). REST Regain a Health Point. draw a card from the location’s encounter deck and assign it to this location. The first hero to make Camp this Day will take the First Hero marker for the 1 or more AP: they must either perform 1 Action or make next Day. they must immediately Engage ‘Event’. If the hero’s new location does NOT have an encounter. If a location doesn’t have a terrain type another location showing the same shortcut. move to type as the location. (Heroes can’t just spend an AP and not actually perform the Action!) ACTION: MOVE Move to an orthogonally (non-diagonally) adjacent location Location’s Encounter Deck: the deck with the same terrain or. SEARCH Draw and place an encounter at the hero’s location. Sprawl City). CAMP RULE MAKING CAMP Once their beginning of turn engagements are concluded. if the hero’s current location shows a shortcut. A specific Action can only be taken if: any restriction listed for the Action is met. allowing the hero to get an edge in a future engagement. No AP: they must make Camp within this turn. it can’t not move off the map. whenever a hero loses HP. they discard all remaining AP (if hero has: any) and the Hero Turn immediately ends. Camp within this turn. you A Hero Turn cannot be declared completed until this won’t be doing that Action you were planning requirement is met. HIDE Become Hidden. the hero also loses 1 AP for each HP lost. if a When a hero makes Camp. REGALE Complete the hero’s current saga chapter / finale. A hero may that matches an encounter deck (e. have an encounter assigned in this way. active hero and then discarded. Note: If you start the turn with 2 AP and you lose 2 or more HP in an opening engagement. see Engagement p. 8. Actions When performing an Action. Place or Stranger encounter and gain a reward (cards and/or gold). ACTION VS. These are resolved immediately by the that Enemy. Heroes cannot team up to tackle Event encounters. anymore – you’ll have to Camp instead! Important: Throughout the game. DISCOVER Move a card from hand into the play area. with the option to pay gold to regain Health Points. If the hero’s Some encounters cards have the Ability Type location contains an Enemy. the hero spends 1 Action Point (AP) to do one of the following: ACTION SUMMARY MOVE Move to another location (either orthogonally adjacent or elsewhere via a shortcut) CLEAR Remove an obstacle or plot from the hero’s location and gain 1 Loot token.g. MARKET Buy and/or sell cards. Gloom of Kilforth . 19. and the Action is fully resolved. Study. be they upturned carriages. they defeat the encounter. Important: A hero can choose to no longer be Hidden at any point in the game. you can do an Action or not. gaining the element of Surprise when you Remove 1 obstacle from the hero’s location (by returning engage an enemy.. Gloom of Kilforth . 1 or more plot cards. during their turn or not ACTION: CLEAR (represented by returning their Hidden token to the token pool). downfall come the end of the game. or Stranger. influencing powerful strangers. or Influence. the hero then Being Hidden doesn’t hinder any other Actions takes the defeated plot into his hand as a rumour. avalanches. Heroes automatically stop being Hidden and lose their Loot: The hero then draws a Loot token. but they don’t hinder ACTION: CONFRONT movement or anything else! Plot cards are placed by Ancient abilities and whilst they don’t hinder you immediately. so move carefully! token from the token pool and place it next to their hero to show this. local Note: Some of the benefits of being Hidden bullies or other ambient hindrances in the hero’s path which include: prevent them from reaching their goal. a randomly selected location will be turned to its gloom side. snow drifts. If they gain as many successes as the attribute’s value. Draw a card from the location’s encounter deck and assign it (face-up) to the hero’s location. Much of a hero’s adventure revolves around seeking out Restriction: Hero must be at a location with no encounter encounters and overcoming them. and battling terrifying enemies - these are the tests which separate the fables from the footnotes. Place. the hero chooses one of these attributes and performs a Test against it. Restriction: Hero must be at a location with 1 or more negating the element of Surprise an enemy might have when it engages you. This Action is the means and no obstacle. While a location being in gloom has no effect on whether Restriction: Hero must not be Hidden. to do that. or evading an enemy instead of battling it. except where the rules specifically state it. Hidden tokens at the end of the Night phase! Note: Obstacle tokens are usually placed by Night cards. Sneak. ACTION: HIDE Note: Each Night phase. Overcoming these obstacles will almost always curry favour with the locals and avoiding the negative effects of certain provide its own remunerations. if left unchecked they could be your Sneaking into deadly places. Restriction: Hero must be at a location with no obstacles and ACTION: SEARCH with 1 or more encounters of type Quest. They take a Hidden location will lose 1 HP. In summary. They stop you doing Search and Confront Actions for encounters. fulfilling challenging quests. it’s probably good to know that each hero ending Daylight on a gloom The hero is now considered Hidden.. The encounter will have values in one or more attributes – Fight. The hero chooses a single encounter of type Quest. to defeat the encounter. Night cards. Place. mud slides. Remove 1 plot card from the hero’s location by following the To Defeat instructions on the plot card. the obstacle token to the token pool). Heroes face many mundane obstacles on their travels. or Stranger at their location. obstacles or. if no obstacles. in an attempt to the following steps in order: defeat this encounter. If it hasn’t been awarded. Add any attribute bonuses the tester has in which has a value. Note: By implication. hero’s choice. an enemy will perform a Place an enemy token on the stranger. If a Veil ability has a triggering condition. (p. as both Fate token or a rumour – but only if that hero has not parties have seen it coming… called on Fate at all during this Day. Gain a success for each die showing ‘5’ or ‘6’. they must choose the same attribute c. which is the sum of: same attribute as that previously chosen. the placing of an enemy token means the enemy Engagement rule 4. and has accrued none from previous tests. though other cards may trigger off them. Gloom of Kilforth . a. Fate: The testing hero may optionally add 1 success Note also that neither Stranger nor hero will by calling on Fate – this is done by discarding either a have Surprise (p. they must choose the 1. You’ll need to engage this enemy as soon as this Action completes – which is now! 5. its attribute value is found on its encounter card.g. The cost of resolving the ability is to turn the card 90 degrees clockwise to its veiled (sideways) state. and bonuses on cards in the hero’s must come out of hiding first! Either: play area. Note: A Hero’s attribute value is found on their Stranger: Hidden heroes cannot Confront Strangers. Veiled cards (see below) do not encounter. Surprise is a bonus Perform an Influence Test in an attempt to defeat this that is awarded by rules or card effects during encounter. it’s still of type “Stranger”. If this hero has already performed a Test against directly contribute any bonuses to Tests. If this hero has already performed a Test against this encounter this day. The testing hero may optionally perform any of their re-roll and die manipulation abilities on the remaining dice. Veiled cards do not directly contribute any bonuses to Tests. then the ability can only be resolved when that triggering condition occurs. Roll the determined number of dice. as that previously chosen. Add 1 if the tester has Surprise. the attempt then a tester doesn’t have Surprise. 3. in an attempt to defeat this this attribute. The tester’s value in the attribute being tested. 19) in this first conflict. this encounter this day. Place: Perform a Test against any one of the Place’s attributes b.Test In detail. Cards enter play in an unveiled state unless specified otherwise. or Fight Test during a battle). fails and the hero places one of their enemy tokens on the stranger. now considered to be of type “Enemy” to this hero until it leaves play. this encounter is 2. hero’s choice. “Veil:” . Determine how many dice to roll. It’s possible for an encounter itself to perform a Test (e. they Race card. the hero Confronts the encounter as follows: Quest: Perform a Test against any one of the Quest’s To conduct a Test. To other heroes.If an ability begins with “Veil:” then it can only be resolved if its card is in an unveiled (upright) state. A veiled ability cannot be resolved again until it becomes unveiled. the tester (be it hero or foe) performs attributes which has a value. 19) kicks in. By placing an enemy token on a stranger. If the hero gains no successes in this Test some encounters. you can spend Actions on future turns to repeat the Test until you accumulate enough successes to defeat the encounter. If the hero’s total number of successes equals or exceeds the encounter’s attribute value for the tested attribute. all their accrued successes against all encounters at that location are lost. to defeat it. The hero claims a reward (explained in detail under ‘Reward’ on the next page). Note: All accrued successes against undefeated encounters are also discarded in the Night phase. You decide to Sneak in. you repeat the Action and roll 5 dice again.Confront Result After a Test is performed. Adding them together. All heroes that have gained successes against this encounter discard those successes. so it is defeated. This means the encounter requires you to gain 3 successes using Sneak. add the successes gained to any previous successes this hero has gained from performing previous Tests in the same attribute against the same encounter during this same day. 2. this time gaining 2 additional successes. you roll 5 dice and gain 1 success. such as gold or HP. by any means. With a Sneak attribute value of 5. Note: The implication here is that if you don’t get all the successes you need in the first Test. can be used to track how many successes you’ve gained – simply place the tokens near your hero card. so get the job done before Daylight ends! Example: The ‘Place’ encounter card Remote Town has ‘Sneak 3’ and ‘Study 4’. Gloom of Kilforth . then the encounter is defeated: 1. the number of successes equals or passes the Remote Town’s Sneak attribute of 3. or 4 successes using Study. Important: If a hero leaves a location. Any tokens. On your next turn. a. Martial. 17). Restriction: Hero must be at Sprawl City. If the hero already has an asset with this unique card in their hand as a rumour. must be chosen each time. Rank. Draw 1 random Loot token. Important: The hero now has the option of receiving / performing any Trophy benefits (see ‘Trophy’ p. or ACTION: DISCOVER b. The hero then places the reward keyword. or Rumour: a reward or encounter card in a hero’s hand. Combat. They may either: same location as the hero’s current location. they must discard down to 6 rumours. and place that rumour in the hero’s play area. . Discard the defeated encounter card. in play. option must be performed. Shadow Place Title Item Armour. that asset is discarded when the new reward card enters play: Encounter Type Reward Type Type Unique Keywords Enemy Item Ally Arcane. Pious. Healing. e. Important: Each reward card has a unique keyword. option a. draw a card from the reward deck that corresponds to the encounter’s reward type. after resolving the ability or process that led to that situation. Discarded Loot Option 2: tokens are returned to the Loot token bag and randomly Purchase: Draw the top 3 cards from a single reward deck shuffled in. and immediately adding that card to their play area as an asset.Reward: Loot and Rumour ACTION: REST Whenever a hero defeats an encounter they go through two Reward steps. Each of the following options may be performed at most once. or Title. Kinetic Stranger Ally Title Order. they must discard down to 6 Loot tokens. after resolving the ability or process that led to that situation. 25) listed ACTION: MARKET on the defeated encounter card. unless a card effect Hand Limit: If a hero has more than 6 rumours in their hand. Loot Step: When claiming a reward from defeating an encounter. out its effect. 2. Spell. Place the defeated encounter card in their hand as a rumour. the hero Loots the Location. The hero gains 1 HP (represented by transferring 1 HP token They may either: from the token pile to their play area). At least one Loot Limit: If a hero has more than 6 Loot tokens in play. A the most common of which are shown in the hero can only have at most one asset with each unique chart below. but in the order of the hero’s choosing. allows the hero to perform a Market Action. and Asset: a reward card in a hero’s play area. Gold Loot tokens are discarded immediately for their Gold value. a. 20 ) to carry can purchase HP for that hero at a cost of 1 gold per HP. and a maximum Dead strangers reveal no secrets! of 6 rumours in hand. Weapon Quest Spell Spell Aid.Ally. Jewellery. Item. 1. Steed Exception: When a hero defeats a stranger that has their Limit of 6: A hero may only ever have a maximum of 6 assets enemy token on it. keyword. Option 1: Heal: For each hero at this location that has fewer HP than Loot: Each Loot token has a one time effect and can be their maximum health (including the active hero) the hero discarded as a Resolve Deed (see Deeds p. Reputation. a maximum of 6 Loot tokens in play. b. ‘Gain 1 Move AP’. Restriction: Hero must be at a location with no encounters and have fewer HP than their maximum health. Rumour Step: Then the hero gains a rumour. They do not regain an Action Point.g. Gain Gold equal to the gold value of the defeated encounter card. Potion. turning it into a usable asset. Discard all cards Gloom of Kilforth not purchased. The hero must (gold permitting) purchase one – and only one – of these cards by paying gold equal to the card’s gold value. . which can Take a reward card rumour from the hero’s hand that has the help them defeat their Saga (see p. called Loot and Rumour. using Option a) or b). gold. Once they’re done. or AP. ACTION: REGALE Example: For a Chapter card with a keyword “(1-2) Martial”. without spending any Action) which has that keyword. to this variant before the game begins. reading a completed chapter’s flavour text aloud in a dramatic voice is a nice way to commemorate the occasion. acquiring cards in the market. heroes spend gold placed directly into play as assets and do not have to be equal to their current Chapter number x2. the hero: Chapters can be regaled at any location. any other hero who has not Example: You are on Chapter 2 of your saga. Saga Chapter Completion A hero completes their current saga chapter by spending 5 gold and. May gain a skill of level equal to this chapter number Note: You’ll only do this Action 5 or so times in in one of the skill types available to their hero’s class. sacrifice it and gain gold equal to its gold value. without spending ‘Place’. ‘Title’.Important: Cards purchased during a Market Action are Advanced Variant: Instead of spending 5 gold. For the first keyword. ‘Competitive Pressure’ Rule. b. and elect to keep the asset (but you could have discarded it for its gold value too). their saga. keyword ‘Place’. When a hero completes chapter 3 of Discard one rumour which has that keyword. For the third and final keyword. Either keep the asset. trading cards with other heroes … these are all just means by which you gain the requisite keywords and gold needed to complete Example: Upon completing chapter 2. the hero must be at the location specified on the finale card. you discard a rumour from your hand with the keyword ‘Enemy’. Each discarded/sacrificed used during a Regale Action. If a keyword is preceded by the 1-2 players icon. then that keyword need only be resolved if that many heroes started the game (in addition to the other keywords). card earns the hero gold equal to half the card’s total gold value. or if chapter 4 was just completed. rounded down. you discard a rumour from your hand with the any AP. with the hero’s finale. if only 1 or 2 to complete a saga Chapter during this same Daylight Phase. but to regale a finale. Must replace the completed chapter with the next higher numbered chapter in the hero’s saga. or keywords. You perform a (in player order) immediately complete Regale Action and spend 5 gold. Defeating available. By the way. for each keyword on the saga chapter card. or keywords. your Martial your saga chapters and finale. encounters to gain rewards. When a hero completes chapter 4 of their saga. any other hero who has not yet completed chapter 1 may (in player Option b: order) immediately complete their Select an asset (that hasn’t yet been selected during this current chapter. if the game but they’re pretty important. resolving one of the following options: In the Competitive game only: Option a: a. You’ve completed Chapter 2. Option 3: Reward Types and Encounter Types (on Rewards and Sell: Discard (from hand) 1 or more rumours and/or sacrifice Encounters) are always considered keywords and may be (discard from play) 1 or more assets. gold. The Regale Action allows a hero to complete a saga chapter. finale’s location for its hero to regale it. ‘Enemy’. their current chapter. Must increase their maximum health by 1 and their HP by 1 (represented by taking a HP token from the Cooperative game: Additionally. hero chooses to gain the level 2 Martial skill ‘Killer’. When a saga chapter is completed. yet completed chapter 1 or 2 may ‘Assassinate Lord’ in a 2 hero game. All players must agree Discovered first. you can battle the Ancient in an attempt to win the game. For the second keyword. you would also need to resolve the Restriction: Hero has not already performed a Regale Action Martial keyword. or attempt to complete a saga finale. all heroes must be at a token pool). you select one of your assets with the keyword ‘Title’. Gloom of Kilforth . heroes started the game. It is now possible for heroes who have completed their finales to try to Assault the Ancient(s) and win the game… Gloom of Kilforth . you’ll need to perform Fight Tests using the Regale Action until you have 6 or more successes! When a saga finale is completed. so your finale. a hero attempts to complete their saga finale by performing a Test in the finale’s attribute value. Much like a Confront Action with a normal encounter. remove the totem card from the game and gain gold equal to its gold value. You’re at its location. ‘Take Fortress – Storm the Keep’. is in play. To defeat it. Important: The first time a saga finale is completed in the game by any hero. It has a Fight 6 attribute value. Spire Tor. As with encounters. successes gained against a finale are lost during the Night phase or if the hero leaves the finale’s location. Unlike saga chapters Finales do not cost 5 gold to complete. Saga Finale Completion Requirement: A hero must be at the location listed on their finale before they can Regale it. or b. then the finale is defeated. Example: You’ve completed your 4 saga chapters. After the Test is performed. They turn their finale card over to its totem side and either: a. add the successes gained to any previous successes this hero has gained from performing previous Tests against this finale this day. the hero’s saga is completed. the Ancient (or all Ancients in the cooperative game) enters play at the location specified on the Ancient’s card. If the hero’s total number of successes equals or exceeds the finale’s attribute value. put the totem card into play as an asset. it is is made up of 3 stages: now lost for the remainder of the battle. whichever happens first. token on this turn. then the Sneak Test succeeds and the foe is (if tied: the hero’s chooses). any reward Turn has Surprise. your future Advanced Variant: If the hero’s Sneak value is higher than contributions will be limited to cheerleading! the foe’s the hero may choose to succeed at this Sneak Test automatically.. the following steps are performed in order: Engagements do not cost AP. they are defeated with the following consequences . successfully evaded. it’s instead placed on an enemy-free location the foe in an attempt to evade it. Note: Because this check happens before we An enemy drawn from the encounter deck this Hero check whether the hero is defeated. For each success An engagement is an attempt by a hero to defeat a foe. and are mandatory for any hero in a location with an Enemy. the foe will lose 1 HP. defeated. Foe Defeated Check: If a foe has no HP. 4. the hero will lose 1 HP and require an Action to engage. If that prior location is occupied by an If the hero is Hidden they may perform a Sneak Test against enemy.the hero: STAGE 1: DETERMINE SURPRISE Makes Camp and ends their Hero Turn immediately (even if part of a team with another hero as the active hero. the hero is no longer Hidden and the Note: In the Night phase. 14). they must still follow these steps - This stage determines whether one of the combatants starts see Deed: Team p. regain 2 HP and re-join the game. Their hero standee is placed on the location it was on prior to this battle location. it restores to full health... An engagement Important: If either the hero or the foe had Surprise. all lost HP are removed from the hero and the foe The way to defeat an encounter through an engagement is simultaneously. if the foe is non-Ancient and not until either the day ends or the hero leaves this location. no one gains Surprise – skip the remainder of this stage. Escape Option: If neither the foe nor the hero is defeated. Details on how to perform each stage follow. which continue until the hero is the threat of the sword. If the hero’s total number which would require the fewest Move Actions to of successes from the Sneak Test equals or exceeds the foe’s move to from the battle location. with Surprise. Either sacrifices 1 asset or discards 1 rumour. Engagement STAGE 3: BATTLE Place HP on the foe equal to its health. and the hero continues the game as if the foe doesn’t exist After the battle ends. so all is not lost. Skirmish: the hero and the foe each separately resolve a Fight Test (see Test p.9. or the foe is defeated. Returns their hero standee to Sprawl City. the hero may choose to escape. for defeating the foe is gained even if the hero has If the hero is Hidden whilst at a location with an no HP and is about to be declared defeated! enemy they must either choose to no longer be Hidden and gain Surprise. in the first round of battle. Gloom of Kilforth . 16). Once both Fight Tests are finished. or they may try to Evade the enemy whilst remaining Hidden. 1. 3. If the foe is a Stranger which the hero just placed their enemy Cannot be affected by abilities. the hero gains. The rest of the engagement is skipped. This stage consists A hero knows that ultimately every negotiation comes down to of a series of battle rounds. If the Sneak Test fails. defeated. the hero escapes. A combatant with Surprise rolls 1 extra die Returns their gold to the token pool. not using shortcuts Sneak value. it is Stage 2: Evasion Opportunity defeated and the hero gains a reward Stage 3: Battle (see Reward: Loot and Rumour p. Hero Defeated Check: If the hero has no HP.. 21). Otherwise. If so. Stage 1: Determine Surprise 2. unless the hero is Hidden. In each battle round. 1 AP. they STAGE 2: EVASION OPPORTUNITY make Camp and end their Hero Turn immediately. different from that of defeating other encounter types (which is usually done through the Confront Action). But if you’re eliminated by an Ancient. For each Usually a foe is an enemy encounter card and does not success the foe gains. a defeated hero will foe gains Surprise. ) Opportunity so they move straight on to Stage 3: Battle. any unresolved plots immediately in a win. Gloom of Kilforth . even if the hero is defeated. surprise) and rolls: 2. It is not mandatory for a hero in the same location as the Ancient to battle it. All HP loss inflicted on the Ancient remains after the The hero is eliminated from the game if they battle. 19). All HP loss inflicted on the Ancient remains. Any unresolved plots for that Ancient now Hero Defeated Check: If the hero has no HP. Item 2 HP (and 2 AP). The Kobold now loses Surprise but it has more to worry about than that: during the Foe Defeated Check we Resolve the Deed ability on a card or Resolve can see the Kobold’s 2 HP have both been removed – so token in the hero’s play area. Maybe next time the Elf will consider Hiding before exploring… DEED: ASSAULT ANCIENT BATTLES Restriction: Hero must have completed their saga finale. and 6. the game ends When a hero assaults an Ancient. Had the Elf not Confront an encounter. The Elf Priest then goes to Stage 1: Determine Surprise. The Ancient gains any abilities or benefits listed on their unresolved plot cards and these Note: You’ll only perform this Deed towards the plots can no longer be defeated. Form a team with 1 or more other heroes at your location to jointly Team During the Hero Defeated Check we see the Elf has attempt an engagement or to survived. A hero cannot escape or leave the battle by any means. If the Ancient is defeated. Deciding at your location. and that location must Engaging an Ancient is a special. it is defeated and the Elf claims their Rewards (see Reward p. even if the hero is defeated. The hero is not Hidden. but as it’s the only way to win. so skip stages 1 and 2 of the engagement. an Ancient.In the cooperative game: All heroes must have completed their saga finales before any hero can Assault HP is placed on the Ancient during game setup. 5. and if it was the last remaining Ancient the game immediately ends. During the Skirmish step the Kobold Assault in battle (once your saga finale is rolls 3 dice (2 Fight dice + 1 additional die from having completed!). used Fate to defeat the Kobold they would have had to either survive another round of Battle. Engagement p. separate Deed called an have no other encounters. In the cooperative game all Ancients for that Ancient are now removed from the Map and must be defeated for the win. The Elf has 2 Fight dice and rolls a Exchange assets. 25). All their cards and tokens Neither combatant can have Surprise. they must perform the Assault Deed The hero and the Ancient perform an engagement (see to initiate battle with it. are returned to their appropriate discard piles and token pools. Deeds a ‘Kobold’ enemy from the Badlands encounter deck and has to engage it. Assault – it functions in a similar way to normal engagements but with the following differences: Important . end of the game. they must be at the Ancient’s location. it is are covered in the Engagement rules. All rules and card references to heroes no longer A hero cannot escape or leave by any means. forcing the hero to lose Exchange gold. between this and a non-Ancient engagement Foe Defeated Check: If the Ancient has no HP. A Deed may be performed by a hero at any time during their Hero Turn . include that hero in their consideration. Spell assets with another hero 3 and a 5. is eliminated from the game. Engagement Example: upon moving into an empty Badlands location an Elf Priest hero with 4 HP draws 10. Loot. so the Elf loses 1 Attempt to defeat the Ancient HP (and 1 AP). The Kobold has a Trap ability “Trap: Lose 1 Deed Summary HP” which triggers and resolves immediately before the Skirmish step (see Trap. causing the Kobold to lose 1 HP. p. 25).including during an Action. but to defeated. the hero take effect. or As the hero is not Hidden they do not get an Evasion another Deed. 8). or tried to make an Escape during step 4: Escape Option. but with just 1 HP remaining. to take no chances the Elf decides to call on Fate by Defeat an encounter which has a discarding a Fate token and inflicting 1 extra HP loss Weakness matching one of your on the Kobold. rumours. (Hidden heroes cannot perform Deeds. placed next to it. The hero takes gold equal to the Ancient’s summarise them: gold value. so the Kobold has Surprise as it was drawn this turn. Overcome keywords in play (see Weakness p. an engagement. There is no Surprise or Evasion when battling an it’s also a pretty important Deed! The differences Ancient. are defeated. in either direction. and the hero cannot escape so battle Stages 1 and 2 are skipped. The hero claims a reward (see Reward: Loot and Rumour p. There are no other encounters at the location. They then add 1 to that total for each other hero in the team and use 1. where the Ancient Prince of Ruin awaits. Gloom of Kilforth . rumours. Teams have the following special rules. and since this is the first battle by discarding a Loot token) in the hero’s play area. No team member Rumours are transferred from hand to hand. Each hero in a team may call on Fate during a Test performed by the active hero (meaning Fate may be called multiple times within a single Test. then it becomes Veiled and its his dice. Heroes cannot Team to Loot tokens. The Priest performs the team together. 16).g. so the Prince gains 3 HP. 23). DEED: EXCHANGE DEED: TEAM The hero may perform any number of agreed exchanges with The hero may form a team with any number of agreeable any number of heroes who are at the hero’s location. Spell assets. whilst remaining assets. Example: A hero with Sneak 3 is trying to sneak into Example: A Priest hero with the keyword ‘Pious’ on a “Place” with a Sneak value of 2. a Hero has completed their saga finale and is at the Old Wood. rumours. All heroes that have gained successes against the that total in the Test. and prepares to do battle. The active hero’s Sneak plus 1 for the Overcome Deed to match his Pious keyword with the additional hero in the team means that they roll 4 dice Cleric’s ‘Weakness – Pious’ to automatically defeat (instead of 3) to try to get 2 successes in order to defeat the Cleric and claim his reward. DEED: RESOLVE The Prince’s Trap ability then triggers and the hero must sacrifice 1 Title from play. A hero may join a team even if they have already made Camp this phase. Assault Example: In the competitive game. The Prince’s battle ability instructs the hero to place an obstacle on each Place in play. An heroes who are at the hero’s location. There are 3 Places still in play.. All undefeated plot cards for that Ancient are gathered together and placed next to the Ancient. giving the Ancient their respective Ancient Abilities for the rest of the game. The hero carries out an Assault deed and performs an engagement with the Ancient.. each must come out of hiding first. if able. resolve an Event encounter. They are in the same his Class card is in the same location as the ‘Cleric’ location as another hero and both heroes decide to stranger encounter card. the Place and claim its reward. or complete a finale. with the aim of exchange may be a one-way donation. If the round the hero discards an asset now. Item assets. The hero gathers asset or token specifies ‘Veil:’. remaining can be Hidden. Assets move from play area to play area. and the Ancient’s. giving the Prince +1 maximum and current HP for each Place in play.gold. Deed can no longer be Resolved until it is Unveiled during the next Night phase. Furthermore. Neither combatant can have Surprise. when each battle round starts the hero sacrifices 1 The hero resolves the Deed ability on an Asset or token (e. cooperating to attempt to defeat an encounter. Asset of his choice. resolve an An exchange can only be undertaken in the following . and the hero has 1 or more of the specified keywords on a card in play. each by a different hero in the DEED: OVERCOME team). they total the values automatically defeat the encounter. 24). Veiled cards or tokens do not directly contribute any bonuses to Tests (see Unveil p. engagement. defeated encounter discard those successes. If the hero is at the same location as an encounter that has the “Weakness – [Keyword(s)]” Map (see Ability Types N Non Engagement Test p. and bonuses in the tested attribute for their hero. they may perform this Deed to When the active hero performs a Test. 2. the Rolling Hills. or worse!). a Place encounter that can heal heroes if defeated. the hero uses the Overcome deed (a separately. The location is against the enemy. The hero hasn’t lost any HP yet and isn’t currently interested in a Place encounter so they ignore the Sacred Shrine for now. Completion of the active hero’s next engagement. The Farmer has the keyword ‘Plains’. and after each round we see whether the Reward: Loot and Rumour steps.Escape: is skipped. The Farmer’s Gold foe or any of the heroes are defeated. the hero will not need to draw another encounter when they move back into the Blessed Grove). Value is 1 so the Warrior decides to draw a Loot token instead of taking 1 Gold. to complete Chapter 1 of the warrior’s Saga. the hero goes to the each battle round. fill the location: it is the Farmer.Team Engagement Example Hero Turn In a one player game a Human Warrior hero starts the game at Sprawl City. so the Warrior’s gamble paid off (the Loot token Rewards and Disbandment could have been worth nothing. so with Completion of the current Hero Turn. For their first action Evasion Opportunity) are skipped. share some stories . Completion of the active hero’s next Non-Engagement The keywords ‘Mountain’ and ‘Enemy’ are still required Test. starting with the active hero and continuing ‘free’ action) to match their Martial class keyword to clockwise. noting that it has created a ‘safe’ path through this location (as long as the Sacred Shrine remains. a Stranger. so they take the Farmer card into hand as a rumour for later use in their Saga. The location is empty so the hero draws a Forest encounter. They draw an encounter to fill the location and it is indeed an enemy . The Loot token is worth 2 Gold. The Farmer has a Weakness towards the Martial keyword. Since our Step 2 . or discard it to draw an Ally rumour made during the formation of the team are not binding! from the Ally reward deck. The enemy will roll 3 Fight dice against each hero Having defeated an encounter. gaining one extra die in the first round of battle.the farmer is so impressed with the warrior’s fighting prowess he decides to help the warrior on their quest! Example: 3 heroes team up on an enemy with 2 HP and Fight 3. the hero was not Hidden so the Devil has surprise. which begins immediately … Gloom of Kilforth . They have 4 current HP and so The first 2 stages of an engagement (Determine Surprise and gather 4 Actions to spend this Day. and the enemy performs a Fight Test empty so the warrior draws a Plains encounter card to against each team hero). instantly defeating the Farmer encounter: the characters have an ale or two and Step 4 . The Warrior The active hero decides how any reward(s) will be split can then decide to either take the Farmer card into their amongst the team when the reward is claimed. the hero decides to come out of Hiding by simply discarding their Hidden token. In the Battle stage. So for their fourth and final AP of the Day they spend another Move action to move into an adjacent empty Mountain location. they spend one AP to take a Hidden token in case they run into any trouble with enemies. Without having Step 3 . to try to defeat an encounter with the Mountain or Enemy keyword. class card.a Devil! However. their third AP they perform a Move to an adjacent Forest location ‘Blessed Grove’ on the way towards some Mountains. Sacred Shrine.Fight: each team hero resolves this step orthogonally adjacent location. Agreements hand as a rumour. the steps are resolved as follows: The hero spends their next AP to Move to an Step 1 . the Farmer’s Martial Weakness.Foe Defeated Check: resolved by the active hero hero is a Warrior and has the Martial keyword on their only.Hero Defeated Check: resolved by each team hero to spend an AP. which happens to be simultaneously (meaning each team hero makes a Fight Test the Green Meadows (a Plains location). which the Warrior needs to complete Chapter 1 A team automatically disbands at whichever happens first: of their Take Fortress Saga. Place. as detailed on the Ancient’s card. STEP 3: DAWN Perform the following steps in order: a. Unveil: Each card and skill that is veiled is rotated to its unveiled state (see Veil: p. STEP 1: GLOOM Each hero at a gloom location loses 1 HP. STEP 2: DARKNESS a. but the gloom spreads its deadly tendrils across the land whilst the Ancient’s forces are ever watchful. b. d. d. Stranger: Place this encounter in play on the location named on the card. Example: When a Badlands location falls into gloom the Abbess of Penance places a random plot card on that location. If a Night card effect offers a choice. 14). Gloom of Kilforth . b. the First Hero chooses.11. c. c. First Hero: The hero who was first to make Camp this Day takes the First Hero marker and becomes the First Hero. Resolve: The Night card’s effect is now resolved. Plot: When a particular location type falls into gloom the Ancient will bring a plot card into play.its effect will apply until a new Weather card is drawn. Place the new Weather card in play beside the map . dependent on its card type as follows: Weather: Any Weather card currently in play is discarded. e. Successes: Each hero discards all encounter successes. Event: Resolve its effect and discard the card. Gloom Spreads: Flip the location named on the Night card to its gloom side – this is now a gloom location. Defeated Heroes: Each defeated hero regains 2 HP and is no longer considered defeated. Enemy. Hidden Heroes: Each hero is no longer Hidden (return Hidden tokens to the token pool). Draw: The First Hero draws a card from the Night deck. Quest. This happens after the Night card is fully resolved. Night Phase At night the heroes must camp down and sleep. “Leaves Play:” . then the ability only affects these paid each time. interactions with itself. this card. Points (unless stated on the card) and is only rolled once. The active hero must comply with out anyway. Cards enter play in an unveiled construct. made when that triggering condition occurs. “Enters Play:” . cards may trigger off them. where the “When X” text is considered a triggering state unless specified otherwise. and returning it to its appropriate discard pile.g.A Revealed ability must be resolved immediately when the card is drawn from its deck. Such an ability If it refers to an interaction that can be made with this card may be performed multiple times. Cost . then only the active hero to get the desired result. they may remove the card from generated by an event does not require expenditure of Action play to gain the Fight +8 (i. but if the effect can’t be fully or partially met. “Veil:” . time they start a battle. that hero must sacrifice 1 Item if they have one.e. A veiled ability cannot be resolved again Triggering condition . resolving the ability is to turn the card 90 degrees clockwise to its veiled state. and the “do Y” text is the (Map): . then the sacrifice may only be (Hero): .If an ability begins with “Sacrifice:” it can hero while the card is in their play area.If an ability begins with “Leaves Play:” it can Either way. only be resolved when the card goes from in play to out of play (see Definitions p. sacrifice 1 Item” only applies to a battle with play (see Definitions p. Rules Reference Guide Example: An ability that says “When a battle starts.If an ability begins with “Veil:” then it can only be Some abilities have requirements which must be met for the resolved if its card is in an unveiled (upright) state. The cost of ability to be initiated.Some abilities have a “do X to do Y” construct.An event is an encounter or Night card effect (usually round starts: Gain Fight +8 until the end of the battle in a ‘Revealed:’ format) that is resolved immediately by the round” may only be resolved when the hero starts a active hero and then discarded. Example: An ability that says “Pay 1 gold to re-roll a If a Map ability specifies an effect that occurs during an die” may be performed multiple times in an attempt interaction with a hero or team. Otherwise it’s a mandatory effect that affects all elements in play (e. Requirements Spell . If a Veil ability has a condition.A spell asset can only be used if the hero has a Study value equal or greater than the spell’s Study value.A Deed ability is an optional ability available to its “Sacrifice:” . Unless specifically stated. Weather on a Night card). Example: An effect that says “Sacrifice when a battle Event . the game continues regardless. Veiled cards or tokens with a triggering condition can be resolved a maximum of do not directly contribute any bonuses to Tests. then the hero may choose whether to use the effect or not each time it’s appropriate.A Map ability stays in force while the card is in play.A Hero ability stays in force while the card is in play. the effect as much as able. where the “do X” text is considered a cost.Some abilities have a “When X. then the ability can only be resolved game when X occurs.12. Gloom of Kilforth . If they so choose (remembering that or kept by heroes unless specifically stated.If an ability begins with “Enters Play:” it can Example: A Map ability that says “When a battle only be resolved when the card goes from out of play to in starts. before the game continues. 26). When a hero starts a battle against this card. Events may not be defeated battle round. If there’s no active hero. It’s resolved when only be resolved at the cost of removing its card from play the hero performs a Resolve Deed. If a Hero ability contains “you may”. (Revealed): . effect that’s resolved after the cost is paid. as long as the cost can be (such as a battle or a Test). An attribute Test Deeds are optional). Ability Types If multiple abilities with the same triggering condition are to be resolved. effects on cards always take gain 1 gold” would allow that hero to gain 1 gold each precedence over the rules in this rulebook. A card may be It’s a mandatory effect that affects only the hero and the sacrificed from either a veiled or unveiled state. though other once each time the triggering condition occurs. (Deed): . If a sacrifice has a triggering condition. the battle continues regardless. the First Hero decides. An ability when that triggering condition occurs. the active hero decides the order in which to resolve them. 26). 8 extra dice) benefit. elements they’re interacting with. do Y” until it becomes unveiled. At least until your gold runs is affected by the ability. The ability can only be resolved at the point in the triggering condition. the specified type of Action). If X is specified. Point. Immune: If a card is immune to a card type. battle round starts: Gain Fight +4 until the end of the battle round” may only be resolved when Spend AP: Can be any type of AP (e. in order from left to right. Treat all cards in the specified card type as blank for effect must be performed if possible. and it doesn’t need to correlate to what the is unveiled. The the hero has the option of using their value in attribute1 abilities on your skill cards have no effect on it and instead. Skills are limited to those provided by the game. then the effect applies to any Test made against has the option of receiving/performing the listed benefit this card. enemy encounter. If an attribute is not specified. do this ability’s effect instead. Example: A hero engages a Ravenous Werewolf Defeat: If a card effect allows a hero to defeat an encounter. just before the first Skirmish step of the battle. With the ability “You may spell’s casting requirement. the attribute bonuses on skills are lost while you’re interacting with the enemy. instead of performing an Action (or if type is listed. If an attribute is are specified. the trap can be ignored. Use [attribute1] for a [attribute2] Test: When a hero determines how many dice to roll during a Test in attribute2. they may veil the card to gain the Fight +4 benefit. but the ‘benefit’ type. Gloom of Kilforth . Fail a [attribute X] Test: If the number X is not specified. you have the option of rolling 5 dice instead of 2 during a Fight Test. is passed if X or more successes are gained. back up to its maximum health. health. they can only choose from those not yet taken by a hero. It may be gains those HP that it can. or may be discarded. each is decided on and either taken or not before Heal X HP: Gain HP equal to X. It doesn’t cost AP and is not Veil Example: An effect that says “Veil when a considered a move. interactions with the card with immunity. If X is specified. Pass a [attribute X] Test: If the number X is not specified. it immediately ends. use Influence for a Fight Test”. there is no effect if the Test is failed. so before the Skirmish step the hero must an engagement or a Confront Action. then the Test is by a Test in one of the specified attributes (or if no attributes failed if fewer than X successes are gained. Influence 3. a card might specify the hero starts a battle round and only if the card ‘Move AP’). which includes any bonuses in attribute1. If the full cost cannot be met. The engagement or Confront action continues after the trap is resolved. defeated by any Test or ability). then the effect applies to any Test made against this card. Skill: If an ability allows a hero to gain a skill. If they so choose (remembering that ability will allow. then as much of the cost that can be paid must be. and bonuses cast if you were relying on a Study bonus to meet the that provide Influence +2. If an ability heals more HP than the entity has lost. then it cannot be affected by abilities or attribute bonuses of that card Trophy (Forced): Same as Trophy above. immediately sacrifice one of his ally assets from An Ancient cannot be defeated by an ability. A trap specifies a cost that must be paid by the active hero. If no Pass effect is given. Relocate: Simply pick up the hero standee and place it on a location allowed by the ability. it is not optional. there is no effect if the Test immediately as the last step in claiming the reward for the is passed. then the hero not specified. encounter. As your [type] Action: After spending the required Action regardless of whether the cost was paid or not. it draw a card of that type from the appropriate deck. Trap: This is triggered and resolved immediately each time its Ability Terminology card is Confronted. Weakness – [Keyword(s)]: If a hero at this location has 1 or the Test is passed if the hero gains 1 or more successes in the more of the specified keywords in play. the Test is failed if the hero gains no successes in the given Trophy [attribute(s)] – [Benefit]: If this encounter is defeated attribute against this card. Example: An enemy is immune to skills. If the hero was performing 1 Ally’. It has the ability ‘Trap: Sacrifice the hero claims the reward for it. If a benefit lists a card type. they may defeat the given attribute against this card. whereupon the hero receives gold equal to its gold value. If multiple benefits are listed then. or if engaged in battle. then the Test card with this weakness. up to the entity’s maximum the next in order is resolved.g. put into play as an asset immediately. If none of the Common phrases used in abilities include: cost can be paid. It may be that a spell you wanted to cast against the enemy could no longer be Example: You have Fight 2. If no Fail effect is given. Deeds are optional). If he has no allies in play the trap is ignored. play. Weakest: The hero whose highest skill level is the lowest amongst all heroes (tie: First Hero decides). Engagement: Divided into 3 stages: Determine Surprise. Battle. Strongest: The hero with the highest skill level (tie: First Hero decides). usually a 5 or a 6. Success: A successful die result during a Test. or discarded rumours. Skill level: The level of a hero’s highest skill. discard pile. It remains a stranger to all other heroes. from the appropriate deck as a rumour.not diagonal. against an enemy to try to defeat it. Note: engagements and Deeds are minor on the map. If there’s only 1 hero. deck. enemy stranger or Ancient. Fate: One-use only tokens. they are automatically the Weakest. each can add 1 success to a Test. or removed Asset: Reward cards in a hero’s play area. drawn from that location’s hand. Gain: When instructed to gain a reward. actions which do not consume APs. Action Points (AP): represents how many Actions a hero may In Play: All cards and skills a hero has. the token pool. Out of Play: Cards in hand. not via a Keyword: Encounter Types and Reward Types also count as shortcut. the map. that card is drawn Outside a Hero Turn. Battle: Stage 3 of an engagement where you make Fight Tests Play Area: Includes the map and each hero’s cards in play. skills not yet acquired. there’s no active hero. may be an enemy. or sometimes from the Night deck. Adjacent: Orthogonally bordering .Definitions Foe: The encounter you’re battling in an engagement. enemy to each hero that has an enemy token on it. Heroes cannot Team up to tackle Event X: The hero may substitute X for any positive integer of encounters. encounters take during a Day. face-up cards beside the map. If there’s only 1 Event: Some encounters cards have the Ability Type ‘Event’. Encounter Deck: the deck with the same terrain type as its location. hero. encounter deck. Evasion Opportunity. Active Hero: The hero currently performing their Hero Turn. maximum of once per day. Keywords. Rumour: Reward. from game. plot and encounter cards held in a hero’s Encounter: a card in a location. These are resolved immediately by the active hero and then discarded. they are automatically the Enemy Stranger: An encounter card of type “Stranger” is an Strongest. Gloom of Kilforth . their choice. which Explanations of some common terms follow. gained from clearing plots and Obstacles. Gloom of Kilforth . If a hero has more than 6 Loot tokens in play. When the first saga finale is completed in the game. any cards drawn that Phase. a maximum of 6 Loot tokens in play. Hidden: A hero can choose to no longer be Hidden at any Ancients: Ancients are not considered enemies.g. They are point in the game. the Ancient will gain any abilities from its unresolved plot cards. Unique Keyword Limit: A hero can only have one asset with each unique keyword. and they stay in play until removed by an effect or may be examined by any hero at any time but the card order Action. and the hero it. Example: A hero may have as many as 4 Titles in Health / Health Points (HP): A hero cannot gain more HP play at once. They simply return their ignored for all Actions and require an Assault Deed to be Hidden token to the token pool. If the provided tokens run out. engaged with. “Spiders of Penance”. this unique keyword. When a hero loses 1 or more HP. If an effect says to draw to find a card meeting a specific Plot: Plot cards are placed by Ancients during the Night criterion (Example: “the first Enemy”). Discard piles for encounter and reward decks location. the plot is defeated. any have. but it may be increased or decreased during the game by abilities. Obstacles: Obstacles are placed by card effects. A hero’s maximum health is keyword ‘Steed’. that asset is discarded when the new after resolving the ability or process that led to that situation. and there is no limit to how much gold a hero can have. but cannot have 2 cards in play with the than their maximum health. If the last drawn card was also discarded. Example: A hero may Discover a Spell even if they they must discard down to 6 Loot tokens.13.” Providing modified in such a way that a hero now has enough successes all heroes have at least one action remaining they in that attribute against that encounter this phase to defeat all must lose 1 AP. Global Rules Hero (Race. Loot may also be don’t have a high enough Study to “cast” it yet. If unresolved by determines whether the encounter is defeated). a hero may optionally (instead of claiming its gold value) draw a random Loot token. If the hero already has an asset with Hand Limit: If a hero has more than 6 rumours in their hand. The hero spends a Clear action to try to resolve the plot and follows its instructions: Encounter Attribute Tests: If an encounter’s attributes are “To Defeat: All heroes must lose 1 Action. by any means. When a hero loses their last Token Limitations: There is no limit to the number of tokens HP. may have. Asset: A card may become an asset even if the hero doesn’t currently have the capability to use it. include that Example: A hero is in the same location as the plot in the shuffle. Plot cards may be defeated using a Clear action . this plot will give the Abbess the ability – “Trap: Success Loss: If a hero leaves a location. the hero must still trigger the appropriate rules process takes the plot into his hand as a rumour and draws in order to defeat it (e. Class and Saga) Cards: Cannot be affected by abilities. Otherwise the Clear action has no associated attribute Test. they must discard down to 6 rumours. and the hero who defeats a plot also draws a Loot the deck runs out. There is no limit to the number of obstacles a location within the discard pile cannot be changed. that hero also loses 1 AP (if able) for each HP lost. They prevent Decks and Discard Piles: Each deck has its own face-up heroes from playing Search or Confront actions in their discard pile. its discard pile is immediately shuffled to form a new deck. Loot tokens: After defeating an encounter. an Ancient. When the last card is drawn from an encounter or reward deck. Gold: Heroes may make change at any time. and a maximum of 6 rumours in hand. substitute may be used in lieu. after resolving the ability or process that led to that situation. location are lost. the effect ends without the card(s) being token for it. reward card enters play.. with its one Loot token. Sacrifice 1 Spell” which will trigger at the start of any all their accrued successes against any encounters at that battle with her. which contains a rules process that effect and the plot remains in play. perform a Confront Action. the time the first hero assaults the Abbess of Penance. A hero can’t lose more HP than they that can be in play. the Ancient enters play at the location specified on the Limit of 6: A hero may only ever have a maximum of 6 assets Ancient’s card. If a plot is not defeated before a hero Assaults found. defined during setup as that which is on the hero’s race card. in play.they don’t meet the criterion are not resolved but are immediately are claimed as rumours by following the instructions on discarded instead. If the required card isn’t found by the time the card. their turn or not. they are defeated. 14. Strangers: NB: Hidden heroes cannot confront Strangers! card. Market: Sell rumour/ b. Reward: Defeated Market: Purchase reward card. Veiled cards do not contribute. Discard to gain Surprise when you engage an enemy. Evade an enemy instead of battling it. upon finale completion. Heroes automatically stop being Hidden and lose their Hidden tokens at the end of the Night phase.ACHIEVEMENTS AND DIFFICULTY MODES ENGAGEMENTS For more information on variant ways to play. reward). Market: Move a rumour into 4. Rank. Regale: Saga chapter 1. Regale: Discard Totem 3. lose gold. by discarding either a Fate token or a rumour. discard rumour or asset. Pious. Stage 1: Determine Surprise (+1 die) – gained by Enemies just drawn or a hero discarding a Hidden token. 2. play upon finale to its value). Regale: discard to resolve saga Regale: Totem enters keyword (and gain Gold equal 3. relocate to Sprawl City. Escape Option – retreat. Regale: Sell asset after resolving saga keyword. Healing. rumour).com. Reward: Defeated once per day. all their Avoid negative effects of certain Night cards. Roll the determined number of dice. CONFRONT TEST Gold Setup Market: Heal 1 HP per 1 gold. Asset Discover: Move a Market: Sell for half value. Loot token (instead of a. Martial. Determine how many dice to roll.all heroes who gained successes against this encounter discard those successes. c. please subscribe Engagements do not cost AP. Fate Setup Test: Gains 1 success (MAX. HIDDEN BREAKDOWN Important: If a hero leaves a location. asset for half value. Gloom of Kilforth . Gain 1 success for each die showing ‘5’ or ‘6’. The tester’s value in the attribute being tested. Regale: Discard to resolve saga keyword. Combat. Ancient. No successes = place an Type Unique Keywords enemy token on the stranger. encounter card. Assault: Defeated 4. Potion. Element Acquisition Expenditure inflicting HP loss on successes. Add attribute bonuses. successes at that location are lost. Then the hero claims a Reward. Cannot peacefully confront Strangers. Reward: Drawn reward Market: Sell for half value. rumour into play. Fate: The testing hero may optionally add 1 success Rumour Setup Test: Gains 1 success (MAX. Foe Defeated Check – gain reward. Add 1 if the tester has Surprise. Kinetic Pool hero’s successes in the same attribute against the same Title Order. ACQUISITION AND EXPENDITURE Stage 3: Battle: 1. or chapter. Perform an Influence Test. Negate element of Surprise an enemy might have when it engages you. play. Hero Defeated Check – make Camp. foe gains Surprise if failed. once per day). Reputation. Summaries Stage 2: Evasion Opportunity – pass Sneak Test if Hidden. completion. Either: Skill Regale: Chosen after completing a saga Place an enemy token on the stranger. Skirmish – hero and foe each do a Fight Test. If successes equal or exceed the encounter’s attribute value it is defeated . 5. whether fate or encounter card. Weapon Spell Aid. Steed encounter during this day. which is the sum of: Reward: Draw ‘Gold’ completion (5 gold). make Camp. by any means. to the game online at boardgamegeek. Jewellery. Shadow Confront Result Item Armour. Perform any re-roll and die manipulation abilities. Does not work during an Ancient Assault. Ally Arcane. 2. encounter card. Assault: Attempt to defeat an Ancient in battle (if your saga is completed) if no other encounters at your location. or keywords. Draw location encounter if new location has no encounters (engage drawn enemies). Place the defeated encounter card in their hand as a rumour. Discover: Move a rumour card from your hand into your play area when at the asset’s required location. their current chapter. Limit of 6: If a hero ever has more than 6 rumours. Place.regain 1 HP. Daylight (in player order) immediately complete concludes once all heroes have made Camp. Gloom of Kilforth . any other hero who has not Daylight Turns: Starting with First Hero and continuing clockwise. Item assets. evade enemies. death is permanent! In the Competitive game only: a. Market: Heal: 1 Gold per HP. Resolve: Resolve the Deed ability on a card or token in the hero’s play area. yet completed chapter 1 or 2 may heroes take turns to: take a Turn or Make Camp. Draw 1 Loot token. and discard assets (or simply Overcome: Defeat an encounter which has a weakness matching select assets) for their keyword and gold value. or Stranger (if not Hidden) encounter and gain Exception: When a hero defeats a stranger that has their enemy Rewards: Loot and Rumours. without spending any AP. no ‘Competitive Pressure’ Rule. or Hide: Become Hidden to avoid Night effects. Rumour Step: Hero gains a rumour (to a maximum of 6). rounded down. evasion. a. and put it straight into play as an asset. and draw a reward card as a rumour. b. 2. or b. Rolling zero successes against a Stranger will make it an Enemy! Trophy: Perform any Trophy benefits on the defeated encounter. Team: Form a team with 1 or more other heroes at your location to jointly attempt an engagement or to Confront an encounter. Breaking Camp: Each hero takes AP equal to their current HP. Exchange: Exchange gold. 1 Skill one of your keywords in play. Purchase: draw 3 cards from one DEEDS reward deck. must be chosen each time! this Day equal to the encounter’s chosen attribute value to defeat it. or keywords. When a hero completes chapter 3 of their saga. Accumulate successes (5s or 6s) on token on it option a. b. REWARD: LOOT AND RUMOUR ACTIONS 1. then flip or discard chapter to replace it. gold. Clear: Remove an obstacle or plot from the hero’s location and gain 1 Loot token (Maximum of 6 Loot tokens). 6 assets or 6 Loot. and/ or Spell assets with another hero at your location. gain surprise.draw and place an encounter at the hero’s location. When a hero completes chapter 4 of their saga. Attempt to defeat a Quest. any other hero who has not Daylight yet completed chapter 1 may (in player order) immediately complete their current chapter. resolve keywords: discard distinct rumours for their keyword. without spending any AP. They may either: a shortcut). Loot tokens. Resolve a. rumours. Regale: Saga chapter: spend 5 gold. No surprise. Discard the defeated encounter card. no escape by any means. they must discard down to 6. matching this chapter level. Gain totem if defeated and place ancient(s) into play. Engage enemies. gold. must purchase 1 (if able) and only 1. Gain Gold equal to the gold value of the defeated Events immediately. Loot Step: When claiming a reward for defeating an Move: Move to another location (orthogonally adjacent or via encounter the hero Loots the location. Finale: Confront like an encounter. They may either: Search: Location must have no encounters or obstacles . Sell: rumours or assets for half gold value. Gain 1 HP. Confront: Location must have no obstacles. 1. Rest: Location must have no encounters . (even if part of a team with another hero as the active Returns their hero figure to Sprawl City. b. First Hero: First hero to make Camp this Day takes the First Hero marker. they are defeated with the following consequences.see Cannot be affected by abilities. Draw: The First Hero draws a card from the Night deck. the hero: Makes Camp and ends their Hero Turn immediately Either sacrifices 1 asset or discards 1 rumour. d Unveil: Each card and skill that is veiled is rotated to its unveiled state. d. Plot: When a particular location type falls into gloom the Ancient will bring a plot card into play. Successes: Each hero discards all encounter successes. Hidden Heroes: Each hero is no longer Hidden. c. If the foe was not an Ancient. b. they must still follow these steps . Resolve: Resolve Night card. Deed: Team p.. Gloom of Kilforth . 16). Night Phase. e. c. Defeated Heroes: Each defeated hero regains 2 HP and is no longer considered defeated. or as a result of losing their last HP by some other means (e. STEP 2: DARKNESS: a. Daylight begins. Gloom or Weather). and is no longer considered defeated. Gloom Spreads: Flip the location named on the Night card to its gloom side..HERO DEFEATED If the hero has no HP during a Hero Defeated Check. Night STEP 1: GLOOM: Each hero at a gloom location loses 1 HP.g. Dawn: each defeated hero regains 2 HP Returns their gold to the token pool. return Hidden tokens to the token pool. hero. STEP 3: DAWN: a. Rob Phipps. Christopher Nicolai Aarøe. Stu Garside. Paul Hackman. Sven. rvrbait. Michelle Trout. Joshua Buergel. Richard Hensman. Fiona Sincock. iguanaDitty. Howard. Iain Benson. Frank Jaeger. Spukky. Nadav Abramovitz. M Montfrooij. Randy Auschrat. Michael Young. Kevin Robertson. Tom Hopkin. Julien Colas. JeanSeb Minon. Lars Holgaard. Jake. stophle. Kristen Gibson. Chris Eden. Mirko. Morgenstond. Chris. Jacob Peck. Briw. Robert Olesen. The Board to Death Brown. Michael Earle. Charlotte Morrison-Reed. Daniel Pagan. Scott Macauley. Stephen “Stoibs” D. Charles F. Paul Heald. cochrasc. Ian Bearpark. Seol. Aruz Mesci. Jason. Nightingale. Michael Mercer. Simon Anderson. Jake Staines. PerfectVirus. CletusVanDamme. Aleksis Williams. Richard Fluck. Titus. Mrs Chris Ross. 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Jonathan Bagelman. J Gat. RvB1023. Fabio Maio. Rodney Leary. Paul Gaffney. Laurent Gitton. Cilantro. Kristoffer Dyer. Sophia Lechner. 18. 30 Saga Finale 18 Foe Defeated 19. 20. 26 Spend AP 25 Engagement 19. 12. 22. 26. 10. 21 . 7 Encounter Type 2. Veiled Cards 14. 26 Overcome 21 Rumour Step 16 Resolve 21 Sacrifice: 17. 10. 18. 26 Trap 25 Gain 26 Triggering condition 24 Gloom 23 Trophy 25 Gold 10. 26 Solo Play 2 Enemy 11. 23. 16-21. 22 Fail 25 Test 14 Fate 14. 26 Evasion 19 Surprise 19 Events 12. 16. 19 Spell 8. 27 Hide 13 Loot Limit 16. 12-17. 24 Team 21 Saga 7. 15. 21. 21. 26 Making Camp 11. 27 Resolve 23 (Deed): 24 (Revealed): 24 Deeds 20. 12. 3 Skirmish 19 Encounter Deck 12. 17. 9. 17. 22. 18. 12. 22. 20. 27 Weakness 25 Immune 25 Weather 23 In Play 26 Winning the Game 10 Item 8. 10. 23 Totem 7. 26 Out of Play 26 Competitive 2. 27 Rest 16 Unique Keyword Limit 27 Discover 16 Leaves Play: 24 Market 16 Loot Step 16 Regale 17 Loot token 13. 11 Quest 14 Dawn 23 Relocate 25 Deck 5. 11. 20. 17. 21. 16. 17. 22. 16 Finale 17. 5. 25. 17 Place 14 Competitive Pressure Rule 17 Play Area 26 Cooperative 2. 19.Index Actions 12 Keyword 6. 16 Assault 20 Reward Type 16. 20. 12 Active Hero 26 Map 5 Adjacent 26 (Map): 24 Ally 8. 26. 26 Title 8. 21 Reward 8. 19. 17 Defeat 21. 27 Turn 11 Health Points (HP) 6. 24 Hero Cards 27 Victory Points 10 (Hero): 24 Weakest hero 26 Hidden 13. 27 Obstacle 13. 27 Skill level 26 Encounter 8. 16. 27 Confront 13-15 Limit of Six 16. 21. 19. 26 Move 12 Limits 16 Clear 13 Asset Limit 16 Search 13 Hand Limit 16. 27 Saga Chapter 17 Defeated 15. 27 Unveil 23 Heal 16. 13. 24. 30 Unique Keyword Limit 27 Maximum HP 6. 21 Tokens 27 First Hero 11. 18. 13. 25. 25. 20. 24 Enemy Stranger 14. 21. 26 Stranger 14 Enters Play: 24 Strongest hero 26 Escape 19 Success 14. 27 Darkness 23 Purchase 16 Daylight 10. 26 Skill Type 6. 25 Use 25 Hero 2 Veil. 20 Player 2 Cost 24 Plot 9. 16 Movement 12 Ancient 5. 20. 17. 27. 17. 30 Skill 7. 26 Team 21. 16. 20 Foe 14. 27 Night 23 Asset 16. 16. 16. 27 Action Points (AP) 11. 26 Exchange 21 Rumour 16. 27 Battle 19. 23. 18. 22 Sell 17 Hero Defeated 19. 25 Discard 16. 19. 15.
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