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Amulet

Amulet Rulebook

Table of Contents

Table of Contents

  • What's in the Box
  • Setting Up the Game
    • Setting the Playing Board
    • Determine turn order
    • Creating a character
  • How to Play
  • Game Modes and Objective
    • Competitive Mode
    • Cooperative mode
  • Dawn
  • Morning
  • Evening
  • Night
  • Character
    • Incapacitated
    • Amulet
    • Weapons
    • Special tokens
  • Fighting a monster
    • Victory
    • Eradication
    • Retreat
    • Defeat
  • Completing quests
  • Locations
    • Castle
    • Fair
    • Estate
    • Dungeon
    • Village
    • Lair
    • Highwaymen Shack
    • Magic Shop
    • Monastery
  • Ending the game and determining the winner in Competitive mode
  • Addendum
    • Penalty for violating combat rules
    • Potion types and abilities
    • Character abilities
    • Character abilities clarification
      • Cleric
      • Mage
      • Hunter
      • Paladin
      • Rogue
  • Cooperative mode
    • Setting up the game in Cooperative mode
    • Players' interaction
    • Quest and Legendary Monsters refreshment at the beginning of the Evening
    • Ending the Game
    • Winning the game in Cooperative mode
    • Discarding Omen cards
    • Losing the game in Cooperative mode
    • Separate losing conditions on Omen cards
    • Hidden Oaths Cooperative mode
  • Solo Mode

What's in the Box

  • 30x Health tokens
  • 1x Playing Board
  • 5x Character pads
  • 8x Incapacitated tokens
  • 9x Upgrade tokens
  • 10x Monastery Potion tokens
  • 9x Castle quest cards
  • 20x Experience tokens
  • 5 Gem colors x 25 Gems of each color
  • 42x Monster cards
  • 13x Magic Shop Spell scroll tokens
  • 1x Noon token
  • 3x Location block tokens
  • 3x Monster activity tokens
  • 5x Character miniatures
  • 1x Active Player token
  • 5x Warrior/Knight tokens
  • 5x Monk/Priest tokens
  • 6x Legendary monster cards
  • 30x Character Weapon tokens
  • 15x "3 Gold" coins
  • 30x "1 Gold" coins
  • 9x Omen cards (for Cooperative mode only)
  • 12x Oath cards (for Cooperative mode only)
  • 3x Story cards (for Cooperative mode only)
  • 5x Two-sided Memo cards
  • 55x Character Skill scrolls

Setting Up the Game

Setting the Playing Board

  1. Place the Playing Board on the table.
  2. Place the bank in the top left corner of the board: Coins, Gems, Experience, Location block tokens, Monster activity tokens and Incapacitated tokens.
  3. Shuffle the Castle Quest cards and place them near the Castle location. Reveal the top Quest card and place it on free space on the Castle location. Also, place a stack of location Upgrade tokens near the right edge of board, by the Castle location, face down.
  4. Choose at random for the Magic Shop (spells, price and quantity):
Spell price2 players3 players4 players5 players
3x2x3x3x4
4x2x2x3x3
5x1x1x2x2

Return the remaining Spell tokens to the box. 5. At random, determine 5 Potions for the game. Place them near the Monastery location. Return the remaining Potions to the box. 6. Depending on the number of players, create 2 Monster card stacks (Levels I and II separately). If there are 5 players, use all the Monster cards. If there are 4 players, remove Monsters marked with a 5+ symbol. If there are 3 players, remove those marked with 4+ and 5+ symbols. If there are 2, remove 3+, 4+ and 5+, and for Solo games, 2+, 3+, 4+ and 5+.

Shuffle each stack separately. Then, place level 1 Monster stack on level 2 Monster stack (meaning level 2 monsters will enter play later). Place the combined deck of Monster cards at the top right corner of the board. Return the unused Monster cards to the box. 7. Shuffle the Legendary Monsters deck and place them at the bottom right corner of the playing board face-down.

Determine turn order

Determine the first player any way you like. For example, it may be the person who defeated the most monsters in their life. They get the first player's token, which also helps track the time of day, the Noon token. The token is placed its "Morning" side up.

That player also gets the Active player token ("hourglass").

Creating a character

  1. Each player claims one of the character pads. When playing for the first time, pick characters at random. During next games, the player to the Noon token holder's right is the first one to pick a character, then the player to their right, and so on. The last character goes to the Noon token holder. You may also agree to pick characters any other way. Each character has their unique weapons, starting abilities, ability trees and HP level.
  2. Place health tokens on their designated slots on the character pad. Whenever a player loses a HP, they remove a health token from character pad.
  3. Place ability tiles on the character pad. Whenever a player unlocks an ability (see below), they take that ability's tile as a reminder they got this ability. At the beginning of the game, each player gets the lowest ability tile from their pad. This ability is available to the player from the beginning of the game.
  4. Each player claims their character's miniature. Place the token on Tavern space at the center of the board.
  5. Each player claims 6 weapon tokens of their character. 4 tokens are placed next to the pad. The remaining 2 tokens (unavailable at the beginning of the game) are placed on the pad.
  6. Each player takes 1 memo card and gains 3 Gold from the bank. They are also placed next to the pad.
  7. Each player takes Warrior token and Monk token and places them next to their pad.

How to Play

The game lasts several "days" (to make it simple, we'll call them "rounds"), each of them consisting of Dawn, Morning, Evening and Night phases. During the Dawn and Night phases, players are generally getting ready to start or end the round, while Morning and Evening phases are performed in a similar way to each other and consist of consecutive player turns. Players take turns clockwise.

During their turn, a player moves their character miniature to any other free location on the board, then performs that location's action (actions) and passes the Active player's token to the next player.

Character's abilities may significantly impact their turn and how effective their actions are. For example, Hunter may unlock the ability to act (take 1 additional turn) during the Night phase.

The game ends at the end of the round, when the Monsters deck is depleted.

  • In case of 1-2 players, it's 8 days/rounds.
  • In case of 3 players, 7 days/rounds.
  • In case of 4-5 players, 6 days/rounds.

Game Modes and Objective

Competitive Mode

In Competitive mode, each player's objective is to gather the most Power points. Power points are gained by defeating monsters, charging your Amulets and using special abilities.

At the end of the game, the player who gained the most Power points is the winner.

Cooperative mode

In Cooperative mode, players must work as a team and discard Oath and Omen cards from the game. At the start of the game, each player gains 1 personal Oath card, and the whole team gains 3 Omen cards.

If players succeed in completing instructions on all of these cards, they win. Otherwise, they lose. For detailed rules of Cooperative mode, see the Cooperative mode section below.

The rules sections for "Setting Up the Game", "How to Play", and "Locations" are related to Competitive mode. Difference for Solo and Cooperative mode is described in respective sections.

The "Addendum" section is related to all game modes.

Dawn

During the Dawn phase, players draw several cards from the Monsters deck and place them at the edge of the board, near the Lair and Estate locations.

  • In case of 2 players, place 2 cards by the Lair and 1 by the Estate.
  • In case of 3 players, place 2 cards by the Lair and 2 by the Estate.
  • In case of 4 players, place 3 cards by the Lair and 3 by the Estate.
  • In case of 5 players, place 4 cards by the Lair and 3 by the Estate.

Cards are placed in 2 rows, each of the rows corresponding to its respective location. Cards are placed in indicated order: the Lair first, then the Estate.

Monster cards are not flipped face-up. Players only see the monster's "vulnerabilities", its trophy gem, its level and the number of Power points available for defeating it. Monster attacks are hidden on the opposite side of the card.

New monsters come into play regardless of the number of monsters already in play in the Morning.

Also, during Dawn: if there's no legendary monster cards on the Dungeon location, place one from the top of Legendary Monsters deck face down. If there's no quest cards available in the Castle location, reveal one and place it there face up.

Morning

During this phase, each player, starting with the Noon token's holder, takes a turn: moves their Character miniature to any other location on the board, and then performs that location's actions.

Players may not choose to stay in the same location and must move somewhere during their turn.

When crossing the river, players must pay one coin to the bank or lose one HP. Moving from the tavern is free, as it's located on the bridge.

Actions, available in the locations, are depicted on locations and clarified in the rules' respective section.

After completing their actions, the active player ends their turn and passes the token clockwise to the next player.

The presence of miniatures of another players does not prevent you from performing an action in the location.

Quick turn rule. Fighting the monster may be time-consuming, so the player passes the Active player's token immediately after choosing weapons (see below). Thanks to this rule, several players may fight their monsters at the same time. When performing actions in other locations, the Active player token is not passed until the end of the player's turn.

When the Active player token reaches the holder of the Noon token, flip it to its "Evening" side.

Evening

During the Evening phase, players also take turns, in the same order. Morning and Evening phases follow the same structure and general rules. However, some character abilities only work in the Morning or in the Evening!

When the Active player token reaches the holder of the Noon token, this phase ends and the Night starts. As a result, each player takes two turns per round.

Night

Using heroes' abilities. Some players may unlock unique abilities to perform actions during the Night phase. These actions take place before the next phase, Monster attack.

Monster attack. The Noon token's holder reveals Monster cards, which were not defeated by players during the round, in any order. Then, their abilities are resolved. Usually, those abilities make players lose Gold, HP, or even damage their weapons. Some forbid to use certain locations. Place these markers as reminders. Some will add penalties to certain locations. Place this marker as a reminder. If you run out of location block markers or monster activity markers use experience markers instead.

Some abilities have lingering effects: in that case, they remain active until the monster is banished (see "Locations", "Village"). Some monsters are returning back after the effect is resolved: this monster is placed back to the edge of the board in the location, indicated on the card. The card is placed face-down.

Monster effect types (indicated by an icon on the card):

  • The effect is triggered once.
  • The effect is triggered at the end of each round, including the current one, until the monster is banished.
  • This effect lasts until the monster is banished.
  • This effect is triggered once, but the monster immediately returns to the indicated location face-down.

All the monster cards, except for those having the ability to return to locations, are placed face-up near the top board edge, by the Village location.

At the end of the round, the Noon token and the Active player token are passed clockwise; and the former is flipped to its "Morning" side.

Character

Unlocking character abilities. As a result of players' actions (defeating monsters, completing quests, using special weapons), their characters may gain experience points. After gaining experience, the player must place the respective marker on their ability tree. If they gained several experience points, those can be "divided" by placing markers on different abilities. Initially, marker may be placed on any of the 3 abilities at the bottom of ability tree. After that, abilities are being unlocked as a "chain": any unlocked ability allows to start learning all of the upper adjacent ones (take into account the white arrows). You don't have to unlock all the abilities in a single game. Moreover, it's usually not viable.

The ability is considered unlocked when there's an indicated number of markers accumulated on its tile. As soon as this happens, those experience markers are discarded, and the player gets the ability tile from their pad. This ability will start working immediately after the current player's turn ends.

If an ability was not fully unlocked, its adjacent abilities are not available to learn.

Each character ability provides a way to bypass general game rules. Whenever there's a conflict, character abilities prevail. However, monsters' lingering effects trump character abilities (for one exception, see "Rogue").

Actions, related to placing experience markers or gaining new abilities, may be taken after the turn ends and the Active player token is passed. However, they must be completed before the next player's turn ends.

(Character pad diagram labels: the number of experience tokens required to learn abilities; available to learn; unlocked ability; starting ability; Incapacitated token.)

Incapacitated

When fighting monsters or due to their card effects, a player may run out of HP completely (all "hearts" are discarded from the character pad). This character's controller gains an Incapacitated token, which will cost him -5 Power points at the end of the game (in Competitive mode).

If a player was incapacitated, they also lose half their Gold (rounded up), restore their health completely and place their Character miniature on the Tavern location. During the next turn, they will not have to pay for crossing the river (see above).

Amulet

Amulet is one of the main sources of Power points of each Character. Gems are gained by using special weapons, location abilities, or buying potions. After gaining, gems are placed by their owner in slots of respective color or near the pad. The player must decide, whether they will place the gem on the Amulet or near it, until their next turn starts. Each slot may only contain a gem of its respective color. Gray slots don't need to be filled. They contain silver crystals, which the characters own from the beginning of the game.

If some of the Amulet's sections is surrounded by gems, it's considered charged. At the end of the game, each charged section brings the depicted number of Power points. If at least one gem around the section is missing, that section is not considered charged. One gem may be used to charge several sections.

If a player gains a gem but doesn't want (or can't) place it on the pad, they place it near the pad. Unused gems bring 1 Power point each at the end of the game. Also, unused gems may be exchanged on the Fair (see below).

Weapons

Many actions in the locations require using weapon tokens. After being used, weapons become damaged, and they can't be used for further actions. The used weapon's token is flipped to its "damaged" side. Players may fix their weapons using location abilities (or their own abilities).

Damaged weapons can be fixed at the following locations: Fair, Magic Shop, Village and Highwaymen Shack. Each character has their unique abilities, related to fixing weapons.

Whenever you gain a new Weapon token as a result of unlocking a new ability, that token is ready.

Special tokens

Some weapon tokens give their owners additional resources when used.

  • Coin. When using a token with this icon, its owner gains 1 Coin.
  • Experience. When using a token with this icon, its owner gains 1 Experience point. Place an experience marker on the character's pad (see "Unlocking character abilities").
  • Heart. When using a weapon or a Priest token with this icon, the player heals 1 HP. I.e. put 1 heart token on the heart slot on the pad.
  • Gem. When using a weapon or a Knight token with this icon, the player gains 1 gem depicted on the Quest or Monster card, in case it remains uncovered after completing the player's current actions with that card. If as a result of a player's action, gem's icon becomes covered, the player does not get it, even if they used such weapon. The gem is placed on character's Amulet or near the pad (see "Amulet").

If you use multiple tokens with same effects, you get benefits for each of them. I.e. if you use 2 weapon tokens with "gems" you can get 2 gems.

Fighting a monster

Fighting a monster is the main action which brings you Power points, helps to unlock new abilities and collect gems for your Amulet. Regular monsters are fought in the Lair and the Estate locations, legendary monsters in the Dungeon location. Actions in other locations are essentially preparations to fight the monsters.

Before combat starts (before revealing the monster card), the player must decide, which 2 Weapon tokens they will be using during this fight. You may use less than 2 weapons, but not more. As soon as this is decided, that player passes the Active player token clockwise.

After the monster card is revealed, the player may additionally choose to use any number of spells and/or potions available, to raise their chances. Besides, the Lair location allows to use an additional Warrior token, and the Estate location an additional Monk token (see location descriptions for details).

During combat, the player has to solve a mini-puzzle by placing their available tokens. To defeat the monster, you need to use your tokens (see below) to cover all of its "vulnerability" squares. Also, it is advised to cover as many "damage" squares as possible, as after the combat, the player loses HPs according to the number of those squares which remained uncovered.

Level 1 monsters have 2 vulnerability squares, while level 2 and legendary monsters have 3 squares. Level 2 monsters bring more Power points and deal more damage, than level 1. Legendary monsters deal exceptional amount of damage. Actually, they can't be beaten at all using only 2 Weapon tokens and without becoming incapacitated.

When placing tokens, you need to follow these rules:

  1. Each square on the token must correspond to a square on the card or be beyond the border. Tokens cannot be placed diagonally, cover squares partially etc. Also, tokens cannot overlap.
  2. Player may change positions of tokens as many times as they need. However, they're not allowed to change weapon tokens, which were selected initially (before combat).
  3. The "shield" symbols on monster cards are not allowed to be covered.
  4. Vulnerability squares cannot be covered by "defense-only" squares on tokens!
  5. Weapon token squares, marked with the "edge" symbol, must be placed in contact with the card's edge (inside or outside). Examples: correct, a square at the edge; correct, a square extends beyond the edge by 1; incorrect, a square inside the monster card; incorrect, a square outside the monster card that is not placed on the edge of the card.

After the combat ends, meaning the player placed all the tokens they wanted on the monster card, they must let others know. Opponent to their right will be the one checking, whether everything is correct.

After the combat ends, the character immediately loses the number of HP matching the damage symbols on the card which remained uncovered. Some weapon tokens and potions, on the other hand, may increase the player's health level.

For example, a player with 3 HP received 7 wounds, but he used a Health potion (+3 HP) and 2 tokens with a heart icon in combat. So, he lost 7 HP, but restored 5. When the combat ends, he's left with 1 HP.

If a character's health becomes 0 or less after resolving all the wounds from the monster, using weapon and potions, that character becomes Incapacitated (see "Incapacitated").

Combat may end in one of 4 different ways: victory, eradication, retreat and defeat.

Victory

If a player managed to cover all "vulnerabilities" and avoid becoming "incapacitated", they win the fight. The winner receives:

  • Coins, for each coin icon which remained uncovered on the card (if they were covered by tokens, the player does not gain those);
  • Experience points: 1 for defeating a level 1 monster; 2 for defeating a level 2 monster (defeating legendary monsters does not bring experience);
  • Monster card as a trophy (at the end of the game, each card grants Power points according to the number indicated);
  • Additionally, if the player was using special weapon tokens, they may gain the monster's gem, extra experience or Coins, depending on which tokens were used (see "Special tokens").
  • Defeating a legendary monster grants the player any gem of their choice (however, they must still use a respective weapon token to get it).

Eradication

If a player manages to cover all "vulnerabilities" but was incapacitated as a result (see above), they still succeed in eradicating the monster. The player gains the monster's card as a trophy, along with its experience points. Note that legendary monsters do not grant experience.

The player does not get Coin from this monster card, and their special weapon tokens have no effect as well.

Retreat

If a player did not manage to cover all "vulnerabilities" and yet wasn't incapacitated (see above), they fail to defeat the monster. They do not get any trophies (card, Coin or experience).

If the player was using special weapon tokens, they may gain the monster's gem, extra experience, health or coins, depending on which tokens were used (see "Special tokens"). Then, the monster card is discarded.

Defeat

If a player did not manage to cover all "vulnerabilities" and was incapacitated (see above), they don't get any trophies, including those for using special weapon tokens. The monster card is discarded.

Regardless of the outcome, used spells and potions are returned to the bank and placed on their respective spots on the board. Character weapons, which were used this combat, become damaged (see above).

Completing quests

"Complete the quest" is an action, which can be taken in Castle and Highwaymen Shack locations. Completing the quest looks like a mini-puzzle as well, however, unlike fighting monsters, it can be solved by several players cooperatively (each one contributing during their turn).

When completing the quest, player must place exactly one weapon token on the quest card. The same rules as when fighting monsters must be followed. Also, if a player was using a special weapon token, they may gain a gem depicted on the card, extra experience or Coins depending on the token used (see "Special tokens").

As there's only one weapon token placed, it's impossible to complete the task during one turn. However, it is allowed to use additional spell tokens, potions and character abilities (see below). It is also allowed to place a weapon token without covering "vulnerabilities" on the card.

(Example: quest card; first player's turn; second player's turn, quest completed.)

The quest is considered completed as soon as all "vulnerability" symbols are covered. Afterwards, all participating players gain Coins, according to the number of remaining (uncovered) "coin" icons.

Players return their used weapon tokens from the quest; those tokens become damaged. Used spell tokens and potions are placed at the edge of the board, near the appropriate locations. Completed quest's card is placed at the bottom of the Quest deck.

As soon as a quest is completed, place the top Location upgrade token to its respective location on the board. The upgrade replaces the original location ability. All of these tokens make locations more useful for players (see "Locations" for details).

Locations

Player's available actions during their turn are determined by the chosen location. On each of their turns, players move their character miniatures to a new location. Staying in previous location is not allowed.

Some characters' abilities make some locations more valuable to them, while upgraded locations after completing Castle quests make it more useful to all characters.

Castle

Player performs the "Complete the quest" action and gains 1 Experience.

Upgrade: player gains 2 Coins when performing an action in Castle.

Fair

Player fixes 3 damaged weapon tokens. If there are more than 3 weapons damaged, the player decides themselves, which ones to fix. Also, Fair allows you to trade 1 gem you have for any other gem from the bank. Only the gems, which were not placed on the Amulet, can be traded. After trading, you may place the newly acquired gem on your Amulet (see "Amulet").

Upgrade: all the damaged weapon tokens are fixed.

Estate

Player fights a monster placed next to the Estate. If there's no monster near this location, the player can't choose to fight another monster. If there are several monsters, the player chooses themselves, which one they want to fight.

When fighting in the Estate, players are also joined by "Monks" (Monk token is used in combat the same way you would use a weapon).

Upgrade: when fighting in the Estate, players are joined by "Priests" (Monk token is flipped to its other side). This token has the heart ability. When using it, player gains an extra HP when fighting a monster from the Estate.

Dungeon

When choosing this location, player has to fight a legendary monster. Unlike ordinary monsters, there's no information about its vulnerabilities available on the card before the fight. This makes the fight more difficult, as the player must determine their weapons before revealing the card.

Defeating the monster brings its monster card as a trophy (12 Power points) and may also bring any one gem (player's choice). However, defeating legendary monsters does not grant any experience.

Legendary monsters have 3 vulnerabilities each and deal the most damage in the game. There's 2 shield icons on the legendary monster cards. These can't be covered by any tokens (weapons, spells or minions, such as Warriors/Monks).

Upgrade: weapon tokens are chosen after the legendary monster's card is revealed. This means, first the player chooses the Dungeon location, then the monster card is revealed, and finally, the weapons for the fight are chosen. It is not allowed to reveal legendary monster cards before moving to the Dungeon location in any case.

Village

Player gathers local militia to fend off the invasion and "banishes" all monsters, placed near this location (see "Night", "Fighting a monster" to learn when they are placed there). These monster cards leave play and are placed in the separate discard pile.

After banishment is complete, the player gains 1 gem, depicted on one of the banished monster cards. If there were 4 or more monsters, the player gains 2 gems. The player can not gain gems, which were not depicted on monster cards, neither can they gain 2 gems of the same color, if there was only 1 gem of that color on monster cards.

Also, while the player is in the Village, 1 damaged weapon token is fixed. Players may enter the Village even if there are no monsters at all there.

Upgrade: 2 damaged weapon tokens are fixed in the Village.

Lair

Player fights a monster placed next to the Lair. If there's no monster near this location, the player can't choose to fight another monster. If there are several monsters, the player chooses themselves, which one they want to fight.

When fighting in the Lair, players are also joined by "Warriors" (Warrior token is used in combat the same way you would use a weapon).

Upgrade: when fighting in the Lair, players are joined by "Knight" (Warrior token is flipped to its other side). This token has the gem ability. When using it, player gains a gem for defeating a Lair monster.

Highwaymen Shack

Allows to perform 3 different actions in any order. Each action costs Coin. Each action may only be performed once per visit.

  1. Fix 1 weapon token.
  2. Participate in a Castle quest by placing a weapon token on the respective card (see corresponding section). Important! Completing the task from the Highwaymen Shack does not bring you experience for the task itself. You may still gain some by using a weapon with the respective ability though.
  3. Heal 2 HP.

Upgrade: fixing a weapon is now for free.

Magic Shop

Player may purchase up to 3 spell tokens with different prices: one costing 3 Coins, one costing 4 Coins and/or one costing 5 Coins. Buying two or more tokens with the same price is not allowed. When buying 3 tokens per turn, the player gains a green gem. If all the tokens with some specific cost are currently claimed by players, they cannot be purchased this turn. Total available number of spells is limited (see "Setting Up the Game" section).

Spell tokens are placed near character's pad. They may be used when fighting monsters or to complete quests, in addition to weapons. All spell tokens are one-use. After being used, they are placed back on the board, near the Magic Shop location. A token costing 3 Coins covers 2 squares on the monster (or quest) card. A 4 Coins token covers 3 squares, and a 5 Coins token covers 4 squares.

Upgrade: a permanent 2 Coins discount (once per visit, is not cumulative when buying 2 or more tokens).

Monastery

Player's health is fully recovered. All the HP markers are placed on the character pad. In addition, the player may buy 1 potion (see "Potions" for more details). If there are no potions in the Monastery (all of them are currently claimed by someone), then no potions can be bought this turn. Total number of potions is limited to 5 per game (see "Setting Up the Game" section). Some potions also bring 1 gem when bought. That gem is claimed immediately and placed on the player's Amulet or near it (see "Amulet").

Upgrade: a 2 Coins discount when buying potions.

Ending the game and determining the winner in Competitive mode

After the final round ends, each player counts their Power points total. Power points are awarded as indicated:

  • for trophy monster cards (the number printed on each card)
  • for charged Amulet sections (see "Amulet") (the number printed on each section)

Players receive 1 Power point:

  • for each 5 Coin remaining
  • for each ready weapon remaining
  • for each unused potion and spell token remaining
  • for each gem, which wasn't placed on the Amulet
  • for each 2 experience markers on top-tier ability tiles on the character pad

Finally, each player loses 5 Power points for each Incapacitated token they received during the game.

The player with the most Power points is the winner. In case of ties, the player with the most gems wins. If there's still a tie, the player with the most Coin. In case there's still no winner, ties are broken in favor of Cleric, then Paladin, Hunter, and Mage.

Addendum

In most cases, you'll be able to start playing the game without even opening this section. However, if there was a debate during your play, resolve it as follows.

Penalty for violating combat rules

If one of the players revealed the card before they chose weapon tokens (thus violating the rules), these tokens are chosen by the player to their left. They must always be the ones covering the least squares on the monster card.

If some weapon tokens on the monster card were found to be placed improperly the moment their owner declared end of combat (or later), those tokens are removed from the card. They don't count towards the results. Weapon removed this way does not get damaged.

Potion types and abilities

All the potions are one-use only, they are discarded after use. After being discarded, potions are placed back near the Monastery location.

  • Resourcefulness Potion (3 Coins). Discard to "borrow" another player's damaged weapon token. This token must immediately be used in combat. It's used "ready" side up. The token may be used in addition to any other weapons chosen for this combat. After combat, the token is returned to its owner damaged. This potion does not allow to "block" the token's owner from fixing/using it during their turn. In case the owner needs it, resolve the previous combat completely and return the weapon token to its owner before they proceed.
  • Alchemy Potion (2 Coins). Discard when another player must gain a gem. You gain a gem of the same color.
  • Potion of Durability (4 Coins). When buying it, you also gain a red gem. Discard instead of damaging 1 weapon token after use.
  • Consciousness Potion (5 Coins). Discard to avoid incapacitation. The player, who discarded this potion during their turn or any other phase, immediately avoids becoming incapacitated and remains with 1 HP. Can be used while fighting a monster, as well as to avoid incapacitation for any other reason.
  • Stealth Potion (2 Coins). Discard this potion to cancel a monster effect (for yourself only), then gain that monster's gem. This potion can be used even if the monster effect is lingering or doesn't harm you.
  • Potion of Riches (1 Coin). Discard after fighting a monster, when determining combat results. If you must get any Coin for this fight, you receive twice that amount instead.
  • Agility Potion (4 Coins). When buying it, you also gain a blue gem. Discard to use an extra weapon token (in addition to those allowed by rules). This token must be used immediately, in combat or in order to complete a quest.
  • Vampire Blood (5 Coins). When buying it, you also gain a black gem. Discard at Night to heal 4 HP. Each other player loses 1 HP. Vampire Blood may only be used at Night, including when monster effects are triggered. Using this potion may result in other players becoming incapacitated.

For example, if a player completes a quest, they may use Agility Potion to place one more weapon token on the Quest card. Both tokens' special abilities will take effect.

Character abilities

Each character ability provides a way to bypass general game rules. Whenever there's a conflict, character abilities prevail. Note, however, that monsters' lingering effects (e.g. blocking healing abilities) trump character abilities (for one exception, see "Rogue").

Avoid expansive interpretations of ability rules. E.g., if the ability works in the Evening, that means it doesn't work at Night. If a location gives the discount, it is not extended to characters' abilities outside of this location.

All the Night abilities are resolved in the current turn order (starting with the Noon token holder), before any monster effects are resolved.

Character abilities clarification

The ability tile pictures are not in the text layer; the clarifications are given below in printed order (left to right, top to bottom) for each character.

Cleric

  • May choose to suffer 2 HP to "close" 1 monster's vulnerability square. Use experience tokens from the bank to close the square on the monster card and show that the ability was used on the character pad. During the Night phase, remove the token.
  • This ability is passive (works automatically). Each player, regardless of how many there are, restores 1 HP. Cleric gains 2 Coins from the bank.
  • May use a "damaged" weapon token on the quest card, instead of a "ready" one. That token used by the ready side. This ability does not work in the Highwaymen Shack.
  • This ability allows Cleric to use a Priest token when fighting a legendary monster in the Dungeon. Cleric uses a Priest token even this token was not upgraded from Monk.

Mage

  • You may damage 1 weapon token to close 1 vulnerability square. Use an experience token from the bank to close vulnerability. This must be the weapon you are not using in this combat. A maximum of one weapon per combat. Damaged weapons may not be used.
  • This ability allows Mage to complete a quest single-handedly. Each special weapon token used grants its bonus effect. E.g. if Mage used 2 "gem" weapon tokens, they will gain 2 gems from the quest card.
  • After combat (Evening phase), you may return 1 weapon token its "ready" side up. This must be the weapon, which was used during this combat.
  • This ability cancels the "shield" restriction for Mage's weapons, but only when fighting legendary monsters. It has no effect when fighting regular monsters.

Hunter

  • During the Evening phase (but not in the Morning or Night), you may return 2 Coins to the bank to close 1 of the monster's vulnerability squares. Use coin tokens to depict this in combat.
  • Hunter receives an extra action at Night: they can fight any one of the remaining monsters in Lair, Estate or Dungeon location (even a legendary monster). Hunter may choose any available monster they wish. Neither Monks nor Warriors will help during this fight, regardless of location. If there are no monsters in any locations, this ability can not be used.
  • Weapon tokens from quest cards are returned with their "ready" side up. Note that they are still unavailable before the quest is completed.
  • When visiting the Fair, you may show other players any number of monster cards (back side up), which you defeated during this game. For each card shown, each of them gains 1 Coin from the bank. These cards are not discarded, and the next time you visit the Fair, you may use the same cards to get Coin again.
  • This ability cancels the "shield" restriction for Hunter's weapons when fighting any monsters.

Paladin

  • You always gain a yellow gem, if the fight happens in the Morning, even if you were defeated. Yellow gem is gained on picking weapon tokens step.
  • This allows Paladin to perform an additional action in the Night: complete the quest. Special weapon token still adds its bonuses. If as a result, the quest becomes completed, resolve the aftermath, as described in its respective section. If there are no quests in the Castle, this ability can not be used. Paladin does not gain any benefits of the Castle location for using this ability.
  • You may pay 2 HP to fix one damaged weapon token. This ability can be used once per phase: Morning, Evening and Night. This ability can't be used, if as a result, Paladin would become incapacitated.
  • Paladin uses Knights and Priests, regardless of the upgrades. Priests are still only used in the Estate, and Knights in the Lair.
  • Third weapon token must also be "ready". It is placed following general rules. If it's a special token, it grants the bonus as well.

Rogue

  • During the Night phase, you may pay 2 Coins to fix 1 Weapon token. Fixing 2+ weapon tokens this way is not allowed.
  • Rogue gains a gem of any color from the bank.
  • This ability grants a cumulative discount at Highwaymen Shack. If the player only uses one of the Shack's abilities, they do not gain a "saved" Coin.
  • This ability allows the Rogue to fight a legendary monster even if there's none at the Dungeon location. If the legendary monster deck is empty, this ability cannot be used.
  • This ability cancels the "shield" restriction for Rogue's weapons when fighting any monsters during the Evening phase.
  • This ability allows Rogue to ignore any monster effects, including lingering effects.

Cooperative mode

Rules of play for Cooperative mode are mostly the same as in Competitive mode. However, there are several important differences.

Players must collectively neutralize Omens that befell the Kingdoms, and each of them must also complete their personal Oath. Omen and Oath cards indicate special conditions of how they are discarded from play; Omen cards also have losing conditions for players during the game. This game mode also fits perfectly for playing solo.

In Cooperative mode, it doesn't matter which character accumulated the most Power points. However, players still claim defeated monster cards as trophies to their personal pool. This may affect resolving some monster effects and character abilities.

Setting up the game in Cooperative mode

  1. Determine the game's difficulty by picking Omen cards: There's 3 Omen cards participating in each game (marked A, B and C). Numbers by these letters indicate difficulty level. For example, A0 is the easiest Omen, while A2 is the hardest one. These numbers' total indicates overall difficulty level: 0 to 6. We recommend using difficulty level 0 for a tutorial game. Omens are shared special conditions for all players. They include removal conditions, as well as players' losing conditions.

  2. Draw a random Story card. Read the side 1 text, and then flip the card. Place it with its side 2 up near the playing board. Place selected Omen cards near the Story card as indicated with arrows: Omen card A is placed at the top right corner, Omen card B at the center, and Omen card C at the bottom right corner. Read the text on cards in the following order:

    • section (a) on side 2 of the Story card
    • text on the back of the Omen card A
    • section (b) on the Story card
    • text on the back of the Omen card B
    • section (c) of the Story card
    • text on the back of the Omen card C.

    Flip all Omens and read exact wordings of their conditions. Determine the number of Legendary Monster cards in the deck, depending on the Omen card (B0, B1 or B2) conditions. Return the remaining Legendary Monster cards in the box. You can additionally raise the difficulty level above 6 by adding Legendary Monsters to the monster deck at the beginning of the game. Determine the number of Incapacitated tokens for a game depending on the Omen card (C0, C1 or C2) conditions. Place these tokens next to this Omen Card.

  3. Deal 2 Oath cards to each player. Reveal the Oaths. Conditions on Oath cards can only be fulfilled by their owners. If any player fails to complete one of their Oath cards during the game, all the players lose, regardless of whether all the Omens were discarded. Once a player completed the condition listed on one of their Oath cards, they immediately discard both Oath cards. I.e. player must complete only one Oath on their choice.

    To fulfill an Oath, its owner must perform an action listed on its card. Special Oath card action is performed in addition to the player's main action in the location. Some Oaths require to perform general actions in locations or doing something at Night.

Then proceed to set up the game as for a Competitive mode.

Players' interaction

In Cooperative mode, players can:

  1. Talk to each other and discuss actions to perform.
  2. Trade Gold, Spell tokens, Potion tokens, Gems (except for those placed on their Amulets) between each other. To trade, players must be in the same location before or after the location action was taken. Also, both players need to agree to trade. Note that characters may not share health, experience or personal weapons, and trade gems from their Amulets.

Player may come into agreements to do something in the future, however they're not required to keep their word.

Quest and Legendary Monsters refreshment at the beginning of the Evening

In Cooperative mode, if at the beginning of the Evening some of the Quest or Legendary Monster slots on the board are empty, players should add new ones. This means players can destroy up to 2 Legendary Monsters and perform up to 2 Quests each round.

Ending the Game

The game ends when any of the following happens:

  • At the end of the round, all Omen and Oath cards are discarded from play.
  • The final round ends.

Winning the game in Cooperative mode

Players win the game if they discard all Oath and Omen cards from the game.

Discarding Omen cards

Each Omen card is discarded as soon as its conditions are fulfilled. After the Omen card is discarded, its losing conditions stop working. Players can refuse discarding A-type Omen card to get a time to fulfill Oaths conditions, but in this case the losing conditions of A-type Omen card are still working.

"Complete [N] Amulet sections to discard this card." To fulfill this condition, players must "charge" the required number of sections. It doesn't matter how many Power points each section gives. It doesn't matter which players "charge" sections. The number of sections required depends on the number of players and the Omen's difficulty rating. (The number [N] is printed on the card; it is not legible in the PDF text layer.)

Tip. Place gems or another tokens on the A-Type Omen card to trace the progress of fulfilling condition of this card.

"Defeat all Legendary Monsters." To fulfill this condition, players must fight all Legendary Monsters in the deck picked for this game. Each fight must end with the monster's defeat, meaning all the vulnerability squares must be covered by player's items.

Omen cards C0, C1 and C2 are discarded automatically when Omen cards A and B were discarded.

Losing the game in Cooperative mode

As soon as any defeat condition on any Omen card is fulfilled, all players immediately lose the game. They also lose, if at least one Omen or Oath was not discarded from play after the determined number of rounds.

Separate losing conditions on Omen cards

"If at the end of the evening there are enemies in the Estate, you lose the game." This losing condition is triggered if there's even one monster card left in the Estate location after all the players finished their turns. If the monster card is returned to the Estate in the Night, players don't lose the game.

Tip: To chase the monster away, it is enough to attack it. Even if you have no Weapon tokens ready, you can sacrifice your character and gain an Incapacitated token in order not to lose during this round.

"If you fail to defeat a Legendary Monster, you immediately lose the game." This losing condition is triggered if a player, who decided to fight the monster, couldn't cover all its "vulnerabilities" using their items. "Incapacitation" does not cause the losing condition to trigger by itself. However it may trigger losing condition on a C-type Omen card.

"If at the beginning of the final round there are Legendary Monsters in the deck, you lose the game." This is an extra losing condition on Omen cards B. It's listed on the card, because during the final round, players can't fight more than 2 Legendary monsters.

"Whenever the players must take the 3rd (4th) Incapacitated token, you lose the game." This condition is triggered as soon as the team accumulates the required number of Incapacitated tokens total. It doesn't matter which player gained that "last" token.

Hidden Oaths Cooperative mode

This is the mode for experienced players. In this mode each player must fulfil condition of Oath separately from each other. That means it is possible that only part of the players will win the game. The rules of discarding Oaths cards are same as rules of the basic cooperative mode.

During setup of the game all the players draw 2 Oath cards. But they don't reveal these cards.

Player interactions. Players can't show each other the front side of their Oath cards. Players don't have to help each other to fulfill their Oaths. Player can ask help of another players, but nobody must help.

End of the game. When the players fulfil conditions of all Omen cards the game ends immediately. Players can't refuse of discarding Omen card to get a time to fulfill Oaths conditions. Players, who discard their Oath win. Other players lose.

Solo Mode

Solo Mode is one of the Cooperative mode options.

Set up the game as you would for a Cooperative mode, with the following exceptions:

  1. Remove all Monster cards marked with 2+, 3+, 4+ and 5+ symbols from the game.
  2. Place all 10 potion cards near the monastery.

Rules are changed as follows:

  1. During the Dawn phase, 2 monsters come into play (one in the Lair and one in the Estate). The game lasts 8 rounds.
  2. If at the end of the Evening phase, there are monsters left in the Estate, the player does not lose the game (as indicated on the Omen card).
  3. Each Potion card can only be used once per game. After using the card, the player must return the Potion to the box.

The remaining rules (including winning and losing conditions) are the same as in Cooperative mode. For example, if the player discarded all the Omens but didn't fulfill their Oath, they lose the game.

  • Wisdom Potion (2 Coins). Discard when you win the combat but are not about to gain a gem. The potion may be discarded in every case whenever you don't get a gem (e.g. if there wasn't one on the card, if no gem-picking weapon was used, or if it was covered). You may not refuse to get a gem to discard the potion, in case you were about to get it.
  • Healing Potion (4 Coins). When buying it, you also gain a yellow gem. Discard to heal 3 HP, including when determining results of combat or when a monster effect is triggered.
  • For example, the Oath says that the player must damage 2 weapon tokens at Night. This means, the player must have 2 Weapon tokens ready. When the Night phase starts, they must flip these tokens to their "damaged" side to fulfill the Oath.