Champions of Hara
Champions of Hara Rulebook
Table of Contents
Table of Contents
Components
- Booklet (1) — this guide (rules and Scenarios).
- Hexagon cards (138)
- Arechi Wastes (9 Monsters, 7 Events)
- Oppenheim (9 Monsters, 7 Events)
- Oakenmoor (9 Monsters, 7 Events)
- The Baiyu (9 Monsters, 7 Events)
- Lunaridge (9 Monsters, 7 Events)
- The Drear (9 Monsters, 7 Events)
- Dusk (19 Monsters, 11 Rifts)
- World Shift (12)
- Large cards (3) — Corrupted cards (3)
- Standard cards (162)
- Character cards (96)
- Item deck (50)
- Quests (12)
- Turn Order cards (4)
- Player Boards (4)
- Tokens (56)
- Charge Counter (14)
- Resilience Tokens (14)
- Scenario Tokens (6)
- Doom Counters (6)
- Spore Counter (16)
- Cubes (20)
- Dice (2) — World Dice (one d6 Number die, one d6 World die)
- Day Tracker (1)
- World Tiles (7)
- Miniatures (9) — Characters (6), Corrupted (3)
Overview
Champions of Hara has two distinct game modes: Versus Arena (player versus player) and Scenarios (cooperative). New players are advised to learn the game with the Introductory Arena version of the Versus Arena first, then move to the full game and finally the more complicated Scenarios.
Versus Arena and Scenarios are all standalone and can be played in a single session. Scenarios may be played in whatever order the group decides, although some Scenarios are marked solo-only.
Winning the game varies by game mode. See the Versus Arena and each Scenario for specific win conditions.
Versus Arena
The standard player-versus-player mode. Contestants race to be the first to gather 10 of each of the three energy types, tracked on the player board. The first player to reach maximum Red, Blue, and Green energy and then return to the Dojo is crowned champion.
Scenarios
The core game contains eighteen Scenarios. Each character has three Scenarios tied to their personal story, including one single-player Scenario. Multiplayer Scenarios are usually cooperative and typically pit players against one of the Corrupted — powerful villains that require teamwork to defeat. Some Scenarios instead divide players into teams for player-versus-player combat.
Playing a Story Arc
When a player wins a Versus Arena game, their character is crowned the new champion of Hara and is offered a single wish by Hara's stewards. Each wish option corresponds to a different Scenario.
A Story Arc consists of playing one Versus Arena match to determine a champion, then playing one of the two Scenarios related to that character's story. Players reset the game entirely between the two games of a Story Arc. After successfully completing a Scenario, that player unlocks a special progression card as a reward (see Progression Rewards).
Following a Story Arc is the recommended way to experience the game, but it is not mandatory.
Set Up
Setting Up The Board
- Place the Dojo tile in the center of the play area. Note the three types of energy symbols around the Dojo.
- Take the six World tiles and place them around the Dojo, matching the energy symbol on each World tile to the corresponding symbol on the Dojo. You may choose which two Worlds connect to either of the corresponding symbols at the start of each game.
- Unless a Scenario says otherwise, each World tile must start with its number 1 and number 6 spaces touching the Dojo tile.
The World tiles have double-sided art. It does not matter which side you use, so long as all tiles show the same side. The darker side is recommended for a first game.
The Dojo
The center World tile with no World deck is the Dojo tile. Whenever an effect or rules text references "the Dojo," it means the center space of the Dojo tile. If an effect would cause the Dojo to move or change its orientation, it references the whole Dojo tile.
All players begin each game with their miniature in the Dojo, unless a Scenario states otherwise.
- The Dojo is your home base: players in the Dojo cannot be dealt damage by Monsters. They can still be attacked by other players or by Corrupted while in the Dojo.
- If a player ends their turn in the Dojo, they may choose to heal, gaining any combination of 3 Health and/or Spirit (for example 2 Health and 1 Spirit).
- Players can never exceed the maximum Health or Spirit on their player board, which is 10.
- When a player is defeated, they respawn at the Dojo.
- The Dojo is the focus of several Event cards and Scenarios, and is where players must return after reaching max energy in order to win the Versus Arena.
Tracking Time
The game proceeds in a sequence of Days, beginning on Day 1 and ending on or before Day 6. Each Day has two rounds — Dawn and Dusk. At the beginning of each new round, place the Day tracker on the corresponding space on the Dojo's Day counter.
Placing The Decks
The World decks contain Monster and Event cards with distinct backs. Each World deck contains sixteen cards: nine Monsters and seven Events.
- Randomly select two Events from each World deck and return them to the box, so only 5 Event cards remain per deck.
- Shuffle each of the remaining fourteen-card decks thoroughly, making sure to get a good mix of Monster and Event cards.
- Place each World deck on the center space of its corresponding World tile.
- Place the Item, Dusk, and World Shift decks off to the side.
Shuffle the Dusk and World Shift decks, but do not shuffle the Item deck — the Item deck must remain in numerical order.
Choosing Characters
After setting up the board, players choose characters. The core game has six playable characters. The most colorfully dressed player chooses first, then choice proceeds clockwise around the table. If players cannot agree, roll a die to decide. The back of each character card contains information useful for choosing who to play.
Unless a Scenario states otherwise, each player begins the game with one Dreamstone (the Item card with the number "0" on the back).
Character setup consists of:
- Character card — lists starting Health, Spirit, the character's special resource mechanic, lore, keyword reminders, and primary energy color.
- Portrait card — kept on top of the resource tracker card; its arrows point to the character's current resource value.
- Resource tracker — a numbered meter placed under the portrait card, different for each character, used to track that character's unique resource.
- Core cards — each character has four Ability cards to start the game, indicated by a gold glow in the corners.
- Level Up pile — the additional Ability cards a character earns as they gain energy, kept underneath the character card.
- Miniature — the character's physical representation.
Player Space
Each player's space contains:
- Player board — tracks current Health, Spirit, and collected energy.
- Character card.
- Portrait card — measures the character's resource; the orientation of the card's arrow varies.
- Resource tracker.
- On Board cards — cards Activated from hand that are waiting to be Activated from the board.
- Turn Order card — dealt at the start of the game to determine play order; Turn Order cards rotate between players at the start of every new Day.
- Inventory space — Item cards acquired during the game, kept face up above the player board. Unless a Scenario states otherwise, all players begin with a Dreamstone.
- Level Up pile — kept underneath the character card until you level up.
- Core cards — start the game in your hand, designated by glowing gold corners.
Core Cards
Each character begins with four core Ability cards. All characters have one core Ability card in common — Dash. The other three are unique to that character. These cards start in your hand and remain with you throughout the game.
Player Boards
Each player takes one player board. Set the energy bars to the starting position at the bottom, and Health and Spirit to the spawn values listed on your character card. No bar can ever exceed its max value of 10.
The player board shows:
- Health bar.
- Spirit bar.
- Energy bars — players begin with zero of each type of energy, with the corresponding colored cube on the starting position.
- Thresholds — spots on each energy bar indicating when your character has gained enough energy to choose a card of the corresponding color from your Level Up pile and add it to your hand.
- Max energy — once at the end of an energy bar you cannot gain any more energy of that color unless you lose some (for example through defeat). Additionally, the first time a player reaches max energy in their character's primary color, they may draw their Ultimate card if able.
Health
Each character has a different starting Health, listed as their spawn value. This is also what Health is set to when respawning after a defeat. Health can never exceed 10.
Spirit
Each character also has a spawn value for Spirit. Spirit represents remaining willpower, a resource needed to manipulate the magical energies of Hara — for example, Spirit is spent to improve your odds of beating the challenge ratings on Rift and Event cards.
Gaining Energy
Energy represents the three aspects of light that make up all matter on Hara: Red, Blue, and Green. Players gain energy by defeating Monsters, closing Rifts, completing Event cards, and other means; cards show the type and amount of energy gained.
Whenever any type of energy is gained, move the tracker of that color forward on the corresponding energy track of your player board.
Gold energy is wild and may be treated as any color. If a player receives multiple Gold energy at once, they may divide it among multiple types of energy.
The goal of Versus Arena, and of some cooperative Scenarios, is to reach max energy in all three colors.
Leveling Up
When you reach the threshold in the middle of an energy track, your character levels up in that type of energy.
- If a player levels up during their turn, at the end of that turn they select one card of the corresponding color from their Level Up pile and add it to their hand. The next player should begin their turn during this process.
- If a player levels up when it is not their turn, they gain the new card immediately.
Level Up Pile
Any card belonging to a character that is not a core card starts the game in their Level Up pile, kept underneath that player's character card. Each character's Level Up pile contains two Red cards, two Blue cards, two Green cards, and one Ultimate. Players can unlock additional cards for each character by completing Scenarios.
Ultimates
Each character's Level Up pile contains one card labeled Ultimate. Ultimates are powerful and are returned to the Level Up pile after a single use.
Players may only hold one copy of the same Ultimate card at a time. If a player already has their Ultimate card in hand when they would draw it from their Level Up pile, they gain nothing instead — unless that player has unlocked their alternate Ultimate, in which case they may hold both.
Players gain their Ultimate cards in these ways:
- At the start of the Dusk round on Day 3, all players draw their Ultimate card.
- As the result of a Scenario, Item, Event, or other effect.
- The first time each player reaches maximum energy in their character's primary color. As with leveling up, this happens at the end of your turn; if it happens when it is not your turn, you draw the Ultimate immediately. A character's primary color is listed on their character card.
Locked Cards
Each character has two locked Ability cards, which can only be unlocked and added to that character's Level Up pile after completing the associated Scenario for that character. They cannot be used before being unlocked and are kept in the box until then.
- One of the two is an alternate Ultimate. Any time a player would draw their Ultimate card they may select either Ultimate, and may hold both unique Ultimates in hand at the same time.
- The other locked card is a passive Ability, which stays in the character's inventory space and remains in effect for an entire game.
Turn Order Cards
At the start of the game (in either game mode) the most colorfully dressed player takes Turn Order card number one — roll a die if you cannot decide. Each other player then takes the next sequential number going clockwise: the player to the left of the first player is second, and so on.
Turn Order cards offer a special bonus usable once per Day, during a player's turn. There is no cost other than the once-per-Day limit, and these effects do not cost an Activation. Flip the card over after use to show it is depleted for that Day.
At the start of each new Day, players pass their Turn Order cards counterclockwise, so the player who was first becomes second and the player who was last becomes first. This means some players will get an opportunity to take two turns in a row when they go from last player to first player.
World Decks
Monster Cards
Monster cards are spawned face up. Unless an effect specifies otherwise (such as the Monster keyword Aggressive), players may move through Monster cards without interacting with the Monster.
Event Cards
Event cards are story-based encounters, spawned face down.
- During a player's turn, they flip an Event as soon as they move onto, transport to, or otherwise land on a space with an Event, and resolve it immediately. This ends the player's movement, even if an effect would have allowed more spaces.
- Unless an Ability specifies otherwise, players may never move through a space with an Event card.
- If an effect causes a player to move onto an Event card, or an Event card spawns on a player, while it is not their turn, the Event card remains face down until the start of that player's next turn.
- If a player begins their turn on an Event card, that Event triggers immediately.
Game Flow
Every game takes place over a series of Days. Each Day is broken into two rounds — Dawn and Dusk. Each round consists of one turn per player. The game starts on the Dawn phase of Day 1 and ends on or before the Dusk phase of Day 6.
Days
Days are marked on the Dojo tile using the Day tracker. The Day tracker moves one space on the Day counter each time the round changes from Dawn to Dusk, or Dusk to Dawn, proceeding across Days. At the start of each round, cards spawn onto the board from different decks. At the start of a new Day, players pass Turn Order cards counterclockwise.
When playing a cooperative Scenario, there is a Corrupted turn at the end of each round, after all players have taken their turn.
Dawn
At the start of each new Dawn round:
- Players pass their Turn Order cards for the new Day.
- Spawn the top card of each World deck onto that World.
Each card spawns on the number space of that World corresponding to the Day number. For example, at Dawn of Day 2, spawn cards on the number 2 space of each World.
- If the space a card should go onto already has a hex card, spawn the card on the open space of that World tile with the lowest number. An open space is any space on a World tile without a hex card on it.
- If no spaces are open, put that card back on top of the deck.
- Monster cards spawn face up; Event cards spawn face down.
Dusk
At the start of each Dusk round, spawn cards from the Dusk deck equal to the number of players + 1. For example, with four players, spawn five Dusk cards. Some Scenarios change this number.
Dusk cards are spawned by rolling the World dice once per card:
- The color die indicates which World tile the card is spawned on.
- The number die indicates which numbered space on that World the card appears in.
- If that space is filled, spawn the card on the open space of that World tile with the lowest number. If no spaces are available, reroll the World dice for that card.
At the beginning of the Dusk round of Day 3, each player selects the Ultimate card from their Level Up pile and adds it to their hand.
At the end of each Dusk round, but before the next Day begins, draw a World Shift card, follow all its instructions, then continue play.
Important — spawning in general: if any effect causes you to spawn a card, regardless of the current round, start by searching the designated deck. If the card is not in the deck, search the discard pile, then the game box. If the card is currently on the board, ignore the effect.
World Shift
World Shift cards are kept face down in their own deck off to the side. When transitioning between Days, players flip and resolve one World Shift card, reading the effects aloud. World Shift cards cause the map of Hara to physically change: players should work together to carefully lift the designated tiles and swap their locations while keeping the orientation of the tiles the same (the boards remain facing the same direction throughout).
Turns
Each round (Dawn and Dusk) consists of one turn per player. In most Scenarios there is a Corrupted turn after each player has taken their turn; this is not the case in Versus Arena. Turn order follows the numbers on the players' Turn Order cards.
Each turn is comprised of two phases — the Adventure phase and the Monster Attack phase. Turn phases are taken one at a time and must be done in order.
Phase 1 — Adventure
During the Adventure phase you have three Activations. An Activation refers to using an Ability card from either your hand or your board.
- Activating an Ability card from your hand: use the top section of the card marked "in hand," then place it on your board.
- Activating an Ability card from your board: use the bottom section marked "on board," then return it to your hand at the end of the turn.
- An Ability card can only be Activated once per turn, regardless of whether it is from hand or board.
The number of Activations a player has can be altered by certain Ability cards or other effects. Ability cards that state they are "Free" do not cost an Activation.
During the Adventure phase players may also use other cards that do not cost Activations, such as Items, Turn Order cards, or Abilities on the board with charges.
To avoid confusion during a turn, rotate cards sideways after Activating them to show they cannot be used again that turn.
Phase 2 — Monster Attack
After a player is done with their Adventure phase, they must declare so out loud to the table. That player may no longer Activate Ability cards, use Items, or use Turn Order cards unless a card effect states otherwise.
The player whose turn is ending checks their position on the board against all Monsters and Corrupted, looking at range. If the player is within range of a Monster or Corrupted, they are attacked by that target, taking damage equal to the target's attack strength. Pay attention to any special effects or keywords that Monsters or Corrupted have that change how they affect players.
After the Monster Attack phase, players should:
- check for any effects that reference "the end of turn";
- pick up any Ability cards that were Activated from their board;
- select a Level Up card if they have reached an energy threshold on their player board.
Ability Cards
Ability cards can only be used on a player's turn during their Adventure phase, unless an effect specifies otherwise (such as some Ability cards with charges). They can be used from either a player's hand or the board.
An Ability card shows:
- Card name — each Ability has a unique name.
- Core card marking — golden corners indicate the Ability is a core card and starts in your hand. All other Ability cards remain in the Level Up pile until earned.
- Top effect — the effect when Activated from your hand.
- Bottom effect — the effect when Activated from your board.
- Card ID number — for reference only.
Regardless of whether you Activated the Ability card from hand or board, it costs one Activation unless it states that it is "Free."
Playing Ability Cards
Your Ability cards stay in one of two places — in your hand, or on the board in front of you. You begin the game with your four core cards in hand. By spending one Activation you can play one of those cards, activating its top effect and placing it on the table. On a subsequent turn you can spend an Activation to use that card from the board, Activating the bottom effect before returning it to your hand.
You can only Activate the same card once per turn, regardless of whether it is from hand or board.
Life Cycle Of A Card
- Activate a card from your hand, using the "in hand" effect.
- Rotate the card clockwise to show it has been used this turn.
- At the end of your turn, rotate the card clockwise again so the "on board" effect is ready to use on a following turn.
- On another turn, Activate the card from the board, using the "on board" effect.
- Rotate the card clockwise to show it has been used this turn.
- At the end of your turn, return that card to your hand to use again on another turn.
Players do not have to use all their Activations to have a successful turn, and sometimes it is worth holding onto cards for a subsequent turn — though players are typically rewarded for doing as much as they can each turn.
The instructions on an individual card overrule any instructions in this rulebook.
Targets
A target can be a Monster, a Corrupted, or a player (a teammate, an opponent, or yourself). Unless an Ability specifically states a type of target (such as "choose a Monster"), it can be used on any target. For example, "deal 2 damage, range 2" can be used on a Monster, Corrupted, or any player.
- If a card refers to "all targets" within a certain range, it means all players, Corrupted, and Monsters within that range of your current space, including yourself.
- If a card says "all other targets," it does not include yourself.
Charges
Certain Ability cards and Items have charges, meaning they can be used multiple times. A card's charges are shown in the center diamond of that card. When that card enters play, take a charge counter and place it on the center of the card with the matching number pointing up.
- With rare exception, most cards count charges down: they start with a total number of uses that are depleted. Each time a charge is used, rotate the charge counter so the remaining number of charges is oriented at the top.
- When an Item card with charges has no charges remaining, discard it.
- Ability cards with charges specify how to pick them back up so they can be used again.
- Unless otherwise specified, using charges does not cost an Activation.
- Cards with charges often have effects usable outside the Adventure phase of your turn, such as responding to Monster attacks or preventing damage.
Moving Spaces
Certain Ability cards and Items let players traverse the World tiles. These cards say "move" followed by a number — the number of spaces a player can move from that effect. Players may move up to the designated amount, and may choose to move less. For example, "move 3" allows moving 0, 1, 2, or 3 spaces. When moving, players may travel to any adjacent space.
The World decks are placed in the middle of each World tile. This middle space is for the deck only and cannot be moved onto by players, Corrupted, or Monsters. Only the six spaces around the deck count as spaces for movement and for calculating range. This does not apply to the Dojo tile.
- When a player moves onto a face-down Event card, their movement immediately ends and the Event card is flipped face up.
- Players may move through face-up cards (such as Rifts or Monsters), but may take damage or suffer other effects as a result.
- When using an Ability, Item, or other effect to move, a player must use all of that movement at once. If a player chooses to stop moving (or is forced to stop) they may not continue moving without using another card.
Occasionally an effect gives plus or minus movement. With +1 move, the next time you use a card that says "move," increase the number value of the move by 1; and the reverse for -1. For example, when Oric is in Crane stance, his top effect on Dash is lowered from move 2 to move 1.
Transporting
Some cards let a player change their current space without moving. A card that says "transport" allows a player to pick up their character figure and place it on a different space.
Transporting is not considered movement. The player does not land on any spaces in between the initial location and the destination, and effects that give plus or minus movement do not affect transporting. However, effects that alter range can affect how far you may transport with an Ability.
Range
Some Ability or Item cards require a choice dependent on range — either choosing a target (player, Monster, or Corrupted) or a space, for example "transport to any space within range 2."
- The space your champion is on is range 0.
- All spaces adjacent to your current space are range 1.
- Spaces two spaces away are range 2, and so on.
If a Monster is within range 1, it is also within range 2. For example, "choose a Monster, range 2" allows you to choose any Monster within range 2, including Monsters at range 1 or range 0.
Certain Ability cards affect all targets within range rather than a single target. "Deal 2 damage to all targets within range 2" deals 2 damage to all players, Corrupted, and Monsters at range 0, 1, and 2, including the player who used the card. "Deal 2 damage to all other targets within range 2" does not damage the player who used the card.
As with movement, the center space of each World tile (where the World deck sits) is not a space, so range is calculated using only the outer six spaces around the World deck. This does not apply to the Dojo tile, which has no deck and may be moved through.
Dealing Damage
Damage dealt reduces a target's Health by the same amount.
- Monster Health regenerates at the end of each Monster Attack phase — damage to Monsters does not persist between turns. To defeat a Monster, a player must deal enough damage to equal that Monster's Health in a single turn.
- Players and Corrupted have persistent Health bars between turns. When damaging a player or Corrupted, reduce their Health bar by the corresponding amount and do not reset it at the end of the turn.
Some Abilities reference "your next attack." Any Ability, Item, or other effect that deals damage is considered an attack.
Free
A player has three Activations per turn (unless an effect gives more or fewer). Typically one Activation equals playing one card, whether from hand (top effect) or from the board (bottom effect).
Cards that say "Free" do not cost an Activation and can be used in addition to your other 3 Activations in a turn. There is no limit to the number of free cards you play in a turn. Typically only the top or the bottom effect of a card is free, not both.
If you gain an Activation when it is not your turn, you may choose to use an Ability designated as "Free," but it still costs that Activation.
Picking Up / Putting Down Cards
Occasionally an effect causes you to put down an Ability card from your hand, or pick up a card from your board. When instructed to put down or pick up a card, that Ability's effect does not take place — only the location of the card changes.
"Lose" Versus "Cost/Pay"
Certain Ability cards, Events, and other effects require players to spend resources: Health, Spirit, energy, or their character-specific resource.
- "Lose" — subtract the designated amount from your current total, even if you have less than that amount. If an effect says lose 3 Spirit but you only have 2, reduce Spirit to 0 and continue playing.
- "Cost" / "Pay" — a requirement that must be met for the effect to take place. If an effect says you may pay 3 Spirit but you only have 2, you do not deduct any Spirit and the effect does not take place. "Cost" and "pay" are interchangeable.
Monsters
Defeating Monsters is the primary way players gain energy.
A Monster card shows:
- Monster name.
- Health — how much damage you must deal to this Monster in a single turn to defeat it.
- Attack strength — how much damage this Monster deals when it attacks.
- Range — how many spaces away from itself this Monster can attack.
- Rewards — the energy, Items, or special loot received for defeating this Monster.
- Boss icon — a skull symbol indicating this Monster is the boss of its respective deck.
- Text box — keywords or special effects.
- ID number — for reference only.
Fighting Monsters
To defeat a Monster, players must deal it damage. Damage does not persist between turns: a Monster's Health must be reduced to zero in a single turn, as it returns to max Health at the end of each player's turn.
During the Monster Attack phase of each player's turn, that player is attacked and dealt damage by any Monster whose range they are within. Monsters may also have keywords or special effects. Unless an effect or keyword states otherwise, players may move through Monsters without penalty — it is generally only during the Monster Attack phase at the end of your turn that Monsters harm players.
After a Monster is defeated, place it in the common discard pile and continue play.
Gaining Loot
There are three types of reward for defeating a Monster.
Energy — the most common reward, needed for leveling up, winning the Versus Arena, and completing certain Scenarios. There are three types: Red, Blue, and Green. When a player gains energy, they move the cube on the corresponding energy bar that many spaces forward. Gold energy may be treated as any type. If a player receives multiple Gold energy at once, they may divide it as they choose between the three colors — for example, 3 Gold can become 2 Red and 1 Green, or one of each color.
Items — some Monsters drop Items. The Item reward symbol on a Monster references a number; players search the Item deck for the card with the matching Item number and place it face up in their inventory space.
Special — the least common reward is Special Loot, which varies from Monster to Monster. A Monster's text box explains the effect of its Special Loot. Special Loot is an effect that happens immediately upon defeating the Monster.
Monster Keywords
There are five Monster keywords, which alter when the Monster attacks, how much damage it deals, or create additional limitations or advantages when interacting with it.
Aggressive — Aggressive Monsters attack a player one time as soon as that player enters their space on their own turn. If an effect moves a player onto an Aggressive Monster when it is not their turn, the Monster does not attack immediately. However, if you begin your turn on the same space as an Aggressive Monster, you are immediately attacked.
Ally — while on the same space as a Monster with Ally, you may choose to discard that Monster instead of fighting it to gain the reward listed after "Ally" in its text box. You do not gain the normal loot when choosing to Ally with a Monster instead of defeating it.
Armored — Armored Monsters prevent all damage that would be dealt to them from outside of range 0. For example, an Ability that says "deal 2 damage, range 2" cannot damage an Armored Monster unless you are within range 0 of it. If you are on the same space as the Monster (range 0), you may deal it damage with cards as normal, even if those Abilities would otherwise have range. Armored Monsters can still be the target of an Ability — for example, "choose a Monster range 2 and transport to that space" may still be used on an Armored Monster as normal.
Critical — when a Monster with Critical attacks, a player who is not being attacked by that Monster rolls the number die. On a result of 5 or 6, the Critical effect happens. Typically Critical effects make Monsters deal more damage. For example, a Monster with attack strength 2 whose text box reads "Critical: +1 damage" deals 3 damage instead of 2 when a 5 or 6 is rolled.
Dangerous — Dangerous Monsters get one final attack after they are defeated. If you are within a Dangerous Monster's range when you deal the final blow, it immediately attacks you (before removing it from the board or gaining loot). After the attack, the Monster is defeated as normal. If you defeat a Dangerous Monster from outside its attack range, you take no damage from the Dangerous effect.
Asking For Help
When playing any Scenario, players on the same team may assist one another in defeating Monsters, even when it is not that player's turn.
On your turn, if you want to defeat a Monster but would like assistance, you may ask any one of your teammates to help. Only one player can help; if multiple players want to help, the active player decides who may assist.
The player who offers help becomes the assist player:
- The active player gives the assist player one Activation: the active player loses one Activation, and the assist player gains one Activation, which can be used immediately even though it is not their turn.
- The Ability card used as a result of that Activation must be for the purpose of defeating the Monster the active player asked for help on. Other benefits may be incurred, such as the assist player using an Ability that moves them to a more favorable position as part of helping.
- The active player may offer any portion of the Monster's reward to the assist player as thanks. Players are free to divide the rewards as they see fit.
Notes:
- As the assist player, you may gain bonuses from equipment Items in your inventory, but you may not use discard-type Items.
- "Free" Abilities cost an Activation for the assist player. Any time you gain an Activation when it is not your turn, you may use an Ability designated "Free," but it still costs that Activation.
Bosses
The Dusk deck and each World deck contain one boss Monster, designated by the skull icon above the text box.
If a boss Monster is spawned onto the board during Day 1 (Dawn or Dusk), shuffle it back into the deck it came from and draw a new card. After Day 1, boss Monsters are treated as normal Monsters, except where a Scenario's special rules reference them.
Challenge Ratings
All Rifts, and some Events, show a challenge rating — an in-line icon with a number inside. The challenge rating is the value a player must match or exceed to gain a reward.
When faced with a challenge, players roll the number die and pay any amount of their Spirit to increase the value of their roll (each point of Spirit adds 1). If the total value (roll + Spirit spent) equals or exceeds the challenge rating, the player succeeded and reads the success portion of the card. If the total is less, the player performs the fail portion of the card, if there is one.
Each instance of a challenge rating instructs players to use one of two orders:
- Roll then pay Spirit — players roll the die first, then make an informed choice about how much Spirit to pay. Typically used for Rifts.
- Pay Spirit then roll — players must gamble by choosing an amount of Spirit to pay up front, then roll to see if they meet or exceed the challenge rating. Typically used for Events.
Rifts
A Rift card shows:
- Name — indicates the size and color of the Rift.
- Gift — a reward for closing the Rift, regardless of whether you succeed.
- Challenge rating — the combined value of your die roll and Spirit paid must meet or exceed this number to gain the success reward.
- Success reward — energy and/or Items gained for success.
- ID number — for reference only.
Rifts are volatile pockets of unstable energy that players can harvest. If a player is on the same space as a Rift during their turn, they may choose to close that Rift.
- Closing a Rift does not cost an Activation or anything else up front.
- Rifts can only be closed on a player's turn, unless an Item or Ability card states otherwise.
- When a player closes a Rift, they immediately gain the gift energy, which varies between Rifts.
- The player then attempts to beat the challenge rating. For Rifts, players roll the number die first, then choose to pay any amount of Spirit, adding 1 to the die result per Spirit spent. If the combined value is greater than or equal to the Rift's challenge rating, the player gains the additional reward listed under "Success."
- There is no penalty for failing to close a Rift — players keep the initial gift energy but do not gain the additional reward.
- A Rift is considered closed regardless of success or failure with the challenge rating. After a Rift is closed, place it in the common discard pile and continue play.
Events
An Event card shows:
- Name.
- Gift — an energy reward received immediately.
- Story — flavor text.
- Challenge rating — when present, the number you must attempt to beat by paying Spirit and rolling a die. Some Events feature a choice instead of a challenge.
- Effect — the outcome of the Event.
- ID number — for reference only.
Events are mini-stories that involve either a choice or a challenge.
- When a player moves onto the same space as a face-down Event during their turn, that card is immediately flipped over.
- Players may not move through spaces with Event cards — they must stop to encounter the Event, and do not continue moving when the Event is over.
- When an Event card is flipped, players immediately gain the gift energy, then read the flavor text aloud.
- If an effect moves a player onto an Event card when it is not their turn, the Event card is not flipped over yet. If a player starts their turn on an Event, that card is immediately flipped at the start of their Adventure phase.
- Some Events involve a choice; others require beating a challenge rating. Unlike Rifts, most Event cards stipulate "pay Spirit then roll" — players must choose how much Spirit to spend before rolling.
- After an Event is completed, place it in the common discard pile and continue play.
Items
An Item card shows:
- Name.
- Item number — matches the number of the Item reward from a defeated Monster or completed Event.
- Charges — the number of remaining uses; only present on certain equipment Items.
- Type — discard (one-time use) or equipment (persistent bonuses).
- Effect — the special bonuses gained for using or having the Item.
- Flavor text.
- ID number — for reference only.
Items are rewards gained from defeating Monsters or completing Events. When an Item is given as a reward, the reward designates an Item number; that player searches the Item deck and selects the card with the corresponding number. Some Items have duplicates with the same Item number — it does not matter which card you take. Acquired Item cards are kept face up in a player's inventory space.
Discard Items
One-time use Items. Unless otherwise stated, discard Items can only be used on your turn. Using the effect of a discard Item does not cost an Activation. After a discard Item is used, return it to the Item deck.
Equipment Items
Items with persistent effects that last between turns, giving a permanent benefit for the entire game unless the Item is stolen or discarded as the result of an effect.
Multiple copies of the same equipment do not stack — if you have two equipment cards with the same name, you only gain the benefit from one.
Charges: some equipment Items have limited uses designated as charges. When a player gets such an Item, read the card carefully and place it in the player space with a charge counter token on top, oriented so the number on top matches the number in the Item card's diamond icon. The card instructs when a charge may be used; some Items with charges allow use when it is not your turn. When a charge is used, rotate the charge counter to show one fewer remaining use. Using charges does not cost an Activation. When the final charge is used, return the Item to the Item deck.
Some Items modify the effect of a player's Dash Ability card. These Items specify whether they alter the top or bottom effect of Dash; if the Item does not specify, it affects both.
Giving Items
During the Adventure phase of your turn, you may give Item cards to other players on the same space as you. Do not change the number of charges remaining when transferring Items. You may only give Items on your turn — you may not take them from other players.
Defeat
If your character's Health ever reaches zero you are defeated, but not out of the game. Follow these steps upon defeat:
- Transport your character figure to the Dojo.
- Reset your character's Health and Spirit to the spawn values listed on your character card, and perform any other instructions written for your character's special resource.
- Lose 2 energy in any combination of colors. When energy is lost, move the tracker of that color backwards.
- If you were defeated during the Adventure phase on your turn, you lose all your remaining Activations and your turn is over.
If losing energy would take you backwards over a Level Up threshold, you do not lose the corresponding Level Up card — once gained, a Level Up card cannot be lost. If you would cross the same Level Up threshold a second time during the same game, you do not gain another Level Up card.
Defeating Other Players
If the effect from a player's Ability or Item card reduces another player's Health to 0, the defeated player follows the normal steps for defeat, and the player who did the damage gains 2 Gold energy. The energy gained from defeating an opponent does not have to be the same types of energy the defeated player lost.
Winning The Game
Versus Arena
The first player to reach maximum energy in each color (10 Red, 10 Blue, and 10 Green) and return to the Dojo is the champion. If a player loses energy before reaching the Dojo, they must regain that energy and return before being crowned the winner.
After a player becomes champion, the group should decide whether to play a Story Arc. If so, reset the game and turn to the Scenario section associated with the victorious character.
If no player has won by the end of the Dusk phase on Day 6, the game ends without a winner.
Introductory Arena
Recommended for players new to Hara. Follow the regular Versus rules, with these changes:
- Treat the Level Up thresholds (five energy) as the max for each color. You cannot exceed the thresholds, and only need to reach five of each color, then return to the Dojo, to win.
- You still gain Level Up cards as normal when reaching the thresholds.
- Players only gain their Ultimate card on the Dusk of Day 3 and via the effect of Items or Events. They do not gain their Ultimate for reaching max energy in their character's primary color.
Scenarios
Each Scenario presents different conditions for winning or losing. In general, players lose a Scenario if they have not completed the win condition by the end of the Dusk phase on Day 6 — at most 12 rounds to complete the objective. The most common Scenario win condition is to defeat the opposing Corrupted.
Teams
Certain Scenarios involve players splitting into teams. Teams are typically an even split, but sometimes require asymmetrical player counts (such as one player versus everyone else). Unless a Scenario specifies otherwise, players are encouraged to divide into teams as they see fit.
Friendly fire is in effect — if an Ability, Item, or other effect would deal damage, it can be used to harm a teammate. Players must be careful with area-of-effect Abilities such as Soff's Meteor or Kaoru's Ursine Tectonics.
Corrupted
Corrupted are lifeforms who have long existed on Hara. Each was a champion at some point but has since lost their way.
A Corrupted card shows:
- Name.
- Title — flavor text.
- Passive — an effect that is always true about this Corrupted.
- Ability name — each Corrupted has three different Abilities.
- Ability text — what happens when an Ability is used.
- Ability trigger — the set of triggers relating to the die roll during the Corrupted's turn.
- Health — the base amount of Health, multiplied by the number of players. Use Resilience tokens to track multiple bars of Health.
- Attack strength — how much damage the Corrupted deals to players during the Monster Attack phase, like a regular Monster.
- Attack range — the number of spaces away you will be attacked by the Corrupted during the Monster Attack phase.
- Weakness — each Corrupted has a weakness that can be exposed by discarding a Dreamstone Item card on your turn.
- Health bar — unless a Scenario specifies otherwise, this bar must be depleted once per player to defeat the Corrupted.
- Miniature.
- ID number — for reference only.
Corrupted Health and Resilience
Corrupted have a Health bar that persists between turns — damage dealt does not reset at the end of a player's turn the way Monster Health does.
A Corrupted's Health scales 1:1 with the number of players: their Health bar must be depleted to 0 once for each player in the game. For example, in a four-player game players must deal A'shura a total of 72 points of damage to defeat her.
- When a Corrupted enters the game, set their Health bar at the max value shown in their stats using a Resilience token, then place one Resilience token on the Corrupted's portrait for each player in the game.
- Each time the Health bar reaches zero, remove a Resilience token and reset the Health bar back to max.
- When all Resilience tokens have been removed, the Corrupted is defeated.
- When a Resilience token is removed, the player who reduced the Corrupted's Health bar to 0 gains 2 Gold energy.
Excess damage carries over. If a player deals more damage in a turn than the Corrupted has Health in their current Health bar, carry the excess over after resetting the Health bar to max. Example: A'shura has 2 Health left and 3 Resilience. Thomas uses Beam Saber for 4 damage. A'shura's Health is reduced to 0, she loses 1 Resilience and resets to 18 Health, and Thomas gains 2 Gold energy. The remaining 2 damage then carries over, reducing A'shura to 16 Health.
Monsters and Corrupted do not deal damage to one another with their normal attacks. If A'shura ends her turn next to the Teagle, neither attacks the other. However, Corrupted abilities still affect Monsters — for example, Enoki's Whirling Axes deals damage to all targets around him, including Monsters, except Monsters with the Armored keyword unless he is within range 0 of them.
Corrupted Turn
After each player takes their turn, any Corrupted on the board take their turn. If there are multiple Corrupted, players may choose the order in which they Activate. Unless an effect states otherwise, each Corrupted gets one Activation on their turn. The Corrupted Turn takes place before the Day tracker is moved to the next phase or Day.
A Corrupted turn has two steps, completed in this order:
1. Corrupted Activation — roll the symbol World die on behalf of the Corrupted. The result corresponds to one of the three abilities on the Corrupted. Follow the instructions on that ability in its entirety before activating the next Corrupted. Once all Corrupted on the board have Activated, proceed to the Scenario Effect.
If a Corrupted's abilities, passive, or weakness would require a choice of how to move or whom to target, the players make that decision on the Corrupted's behalf. For example, if a Corrupted's ability targets the player with the most Health and two players are tied, the group decides who is the target.
2. Scenario Effect — roll the number die and note the result. Reference the Scenario Effect section under the Scenario you are playing to determine what effect takes place. These effects can be positive or negative depending on the Scenario. After the Scenario Effect step, the Corrupted Turn is over: move the Day tracker and proceed with play.
Corrupted Teammates
Occasionally a Scenario or other effect causes a Corrupted to form a tentative alliance with one or more players.
- During the Corrupted Turn, Corrupted on a team with players take their turns before Corrupted who are not on a team with players.
- If players are divided into two teams with Corrupted on either side, the team with the highest number Turn Order card (the player who took their turn last) activates their Corrupted teammate before the opposing team's Corrupted.
- Players with a Corrupted on their team do not take damage from that Corrupted's attack during the Monster Attack phase.
- Some Corrupted abilities refer to "enemies," meaning players or Corrupted on the opposing team. Corrupted do not target their teammates with abilities — if a Corrupted ability targets the closest player, it means the closest enemy player. However, Corrupted abilities that affect "all targets" or "all players" can still affect their teammates.
- If a Corrupted has no valid target for their ability, that ability does not take place and their Corrupted Turn ends.
Champions
Each of the six champions has a unique special resource.
Kaoru & Kuma — Grit
Kaoru has 4 points of Grit per Day, which resets back to 4 at the start of each Dawn. When Grit reaches 0, he may continue to use Abilities by paying Health instead (1 Health = 1 Grit). When respawning, Kaoru resets to 4 Grit.
Example: During Dawn, Kaoru activates 3 cards from hand — Landslide to move to a Monster, Bearfriend to power up his next attack, then Stone Claw to finish the job — paying a total of 2 Grit. He has 2 Grit left for the Dusk phase. At the start of his Dusk turn he activates Landslide from the board, paying his remaining 2 Grit to move 2 spaces, then activates Rock Maul from hand. With no Grit to spend, he pays 2 Health instead.
Leaf — Momentum
Leaf spawns with 0 Momentum. Momentum is built and spent by activating Abilities, typically those that cause you to move. Momentum stays the same between turns and Days, but resets to 0 on defeat. Leaf's max Momentum is 5.
Example: Leaf activates Modal Movements from hand to move 1 space onto a Monster and gains 2 Momentum. He then activates Falling Pine from the board, paying the optional 2 Momentum to deal extra damage.
Oric — Stances
Oric has 3 Stances. At the beginning of each of your turns you must choose a new Stance that you were not in the turn before. Each Stance offers a strength and a weakness:
| Stance | Strength | Weakness |
|---|---|---|
| Crane | +1 range | -1 movement |
| Tiger | Attacks deal +1 damage | -1 range |
| Koi | +1 Activation | Take +1 incoming damage |
- Crane: activating Dash from the board moves you 0 but lets you choose a target within range 2 to attack. The -1 movement does not necessarily reduce Oric's mobility, since cards like Vault transport rather than move.
- Tiger: activating Dash from the board moves 1 space as normal but now deals 2 damage, at range 0. Range cannot go below 0.
- Koi: starting the game in Koi stance lets you use all 4 of your core Ability cards on your first turn, though you take additional damage if you end your turn in range of a Monster or if another player attacks you. Taking additional damage is not always bad for Oric, since it lets him build charges on Ability cards like Sorasu.
Persephone — Fear
Persephone spawns with 0 Fear. Each time Persephone takes damage, she gains that much Fear. Fear persists between turns and Days. As Fear builds she passes two thresholds — Scared and Terrified. Her Ability cards reference having passed these thresholds and sometimes involve spending built-up Fear. If you are Terrified, you are also Scared. When respawning, Persephone resets to 2 Fear.
Example: Persephone starts a turn with 5 Fear. She activates Fever Dream from hand to empower her next attack, taking 1 damage in the process. That damage gains her 1 Fear, bringing her to 6 Fear and up to the Terrified threshold.
Soff — Mana & Heat
Soff spawns with 5 Mana and 0 Heat. Activating Soff's Abilities causes her to spend Mana and gain Heat in variable amounts.
Reignite: once per turn you may choose to Reignite — gain Mana equal to your Heat, then roll a die. If the roll is less than or equal to your Heat, you burn out: take 2 damage and return to 0 Heat. (The higher your Heat, the more likely you are to burn out.)
Otherwise Heat and Mana stay the same between turns and Days unless altered by an Ability. When respawning, Soff resets to full Mana and 0 Heat.
Thomas — Runes
Thomas starts the game with 3 Runes, which can be spent to empower his Abilities. Runes are only reduced by Activating Ability cards, and can only be regained by closing Rifts or as a result of certain Abilities. Any time Thomas closes a Rift — regardless of Rift size or roll success — he gains 1 Rune. Runes do not reset between turns or Days, and do not change when respawning.
Scenarios
Each character in the core game has three corresponding Scenarios, including one Solo challenge meant for one player. Most group Scenarios involve players working cooperatively to achieve a goal, while some pit players against each other with new conditions. Each Scenario has its own special setup and rules of play. Players may play the Scenarios in whatever order they choose, using whichever characters, but are encouraged to follow a Story Arc.
Scenarios typically specify particular Corrupted associated with that story:
- Required Corrupted — the Corrupted your group must play against.
- Recommended Corrupted — a suggestion; players may choose to face a different adversary instead.
Unless otherwise stated, Scenarios follow the same general rules as the Versus Arena — spawning cards in the Dawn and Dusk rounds, drawing Ultimates, player defeat, and so on.
Scenario Rules
Scenario Tokens
Used for special Scenario effects, these keep track of certain positive or negative conditions or objectives. Scenario tokens are numbered 1-6 on one side and have uniform backs on the other. Scenarios instruct you how and when to use them.
Doom Counters
Doom counters keep track of the loss condition in Scenarios. Each Scenario instructs how and when to use them.
Solo Gameplay
In addition to their multiplayer Scenarios, each character has one single-player mission that is not part of any Story Arc. Solo Scenarios require in-depth knowledge of your character's Abilities, resources, and the general mechanics of Hara.
Quests
Quests are side missions not associated with any particular Scenario — an optional part of the game creating additional goals and strategies. Unless otherwise specified, Quests can be used in any Scenario and in the Versus Arena.
Each Quest has two parts, starting on part one. When completing a Quest part, gain the reward immediately. After finishing part one, flip your Quest over to part two.
To use Quests, shuffle all twelve at the start of the game and deal two Quests to each player. Players look at them and select one to embark on for that game, returning the other to the box. Quests are not recommended for your first game.
A Quest card shows:
- Name.
- Part — each Quest has two parts, beginning on part one.
- Flavor.
- Special — extra rules that apply while on this Quest.
- Objective — what must be accomplished to complete the Quest.
- Reward — what is gained for finishing the objective.
- ID number — for reference only.
Progression Rewards
Each character has two special Abilities that do not start in your initial set of core or Level Up cards. These are designated with a lock icon on the front and back and stay in the box until earned.
After successfully completing a Scenario for your character, you are given one of two new cards as a reward — either an alternate Ultimate or a passive Ability.
- Alternate Ultimates go into your Level Up pile after they are earned, and may be selected in place of your normal Ultimate any time it would be drawn.
- A passive Ability stays face up in front of that character and remains in effect for all subsequent Scenarios. Passive Abilities can only be used in the Versus Arena if they have been unlocked for all characters in play.
Kaoru's Scenarios
01. Favorite Pastime (3+ players)
Recommended Corrupted: any (does not start in play).
Win: everyone for themselves. The player with the most points at the beginning of Dusk on Day 6 is the winner.
Lose: if another player wins, you lose. Ties go to the player with the most energy, then the most Health.
Special rules:
- At the beginning of Dusk on Day 2, all players take their Dash Ability and place it face up in a pile (so the character back is hidden). Following turn order, each player secretly draws a card from the pile, reshuffling and redrawing if they get their own card. This is your first target — secretly note the name.
- If your target is defeated (by you, another player, a Monster, or a Corrupted), announce it to the group and take a Scenario token or Doom counter to mark your point. You may gain multiple points from a target's subsequent defeats until new targets are chosen.
- After selecting targets, reshuffle the Dash cards face up and return them to their proper characters.
- At the beginning of Dusk on Day 4, repeat the target selection process; previous targets are no longer in effect.
- If the Scenario Roll Effect results in a 6, spawn a random Corrupted with half of its max Health, rounded down. Removing a Resilience token from that Corrupted also gives players a point.
Scenario Roll Effect:
- 1-3: following turn order, all players gain one Activation.
- 4-5: the player with the least Health gains 2 Gold energy.
- 6: spawn a random Corrupted. If there is already a Corrupted in play, all players gain 1 Gold energy instead.
Reward: unlock the progression card "Grizzled Heart" for Kaoru.
02. Lights In The Dark (2+ players)
Recommended Corrupted: any.
Win: all players must be at max energy of each color, have completed both parts of a Quest, and be in the Dojo at the same time before the Corrupted makes their wish.
Lose: when any player is defeated, gain 1 Doom counter. If the number of Doom counters equals or exceeds the number of players + 1, you lose.
Special rules:
- Place 5 Scenario tokens on the Dojo to begin the game. At the end of each Dawn and Dusk round, remove one Scenario token. When all tokens are gone, the Corrupted makes their wish and you lose.
- Each time a Resilience token is removed from the Corrupted, add 2 Scenario tokens to the Dojo.
- If the Corrupted is defeated, you must still win before the end of the Dusk round on Day 6.
Scenario Roll Effect:
- 1-3: all players take 1 damage and lose 1 Spirit.
- 4-5: players must choose either to pay 2 Spirit or take 2 damage.
- 6: all players gain 2 Gold energy.
Reward: unlock the progression card "Unbearable Force" for Kaoru.
03. The Making Of A Man (Solo)
A solo Scenario just for Kaoru.
Recommended Corrupted: none — no Corrupted or Scenario effects for this time challenge.
Win: defeat all seven boss Monsters by the end of Dusk, Day 5.
Lose: each time you are defeated, gain a Doom counter. If the number of Doom counters equals or exceeds 3, you lose.
Special rules:
- Begin by searching the Dusk deck and each of the 6 World decks for their associated boss Monster.
- In addition to normal spawns, place the World deck bosses on the number 3 space of the corresponding World tile.
- Keep the Ancient Hydra off to the side. After defeating all 6 World deck bosses, immediately spawn the Hydra on the Dojo.
Leaf's Scenarios
04. Shattered Worlds (2+ players)
Recommended Corrupted: Enoki.
Win: defeat the Corrupted before the end of Day 6.
Lose: when any player is defeated, gain one Doom counter. If the number of Doom counters ever equals or exceeds the number of players + 1, you lose. Also, if every space in a World is occupied by a hex card or a Scenario token, remove that World from the game — if two Worlds are removed, you lose.
Special rules:
- Scenario tokens are razed spaces. A Scenario token can occupy the same space as a hex card, player, or Corrupted.
- Razed spaces are normal in every way except that they count towards the Shattered Worlds loss condition, regardless of whether there is a hex card in that space. Hex cards, players, and Corrupted treat razed spaces as normal spaces.
- If all Scenario tokens are in play, ignore the Scenario Roll Effect.
- When a World tile is removed, put all its hex cards in the common discard pile; any Scenario tokens from that World can now be used again. Players on a removed World are defeated and respawn as normal; Corrupted on a removed World transport to a random space.
Scenario Roll Effect:
- 1-2: no effect.
- 3-4: randomly spawn 1 Scenario token.
- 5-6: randomly spawn 2 Scenario tokens.
Example: Oakenmoor has hex cards on spaces 1-5. The Scenario roll spawns a Scenario token on space 6. All of Oakenmoor's spaces are considered filled, and the World is destroyed.
Reward: unlock the progression card "Symphony" for Leaf.
05. Part Of The Tree (3+ players)
Required Corrupted: Enoki.
Win: there are two sides — Leaf and Enoki versus all other players. Leaf wins by reaching max energy. The other players win if they defeat Enoki.
Lose: if one team wins, the other team loses.
Special rules:
- Leaf begins the game with 2 Gold energy.
- Enoki is on Leaf's team (see Corrupted Teammates).
- Enoki only gains Resilience tokens equal to the number of opposing players, not counting Leaf.
- It does not matter how many times Leaf is defeated, and he only loses one energy when respawning.
Scenario Roll Effect:
- 1-3: the player with the least energy gains 2 immediate Activations (ties broken by rolling a die).
- 4-5: Enoki gains an additional Activation.
- 6: all players gain 1 Gold energy.
Reward: unlock the progression card "Guardian of the Great Forest" for Leaf.
06. Party on, Leaf (Solo)
Recommended Corrupted: none for this challenge.
Win: throw the party of the century. There are four conditions to starting the party:
- You must be at max energy in all 3 colors.
- You must have 7 Ally Monsters as party guests in your inventory.
- You must be on the number 3 space in the Baiyu.
- The Baiyu and Oakenmoor World tiles must be adjacent, with neither as the center tile (both must be on the outer ring of World tiles).
Lose: the first time you are defeated, gain 1 Doom counter. The second time you are defeated, you lose. If you have not won by the end of Day 6, you lose.