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Castle Von Loghan

Castle Von Loghan Rulebook

Table of Contents

Table of Contents

  • Components
  • Introduction
  • General Rules
    • Number of Players
    • Basic Game Concepts
    • Health
    • Clarity
    • Energy
    • Your Agent
  • Your First Game
    • Mission Setup
    • Your First Turn
    • Movement Phase
    • Event Phase
    • Combat Phase
  • Refresh Phase
    • Sneak
    • Searching
  • Treasures
    • Burning Treasure
    • Trading and Equipping
    • Gaining Cards
    • Discarding Items
    • Item Size
    • Activating Effects
    • Weapons
    • Damage Types
  • Treasures and Allies
    • Timeless and Set Items
    • Allies
  • New Game Modes
    • Exploration Mode
    • Co-op Competitive Mode
    • Gaining Data Shards
    • End of Game
    • Boss Run Mode
    • Adding Campaign Elements
    • Unshackled Game Mode (Deluxe Only)
  • General FAQ
  • Combat Cards FAQ
  • Mission FAQ
  • Combat Example
  • Key Combat Terms
  • Icon List
  • Overview Sheet (Player Turn)

Components

Game Boards and Character Boards

  • 2 Game Boards (1 double-sided, 2 for Deluxe)
  • 8 Character Boards

Cards

  • 32 Decision Cards
  • 256 Combat Cards
  • 130 Treasure Cards (150 if Deluxe)
  • 60 Random Event Cards (90 if Deluxe)
  • 51 Story Event Cards (61 if Deluxe)
  • 28 Point of Interest Cards (36 if Deluxe)
  • 75 Enemy Cards (86 if Deluxe)
  • 20 Upgrade Cards (26 if Deluxe)
  • 5 Ally Cards
  • 10 Loghan Chase Cards
  • 10 Warden Cards
  • 38 Locked Cards (44 if Deluxe)
  • 10 Intro and 10 Outro Cards (11 if Deluxe)
  • 18 Mission Cards (22 if Deluxe)
  • 7 Contract Cards

Tokens and Cubes

  • 38 Large Tokens (double sided)
  • 72 Small Tokens (double sided)
  • 1 Group Health Cube (transparent) and Damage Cubes (red) (40 small and 21 large)
  • 1 Group Clarity Cube
  • 8 Energy Marker Cubes

Token List

72 Small Tokens: Tracker Token x12; Locked Door Token x10; Destroyed Token x8; Agent Face Tokens x8; Mystery Token x8; Gas Token x8; Fire Token x8; Wizard Token x6; Clue Token x5; Key Fragment Token x4; Stun Token x4; Deacon Token x3; KeyBot Token x3; Person Token x2; Skull Token; Loghan Token; Anomaly Token (Past); Anomaly Token (Present); Anomaly Token (Future).

38 Large Tokens: Leader Token; Group Token; Blue Event Token x12; Red Event Token x12; Green Event Token x12.

Introduction

What to expect, post-campaign modes and lore.

What to Expect

Throughout the game, you will encounter strange and dangerous situations in which each Agent will have a decision to make (similar to 'Choose your own Adventure' books) and then resolve ALL of the results from these decisions. As you progress through the various missions, you will get closer to solving the Castle's secrets while learning more about the story behind the Castle and why you are there.

Post Campaign Modes

Once you have played through the campaign, you can either try it again with different Agents choosing different routes or play one of the competitive and alternative co-op modes, in which your group still acts as one and may perish together. Nevertheless, each of you has a personal agenda as well.

Lore

At various intervals throughout the game, you can dive into the background and lore of the universe and learn more about your characters by referring to the Dialogue Book as a "Story Moment" found mainly on Locked Cards, which will give you a more in-depth insight into what is going on with the Agents and the background of the campaign. This is optional but will enhance your understanding of the context of your adventures. It also makes for a good read, but may slow down your game a little.

General Rules

This is an overview of the rules you will need to get started with the game and a step-by-step guide to your first Turns. It is useful to familiarize yourself with the complete rulebook before playing, and we have provided an Overview sheet on the back of the rulebook. We will begin by explaining the basic concepts and then help you set up the game, teaching the rules as you progress through the game.

Number of Players

The game can be played with 1 to 8 players but is best played with between 4 and 6 Agents in play. Regardless of the number of players, there must always be at least 4 active Agents in the game. If there are fewer than 4 players, distribute Agents among yourselves as you see fit.

The number of Enemies summoned scales with the number of active Agents present, as does your group's Health. The game also features various events that allow each active Agent to make individual decisions. For high player numbers, this can sometimes lead to a drastic loss of Health or Clarity, which may defeat the entire group if all Agents decide to pick the same option. Be careful when playing with a larger number of Agents, as you still suffer damage as a group.

Basic Game Concepts

The player characters move as one group, meaning they all share the same amount of Health and Clarity. Agents also use Energy, which is tracked by each Agent individually and acts as a form of currency during combat and events and for purchasing Treasures.

Whenever the result of an Event, Enemy Attack, or Activation of Skills and Treasure refers to Health or Clarity being gained or lost, this is tracked on their tracker on the game board: the upper red tracker represents Health and the bottom blue tracker represents Clarity.

Health

Health is the measure of the physical fitness of the group as a whole. Results from Events affecting Health are resolved for each player having chosen that option.

In Combat, however, Enemies inflict their damage once to the whole group's Health. Initial Health is different depending on the number of Agents in the game, and your maximum Health can exceed your initial value.

Once Health drops to 0, the game is over and the Agents have lost, probably destroying the known universe in the process. But hey, no pressure. Just jump back in time and try the mission again!

Clarity

Clarity represents the group's mental fitness: their sanity in the face of things that are clearly not the norm. Clarity serves as a minimum condition for all Skills: if the group's Clarity is too low, Agents may not be able to use their Skills at all!

Once Clarity reaches 0, any additional Clarity loss is paid using Health. The group also suffers 1 Health damage if Clarity is at 0 at the beginning of the Refresh Phase.

Energy

Energy powers the Agents' unique time-suits, a wonder of C.E.R.E.B.E.R. technology, allowing them to jump a few seconds back and forth in time, power their Skills, or help them in dangerous situations. Unlike Health and Clarity, each Agent's suit has its own Energy Track, tracking its current Energy Level. Energy can never drop below 0; if Agents cannot pay the required Energy cost for an action, they cannot choose that action.

If you suffer Energy Loss from Enemies or Events but cannot pay the full amount, you have to pay as much as you can. You can never store more Energy than your maximum capacity. However, some upgrades may raise your maximum Energy, expanding your Energy Track.

  • Energy gain or loss from Events is resolved individually. When an Event tells you to pay Energy, everyone in the group who has activated that event's outcome pays the full amount; this doesn't affect the Agents who picked a different option.
  • Energy gain or loss from Combat Cards is resolved individually. Combat Cards affect only the Agent who plays them unless the card's text specifies otherwise.
  • Energy loss from Enemy effects is lost by all Agents. An Enemy that does 4 Energy Damage as part of its attack forces each Agent to pay 4 Energy (unless they can't pay the full amount).
  • Energy gained from defeated opponents is shared amongst the Agents as the group sees fit. When an Enemy grants you Energy after being defeated, this amount can be divvied up amongst Agents as desired, but not everyone in the group gains the full Energy amount. An Agent doesn't need to have attacked the enemy to gain some or all of the Energy.

Your Agent

In Castle Von Loghan, each player will lead one or more Agents through the challenges of the Castle. While your group shares Health and Clarity, Agents are at the core of their actions, whether in Combat or during Events.

Skills

Agents have two unique Skills (A) they can use by activating their special C.E.R.E.B.E.R. suit. One of them is usually used in Combat, and the other outside of Combat; however, Skills may be used at any time during the game. To activate a Skill, check whether the current Clarity value is equal to, or higher than, the Minimum Clarity Requirement (B) depicted in the upper right corner of the Skill, then pay the Skill's Energy Cost (C), as shown in the upper left corner of the Skill, and subtract that amount from the Agent's Energy Tracker (D). You do not need to pay the listed Minimum Clarity Requirement: it simply acts as a threshold allowing the use of a specific Skill.

Once a Skill has been used, it is set on Cooldown (E) and cannot be used again until the start of the Refresh Phase. Put a Tracker Token on it to remind you that the Skill is temporarily unavailable.

Overcharge

Sometimes, you need a bit of extra Combat Power to get yourself out of a tight spot. Agents can Overcharge (F) by paying two Clarity from the group's Clarity in order to draw an extra card in Combat and add that to their Combat Sequence. Like every other Skill, Overcharge can be activated once per Turn and a Tracker Counter is used to track the Cooldown (provided you can pay the Clarity cost). The added card is placed on the last Timing.

Inventory

Agents have two Hand (G) and two Belt (H) slots, each of which can hold one large or small Treasure. Backpack (I) slots, however, can only hold one small Treasure each. Agents also carry weapons in each of their hands.

Weapons add Combat Power, determining the amount of Combat Cards Agents draw during Combat. An empty Weapon slot still has a Combat Power of 1. Equipping a two-handed Weapon requires both of your Hand slots. An occupied Hand slot no longer generates 1 Combat Power.

  • Left hand slot and right hand slot: 1 Combat Power each.
  • Backpack slot: holds one small Treasure.
  • Belt slot: holds one large or small Treasure.

Upgrade Slots

As the game progresses, Agents will have the chance to upgrade their suits by placing an Upgrade in their Upgrade Slots (J). These upgrades can improve or alter your Skills, increase your Energy capacity, influence Clarity requirements, and much more. Agents can only use one active Upgrade per slot and Upgrades are always carried over between Missions unless specified otherwise during a Mission Intro and are not considered Treasures. In Exploration Mode you may add Upgrades to your Agents to make your task a little easier.

Diagram key (Your Agent board): A Skills; B Minimum Clarity Requirement; C Energy Cost; D Energy Tracker; E Cooldown; F Overcharge; G Hand slots; H Belt slots; I Backpack slots; J Upgrade Slots.

Your First Game

The campaign in Castle Von Loghan is divided into a sequence of Missions that move the story forward. Each Mission has a specific set-up that will modify your goals, the game conditions, and even the game board itself. All Missions have a Mission Deck that will give you further instructions regarding that specific mission. Simply follow them and set up the game accordingly.

Mission Setup

  1. Set up the specified game board. (The first Mission plays in the year 1077, using the green forest game board.)
  2. Choose your Agent. Each player selects at least one Agent. Some players may need to control multiple Agents so that at least 4 are in play. For your first game we recommend using Pill, Forzental, Sera and Vigovar.
  3. Energy. Each player places a yellow Energy cube on the 5 of their Energy Track.
  4. Combat and Decision decks. Each player takes the colored Combat Deck and Decision Card Deck that correspond to their character's color, found in the upper-right corner of each Character Board, and shuffles them separately.
  5. Health and Clarity (at the start of every Mission!) a. Place a red cube on 10 + [the amount of Agents that are in play] on the Health tracker. For example, if you have 4 Agents in your group, your starting Health is 14. b. Place a blue cube on 10 on the Clarity tracker.
  6. Choose a Leader. Find the Leader and Group Tokens and determine who will be the first Group Leader. If in doubt, each player draws a green Treasure Card, and the player with the highest card number (lower right of the card) is the Leader. The role of the Leader will be passed on each Turn.
  7. Enemy decks and Treasure. Separate by color and shuffle each deck. Place them in the following order: green, blue, then red. Place violet Treasure and Enemy cards to the side.
  8. Random Event Cards. Separate the Random Event Cards into decks based on the colored bar in the middle of the card (Green, Blue, Red). Make sure each card is face-up (there is a silver bar at the top). Shuffle each of the decks separately and place them face up next to the Board.
  9. Story Cards. Take the appropriate violet Story Event Cards for your Mission, starting with Mission 1. Cards are numbered by CARD/MISSION numbers (so 07/01 is Card 7 of Mission 1). Then prepare the Story Deck for Mission 1. DO NOT SHUFFLE THESE CARDS!

The Story deck usually displays text with a Locked or Point of Interest Cover Card which outlines the condition(s) the players need to fulfil to continue the story and move on to the next story card. As soon as one condition is fulfilled at the end of any of the Phases of the game, activate the respective card before moving on to the next phase.

An INTRO card instructs you with the setup of your Game Board and the rules of your Mission. (The rulebook shows an example of the Board after completing the setup of the Intro Card.)

Your First Turn

Once you have finished the set-up, it is time for your first turn. Seeing as the Agents move as a group, the current Leader decides where they will go, normally after receiving input from the rest of the players.

Castle Von Loghan is usually played in four phases: complete each in order unless a card specifically tells you otherwise.

Phase Order. A full Turn consists of a number of Phases in the following order:

  1. Movement Phase (Leader moves Group Token)
  2. Event Phase (Draw Event Card and resolve)
  3. Combat Phase (Fight any Enemies, divided into Combat Steps)
  4. Refresh Phase (after an Event with or without Combat)

IMPORTANT: After every Phase, make sure to check the top card of the Story deck, any Point of Interest card and the Mission Card (if present) to see if any of the conditions or objectives on them have been completed. If so, read the card and resolve before moving on to the next Phase.

Some instructions may force you to skip the Refresh Phase, as you are told to move onto the next location, which will then lead to the Event Phase.

The Story Decks are written in a way so that they can guide you through the campaign: instructions on cards from this Deck supersede any rules in this book.

Movement Phase

Begin this phase by passing the Leader Token clockwise (skip this for the very first Turn of the game!). The Leader decides where the group moves to in this phase. Using the Group Token, the Leader may move the Agents anywhere on the map, not just to adjacent rooms. This means you can leave the castle and enter through another door if necessary.

However, the following obstacles prevent or stop movement:

  1. The room has no visible doors to enter through on the board.
  2. There is a Locked Door Token blocking their way.
  3. The Agents enter a room that contains a Token (Event or otherwise).

An example of a trajectory the Group may take through the castle if there are Locked Doors present is shown in the rulebook.

When entering a room with a Token, Agents will either:

a) Resolve a Random Event, for example if they encounter a Green, Blue or Red Random Event Token. b) Resolve a Story Effect, for example Skull or Person Tokens, as instructed by the Mission or Point of Interest (POI)/Lock card.

IMPORTANT: Do NOT flip over Random Event or Story Tokens unless specifically instructed to either by a game phase or one of the Story Cards.

Event Phase

During this phase, Agents resolve either a Random or a Story-specific Event. If the Agents entered a room with a Random Event Token, they draw a Random Event Card that matches the color of that Token and resolve it. If the Agents entered a room with a Story Token, they have to follow the text from the Locked, Point of Interest (POI) or Mission Cards.

To resolve an Event Card, players must do the following:

  1. Draw the Event Card. a) For Random Event Cards (Green, Blue and Red): the Leader takes out the card from the BOTTOM of the appropriate deck and reads out the text and the four available options aloud. b) For Story Cards (Violet): take the indicated next card from the Story Deck. (Remember, they are numbered CARD/MISSION, so 04/08 is the fourth card in Mission 8.)

  2. Each Agent picks a Decision Card. All Agents need to determine their own choice of action. This is done by picking a Decision Card corresponding to the letter of the action they want to take and placing it face down in front of them. Players may discuss their choices and the expected results for each action in an attempt to coordinate, but they remain free to choose any card they want. Remember: any number of Agents may choose the same option!

    An alternative to this rule is that the players do not communicate with each other during the voting process, truly testing your connection as a group. This adds a psychological element to the phase which could result in fun and unpredictable moments between the players.

  3. Reveal all Decision Cards and apply the results. Once each player has made their decision, flip the Decision Cards face up and turn over the Event Card. Read aloud the outcomes triggered by the Decision Cards in order from A to D, skipping the ones that have not been chosen. If an option has been selected multiple times, the outcome triggers that many times.

    Example: If 2 Agents chose A, the Team would Lose 6 Health. If the other 2 chose C, the Team would only Lose 4 Health and Summon 2 fewer Enemies.

  4. Read and resolve the End Event. Once all the effects of the outcomes have been applied, read the End Event text and resolve any potential effect described. If an effect Summons Enemy units, the Combat Phase is triggered. Some cards or missions request that a Group Decision be made. In this case, the players must collectively agree on only one Option and resolve only one effect.

  5. Summon Enemies. All Event Cards you encounter have three possible End Event results in addition to their specific result:

Combat Phase

Combat can be tough in Castle Von Loghan as it all depends on the personal management of your Combat Cards. To minimize waiting times for players, all Agents execute most of the Combat Steps simultaneously and only go in turns when they apply the outcome and damage effects of their Combat Cards to the enemies. The rulebook provides a full Combat example on page 36 and an overview of key terms and icons used in Combat on pages 44 and 45.

The Combat Phase consists of a number of Combat Rounds, each divided into multiple steps:

Step 1: Select Weapons (Simultaneous). Agents can change the weapons they have equipped after seeing the Enemy line-up. This may be important, as certain Enemies could be immune to certain types of attacks. You cannot trade with other Agents at this time: you can only equip weapons already in your Agent's inventory.

Step 2: Activate "Start of Combat" Effects (Simultaneous, first round only). Cards or Skills that specify "Start of Combat", such as Initiative or Overwhelmed, need to be executed or applied now. Skip this Step in subsequent Combat Rounds.

  • Initiative (Group or Agent) allows the Agent(s) to draw 1 more Combat Card at the start of Combat and place it face-up on your Agent's board. This card may be used to replace one of your Combat Cards during the first round of Combat. The replaced Card goes on the Discard pile. If Initiative is gained from an Event Card, immediately draw a card and put it face up on the Agent's Character Board.
  • Overwhelmed (Group or Agent) causes your Agent(s) to draw 1 less Combat Card at the start of Combat. This only counts for the very first Combat Round and will not affect you for the remainder of this Combat.

Step 3: Draw and Place Combat Cards from your Agent's deck (Simultaneous). Each player now adds up the Combat Power displayed on their equipped Weapons and draws as many Combat Cards as their total Combat Power. Then each player places the Combat Cards above their Character Board from left to right, without changing their order. Agents with no equipped Weapons can still use their bare hands in combat: each bare hand counts for 1 Combat Power (check the images for Hand Slots [G] on page 9).

Examples: 4 Combat Power equals drawing 4 Combat Cards. Combining two Weapons that grant 3 total Combat Power draws 3 Combat Cards.

Combat Cards are placed in order because of a mechanic called Timing. This mechanic is important as it dictates the order in which these Cards will trigger. The first card on the left is considered to be on Timing 1, the second on Timing 2, and so on. Some Combat Cards amplify or negate other cards depending on their Timing position. As Time Agents, you have the ability to move these cards around, at a price (more on this later). If you run out of Combat Cards in your Deck you cannot draw further cards. Skip your next combat turn and instead take the Discard Pile and shuffle it.

You may use one Overcharge per Agent to draw 1 extra Card at the cost of 2 Clarity during this step. This is treated as a Skill use, so you need to do a Refresh Phase to be able to use it again.

Step 4: Replace or Discard Combat Cards (Simultaneous). Some Support Cards, or cards gained from Initiative, Treasures or Skills, allow you or other Agents to Replace or Discard Combat Cards in your Timing Sequence. This is done after you have finished placing your Combat Cards (and before any other effects activate). If you have several opportunities for Replacing or Discarding, you can replace or Discard any new card (or cards) you have just drawn as well.

Step 5: Rearrange Timing Sequence (Simultaneous). The order of Cards drawn represents the back and forth of the Combat, with the attacks executed by your Agent and the blocks or strikes performed by the Enemy in return. Combat Cards often have special effects that apply to adjacent cards or cards to their left or right. Some cards also have effects depending on their position (like a first card or last card), or on other Agent(s) having a card (or cards) at the same Timing as you (see example on page 24).

Colored cards (Attack, Support) are your actions. Grey cards (Strike, Hazard) are the Enemy's actions. Your attack cards deal damage to the enemy; any benefits such as Health and Energy gain apply to you. Enemy actions from your cards affect you negatively, such as causing the group to lose Health.

Since players are time travellers, they may, however, CHANGE THE COURSE OF EVENTS BY JUMPING BACK IN TIME and change the results of the Combat after all cards have been placed! This gives you a chance to rearrange your combat cards if you can pay the Energy for it.

  • Changing the position of cards involves moving one card at a time over the cards on the Timings between your current card's Timing and the new Timing Slot you want it to be in.
  • Add up the Timing Costs of the card you are moving and all the cards you are moving over until you reach the new Timing. This is the cost in Energy you have to pay for moving this card. Slide the other cards in your Timing Sequence to the right to make place for your moved card.
  • You can move cards in any direction left or right, but you cannot "loop" the leftmost card with the rightmost card. Time is an arrow, not a circle!

Timing cost diagram: moving a card across a 2 Timing Cost costs 2 Energy; a 1 Timing Cost costs 1 Energy; a 3 Timing Cost costs 3 Energy.

You can use Treasures, Skills, etc. during this Combat Step, and some cards may change the Timing Cost for moving them or other cards. You may discuss your options with other players at any time during this turn to change the Combat outcome, especially for cards that are influenced by other Agents in Reach (meaning to the left or right of your current Agent in the placement on the table).

While you cannot trade cards with other Agents during this Round, you may Burn unequipped Treasure Cards from your Inventory to gain additional Energy to pay for the cost of moving cards around, unless you have already used the Treasure during a previous step of this Combat Round (such as for adding Combat Power, Discarding cards, or gaining an effect such as Initiative). This is explained in detail on the next page.

Burning example: It is the first Combat Turn and you used the M-O-U-S-E Treasure Card to gain 1 Energy for every Enemy present at the start of this Combat. But you need 2 more Energy in order to move your cards. While you can burn any of the other Treasure cards in your Inventory, like the unequipped Crossbow, you cannot burn the M-O-U-S-E in this Combat Round. However, you could burn it in subsequent Rounds.

Step 6: Negate Cards (Simultaneous). Once all players are satisfied with their combat sequence or they cannot pay the Energy to move cards, they Negate cards (voluntarily through a Skill or Treasure, or involuntarily due to specific Combat Effects from active cards). Negating effects are applied starting with the card on the lowest Timing. Rotate Negated cards sideways (90 degrees) to signify that their effects no longer apply. A Negated card does not have any effect in the remaining Combat Steps and is not considered active. Card Effects that require a certain type of card, like a Strike, to be adjacent to them to be triggered will not take effect if the adjacent card has been negated. However, negated cards are NOT Discarded and DO count with respect to positioning. If a negated card is the first card in your Combat Sequence, it is still considered the "First Card" for the purpose of determining effects of other cards (see example on page 24).

Step 7: Calculate the Results (Individually). Once Combat Cards have been Negated, the remaining Combat Cards on the Timing Sequence are resolved. Reading from left to right, apply the effects of any non-negated cards in order. Apply all Combat effects affecting your Agent or the group (such as Energy, Health, and Clarity gains or losses) before moving on to the next step (see example on page 23).

Step 8: Target an Enemy and apply Damage (Individually). Clockwise from the Leader, each Agent selects ONE Enemy Card to target and applies the accumulated Damage from their Timing Sequence, Skills and Weapon abilities to that card, by placing that many red Damage Cubes on that Enemy. There are two sizes of cubes to make counting Damage easier: a small cube represents 1 Damage and a large cube represents 5 Damage. Some cards or Skills may allow you to place additional damage on other Enemy Cards or add effects like STUN to your targeted Enemy, and you execute those now as well. Agents may target the same or different Enemies during this step.

An Enemy that has received damage equal to or higher than its Health value after Damage has been applied is DEFEATED and turned clockwise (90 degrees) to indicate that it is out of Combat. When an Enemy is Defeated, Agents may immediately divide the Energy reward of the Enemy among the Group as they see fit, but not their Treasure (if any). Note that defeated Enemies are not Discarded yet.

IMPORTANT: Enemy Immunities. Some Enemies are immune to certain types of attacks. If at least one of the Agent's weapons used in calculating Combat Power this Round is of that Weapon Type, that Agent cannot target the respective Enemy. (You can swap or unequip weapons when a new Round of Combat starts.)

Defeated Enemy energy example: An Enemy grants 4 Energy when Defeated. One Agent could take 4 Energy, two Agents could take 2 Energy each, or one Agent could take 3 and the other 1 Energy. Communicate with your group to decide who needs Energy the most; even the tiniest bit of Energy could make a difference!

After all Agents have resolved their Combat Sequences and the Energy from defeated Enemies has been divided among the Agents, move on to the next step. It's time for the Enemy to react!

Step 9: Enemy Activations (Left to right). Any Enemy that has been Discarded, Defeated, or Stunned will not Activate in this step. All remaining Enemies will activate and execute up to three different Attacks, from the leftmost Enemy to the rightmost. This is important as some Enemy Attacks may become stronger or weaker because of the attack order. Enemies can damage the Agents in three ways:

  1. Unengaged Enemy attacks. An Enemy who is not the target of an Agent counts as Unengaged. For each Unengaged Enemy, the group loses an extra 1 Health and 1 Clarity upon that Enemy's activation. Enemies who take Damage from Skills or Adjacent Effects do not count as Engaged; only a Direct Attack by at least 1 Agent with the accumulated Damage from Combat Cards will make the Enemy Engaged.

    For example: The group fights three Enemies and focuses their Damage on one of them, Defeating it. However, this means that only one Agent is left to attack one of the remaining two enemies. It's Pill and her Timing Sequence doesn't result in any direct damage. Even though Pill uses her Virus Skill, doing one point of damage to all Enemies, this does not count as a "Direct Attack" and thus two of the Enemies are Unengaged, doing one extra Health and Clarity damage each.

  2. Base Attack. The Base Attack of an Enemy Card may do damage to the group, Summon new Enemies to be added to Combat, heal adjacent Enemies, or have other effects as specified on the Enemy Card. NOTE: Enemies Summoned into Combat will NOT execute their attacks this Round or be affected by previous actions by the Agents. Your Group will get a chance to deal with them in the next Combat Round.

    Some Enemies also feature a countdown effect. Each time the Base Attack is activated, add one Tracker Token. After the Enemy has accumulated Tracker Tokens equal to the number of Rounds set in the Base Attack, it executes its respective attack effect.

    Countdown example: The Bomzard's Base Attack requires two Rounds to take place. In the first Combat Round, add one Tracker Token to its card. In the second Round, when it activates again it would add another, bringing it up to the required two Rounds and thus immediately activate its effect. Better to get to it before it explodes.

  3. Rage Attack. Many Enemies also have Rage Attacks in addition to their Base Attack. A Rage Attack triggers when the total Rage created by the group's Combat Cards equals or exceeds the Rage Value displayed for that Enemy in the current Timeline.

    To calculate whether or not a Rage Attack triggers:

    • Check the Timeline you are in (it is the same color as the playing board: green, orange or blue) for a Rage Attack entry for that Enemy. If an Enemy is lacking a Rage Attack in this Timeline, nothing happens.

Step 10: End Combat. After all the Enemy Attacks have been resolved, remove any Stun Tokens from Enemies and Discard used Combat Cards to your Discard Pile (as well as any unused Initiative cards). If there are still Enemies remaining, begin a new Combat Round at the "Select Weapons" step and do not resolve the Reward step. Stun Tokens for Agents are only removed at the end of their next Combat turn.

Step 11: Rewards. After all Enemies have been defeated, check for any Treasure Rewards displayed on the Enemy Cards and draw the corresponding number and color of Treasure Cards to distribute amongst the group. Then discard the Enemies to their appropriate Discard Pile (separated by color). If you cannot agree on how to distribute Treasures, simply have each Agent pick one Treasure, starting with the Leader and continuing clockwise.

Enemy card key (page 23 of the rulebook): Enemy Health; Treasure and Energy Reward upon Defeat; Enemy Name; Enemy Passive Ability and Damage Immunity; Enemy Base Attack; Enemy Difficulty and Colour; Enemy Rage Attacks; Rage Attack and Timeline Requirements.

Combat resolution example: The Block happens first and would Negate the Attack card adjacent to it. Luckily for you, your Critical Attack's second effect prevents it from being Negated. Riposte Strike, however, loses you 1 extra Health and, as it is next to an active Attack Card, its secondary effect is also applied. The last card, Aid, grants you the choice between gaining 2 Health or 1 Clarity if it's adjacent to a Strike. The result: You deal 2 Damage, lose 2 Health and may choose to heal for 2 Health, so your Health loss becomes mitigated.

Rearranging example: Agents have the ability to rearrange cards in an attempt to sway combat in their favour. Here Block causes your Attack to become Negated while also losing 2 Health because of Direct Strike. By moving Critical Attack to the 2nd Timing, your Attack card is spared from becoming Negated, while also causing Direct Strike to Negate itself due to being the last card. The Energy cost for this will be 1 for Critical Attack itself, plus 2 for moving over Direct Strike and 1 for moving over Attack, for a total of 4. But it's worth it!

Negating example: The Double Block Card negates all adjacent Attack Cards (the cards immediately to the left and right of it). Your Energy Attack is Negated, as would your Aggressive Attack unless you pay the required Energy price of this card's optional effect which prevents it from becoming Negated (in this case you did).

Refresh Phase

In this Phase, the Agents get to rest and recover, or explore the castle for Treasure. All Tracker Tokens are removed from Skills, while Exhausted Allies (see page 30) or Treasure Cards are refreshed at the start of this Phase. Unless a Story Card dictates differently, after any Event with or without a Combat occurring, Agents get a Refresh Phase during which each can take one Refresh Action:

  • REST: The group gains 1 Health and 1 Clarity for each Agent who chooses this action.
  • RALLY: The Agents who chose this Action may shuffle their Combat Card Discard Pile back into their Combat Deck.
  • RECHARGE: Gain 3 Energy for your Agent.
  • SNEAK: Sneak to any accessible room with a Random Event Token (any room that could be reached in one normal group move that is not the room you are currently in).
  • SEARCH: If there is a Random Event Token in the room in which the group is currently located, up to four Agents may Search that room.

Sneak

Peek at the facedown side of the Random Event Token in secret. You can share the information with the group once the token has been placed back face down. Your immediate focus is the icon in the diamond-shaped middle of the Token. Turn the Token 90 degrees after an Agent has used Sneak on it to show that no Sneak Action can be used on it in the future. There are three possible outcomes:

  • EMPTY: Nothing happens.
  • LURKING ENEMY: Draw ONE Lurking Enemy Card matching the color on the back of the Token and place it off to the side until the next Combat.
  • TREASURE: Draw a Treasure of that color and put it in your inventory.

Searching

If at least one Agent has declared a Search Action on the Event Token of the room the group currently occupies, flip it and look at the icons displayed, starting in the upper left section and going clockwise. When multiple Agents Search the room, the first player to the left of the Leader participating in the Search receives the effect from the upper left area, the second Agent Searching receives the next one, until all four areas have been activated or there are no more Agents taking part in the Search. The Random Event Token is always discarded at the End of the Refresh Phase, regardless of whether Agents have used a Search Action on it.

The possible Search results are:

  • TREASURE(S) (Individual): draw a Treasure.
  • ENERGY (Individual): gain Energy.
  • CLARITY (Group): gain Clarity for the group.
  • HEALTH (Group): gain Health for the group.
  • NOTHING.
  • LURKING ENEMY: Upon discovering a Lurking Enemy, draw an Enemy matching the color of this Event Token and place it face down to the side of the board. This Enemy will be added to your next Combat Round. Can't have rewards without having some risks involved!
  • GOB-LI MERCHANT: Upon discovering the Gob-li Merchant, Agents draw 1 card from each of the Green, Blue, and Red Treasure Decks. Any Agent in the group may immediately pay the Treasure Card's displayed Energy to add the Treasure to their inventory. If no one wants to buy Treasures from Gob-li, he vanishes again. Discard any Treasures that were not purchased.

Search example (A): Here, the first Agent would gain nothing, but the second Agent finds a Blue Treasure, the third discovers 2 Health and the fourth 1 Clarity for the Group.

Search example (B): The first Agent discovers Gob-li, the second finds nothing, the third Agent attracts a Lurking Enemy... But luckily the fourth Agent finds two Blue Treasures!

Treasures

Almost all Treasures in the game have multiple purposes and can also be Burned to immediately add Energy to an Agent's pool. In fact, for many Treasures, that is their main use, and you should not shy away from Burning Treasures when you run low on Energy. Treasures are kept between Missions unless Set-Up Cards state otherwise.

Treasures can be stored inside the P.O.D. during a mission. The group needs to be able to move to the P.O.D. during their Movement Phase to retrieve or store Treasures (if their Move Action would not allow them to pass by the P.O.D. due to locked doors, event cards etc., they cannot access that option). This does not break or end the Phase: when finished storing or retrieving Treasure, Agents continue their Movement. Treasures in the P.O.D. cannot be taken into the next Mission.

Burning Treasure

You can Burn Treasures at any time unless they have been used during your current Phase. A Burned Treasure is Discarded to the Discard Pile of the corresponding color and the Agent gains the amount of Energy displayed on the card. Any excess Energy is lost if the Agent's Energy is already at maximum.

NOTE: You cannot use a Treasure's effect or use it in Combat to calculate Combat Power and then immediately Burn it during the same Player Phase or Combat Round.

Example A: Sera uses her weapon's Combat Power to calculate the amount of cards drawn for this Combat Round. Thus she cannot Burn it for Energy during the rest of this Combat Round. In the next Round, she switches to another weapon and unequips the previously used one, putting it in her inventory. Now she can Burn that weapon to gain Energy if necessary.

Example B: In the next Round, Sera activates the effect of a Treasure in order to double the Damage of one of her Combat Cards and defeat an Enemy. She would like to use a Skill as well but lacks the Energy for it. She cannot Burn the previously used Treasure, as it has been used during this Round, forcing her to wait a Turn if she wants to Burn it.

Trading and Equipping

Treasures can be moved around in your Inventory at any time outside of Combat or during Step 1 of each Combat Round, but you cannot switch weapons during Combat outside of that. Treasures can be exchanged between Agents after any of the 4 Phases have ended. That means you CAN move around and exchange Treasures after the Event Phase has ended and before the Combat Phase starts.

Gaining Cards

Whenever an Agent gains a new Treasure Card, that Card can be given to any Agent provided they are in the same room. If you do not have any empty Inventory Slots when picking up a Treasure, you may Burn that Treasure immediately or Discard it.

Discarding Items

Agents may voluntarily discard Treasures at any time for any reason, although it is usually wiser to Burn them for Energy. A Discarded Treasure is gone and cannot be retrieved later.

Item Size

All Treasures have a size that determines where in the Inventory they can be placed. An Agent that does not have a free Inventory Slot for that particular size cannot take the Treasure. A Large Treasure Item can only be put into an Agent's Belt and Hand slots. Small Treasures can be carried in any slot, including the backpack.

  • Small or Large Weapon (equipped for Combat)
  • Small or Large Item/Weapon (unequipped)
  • Small Items

Activating Effects

Most Treasures also have an effect that can be activated by paying the required Energy or Clarity or by Discarding the Treasure. If a Treasure can be used without Discarding it, its effect is considered to be Exhausted and it is turned sideways (rotated 90 degrees). Its effect cannot be used again until the start of the next Combat Round or Player Phase, when it is turned upright again. Any other attributes, such as Weapon Power and Weapon Damage Type of a Weapon or Treasure, still apply even if it is Exhausted.

Example: The Health Potion becomes Discarded on use, while the Jade Greatsword will be turned sideways upon activation, remaining Exhausted until the next Combat Round or Player Phase but still providing 3 Combat Power if equipped.

Weapons

Weapons are special Treasure Cards that have additional characteristics and can be equipped into one or both of the Agent's Hand Slots. Weapons require 1 or 2 Hand Slots to use, and Agents use their equipped Weapons' combined Combat Power to determine how many Combat Cards to draw.

Weapon and Treasure card key: Item Name; Item Quality and Colour; Item Size; Energy Value; Damage Type (Weapon only); Hands Required (Weapon only); Combat Power (Weapon only); Item Effect; Secondary Item Effect; Sorting number.

Damage Types

Some weapons come with a specific Damage Type (Melee, Ranged, Shock, or Special), which is checked against an Enemy's Immunity to determine whether the Agent can attack that Enemy. Agents facing an Enemy with an Immunity against the Damage Type of any of their equipped Weapons are not able to cause any Damage or Engage that Enemy. However, there are also occasions when Enemies will take extra Damage from certain Damage Types.

  • Melee
  • Ranged
  • Shock
  • Special: Special ignores Immunities but will always count towards Enemy Weaknesses.

NOTE: Shield Weapons do not have a Damage Type and instead have a Shield icon, to indicate that Shields are mostly Defensive Weapons. There is no restriction for dual-wielding Shields, but chances are your Combat Power will be extremely low.

Treasures and Allies

Timeless and Set Items

Some Treasures have a Timeless icon instead of an Energy icon on them. These can never be Burned and must not be Discarded (even when prompted by cards or other effects, unless explicitly named). Timeless Treasures are not lost during Missions or when prompted to discard Treasures by Mission Set-Ups: you will always find them in the P.O.D. from Mission to Mission.

Timeless Treasures are often part of a Treasure Set that can be collected by Agents. Once the group owns all the required Treasure parts of the set as described on the Treasure Card text, Agents may immediately exchange them for the Unique Treasure named on the respective cards. The Treasure Set cards are Destroyed, meaning they are taken out of the game for the remainder of this Campaign and not Discarded back to their Discard Piles or the P.O.D.

Set piece: Treasure Set card icon.

Allies

During their adventures, the Agents will meet other people trapped inside the Castle who will join them and offer their help or support. These Allies' abilities can be activated at any time during the Player's Turn, usually by expending a certain amount of Clarity. When and whether to use an Ally is the Leader's decision, but should usually be discussed between players. When in a difficult situation, Allies can often make the difference between life or death, but their Clarity cost may also be very crippling to the Party. Use them wisely! Once Agents have used an Ally's ability, turn the Ally sideways (rotate 90 degrees) to mark them as being Exhausted. Ally abilities are refreshed at the beginning of the Refresh Phase by turning their card upright again.

New Game Modes

Once you have finished the campaign, the Exploration Modes allow you to continue to enjoy the game by adding various Game Elements to it. In Exploration Modes, you do not use the Story Decks, but can set up a Game Board of your choice and combine Elements according to your liking.

Exploration Mode

  • Set up the game as per the normal game instructions. You still share Health and Clarity as a Group.
  • Place the Group Token on the P.O.D. and draw one Treasure for each Agent in the group, and distribute them as you see fit. You may add up to 2 Upgrades of your choice to each Agent.
  • Draw between 2 and 4 (depending on how long you want the game to run) Random Event Tokens of each color and distribute them on the board.
  • For a Normal Game, place the Tokens on the rooms in ascending order, alternating between colors and starting with Room 1 (for example, put a green Token on the room with the number 1 on the map, a blue Token on 2, a red Token on 3, then green on 4 again, and so on).
  • For even more excitement, simply mix the drawn Tokens and randomly distribute them across rooms starting with room 3. Be forewarned, however, as this can lead to very challenging Combat Rounds!
  • The game ends when you have resolved all the Event Tokens.

Co-op Competitive Mode

Playing the game in the co-op competitive mode means that you still lose as a group, but only one Agent wins the game by gathering the most Data Shards (which will allow you to get behind Von Loghan's secrets). To use this Mode, set up the game as if setting up for the Random Exploration Mode, but each Agent also randomly draws one of the Contract Cards at the beginning of the game, giving each Agent a secret task. These tasks need to be fulfilled at the end of the game to gain extra Data Shards as displayed on the Cards.

Gaining Data Shards

At the end of Combat, the Agent who landed the killing blow (the last damage done) on an Enemy claims that Enemy's Data Shards. Keep the Enemy Card as a Trophy and score the collected Data Shards at the end of the game. Each Enemy will give a certain amount of Data Shards:

  • Green Enemy: 1 Data Shard
  • Blue Enemy: 2 Data Shards
  • Red Enemy: 3 Data Shards

End of Game

The game ends immediately when you have either run out of enemies to place during Combat (which still needs to be finished) or you have resolved all Random Events which you have placed. The Agent with the most Data Shards after scoring Enemies and Contract Cards wins. In the event of a tie, the Agent with the most Enemy cards in total wins. Should players still be tied, the Agent with the most remaining Energy wins. If the tie persists, all tied Agents have won.

Boss Run Mode

Similar to the Random Exploration Mode, but only for the strongest and toughest of Groups. Set up the game as described, but whenever you Summon Blue or Red Enemies, also Summon a random Unique Enemy (Violet) in addition to the others. Good luck, Agents!

Adding Campaign Elements

You can take any mechanic from any Mission and integrate it into the Exploration Mode. Add Fire, Gas, or any other conditions to the board to spice up your game.

Unshackled Game Mode (Deluxe Only)

Once you have played through the Campaign, you can attempt to beat the game in Unshackled Mode. Each player plays the game independently with their chosen character, not as a group. Set up the game as you would for Exploration Mode, with the following adjustments:

  • You do not share Group Health and Clarity. Instead, each Agent has 10 Health and 10 Clarity (either use markers on the group track with a different color for each player, or use pen and paper to track each Agent's values).
  • Agents move on the board by using the Face Token of their Agent.
  • When instructed to gain or lose any Health, Clarity, or Energy, each Agent is affected individually. Effects of Random Events also apply individually.
  • Players execute each Phase individually, starting with the Leader (remember to change the Leader with every new Player Turn) and going clockwise. Once all Movement Phases have been executed, move on to the Event Phase for every Agent, and so on.
  • Enemies Summoned are still calculated the same way as in the normal game (so not based on Agents in the room, but the total number of Agents in the game), regardless of how many Agents are in the room when it happens, and Lurking Enemies are always added to the NEXT combat happening. Yes, your actions may have caused a monster to appear for another player.
  • Enemies only attack Agents that are in the same room where Combat takes place, and effects are applied to all Agents present. This can make the Combat Phase quite long, so it is recommended Agents resolve combat simultaneously with their respective Enemies. No cheating, though: if a Player is caught cheating in combat, he or she must give all Treasures and Energy to the one who caught him or her!

General FAQ

What is the "F" room and what are the other entrances into the Castle? There is a room named F on every game board: this is the Foyer, and Agents usually enter the Castle through this room. However, on some of the game boards, other doors into the castle exist and can be accessed unless blocked by a Locked Door Token (for example, Room 21 could be entered as well).

How do the blue "Future" Game Board's elevators work? Some of the rooms on this board are considered to be underground, so they cannot be accessed via doors from the outside, but instead are accessed through the elevators. These exist between rooms 6 and 7, 18 and 20, as well as room 22 and the outside.

Skills, Treasures, and Allies? Agents may use any of their applicable Skills, Treasure Effects, or Allies at any time provided the effect in question is not on Cooldown or Exhausted, and does not require a specific Phase in which to be used (such as gaining Initiative for the first Round of Combat, or a Refresh Action during the Refresh Phase).

Can we attack without Weapons? Agents that do not have Weapons equipped in either or both hands use their base Combat Power (1 for each free hand) to determine how many Combat Cards to draw. Hands have no specific Damage Type and ignore Enemy Immunity.

I have found a "Hint". Now what? Hints will pop up when resolving certain events. They might not make sense at the time, but make sure to try and remember them, as they might be helpful in the future. Or the past. Or the present. You get it.

Combat Cards FAQ

How do I handle "Cannot be moved" Combat Cards? A Combat Card with the description "Cannot be moved" cannot be picked to move in between Timings. However, other Combat Cards can be moved over it in order to "Push" the Card to a different Timing.

When do Agents in Reach receive their Energy from another Agent's Combat Card? During Combat, you will come across a time where another Agent in Reach can offer you Energy through the means of a Combat Card. That Energy gain occurs when that Agent's Combat Sequence is executed, not during prior Combat Steps.

Is there a limit to the number of Combat Cards we can use? No. Your Combat Power determines the amount, and that may be modified by events; you may also be able to add one card using Overcharge. Bear in mind, however, that a lot of Combat Cards in your sequence also means a lot of potential Energy Cost to arrange them.

When are cards Negated or Discarded in Combat? Cards are Discarded BEFORE the Combat Sequence is modified in any way. Cards are Negated in the Combat Step AFTER the Combat Cards have been moved. The Timing Cost of cards that may be Negated in a later Combat Step still counts when changing the Combat Sequence. Even if you have a Treasure or Weapon that may be able to Negate or Discard Combat Cards, its effect can ONLY apply during the appropriate Combat Step!

"Ignores Timing cost" Combat Cards. Some cards, such as Arvias' Cane Juggle Attack, have the ability to ignore Timing Costs when moved. This means that this card will ignore any Timing Cost associated with moving this card to another Timing spot. In this example, the effect only occurs if the card starts as the First Card. Moving another card across the Cane Juggle Attack will still have a Timing Cost. However, if moved away from First Card position, the damage will not be counted during that Combat Step.

Charge Support. This card serves as a means of cycling through your Combat Deck, while also giving another Agent the possibility to remove an unwanted Combat Card of their choice (at the cost of some Energy). Basically, before you remove this card, draw a new one and gain 1 Energy. Then ask whether another Agent could need you to use the second effect of this card.

Negating Weapon Effects. This means that any Weapon ability, either passive or one that can be activated, is no longer available during this Combat Round. A Weapon's Damage Type and Combat Power, however, remain active. When a card forces you to Negate one Weapon Effect, the Agent may choose one equipped Weapon that possesses one or more additional Effects and have it lose its Weapon Effects for this Combat Round. If the Agent uses a Weapon Effect that negates a card and chooses to Negate one that would in turn Negate a Weapon Effect, then the Agent's Negation takes precedence and the Combat Card is Negated.

Mission FAQ

Contains spoilers.

Mission 3

  • Q: What happens if I find a Key Fragment token that is empty? A: Resolve the Event normally and then move to the next one.
  • Q: What happens if I find both Keys before resolving all the Key Fragment Events? A: The Mission ends the moment you have found both Keys and have resolved both Events triggered. Ignore the other Key Fragment Tokens.

Mission 4

  • Q: Are there Refresh Phases after triggering the Warden Deck? A: No. Once you trigger the Warden Deck, skip Refresh Phases unless a card explicitly instructs you to resolve one.

Mission 5

  • Q: Do I have to visit all the Clue Token rooms? A: Nope! Once you have visited at least three rooms with Clue Tokens, regardless of how many you have gathered, you may remove the Locked Card and continue with the story. But it can't hurt to gather more information: the more you know...

Mission 6

  • Q: Do I move the KeyBots every Turn? A: Yes. Read the Mission Card carefully and resolve each KeyBot Token accordingly.

Mission 7

  • Q: I have found the Target before visiting the other potential locations. What now? A: Ignore the other locations. It is completely acceptable to find the Target early in the mission.

Mission 8

  • Q: Do Critical Tokens stack on The Loghan Armor? A: Yes, they do stack. Keep them next to the board.

Mission 9

  • Q: Do I need to visit all the Wizard Tokens? A: No, you don't need to... but it would be good to do so. Trust me.

Mission 10

  • Q: How many Lost Agents are there? A: There are 8 Lost Agents, but you only Summon the ones that match the active Agents in play.

Mission 11 (Deluxe only)

  • Q: How does Combat work? How many Enemies do we Summon? A: Summons are done the same way as in previous Missions, so you always Summon a number of Enemies based on total active Agents, but only the Agents in the same room participate in the Combat (so if you are 4 Agents and only 2 are in the same room, they would still summon 3 Enemies). All Combat Effects (except Rage and specified effects) are in place.

Combat Example

Combat Round 1. The group, consisting of 2 Agents, has a total of 10 Health and 8 Clarity and is currently in the Past. Upon their journey they encounter 2 Green Enemies, a Lost Warrior and a Skeletron.

Our Agents Arvias and Pill both have 8 Energy. Both have equipped their Weapons, with Arvias equipping 2 while Pill only has 1 Weapon but also carries a Potion. Arvias is carrying a spare Weapon, the Sapphire Rod, on his Belt in case he ever needs it. The Agents are happy with their equipment, so they skip Step 1 (Select Weapons).

Arvias gained Initiative from the recent event and thus draws a card in Step 2 (Start of Combat Effects). It is an Aggressive Attack card. Good for him! Now Agents draw their Combat Cards as Step 3 (Draw Combat Cards). For Arvias this means 3 Combat Cards, because his weapons have a total of 3 Combat Power.

Pill only draws 2 Combat Cards, because her Whip has only 1 Combat Power and her open Hand Slot also grants 1 Combat Power. Since Arvias' card on Timing 2 is a Charge Support, it allows him to replace the card with another in Step 4 (Replace or Discard Cards). He gains 1 Energy and draws a new card: sadly, it is the Riposte Strike, and he puts it in the open slot in Timing 2. Arvias decides to replace Block with the Aggressive Attack card he got from Initiative.

Now, Arvias has a Riposte Strike and a Block he wants to get rid of, and Pill has a Union Attack which would grant her bonus Damage if Arvias also had an Attack Card on the same Timing as the Union Attack. So she asks him to put an Attack Card on the 2nd Timing. In Step 5 (Rearrange Combat Sequence), he now moves his Energy Attack (1 Timing Cost) over the Riposte Strike (1 Timing Cost). This move will cost Arvias 2 Energy in total but allows Pill to do 2 extra Damage with her Union Attack.

All that's left to do for Arvias is to use his Titanium Shield's effect to Negate Riposte Strike during Step 6 (Apply Negate Effects). Arvias' Combat Cards have been optimized and Pill does not want to replace, negate or move her cards, so she skips those Steps. Now it is time for counting the total amount of Damage both Agents have accumulated in Step 7 (Execute Combat Sequence). Aggressive Attack applies 2 Damage (1 Rage) and Energy Attack applies a base amount of 1 Damage (2 Rage). But Arvias decides to pay 3 more Energy to activate the secondary effect and add 2 more Damage, resulting in a total amount of 5 Damage and 3 Rage.

Round 1 results for Arvias: 6 Damage; Timing 3 negated; 3 Rage; 4 Energy remaining.

Pill doesn't feel comfortable with the group's current amount of Health, but luckily her Nano Med-Bots restore 2 Health for the group. Still not satisfied, she uses the Small Health Potion, healing the group for another 2 and bringing the total Health amount up to 14. Her Union Attack deals a base Damage of 1, but thanks to Arvias also having its secondary effect active, it results in a total of 3 Damage from Pill. None of her current Combat Cards generate Rage.

The Group's Clarity amount is above 6, allowing the use of Pill's Virus Skill at the cost of 3 Energy. Round 1 results for Pill: 4 Damage; 1 Damage; +4 Health; 5 Energy remaining; a Discarded Item.

The Agents have counted their accumulated Damage and Rage, and the next step, Step 8 (Target Enemy), is to pick an Enemy as Target. They decide that the Lost Warrior is the biggest threat and both decide to apply their Damage to him. But the Agents face a problem: they are 1 Damage short of Defeating the Lost Warrior, and its Base Attack becomes stronger if it is Damaged. Luckily Pill has a solution: her Virus Skill does exactly 1 Damage to all Enemies, which would result in 10 Damage total on the Lost Warrior, successfully Defeating it, plus 1 Damage to Skeletron. Arvias decides he needs Energy the most and takes the 2 Energy from the Lost Warrior.

Combat Round 1, end. The Group's Health and Clarity are shown after the Agents finished their Round and before the Enemies attack. The Lost Warrior has been Defeated and Skeletron has 1 Damage from Pill's Virus. Pill's Virus Skill has been put on Cooldown for the remainder of Combat, and the Agents will now brace themselves for an Enemy Attack in Step 9 (Enemy Activations). Skeletron's Base Attack causes the Agents to lose 3 Clarity, but since both Agents Engaged the Lost Warrior, it left Skeletron Unengaged and caused the Agents to lose another 1 Health and 1 Clarity. The group's Health is now at 13 and their Clarity at 5.

The Enemy Attack does not stop there: Arvias has accumulated 3 Rage and activates Skeletron's Rage Attack for the Past (Green) Timeline. Luckily for the Agents, Skeletron's Rage Attack removes 2 Energy for each Adjacent Active Enemy, but since the Lost Warrior is Defeated and not Active anymore, the Rage Attack doesn't have any effect. Energy-wise, Arvias now has 6, Pill 5, and her Virus Skill is on Cooldown. Combat Round 1 has ended but the fight is not over; it is time for Round 2. The Group's Health and Clarity after Round 1 has ended are shown, and Pill's Virus Skill is on Cooldown until the start of a Refresh Phase.

Combat Round 2. The Agents come to realize that Skeletron is immune to Ranged Weapons. They may still draw Combat Cards, but wouldn't be able to apply any Damage to Skeletron due to one of the equipped weapons being Ranged. Because it is the start of a new Combat Round, Arvias decides to unequip his Crossbow during the new Step 1 of Combat Round 2 and equip the Sapphire Rod, which he luckily has been carrying on his Belt (Shock Damage Type). The Sapphire Rod is a two-handed Weapon which requires both Hand slots, so Arvias has to unequip both the Shield and Crossbow and place them in the Belt slots. Pill decides to unequip her Whip to bypass the Ranged Damage Immunity. Step 2 is skipped after the first Combat Round, and they go on to drawing cards in Step 3, where Arvias draws 3 Combat Cards and Pill draws 2. Looking at what would happen next and how much damage they would do to the Enemy, the Agents are 2 Damage short of Defeating Skeletron, and there are 2 Strike Cards which would cause the Agents to lose 2 Health.

In Step 4 (Replace Cards), Pill tells Arvias she would like to get rid of her Charged Strike, so Arvias complies and activates the card's first and secondary effects. In order to do so, Arvias has to pay 2 Energy, but since the first effect grants him 1 Energy, the total cost for this action is 1 Energy. Arvias replaces his Charge Support, drawing Aid in its place, and Pill draws Attack to replace Charged Strike.

Now the Agents go to Step 5 (Rearrange Cards), and Arvias decides to move the Delayed Strike over to the 1st Timing, as it would Negate itself due to its secondary effect. This action will cost Arvias 4 Energy (2 from moving Delayed Strike and 2 from moving over Critical Attack and Aid), so he is down to 0 Energy. Arvias has 1 Energy left.

With these new Cards, the Agents are still 1 Damage short of Defeating Skeletron. Arvias' Aid has no effect, as there is no adjacent Strike or Hazard, and moving Aid would be of no use, as Delayed Strike is Negated and would not activate Aid's effect. So Pill decides to take a risk and activates Overcharge to draw 1 extra Combat Card at the cost of 2 Clarity, putting the group's Clarity at 3. Lucky draw! Pill draws Charged Attack and has 2 more Damage added to her total Damage count, allowing the Agents to Defeat Skeletron. She also gains 1 Energy due to Charged Attack's secondary effect, putting Pill at 8 Energy.

2 Damage from Arvias and 3 Damage from Pill.

But before they decide to place the Damage on Skeletron in Step 7, Pill decides to use her Rejuvenate Skill from her Character Board at the cost of 4 Energy and heal the Group for 2 Clarity, knowing the Skill will have its Cooldown removed soon. Skeletron has been Defeated and Arvias takes the 1 Energy reward, so they skip Step 9 (Enemy Activation) and go to Step 10 (Rewards). Unfortunately, neither of the Enemies had any Treasure, so the Combat Phase ends. The Agents now start the Refresh Phase by removing all Cooldowns on their Skills and picking a Refresh Action.

Key Combat Terms

  • ACTIVE: Active Agents or Enemies are those in Combat that aren't Stunned, Disabled, Defeated, or otherwise removed from the current Combat Round.
  • COOLDOWN: Whenever a Skill has been used it will be put on Cooldown, and the Skill is no longer usable until the start of the Refresh Phase. Use Tracker Tokens as a reminder.
  • DEFEATED: An Enemy that is Defeated is turned sideways to denote they are no longer Active in Combat. Agents can immediately distribute the Energy displayed on the Enemy Card amongst them.
  • DISCARD: Discarding means putting a Card on to its respective Discard Pile without applying any effects or gaining any rewards, unless the card explicitly states an effect (like some Treasures).
  • INITIATIVE: If you gain Initiative at any time prior to or during the start of your first Combat Round, immediately draw a Combat Card and place it face-up on your Character Board. During Step 4 of your current Combat Round you have the option to replace one of the other Combat Cards you just placed in front of you. If you do not use the card, it will be Discarded at the end of the Round. Initiative can be gained by an Agent or the whole Group.
  • OVERWHELMED: Some Event Card outcomes and other effects may leave an Agent or the whole Group Overwhelmed. This means you draw one less Combat Card than normal during the current Combat Round. This can affect either one Agent or the whole Group.
  • IN REACH: This term refers to Agents positioned to the right and left of the Agent on the playing table. This can either be a single Agent in Reach or both Agents in Reach. Note: in case you play several Agents with the same player, there may not be a player sitting next to you, but you will still have Agents placed in Reach of the current Agent.
  • NEGATE: Some card or Treasure effects Negate other cards. Turn negated cards sideways (90 degrees) to indicate that their effects no longer apply, but keep them at their Timing. They are not counted as active for the purpose of calculating effects, but remain at their Timing and position (such as being the first or last card).

Icon List

  • EXHAUSTED: When the special effect of a Treasure or Ally Card is used, the card is turned sideways (rotate 90 degrees). The Treasure Card's effect can be used again in the next Combat Round or during the next Player Phase. The special effect of Allies can be used again when the players enter the Refresh Phase.

The icon key lists the following symbols: Health; Clarity; Energy; Rage; Stun; Timing Cost; Special; Draw; Melee; Ranged; Shock; Damage; Combat Power; Enemy/Enemies; Treasure; Green, Blue, Red and Unique Enemy; Green, Blue, Red and Unique Treasure; Lurking Enemy; Set Piece; Timeless; One Handed; Two Handed; Overwhelmed (Group and Agent); Initiative (Group and Agent); Gob-li Merchant; Hint.

Overview Sheet (Player Turn)

Player Turn

  1. Movement Phase
  2. Event Phase
  3. Combat Phase
  4. Refresh Phase (suffer 1 Health damage if Clarity is 0 at the start of this Phase)

Summoning Enemies

  1. Lurking Enemies: Summon ONE Lurking Enemy per Enemy symbol displayed and place them next to the board. Add them to the next Combat.

  2. Summoned Enemies: Summon Enemies of the respective color equal to the number of active Agents minus 1 when encountering an Enemy symbol without a displayed amount.

    Agents present vs Enemies summoned: 4 Agents: 3; 5 Agents: 4; 6 Agents: 5; 7 Agents: 6; 8 Agents: 7.

Combat Round

Activate Treasure Effects or Burn Treasures for Energy any time during Combat, unless already used during the current Combat Round.

  • Step [1] Select Weapons: Equip or swap Weapons from your Inventory.
  • Step [2] Activate "Start of Combat" Effects (first round only): Apply Initiative (draw 1 Combat Card) or Overwhelmed (draw 1 less Combat Card) from Events or Treasure Effects.
  • Step [3] Draw and Place Combat Cards: Draw and place Cards equal to the combined Combat Power of equipped Weapons (bare hands are 1 Combat Power each). May use Overcharge now. May repeat for new cards drawn.
  • Step [4] Replace or Discard Cards.
  • Step [5] Rearrange Timing Sequence: Move one card at a time in any direction over the cards between your current card's Timing and the new Timing. Pay Energy equal to the Timing Costs of the card you are moving and the cards you are moving over.
  • Step [6] Apply any Negate Effects: Negate cards voluntarily or involuntarily. Rotate Negated cards sideways. Negated cards count with respect to positioning (First Card, Last Card).
  • Step [7] Execute Timing Sequence: Combat Sequences are executed clockwise starting with the current Leader. Apply effects of any non-negated cards in order.
  • Step [8] Target Enemy and apply Damage: Check for Enemy Immunities! Select ONE Enemy Card and apply ALL Damage from Combat Cards, Skills and Weapon Abilities of one Agent, clockwise from the Leader. Divide Energy for defeated Enemies.
  • Step [9] Enemy Activations: Activate Enemies from left to right. Check for UNENGAGED Enemy attacks (and also lose 1 Health and 1 Clarity). Activate Base Attack. Check and resolve Rage Attacks.
  • Remove Stun Tokens. Discard used Combat Cards.

Skills and Allies

  1. Skills: Activated Skills go on Cooldown until the Agents reach the Refresh Phase. Cooldowns are tracked by using the Tracker Token.
  2. Allies: Allies can be activated at any time during the Player's Turn but will become Exhausted and rotated 90 degrees. Allies will be available again upon entering the Refresh Phase.
  • Mission Card. Find the INTRO card 01/01 (blue card). This card introduces the players to the current Mission and describes how to set up the board and mission goals as well as how to proceed. Cards are ordered from the lowest number on the top of the pile to the highest at the bottom.
    1. Nothing Happens. Lucky you. You simply move on to the next Phase (Refresh Phase) or follow the instruction on the relevant POI Story Card (or cards).

    2. Summon Lurking Enemy. While you don't have to face them immediately, you have attracted the attention of one of the roaming creatures of the castle. Summoning a Lurking Enemy is done by drawing a card from the Enemy Deck of the same color as the event you resolved and placing it face down on the table. The next time you start a Combat Round, the Enemy Card is revealed, and all Summoned cards are put next to it. Lurking Enemies essentially add extra enemies to your next Combat. Lurking Enemies do not trigger a Combat Phase! If there is already a Lurking Enemy on the table, simply add another one. Yes, things can get dicey if you collect too many of those Lurking Enemies.

    3. Summon Enemies. You Summon either a specifically-named enemy or several enemies according to the Enemy Icon displayed. If the Enemy Icon has no digit in front of it, you always Summon Enemies equal to one less than the number of Agents in play. Sometimes named enemies will be summoned. Simply search all decks for a version of that enemy, take them out and shuffle them, then draw the required number.

      • Green Enemies are usually easier to defeat but yield weaker rewards.
      • Red Enemies are very tough and are harder to defeat but they yield very good rewards.
      • Blue Enemies are usually more difficult to defeat and they yield decent rewards.
      • Violet Enemies (Bosses) are named and Story specific. You have to pick them out of the Deck when summoned.

    Examples of Enemy Summons:

    • A) Playing with four Agents, you would Summon 3 Enemies. Do not forget to add any Lurking Enemies you may have accumulated before this Event.
    • B) This End Event Summons a named Enemy and a specific number of additional Enemies regardless of your total amount of Agents. Named Enemies are summoned from the Violet Enemy Deck. If you have to summon any other Named Enemies, search in the Green, then the Blue, and then the Red Enemy decks.
    • C) A Lurking Enemy will be added and will follow you to your next Combat Round. A valid tactic is to go for an easy Random Event to fight the Lurking Enemy with other, easier Enemies. Remember: Lurking Enemies are kept face down until revealed at the beginning of a triggered Combat Phase.
    • D) This End Event Summons a specific amount of additional enemies. In case there are more than 4 Agents in play, you will have to Summon another Green Enemy for each extra Agent. Let's say there are 6 Agents: you would Summon 7 Green Enemies and 3 Blue Enemies, for a total of 10 Enemies.
    • E) Extra enemies are increased depending on the number of Agents present. 5 Agents would Summon 2 Blue Enemies. However, 6-7 Agents will add another 2 Enemies on top, resulting in a total of 4 Blue Enemies. 8 Agents would Summon 5 in total (a specific Enemy and 2 Blue, plus 3 extra Blue Enemies).
  • Place Enemies. Draw as many Enemies of the specified color as instructed by the event and place them next to each other from left to right next to any Lurking Enemies. Enemies are placed in order of Lurking Enemies, then those Summoned through your Event Card. If there are multiple colors of Enemies summoned, place them in the order in which the Enemy Icons are displayed on the card. If you run out of Enemy cards at any time, simply shuffle the respective Discard Pile and draw new Enemies from that.

    Placing example: Agents first place any Lurking Enemies (say, 1 Green Enemy) they have accumulated. Next are the 2 additional Blue Enemies as a result of an Event outcome, and lastly the Warden Griffon Unique Enemy accompanied by 2 Blue Enemies (or more depending on the number of Agents present).

  • Discard your Random Event Card. Random Event Cards are put on their respective colored Discard Pile and only shuffled back again once you have run out of Event Cards or when the Mission is over.

  • Now add up all the Rage Icons displayed on all non-negated Combat Cards for all Agents and compare the sum to the Rage Value on the Enemy Card. If it equals or exceeds that value, that Enemy's Rage Attack triggers.
  • Both Standard and Rage attacks are executed separately for each enemy.

  • PAY: This is an optional effect that requires you to spend Energy or Clarity in order for it to Activate.
  • UNENGAGED: An Enemy is Unengaged if it has not been directly targeted and damaged by an Agent's Combat Cards. Damage from Skills or from Adjacent sources does not count as Engaging an Enemy, nor does attacking an Enemy without doing any damage.
  • REPLACE: Discard the respective card and replace it with one from your Combat Deck to the same Timing.
  • STUN: Put a Stun Token on the respective Enemy or Agent. When an Enemy or Agent is stunned, they are not considered Active, so they cannot act during their next Combat Round, after which the Stun Token is discarded.
  • RAGE: Rage is created by some Combat Cards and will be added up for all Agents to check if an Enemy's Rage Attack is triggered during the Enemies' Combat Step.
  • ANY ENEMY: If a Card or Skill displays the white Enemy Icon, it means it can target any Enemy. Sometimes a Card mentions excluding Unique Enemies in its effect description.
  • Step [10] End Combat Round: