Chronicles of Drunagor: Age of Darkness – Spoils of War
Chronicles of Drunagor: Age of Darkness – Spoils of War Rulebook
Table of Contents
Table of Contents
- Hero Skill Cards
- Monster Cards
Hero Skill Cards
The Spoils of War Hero skills are printed on seven Paths. Each card lists its skills, and where the face prints a level ("Stufe 1" or "Stufe 2"), the level is given in the heading. Where the face prints no level, none is given. Card text is reproduced as printed, in English.
Nature Path (Natur)
Constitution
+3 Health.
Harvest Festival (Erntedankfest)
When you use 1 FRUIT OF LIFE: additionally SHIELD 2.
Cat's Life (Katzenleben)
You can have 1 additional Trauma Cube before you are knocked out.
Harlequin Path (Harlekin)
Color Forger (Farbfälscher)
You may also place your Melee Cubes on Skills of a different color.
Fashion Designer (Modeschöpfer)
You may equip any kind of Equipment, not just the kinds your Hero is allowed to equip.
Deceptive Focus (Trügerischer Fokus)
You may use FOCUS tokens from willing allied Heroes.
Pack Leader Path (Rudelführer)
Level 1: Wild Strength (Wilde Stärke)
Your Companions receive +1 DMG and +1 Movement.
Level 2: Kindred Spirits (Seelenverwandte)
As a Reaction, you may protect 1 Companion.
Level 2: Safe Paths (Sichere Pfade)
Your Companions ignore harmful terrain.
Balance Path (Balance)
Inner Balance (Innere Balance)
When you roll a 1 on the D20: this Attack hits automatically.
Balanced Chakras (Ausgeglichene Chakren)
When you land a Critical Hit: you may remove 1 of your own Trauma Cubes.
Lucky (Glück gehabt)
When you roll a 1 on the D20: Critical Hit; SELF, STEALTH.
Twilight Path (Zwielicht)
Shatter (Zerschmettern)
Spend 1 FOCUS as a Minor Action: Make 1 Weapon Attack with +0 HIT, +1 DMG.
Shadow Cloak (Schattenumhang)
Spend 1 FOCUS as a Reaction: SELF, PREVENT 3.
Soul Absorption (Seelenabsorption)
Spend 1 FOCUS as a Minor Action: SELF, HEAL 2 and CLEANSE 1.
Freedom Path (Freiheit)
Level 1: Resistance (Widerstand)
You take no damage from Darkness.
Level 2: Shadow Shroud (Schattentuch)
When you end your turn on Darkness: SELF, SHIELD 2.
Level 2: Faint Glimmer of Light (Schwacher Lichtblick)
Remove 1 of your own Curse Cubes: SELF, HEAL 2.
Ruin Path (Verderben)
Level 1: Resistance (Widerstand)
You take no damage from Darkness.
Level 2: Shadow Shroud (Schattentuch)
When you end your turn on Darkness: SELF, SHIELD 2.
Level 2: Master of Darkness (Meister der Dunkelheit)
Your Weapon Attacks made while on Darkness do not have -2 HIT.
Card-face notes: "FW" (Fluchwürfel) is a Curse Cube and "TW" (Trauma-Würfel) is a Trauma Cube. "Trf" (Treffer) is HIT, "Schaden" is DMG, "Schild" is SHIELD, "Heilen" is HEAL, "Reinigen" is CLEANSE, "verhindern" is PREVENT, "selbst" is SELF, and "W20" is the D20. A crossed-swords symbol marks a Weapon Attack, and the bolt icon marks a Reaction. The Harlequin, Balance, Nature and Twilight faces print no level, so none is given. The Twilight skills are the same three skills as the Lordwrath Twilight Path in the Neue Helden & Neue Monster rulebook, which labels them Level 1 and Level 2 there. "verborgen" (hidden) is rendered as the base game's STEALTH. "auf Dunkelheit" is read as "while on Darkness", the base rule that gives Heroes standing on Darkness -2 HIT on Weapon Attacks.
Not included: the Hero class cards, Hero initiative cards, familiars, and deluxe hero boards for the 12 heroes in the box. The card backs of these skills are not in the source file, so any back-side text is not transcribed.
Monster Cards
Card Icon Key
- Top-left symbol (hexagon): the Monster type. The Commander cards (Kommandant) are the Commander type; the other symbols are not transcribed as a type colour.
- Left-side black tabs with icons: Immunities. The face shows them as icons only, under a vertical "IMMUNITÄTEN" label, and does not name them, so they are not transcribed.
- Diamond with a rune sigil: the Rune. The small arrow beside it shows whether the card sits in the top section or the bottom section of the Initiative Track.
- Green starburst with wings: Health. Commander cards print a number with an "R" (for example "8R"), which the card does not explain. As the base rulebook says, a Commander's printed Health is multiplied by its Commander Power.
- Boot icon, bottom left: Movement.
- Crossed swords, bottom right: Base Damage.
- Lower text box: Special Abilities.
- Circle icon at the bottom centre: the Attack Type, which the face shows as an icon only and does not name, so it is not transcribed.
Kommandant Thern
The Otherworldly Nightmare (German: Der jenseitige Albtraum).
- Type: Commander.
- Health: 8R, as printed.
- Movement: 4
- Base Damage: 5
- Rune: purple diamond, arrow up (top section).
- Special Abilities: BLEED X and STUN.
Kommandant Twins
The Notorious Defiler (German: Der berüchtigte Schänder).
- Type: Commander.
- Health: 8R, as printed.
- Movement: 5
- Base Damage: 4
- Rune: bronze diamond, arrow up (top section).
- Special Abilities: ATTACK TWICE and FATIGUE X.
Commander Attack cards for Thern and Twins are not in the source file and are not transcribed.
Grim Reaper (Sensenmann)
Type symbol: dark grey hexagon. Rune: bronze diamond, arrow down (bottom section). The Grim Reaper uses the base game's Rookie, Fighter, Veteran and Champion ranks, matching the German Novize, Kämpfer, Veteran and Meister. Each rank is printed as "(Standard)".
Grim Reaper – Rookie (Standard)
- Health: 12
- Movement: 3
- Base Damage: 4
- Special Abilities: CLEAVE 2 and BLEED 1.
Grim Reaper – Fighter (Standard)
- Health: 16
- Movement: 3
- Base Damage: 5
- Special Abilities: CLEAVE 2 and BLEED 2.
Grim Reaper – Veteran (Standard)
- Health: 20
- Movement: 4
- Base Damage: 6
- Special Abilities: CLEAVE 2 and BLEED 3.
Grim Reaper – Champion (Standard)
- Health: 24
- Movement: 4
- Base Damage: 7
- Special Abilities: CLEAVE 2 and BLEED 4.
Shadow Mistress (Schattenherrin)
Type symbol: black hexagon with a white glyph. Rune: blue diamond, arrow up (top section). The Shadow Mistress uses the same four ranks, printed as "(Standard)". Each rank has the same Special Abilities.
Shadow Mistress – Rookie (Standard)
- Health: 9
- Movement: 4
- Base Damage: 2
- Special Abilities: CLEAVE 2 and ATTACK TWICE.
Shadow Mistress – Fighter (Standard)
- Health: 12
- Movement: 4
- Base Damage: 3
- Special Abilities: CLEAVE 2 and ATTACK TWICE.
Shadow Mistress – Veteran (Standard)
- Health: 15
- Movement: 5
- Base Damage: 4
- Special Abilities: CLEAVE 2 and ATTACK TWICE.
Shadow Mistress – Champion (Standard)
- Health: 18
- Movement: 5
- Base Damage: 5
- Special Abilities: CLEAVE 2 and ATTACK TWICE.
Wandering Terror (Wanderschrecken)
Type symbol: black hexagon with a white glyph. Rune: green diamond, arrow down (bottom section). The Wandering Terror uses the same four ranks, printed as "(Standard)".
Wandering Terror – Rookie (Standard)
- Health: 9
- Movement: 4
- Base Damage: 3
- Special Abilities: CLEAVE 2, POISON 1 and INTIMIDATE 1.
Wandering Terror – Fighter (Standard)
- Health: 12
- Movement: 4
- Base Damage: 4
- Special Abilities: CLEAVE 2, POISON 1 and INTIMIDATE 1.
Wandering Terror – Veteran (Standard)
- Health: 15
- Movement: 4
- Base Damage: 5
- Special Abilities: CLEAVE 2, POISON 2 and INTIMIDATE 2.
Wandering Terror – Champion (Standard)
- Health: 18
- Movement: 4
- Base Damage: 6
- Special Abilities: CLEAVE 2, POISON 2 and INTIMIDATE 2.
Translation notes: the German card titles are translated, and the German Monster names are shown in brackets. The Monster rank names follow the base game. Special Abilities are read from the lower text box and written in base game keywords (Spalten = CLEAVE, Bluten = BLEED, Betäuben = STUN, Doppelangriff = ATTACK TWICE, Erschöpfen = FATIGUE, Gift = POISON, Einschüchtern = INTIMIDATE). The Rune colours are read by eye from the card art, and the bronze colour is an approximation of the printed colour.