Beast: The Great Hunt
Beast: The Great Hunt Rulebook
Table of Contents
Table of Contents
- Symbol key
- Golden rules
- Expansion components
- New rules
- Moving between chapters
- Playing the story
- Start of the campaign
- Chapter: The King's Whisper
- Chapter: Dream Still Alive
- Chapter: The Great Hunt
- Chapter: Oracle of the Abyss
- Chapter: The Last Bastion
- Chapter: The Great Cleansing
- Chapter: The Final Battle
- Chapter: The Crossroads
- Chapter routing
- Frequently asked questions
- Balancing the scales
Symbol key
- [wound]: red heart. Deal a wound (1 damage) or heal a wound.
- [grudge]: gold coin. Grudges are the currency for upgrades and some cards. A printed number is its value; a coin with no number is worth 1.
- [settler]: settler figure (white and dark robes, split in two).
- [influence]: influence token (purple emblem).
- [dream]: dream token (pink swirl).
- [dreamer]: dreamer (purple skull token with an orange ring).
- [trail]: trail token.
- [twist]: Beastly Talent card (the Beast's twist cards).
- [item]: hunter item card.
- [settlement]: settlement marker (a location on the map).
- [animal]: animal symbol.
- [symbol]: a symbol shown only in the artwork that has not been decoded.
Golden rules
As in the base game of Beast, the Great Hunt expansion follows three golden rules:
- Game effects written on components, and the rules of this expansion, always take precedence over the rules of the base game.
- If you want to win as hunters, you must act together. You may talk to your fellow hunters and show them your cards at all stages of the game.
- All discarded cards are open information. Players may look through all discarded cards (except movement cards) at any time.
If you have little experience with Beast, first get to know the basics of the base game. Play it for a while to master its rules and strategies, or read the play tips on studiomidhall.com.
Expansion components
This symbol marks the components of The Great Hunt, so you can tell them apart from the base game. The expansion must be played with the base game, but you may also add components from other expansions, such as Shattered Isles. Be aware that doing so may unbalance the game.
New components in this expansion:
- Pernatyi King board (Pernatyi King's player board).
- Esmeria board.
- Pernatyi King ability cards.
- Esmeria ability cards.
- Pernatyi King figure.
- Esmeria figure.
- 3 dreamer figures.
- 30 influence tokens.
- 10 Pernatyi King trail tokens.
The ability-card previews printed on page 7 are not reproduced here; the card texts are on the cards themselves.
New rules
Split actions. Cards marked with the split-action symbol may be played either as a red action or as a blue action. When you play a split action, you must declare at once which action you are playing, red or blue. Playing a split action counts as performing the declared action (symbol) for any upgrade, card or other effect that is triggered by a certain type of action.
Next page. When you have met the conditions for moving on, turn to the page shown inside this symbol. Keep this book always open so that two pages are visible.
The Beast plays an ability card. This symbol means that something happens when the Beast plays an ability card. The effect depends on the rules given in the various chapters.
Hunters play an ability card. This symbol means that something happens when a hunter plays an ability card. The effect depends on the rules given in the various chapters.
Influence tokens. A way of tracking the progress of certain effects. They are usually placed on this book or on the map. The special rules for these tokens depend on each chapter.
Stronger creatures. Rules in this book also mention stronger creatures. Each such symbol means that the creatures have different additional effects depending on the rules of the chapter.
Contract rewards. In some chapters, players receive special rewards for meeting certain requirements. Rewards are handed out during step 1 of the night phase.
Time passes. Most chapters have effects that trigger at set moments of the round's phases.
Hunter item and Beast twist decks. If either of these decks runs out, take all discarded cards from that deck, shuffle them, and form a new deck.
Moving between chapters
As the story progresses and you turn to the next page, the game state, meaning all components on the map, on the players' boards, or in hand, does not change between scenes and chapters unless stated otherwise. All other rules and set-up steps from the base rules also do not change.
Playing the story
The story in this book is presented as contracts that you will play through during the campaign. The Great Hunt is a unique game, in which the outcome of each chapter decides how the story develops and which parts of this book you will play.
Before you start. You need exactly 4 players to play through the story of The Great Hunt. Expect the game to last from 4 to 6 hours. You can play it from start to finish or take breaks between chapters.
Start of the campaign
Characters. The Great Hunt is played by 4 players. The hunters choose Assar, Iona and Esmeria. The Beast plays as the Unborn Pernatyi King.
Before starting, decide which hunter each player will play: Assar is the first hunter, Iona the second, and Esmeria the third.
Set-up. Prepare as for a normal game of Beast. This book is the contract.
- Place a dreamer in Quinstown and deal 1 [wound] to each [settler] there.
- Place the Pernatyi King 2 steps north of Quinstown.
- The Beast performs no set-up steps from the base rules.
- Place Assar in Quinstown, Esmeria 1 step west of Quinstown, and Iona 1 step east.
- The Pernatyi King starts with 2 [grudge], and each hunter starts with 1 [grudge]. During the following chapters, the Beast will receive rewards for killing [settler]s.
Let the hunt begin! Turn to page 14.
Chapter: The King's Whisper
Play time: Medium.
Set-up. Place an influence token in each slot of the Palace of Dreams. The Pernatyi King moves 1 step, then immediately go to dawn.
In this chapter the hunters investigate rumours and try to gain the upper hand over the Pernatyi King. Their aim is to kill the Pernatyi King before he has a chance to revive. The Pernatyi King wants to spread his influence over the whole map and summon creatures, dreamers, to his ranks. Eventually the Pernatyi King must kill enough animals to be able to revive.
Embodiment of the dream. After the Beast plays an ability card, it removes an influence token from the Palace of Dreams and places it in the nearest location with a settler. Then the Beast immediately gains the effect of the Palace of Dreams.
Spread of the dream. When a second [dream] appears in the location of the same settler, place a dreamer there. Only 1 dreamer may appear in the location of each settler.
Investigation. When a hunter moves into a location with a [dream], remove all [dream] tokens from that location and place them in any slot of the Rumour Investigation. When all slots of a rumour are filled, immediately apply that rumour's effect.
Palace of Dreams
The Palace of Dreams has five cells. Their effects, as printed on the board, are:
- [symbol] (pink symbol)
- Gain [grudge].
- Gain a Beastly Talent.
- Move 1 step.
- Gain a random unused action card.
Each cell shows a dreamer symbol beneath it.
Rumour Investigation
The Rumour Investigation has six rumours. Each rumour shows one slot per dreamer symbol printed beneath it:
- Relocate any hunter to a [settlement]. (2 slots)
- Each hunter in the same zone as this [symbol] moves 0–1 step. (1 slot)
- Reveal the last played movement card. (1 slot)
- Each nearby hunter gains [grudge]. (1 slot)
- Gain a hunter item. (1 slot)
- Move 0–1 step and gain [grudge]. (1 slot)
Rumour rewards. At the start of night, or when the Beast dies, hunters may remove [dream] tokens from the Rumour Investigation. For each token removed, the hunter gains [grudge].
Goals.
- Hunters win: the Pernatyi King has died. Go to page 16.
- Beast wins: the Pernatyi King has unlocked "Regeneration" by the end of the night. Go to page 20.
If the Pernatyi King does not revive. If he has not unlocked "Regeneration" by the end of the first night, he dies. Remove his figure and end the chapter in the hunters' favour.
Chapter: Dream Still Alive
Play time: Short.
Set-up. Set aside the Pernatyi King board, together with all [symbol] tokens, the Beastly Talents he held in hand, and the animals and settlers he killed. Discard all [wound]s. Turn Winterwick, Fort Blickmore and Lovara Harbour into [symbol]. Remove all dreamers from the map, then replace the Pernatyi King figure with a dreamer. The Beast now plays as the Last Dreamer, using the Pernatyi King's ability cards and [symbol]. No board is needed for it. The Last Dreamer counts as a Beast, not a creature. It may move 2 steps during set-up and may not start this chapter in a [symbol].
Place 1 [dream] in each cell of "King's Dream", then go immediately to step 2 of the night phase.
In this chapter the hunters pursue the Last Dreamer to prevent the Pernatyi King's return. The Beast can now control any of the hunters on its turn. It seeks a safe place where the body of the Pernatyi King can be revived.
Royal awakening. After the Beast plays an ability card, it removes 1 [dream] from a cell of "King's Dream" and places it on top of the last played movement card. If there are no such cards, place the token in the location of the figure instead.
Supreme dominion. When the Last Dreamer plays [symbol], it may reveal the cards in a hunter's hand and play one of those cards as if it were that hunter. That card is not discarded. During this action, that hunter counts as a creature. The Last Dreamer may also deal wounds to the other hunters.
Dreamlike pursuit. When a hunter moves into a location with a [dream] or [symbol], and the corresponding movement card shows a [symbol], move this token into any cell of "Phantom Trail".
King's Dream
- Move 1 step.
- [settler] does not reveal [animal].
- Gain a Beastly Talent.
- Move 1 step.
Phantom Trail
- Another hunter moves 0–1 step.
- Gain [grudge].
- Reveal the last played movement card.
- Another hunter moves 0–1 step.
Goals.
- Hunters win: the Last Dreamer has died. Go to page 26.
- Beast wins: the Beast starts its turn in Winterwick, Fort Blickmore or Lovara Harbour. Go to page 22.
If the Last Dreamer does not reach its goal. If the Last Dreamer has not achieved its goal by the end of the first day, it dies.
Chapter: The Great Hunt
Play time: Long.
Set-up. Place stacks of [symbol] and [symbol] tokens in each cell of the "Dark Constellation", according to the number shown in each cell.
If the Pernatyi King has unlocked "Regeneration" by the end of the last night, go immediately to dawn.
If the Last Dreamer is still alive, it becomes an ordinary creature again. Turn over the Pernatyi King board, now revived, with full health and all components that were set aside earlier. Place his figure in the Last Dreamer's location. The Pernatyi King keeps all components gained by the Last Dreamer. Go immediately to step 2 of the night phase.
Twilight dream. After the Beast plays an ability card, remove 2 [symbol] tokens from the Dark Constellation and place each of them separately in the locations of the 2 nearest [symbol]. When all [symbol] have been removed from a star, immediately apply that star's effect.
Worship. If there are more [symbol] than [symbol] in a location, then in that location [symbol] are not revealed. When 3 [symbol] appear in a location, place a dreamer in it.
Civil war. When 3 identical influence tokens appear in a location, no more tokens may be added there. If the nearest location has already reached its limit, move on to the next nearest, and so on. If no suitable location remains, remove the token from the game.
Great hunt. Each time after a hunter plays an ability card, remove a [symbol] token from the Dark Constellation and place it in the location of the nearest [symbol]. When all [symbol] tokens have been removed from a star, immediately apply that star's effect.
Weaken its influence. If there are more [symbol] than [symbol] in a location, then [trail]s in all nearby locations are always revealed automatically. When 3 [symbol] appear in a location, turn that location into a [symbol].
World capture. When a settler is killed, the Beast gains an additional [grudge] and may immediately perform an upgrade.
Dark Constellation
Start at the lower-left star, marked by the arrow ("Start here"), and then follow the path of stars. Each star shows a value and an effect:
- (2) Each hunter heals 1 [wound].
- (3) Transform each nearby location and deal 1 [wound] to each hunter and [settler] nearby. Each hunter may return a discarded ability card to hand.
- (3) Each hunter may perform 1 upgrade, spending 1 [grudge] less.
- (2) Each hunter may transform their location into [symbol].
- (3) Look at the unused action cards and take 1 of them into hand. Each hunter moves 0–1 step.
- (2) Transform [symbol] into [symbol]. Each hunter gains [grudge].
Goals.
- Hunters win: the Pernatyi King has died. Go to page 34.
- Beast wins: 4 settlers have died. Go to page 42.
If the settlers do not die. If 4 settlers have not died within 2 days, the Pernatyi King dies.
Chapter: Oracle of the Abyss
Play time: Short.
Set-up. Remove all [symbol] and [symbol] from the map. Place 2 [symbol] in Ghastvik Fjord. Shuffle one movement card for each direction together: north, south, west, east and "In place". This is the flood deck.
Remove the Pernatyi King and all dreamers from the game, together with all of his [symbol] tokens, Beastly Talents and ability cards. The Beast now plays as Raaga, Oracle of the Abyss, with the available "Wrath of Eyrtir" and "Fury of Mendr". Place Raaga in the centre of the map. Move all hunters to Ghastvik Fjord. Turn Ghastvik Fjord into [symbol], and Lovara Harbour and Quinstown into [symbol]. Place [symbol] in each cell of the "Cataclysm" track, then go immediately to step 2 of the night phase.
In this chapter Raaga wants to flood all of the Northern Expanse. The hunters are in despair, but know that if they reach Lovara Harbour, they will have one more chance to kill Raaga. The hunters want to survive, and Raaga wants to stop them at any cost.
Cataclysm. After the Beast plays an ability card, it removes a [symbol] from the leftmost cell of the "Cataclysm" track and places it on any [symbol] on the map. Then it applies the effect of that cell.
Devouring. If a [symbol] or a hunter dies, Raaga may immediately and for free gain an upgrade.
Great flood. At the start of the Beast's turn, choose a location on the map and draw a random card from the flood deck. The Beast may transform a location near the [symbol] that corresponds to the drawn card. Then the Beast may move each hunter and [settler] near the transformed location 1 step. Remove this [symbol] from the game, return the movement card to the flood deck and shuffle it. Repeat until no [symbol] remains on the map.
Storm protection. Raaga cannot suffer wounds.
To Lovara Harbour. After a hunter plays any card, it moves 0–1 step. When a hunter moves a [symbol] into Lovara Harbour, place it on that hunter's board.
Departure. When a hunter enters Lovara Harbour, place it on the corresponding player board and set aside 2 [symbol].
Cataclysm track
- Gain [symbol] and a Beastly Talent.
- All players return 1 discarded ability card to hand.
- Raaga moves each hunter and [symbol] 0–1 step.
- Each hunter and [symbol] that was not moved moves 0–1 step.
Cataclysm. At the start of the first night, all hunters and [symbol]s on the map die.
Next chapter. When all hunters and settlers have either died or reached Lovara Harbour, go to page 30.
Carry-over. At the start of the next chapter, during the night, the hunters divide among themselves all the [symbol] set aside.
Secret weapon. For each [symbol] that enters Lovara Harbour, the hunters gain a powerful bonus in the next chapter.
Chapter: The Last Bastion
Play time: Long.
Set-up. Use the map of the Drenched Lands instead of the Northern Expanse. If traps remained in Barum or Wildmark, keep them on the map; remove all other components.
Place all animals and [symbol] as shown on the map. Place [symbol] in each corresponding cell of the "Cannons of House Gyaltar".
Hunters may start in any [symbol] and remove all [symbol] from the map. The Beast discards all [symbol], then takes 1 Beastly Talent for each discarded token. Place Raaga in the centre of the map, then move her 0–2 steps. Then go immediately to step 2 of the night phase.
Dawn. At the start of dawn, hunters activate "Prepare the cannons" for each [symbol] on their board. Then remove these [symbol] from the game.
Prepare the cannons. After a hunter plays an ability card, remove [symbol] from the lowest cell of the "Cannons of House Gyaltar" that corresponds to the nearest [symbol], and place this token in that [symbol]. Then immediately apply its effect.
Shot from a House Gyaltar cannon. Hunters choose any location on the map, then search it and deal 1 [wound] to each hunter, Beast, creature, animal and [symbol] in that location. If the shot hits both hunters and the Beast, the Beast suffers the wound first. Each cannon may be fired only twice per day.
Reloading. If at the start of a hunter's turn, or at the start of the night, there are 3 [symbol] in any location, return all 3 [symbol] to the "Cannons of House Gyaltar".
Maintenance. To be able to perform "Prepare the cannons" or "Shot from a House Gyaltar cannon", a [symbol] must contain a hunter or a [symbol].
Triumvirate. Raaga has all the effects of the "Three Heads" available at the start of this chapter. If Raaga suffers a wound, the hunters place 1 [wound] on any one of the heads. If a head loses all its health, its effect and the corresponding upgrade become unavailable.
Three Heads
- Eyrtir (1 health): Wrath of Eyrtir activates during all your attacks.
- Raaga (3 health): When you attack, you may deal 1 additional [wound] to any one of your targets.
- Mendr (2 health): Fury of Mendr activates during all your attacks.
Cannons of House Gyaltar
The cannon track has three columns, one for each location. Each column reads from top to bottom:
| Location | Top cell | Beast cell | Hunter cell |
|---|---|---|---|
| Ghastvik Fjord | Shot from a House Gyaltar cannon | The Beast may [symbol] | You gain [grudge] |
| Winterwick | Shot from a House Gyaltar cannon | The Beast moves 0–1 step | You move 0–1 step |
| Tiveden | Shot from a House Gyaltar cannon | The Beast gains a Beastly Talent | You gain a hunter item |
End of chapter. At the end of the second night, Eyrtir, Raaga and Mendr die.
Goals.
- Hunters win: Eyrtir, Raaga and Mendr have died. Go to page 46.
- Beast wins: all settlers have died. Go to page 44.
Chapter: The Great Cleansing
Play time: Short.
Set-up. Remove all [symbol] from the map. Turn Lovara Harbour and Quinstown into [symbol], and Winterwick into [symbol]. Place 2 [symbol] in Winterwick.
Shuffle one movement card for each direction together: north, south, west, east and "In place". This deck is now called the Starveil deck.
Remove Esmeria, Captain of the Great Hunt, from the game. The hunter who played Esmeria now becomes the Beast and plays as Esmeria, the Lost Huntress. The player who played the Pernatyi King becomes a hunter and plays as Grimgeir, the Sentinel. He gains [symbol] for each upgrade unlocked by Assar and Iona.
Place Esmeria in the centre of the map. Move all hunters to Winterwick; they may change the order of their turns. When Assar unlocks "Resonance", he may choose a new target.
Place [symbol] in each cell of the "Starveil" track, then go immediately to step 2 of the night phase.
Stargazer. After the Beast plays an ability card, remove [symbol] from the leftmost cell of the "Starveil" track and place it in any location on the map. Then apply the effect of that cell.
Great spell. At the start of the Beast's turn, choose a location on the map and draw a random card from the Starveil deck. The Beast may transform a location near the [symbol] location that corresponds to the drawn card, and place a metamorph there. Remove this [symbol] from the game, return the movement card to the Starveil deck and shuffle it. Repeat until no [symbol] remains on the map.
Death to all. Esmeria cannot suffer wounds. If a hunter or a [symbol] dies, remove it from the map.
No rescue. No hunter may move while a metamorph is in its location.
To Lovara Harbour. After a hunter plays any card, it moves 0–1 step. When a hunter moves into Lovara Harbour, place it on that hunter's board.
Finally safe. When a hunter enters Lovara Harbour, place it on the corresponding player board and set aside 2 [symbol].
Starveil track
- Unlock "Cursed Wrath" for free.
- Each metamorph moves 0–2 steps.
- Move each [symbol] and hunter 0–1 step.
- Immediately hypnotise a hunter.
End of chapter. At the start of the first night, all hunters and [symbol]s on the map die.
Next chapter. When all hunters and settlers have either died or reached Lovara Harbour, go to page 38.
Carry-over. At the start of the next chapter, during the night, the hunters divide among themselves all the [symbol] set aside. Esmeria gains one free upgrade for each hunter and [symbol] that died in this chapter.
Secret weapon. For each [symbol] that enters Lovara Harbour, the hunters gain a powerful bonus in the next chapter.
Chapter: The Final Battle
Play time: Long.
Set-up. Use the map of the Drenched Lands instead of the Northern Expanse. If traps remained in Barum or Wildmark, keep them on the map; remove all other components.
Place all animals and [symbol] as shown on the map. Turn Ghastvik Fjord, Winterwick and Tiveden into [symbol]. Place [symbol] in each corresponding cell of the "Alarm signal" track.
Hunters may start in any [symbol] and heal all [wound]s. The Beast discards all [symbol], then takes 1 Beastly Talent for each discarded token. Place Esmeria in the centre of the map, then she moves 0–2 steps. Then go immediately to step 2 of the night phase.
Dawn. At the start of dawn, hunters activate "Illuminate the darkness" for each [symbol] on their board. Then remove these [symbol] from the game.
Illuminate the darkness. After a hunter plays an ability card, remove [symbol] from the lowest cell of the "Alarm signal" track that corresponds to the nearest [symbol], and place this token in that [symbol]. Then immediately apply its effect.
High alert. To be able to perform "Illuminate the darkness", a [symbol] must contain a hunter or a [symbol].
Prepare a flash. Empty "Alarm signal" tracks are recharged at the start of the night.
Flash of sunlight. Hunters choose any location on the map and place a [symbol] there. Then activate all [symbol]s until the end of their turn.
Savagery. All effects of the "Heart of the Beast" are available to Esmeria.
Heart of the Beast
Esmeria, the Lost Huntress, has 4 health. Her abilities are:
- Sweep. Ignore the terrain requirement for "Soul-slaying" when choosing a target.
- Cunning. "Deception" lets you copy red or blue action cards.
Alarm signal
The alarm track has three columns, one for each location. Each column reads from top to bottom:
| Location | Top cell | Beast cell | Hunter cell |
|---|---|---|---|
| Ghastvik Fjord | Flash of sunlight | The Beast may [symbol] | You gain [grudge] |
| Winterwick | Flash of sunlight | The Beast moves 0–1 step | You move 0–1 step |
| Tiveden | Flash of sunlight | The Beast gains a Beastly Talent | You gain a hunter item |
End of chapter. At the end of the second night, Esmeria dies.
Goals.
- Hunters win: Esmeria has died. Go to page 50.
- Beast wins: all settlers have died. Go to page 48.
Chapter: The Crossroads
This chapter has no play-time tag and is a choice point.
Esmeria falls, badly wounded by her enemies. Standing before her, you must make a choice:
- Kill Esmeria, the Lost Huntress. Go to page 52.
- Capture Esmeria. Go to page 54.
Chapter routing
Goals and transitions point to the page to turn to. The chapter-by-chapter routing is:
- The King's Whisper (page 14): hunters win → page 16; Beast wins → page 20.
- Dream Still Alive (page 18): hunters win → page 26; Beast wins → page 22.
- The Great Hunt (page 24): hunters win → page 34; Beast wins → page 42.
- Oracle of the Abyss (page 28): next chapter → page 30 (The Last Bastion), once all hunters and settlers have died or reached Lovara Harbour.
- The Last Bastion (page 32): hunters win → page 46; Beast wins → page 44.
- The Great Cleansing (page 36): next chapter → page 38 (The Final Battle), once all hunters and settlers have died or reached Lovara Harbour.
- The Final Battle (page 40): hunters win → page 50 (The Crossroads); Beast wins → page 48.
- The Crossroads (page 50): kill Esmeria → page 52; capture Esmeria → page 54.
The remaining story pages, 8–12, 16–17, 20–23, 26–27, 30–31, 34–35, 38–39 and the endings on pages 42–49 and 52–55, carry the narrative of each chapter and of each ending. They are not transcribed here, because they contain no rules.
Frequently asked questions
Can I play the Pernatyi King or Esmeria in the base game or with the Shattered Isles expansion? Yes! We even recommend playing these characters not only with The Great Hunt.
In The King's Whisper, a hunter moves 2 steps and after its first step lands in a location with influence tokens. Can it take those tokens? Yes. If the hunter moves 2 steps and after its first step is in a location with influence tokens, it takes the influence tokens during that first step. It must then resolve all effects linked to "Investigation" before its second step.
In Dream Still Alive, the Pernatyi King failed to unlock "Regeneration" during the upgrade phase. Must I go to step 2 of the night phase? No. In this case you have already finished this phase, so go immediately to dawn.
In Dream Still Alive, what happens when the Beast plays "Adaptation" or "Incitement"? When you play "Adaptation" or "Incitement", Supreme dominion is activated by the card played, and the Beast chooses a hunter. That hunter is now considered a creature until the card is fully resolved. After playing "Adaptation", the Beast may then move 1 step, since there is one creature on the map. After playing "Incitement", the Beast may move the hunter, which is considered a creature, 1 step.
In The Great Hunt, do settlers killed in an earlier chapter count towards the Beast's goal? Yes. For example, if a settler was killed during The King's Whisper, the Beast needs to kill only 3 settlers to win.
In The Great Hunt, can the Beast place several influence tokens on the same settler? No. They must always be placed on different settlers, according to their distance from the Beast.
In The Great Hunt, can I place an influence token in a location that already has 3 tokens of the rival team? No. As soon as 3 influence tokens of any colour appear in a location, no more tokens may be placed there.
In The Great Hunt, when I remove influence tokens from the game, do I still get the effects of the "Dark Constellation"? Yes. You still get the effects, even if the token is not placed on the map.
In The Great Cleansing, can a hunter move with "Adaptation", "Secret passage" or "Hunter's passage" if it shares a location with a metamorph? No. A hunter cannot move while a metamorph is in its location, until that metamorph has been moved or killed.
In The Great Cleansing, must the player who played Esmeria now play as the Beast? No. Any player may play as the Beast.
In The Oracle of the Abyss and The Great Cleansing, can the Beast suffer wounds? Yes. If at any moment in the chapter the Beast must suffer a [wound], discard this [symbol] instead.
In The Oracle of the Abyss or The Great Cleansing, what happens if the drawn movement card has no matching location for the "Great flood" or "Great spell"? In that case, treat the drawn card as an "In place" card.
In The Last Bastion, if Raaga's head suffers 3 wounds, which upgrade does Raaga lose? Raaga's head is not linked to any upgrade, so Raaga does not lose any additional effects, except those listed under "Three Heads".
In The Last Bastion, if Eyrtir or Mendr dies, do I also lose the upgrade "Wrath of Eyrtir" or "Fury of Mendr" from the board? Yes. When the hunters land the killing blow on Eyrtir or Mendr, Raaga may no longer use that effect from "Three Heads", so she must remove the upgrade marker from the corresponding cell.
In The Last Bastion, does Raaga have 6 health in total? Her board shows 5. Raaga, Eyrtir and Mendr must suffer 6 wounds in total for the hunters to win.
In The Last Bastion, can I place an influence token in a settlement that has no settler or hunter? No. If there is no settler or hunter in the settlement nearest to you, you cannot activate "Prepare the cannons".
In The Last Bastion or The Final Battle, I am standing in a settlement but there is no settler there. Can I activate "Alarm signal" or "House Gyaltar cannons" by playing ability cards myself? Yes. As long as you do not leave that settlement, you and your teammates can still activate "Alarm signal" or "House Gyaltar cannons" in that location.
The game is too hard! The hunters or the Beast cannot win! See the chapter "Balancing the scales" at the end of this book for tips on tailoring the game to your group.
Balancing the scales
Is it difficult to move on to new story lines? If the hunters or the Beast win every time, and this prevents you from moving on to new story lines or endings, you may apply any of the rules below.
If the Beast is struggling
- Dream Still Alive: the Last Dreamer has 2 [symbol] instead of 1 [symbol].
- The Great Hunt: the Pernatyi King must kill 3 [symbol] to reach his goal.
- The Last Bastion: during the night phase, Raaga may spend 2 [symbol] to gain a Beastly Talent. She may do so as long as she has [symbol].
- The Final Battle: during the night phase, Esmeria may spend 2 [symbol] to gain a Beastly Talent. She may do so as long as she has [symbol].
If the hunters are struggling
- The Great Hunt: the Pernatyi King must kill 5 [symbol] to reach his goal.
- The Last Bastion: during set-up, the hunters may place 1 more [symbol] in any [symbol].
- The Final Battle: during set-up, the hunters may place 1 more [symbol] in any [symbol].