Darkest Night
Darkest Night Rulebook
Table of Contents
Table of Contents
- [0.0] USING THESE RULES
- [1.0] INTRODUCTION
- [2.0] GAME EQUIPMENT
- [3.0] SETTING UP THE GAME
- [4.0] SEQUENCE OF PLAY
- [5.0] GRACE AND SECRECY
- [6.0] POWERS
- [7.0] ITEMS
- [8.0] COMBAT
- [9.0] DARKNESS
- [10.0] BLIGHTS
- [11.0] VICTORY AND DEFEAT
- [12.0] OTHER RULES
- [13.0] HINTS
- [14.0] OPTIONAL RULES
- [15.0] CARD CLARIFICATIONS
- CREDITS
- EXTENDED EXAMPLE OF PLAY
- PLAYER AID
[0.0] USING THESE RULES
New gaming terms, when they are initially defined, appear in dark red lettering for quick referencing.
The instructions for this game are organized into major "Rules" sections as shown in large CAPS font, and represented by the number to the left of the decimal point (e.g., Rule 4.0 is the fourth Rule). These Rules generally explain the game's subject matter, its components, the procedures for play, the game's core systems and mechanics, how to set it up, and how to win.
With each Rule, there can be "Cases" that further explain a rule's general concept or basic procedure. Cases might also restrict the application of a rule by denoting exceptions to it. Cases (and Subcases) are extensions of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule.
Important information is in bold text.
References to examples of a Rule or Case are in blue shaded boxes like this.
Text in gray shaded boxes, like this, provides the voice of the game's designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case.
[1.0] INTRODUCTION
A great shadow has fallen over the kingdom as the undead continue to multiply under the control of a dread Necromancer. The king's army is broken, the lands overrun, and now the Castle has fallen. The last of the kingdom's strength has taken refuge in the hallowed ground of the Monastery, where the Necromancer and his dead dare not tread…yet. As he tightens his grip on the land and builds his power for a final assault on this last refuge, a few brave souls seek a way to fight back…
Darkest Night is a cooperative game where four heroes fight a guerilla war to retake a kingdom invaded by an evil Necromancer. All players share victory or defeat and must work as a team to succeed.
[2.0] GAME EQUIPMENT
Parts Inventory
- One 11" x 17" game board
- 10 standing character tokens (minor assembly required)
- Five 6-sided dice
- 9 hero sheets
- 90 power cards (10 per hero)
- 6 artifact cards
- 34 event cards
- 20 map cards
- 42 1" square blight counters
- 29 multi-shaped item counters
- 4 1" square relic tokens
- 5 1" round turn trackers
- 5 round grace trackers
- 5 round secrecy trackers
- 1 round darkness tracker
- 1 rules booklet (player aid included)
If any of these pieces are missing or damaged, please email us at [email protected]
The Game Board: The 11" x 17" game board depicts the kingdom where the game takes place. The map shows the seven locations that the players can visit (the Castle, Village, Mountains, Forest, Ruins, Swamp, and Monastery), the lines they can move along, and numbers that are used to determine the Necromancer's movement. Along the bottom of the map is the Darkness Track, which represents the Necromancer's growing power and influence.
Standing Character Tokens: These tokens are used to track the current location of each hero and the Necromancer. Each token slides into one of the included bases so that it stands upright.
Hero Sheets: These sheets describe the heroes, and have tracks at the bottom for recording the hero's current grace and secrecy. On the reverse side is a player aid.
The Cards: There are several different kinds of cards in the game:
Power cards represent the unique abilities or equipment of different heroes; each hero has a separate set of 10 power cards. Power cards have a name at the top of the card, rules text at the bottom, and a diamond symbol in the corner if it is possible to begin the game with them (see 3.2). The use of powers is explained in 6.0.
Artifact cards are a special kind of power card with a dagger symbol in the corner to distinguish them.
Event cards represent the malign forces roaming the kingdom. They have a name at the top of the card, rules text at the bottom, and a fate number in the corner that indicates roughly how bad the event is (higher is generally worse).
Map cards are used to randomize blight creation and search results. Each card lists a type of blight and a search result for each of the locations on the board; except during Set Up (see 3.3), only one of these results is used each time you draw a card.
Blights: These tokens represent centers of the Necromancer's power; each one produces an adverse effect (see 10.0). On the front, the blight's might is listed in the top right corner; on the back, the might is listed in the lower left, the defense in the lower right, and a brief reminder of the blight's effect in the center (see the player aid for a full description of each blight's effect).
Item Counters: These tokens represent helpful single-use magical objects the heroes find during the game (see 7.0).
Holy Relics: These tokens represent powerful items that will be key to winning the game (see 7.2).
Trackers: These counters are used to keep track of game status including who has taken their turns, heroes' basic statistics, and the current darkness level.
[3.0] SETTING UP THE GAME
[3.1] Play Area: Place the game board in the center of the playing area.
Place the 4 holy relic tokens on the board in the locations labeled Mountains, Forest, Ruins, and Swamp, with their "undiscovered" sides facing up.
Shuffle all of the event cards together to form the Event Deck, shuffle all of the map cards together to form the Map Deck, and shuffle all of the artifact cards together to form the Artifact Deck. Set each of these decks face-down in reach of all players.
Set the blight counters and item counters aside to form the Stock. You will need them later.
[3.2] Choose Heroes: The game is always played with 4 heroes, chosen from among the 9 hero characters included in the game. If there are 4 players, each player chooses a hero to play. If there are fewer than 4 players, divide control of 4 heroes among yourselves as you choose (e.g., with 2 players, you might each control 2 heroes; if playing alone, you would control all 4).
Then, perform all of the following steps for each selected hero:
- Take the appropriate standing character token for that hero and place it on the board in the location labeled "Monastery".
- Take the appropriate hero sheet and set it near the player controlling that hero.
- Take a turn tracker and set it near the hero sheet.
- Take a grace tracker (Grace) and a secrecy tracker (Secrecy) and place them on the circled values of the corresponding tracks on the hero sheet.
- Take the 10 power cards matching the selected hero. Find the four power cards with the diamond symbol in the top right corner, read them, and choose three of those powers to start with, setting them face-up near the hero sheet.
- Shuffle the remaining 7 power cards (including the unchosen diamond power) to form that hero's Power Deck, and set them face-down near the hero sheet.
Flip the remaining hero sheets to their reverse side for use as player aids. Set aside the power cards for the remaining heroes; you won't need them unless one of your starting heroes is killed.
[3.3] Necromancer's Forces: Place the standing Necromancer token on the board, in the Ruins.
Place the darkness tracker on the Darkness Track (located at the edge of the board), in the space with a Darkness symbol to the left of "1".
Draw the top card from the Map Deck. For each location listed on the card except the Monastery, take the indicated blight counter from the Stock and place it on the board in the corresponding location. You should have six blight counters on the board when you are done. (Ignore the search results listed on the card).
Then, place the map card you drew face-up next to the Map Deck, starting a discard pile.
[4.0] SEQUENCE OF PLAY
The game consists of a series of rounds. During each round, each hero will take a turn, and then the Necromancer will also take a turn.
- In any order, each hero takes a turn
- Start: Follow any special start-of-turn instructions
- Event: Draw an event card
- Action: Choose something to do
- End: Defend against blights
- The Necromancer takes a turn
- Darkness: Advance the darkness track
- Movement: Roll a die and move the Necromancer
- Blight: Create a blight at the Necromancer's new location
At the start of a round, flip each hero's turn tracker to the sun side. The players select a hero to go first; that hero takes his turn, then flips his turn tracker to the moon side to indicate that his turn is complete. The players then select a hero to go next, repeating the process until all heroes have taken a turn.
Note that heroes can choose to take their turns in a different order each round.
Turn order is sometimes very important, but a lot of the time it doesn't matter. If you're not sure who should go next, I recommend you just go with the next player in seating order (or whoever knows what they want to do).
Once all heroes have completed their turns, the Necromancer takes a turn, and then a new round begins. This continues until the victory or defeat conditions are met (see Victory and Defeat, 11.0).
I. Die Rolls
Generally, when a die roll is called for, you will roll several dice and compare them individually (not added together) to a target number. Any die that is greater than or equal to the target number is a success. Some rolls give an extra reward for multiple successes, but usually all that matters is whether you have one success or not.
Various effects may increase or decrease the number of dice you roll. There is no upper limit to the number of dice you might roll; if you don't have enough physical dice, roll what you have, make a note of the results, and then reroll enough to bring your total up to the correct amount. Conversely, regardless of all penalties, you always roll at least one die.
[4.1] Hero Turn in Detail
Perform the following steps on each hero turn, in order:
Start:
Do all of the following, in any order:
- Resolve any power effects (see 6.0) that take place "at the start of your turn".
- If at the same location as the Necromancer, lose 1 Secrecy (see 5.0).
- If carrying a holy relic (see 7.2), lose 1 Secrecy.
Event:
(Skip this step if in the Monastery).
If you have zero Secrecy and you are at the same location as the Necromancer, the Necromancer initiates combat (see 8.2).
Otherwise, draw an event card, resolve its effects, and discard it.
Many event cards have a variable effect depending on the circumstances when they are drawn; this will be listed on the card.
Example: When you draw the Dead Servant card, you will encounter one of three different enemies based on your Secrecy. If your Secrecy is 5 or higher, you encounter a Scout; if your Secrecy is 3 or 4, you encounter an Archer; if your Secrecy is 2 or less, you encounter a Dread. Each of these opponents has different statistics (listed on the card).
The Event Deck also includes a special card called Renewal. When you draw Renewal, immediately reshuffle the Event Deck (including Renewal and all of the discards) and draw another card instead.
Renewal is a special meta-result and must always be resolved immediately (even if you are in the midst of drawing multiple cards, or have a power that would let you discard an event without effect).
Action:
Choose one action from the following list to perform:
-
Travel: Move to an adjacent location, and gain 1 Secrecy (up to 5).
-
Hide: Refresh your powers (see 6.2) and gain 1 Secrecy (up to 5).
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Attack: Choose a blight (see 10.0) in your location and fight it following the combat rules (see 8.0). If you win, the blight is destroyed and returned to the Stock; otherwise, you suffer the blight's defense. Succeed or fail, you lose 1 Secrecy for revealing yourself.
You can also attack the Necromancer in the same way as a blight (see 8.2).
-
Search: Roll a die and compare to the search difficulty listed on the board for your location. If your result equals or exceeds the difficulty, draw a map card (see 12.1) and take the search result for your location.
If you roll multiple dice (e.g., using a power), draw one card for each die result that is greater than or equal to the search difficulty, then choose one card to resolve and ignore the others.
The Monastery cannot be searched.
-
Pray (Monastery Only): Roll 2 dice, and gain 1 Grace (up to default; see 5.0) for each die that rolls a 4 or higher. Also refresh your powers (see 6.2)
-
Retrieve a Holy Relic: Discard 3 keys to claim an undiscovered holy relic at your location. Flip it to the discovered side; it is now treated as an item (see 7.0).
-
Power: Use the "action" effect from one of your power cards (see 6.0).
Some powers allow you to perform a free action: this means you can do that action in addition to your normal one-action-per-turn.
You are not required to perform an action during your turn (though you will usually want to).
End:
Resolve the effects of any blights (see 10.0) in your location that trigger at the end of a turn. If there are more than one, you may choose the order to resolve them.
If you spent your entire turn in the Monastery, gain 1 Secrecy (up to default).
[4.2] Necromancer Turn in Detail
Perform the following steps on each Necromancer turn, in order:
Increase Darkness:
Move the Darkness tracker one space along the darkness track to the next higher number. The Necromancer gains new abilities at certain thresholds, as noted on the track (see 9.0).
Note that each "Desecration" blight on the board causes Darkness to increase an additional step.
You will usually want to destroy Desecrations as fast as possible.
The darkness can never increase beyond 30. When any effect would raise the Darkness above 30, add a blight to the Monastery instead (see Blights, 10.1).
Necromancer Movement:
Roll a die for the Necromancer, and compare the result to every hero's current Secrecy. If the die roll is greater than that hero's Secrecy, the Necromancer detects that hero, unless that hero is in the Monastery. If the die roll is less than or equal to that hero's Secrecy, the Necromancer does not detect that hero.
Notice that heroes succeed on die rolls if they exceed or equal the target number, but the Necromancer only detects a hero if his roll exceeds their secrecy. You can remember this as "heroes win ties."
If the Necromancer detects any heroes, he moves one space towards the closest hero that he detects by the shortest possible route (or stays in his current space, if he detects a hero there). If there is a tie for closest hero or shortest route, resolve it randomly.
Otherwise, the Necromancer follows the arrow shown on the board in his location that matches the number he rolled (circular arrows cause him to remain where he is).
The Necromancer may never enter the Monastery for any reason. He ignores heroes located there, and must always go around if chasing someone.
Create a Blight:
The Necromancer creates a blight in his new location (see Blights, 10.1).
Some abilities from the darkness track allow the Necromancer to create multiple blights under certain conditions.
[5.0] GRACE AND SECRECY
Each hero sheet has a grace track (Grace) and a secrecy track (Secrecy) at the bottom.
Grace represents the mysterious power that allows heroes to survive in situations where normal men would perish. If you are about to die, you can spend a Grace to save yourself (see 8.1); however, running out of Grace is not inherently fatal, it just leaves you vulnerable.
Secrecy represents how well the hero's movements are hidden from the Necromancer and his minions; it affects the odds of being detected by the Necromancer and the severity of certain event cards. If your Secrecy reaches zero, the Necromancer will be able to attack you during your event phase (see 4.1 – Event).
The circled values are each hero's default Grace and Secrecy, and are the amounts available to the hero at the start of the game (not the maximum). Place markers on these numbers. If a card instructs you to gain Grace or Secrecy, move the marker up the track. If a card instructs you to lose Grace or Secrecy, move the marker down the track, but do not reduce it below zero (any loss beyond zero is ignored). If a card instructs you to spend Grace or Secrecy, then you may not use that effect unless you have at least that much Grace or Secrecy available to spend.
First Example: The Knight has 1 Grace and encounters a Lich. She chooses to use her Reckless Abandon tactic, which allows her to fight with 4 dice, but causes her to lose 1 Grace unless she rolls two successes. Unfortunately, all of her dice come up as failures, so she loses the fight; Reckless Abandon makes her lose a Grace for rolling less than two successes, and the Lich makes her suffer a wound for losing.
The Knight chooses (see 6.3.1) to take the wound first, and spends her last Grace to avoid death. Then, she loses a Grace due to her Reckless Abandon, but since she is already at 0 Grace, this has no further effect.
If she had chosen the opposite order, she would have lost her last Grace to Reckless Abandon, and then would have been unable to spend any to negate the Lich's wound and would have died.
Second Example: The Rogue has the Eavesdrop power, which allows him to spend 1 Secrecy to search with 2 dice. However, his Secrecy is currently zero, so he cannot use this power until he gains some Secrecy.
The minimum value for both Grace and Secrecy is zero (represented by moving the token to the symbol printed to the left of "1", or removing the token from the track). Neither Grace nor Secrecy has an absolute maximum, but most things that raise Grace or Secrecy will only do so up to some threshold.
II. Gains and Losses
Secrecy Increases When You:
- Perform travel or hide actions (up to 5)
- Spend your entire turn in the Monastery (up to default)
- Use a Waystone (no limit)
Secrecy Decreases When You:
- Attack any blight (regardless of success)
- Attack a Spies blight and fail (cumulative)
- End your turn at a location with a Spies blight
- Start your turn at the Necromancer's location
- Start your turn carrying a holy relic
- Receive a holy relic from another hero
Grace Increases When You:
- Perform the pray action (up to default)
- Discover Forgotten Shrines while searching (no limit)
All Grace gains are negated if a Taint blight is present
Grace Decreases When You:
- Spend it to survive a wound (typically after failing a combat)
- Enter a location with a Curse blight
- Attack a Curse, Taint or Unholy Aura blight and fail
Additionally, many events and powers can influence Grace and Secrecy, as described on the respective cards.
First Example: The Knight has 6 Secrecy and travels from the Monastery to the Village. Heroes gain 1 Secrecy (up to 5) when traveling, but since the Knight already has more than 5 Secrecy, her Secrecy remains at 6.
Second Example: The Knight has 4 Grace and prays, rolling a 5 and a 2. This result allows her to gain 2 Grace (up to default), but her default Grace is 5, so her Grace only increases to 5 (not 6).
Third Example: The Knight has 4 Grace and searches, uncovering a Forgotten Shrine, which allows her to immediately gain 2 Grace. Since no limit is specified on this gain, her Grace increases to 6.
[6.0] POWERS
Each hero has several cards representing that hero's unique abilities, which are called powers. Keep a hero's current powers face-up near his hero sheet. Powers are permanent and can be used as often as a player desires (subject to the conditions described on the cards themselves).
Each hero begins the game with any three of his four "basic" powers (those marked with a diamond symbol), and the remaining powers are shuffled to form his Power Deck, from which new powers are drawn during the game (generally after searching; see 4.1 – Action).
Each power card describes its own effects. Most effects fall into one of four categories:
- Actions, which can be used during the action step of the hero's turn (instead of taking one of the standard actions; see 4.1 – Action).
- Tactics, which can be used during a combat (see 8.0).
- Bonuses, which can be used whenever they apply.
- Active effects, which can be used only after the power has been activated (6.1).
[6.1] Activating Powers
Some powers can have a lasting effect; when this happens, the power is said to be Activated. Place an activated power card on top of your hero sheet as a reminder.
Once a power has been activated, its Active effect becomes available until the power is Deactivated.
Example: The Knight chooses to use Oath of Purging on her turn, a power that can be activated as an action. She places the power card on top of her hero sheet as a reminder. She now rolls an extra 2 dice on Fight rolls made while attacking blights, as described in the active effect. This effect continues until the Oath of Purging is deactivated, which the card says will happen under two conditions listed at the bottom of the card: if she "Fulfills" it by destroying a blight (in which case she will also gain 1 Grace), or if she "Breaks" it by entering the Monastery (in which case she will also lose 1 Grace).
Some powers also Target a particular location, hero, or other entity when they are activated; in this case, place the power card on or near the target as a reminder. Unless otherwise specified, any active effects apply only to the target.
Example: The Prince chooses to use Inspire on his turn, an action power that is activated targeting any hero at his location when used. He opts to target the Knight, so he places the power card on top of the Knight's hero sheet as a reminder. The active effect allows the Knight to choose to roll 3 extra dice on any future roll at the cost of deactivating the power.
The other effects on a power card are still available to its owner while that power is active (even if he is separated from the target); you don't "lose" the normal use of the power. However, a power can only be active on one target at a time; activating it again effectively just "moves" the power to a new target.
Example: If the Prince chooses to use Inspire again next turn, he can target a different hero at his location (including himself), but then the Knight will no longer be targeted and will lose the opportunity to use its active effect.
Power cards are intended to be self-explanatory, but some of the more complicated ones are described in further detail in 15.0.
[6.2] Exhausting Powers
Some powers will instruct you to Exhaust them when they are used. Flip an exhausted power face-down.
Exhausted powers cannot be used again until they are Refreshed, which normally happens when the hero performs the hide or pray actions (see 4.1 – Action). Flip a refreshed power face-up again; it now works as normal.
Example: The Seer is in the Forest, and there is a "Dark Fog" blight present. Since the search difficulty is so high, she decides to use Dowse, an action power that can be exhausted to automatically search successfully. Next turn, she can't Dowse again, because the power is already exhausted, so she performs the hide action in order to refresh it.
Do not exhaust a power unless instructed to do so. Most powers do not become exhausted and can be used repeatedly without a rest. However, even a power that does not exhaust itself can be exhausted by other game effects.
In the event that a power is exhausted while it is currently active, that power becomes suppressed. It counts as exhausted and none of its effects can be used (including active effects), but when the power is refreshed it will automatically become active again (on the same target, if any).
[6.3] Timing
[6.3.1] Simultaneous Effects
Whenever two effects appear to take place at the same time, the affected player may choose the order in which to resolve them.
[6.3.2] "Any Time"
When an effect says "at any time," that means literally any time.
You can use it on someone else's turn. You can use it after making a die roll or drawing a card but before resolving its effects. You can use it between two "simultaneous" effects. Any time you like.
[6.4] Artifacts
As a result of searching (see 4.1 – Action), heroes will sometimes be able to draw a card from the artifact deck.
Artifacts count as powers and follow all of the same rules; anything that affects powers also affects artifacts. However, artifacts also count as items, and follow all of their rules as well (see 7.0).
[7.0] ITEMS
Items are useful objects that the heroes can carry around with them and use to produce various beneficial effects. They fall into three categories:
Basic Items are represented by tokens. They can only be used once before being returned to the Stock. Their effects are described on the player aid on the back of this booklet.
Artifacts are represented by cards from the artifact deck. They function exactly like power cards (see 6.0), except that they are not bound to any particular hero and can be traded like items.
Holy Relics are very special and powerful items; you will need at least one to win the game. They can only be obtained with the retrieve holy relic action (see 4.1 – Action), which requires 3 keys (which can be obtained by searching).
[7.1] Managing Items
Each hero may carry an unlimited number of items.
A hero may give any item to another hero at the same location. A hero in the Monastery may also store an item there for safekeeping, or retrieve any item currently stored there. All of these things are free, and may be performed at any time—even during another player's turn, or in the middle of a combat.
Basically, you don't need to worry about who's holding an item until you decide to use it or the heroes split up. Just assume that everyone at the same location has access to all the items until someone actually decides to use one.
However, whenever a hero uses an item, that item becomes locked and may not be given away or stored until the next turn of the hero carrying the item. A hero can always choose to refuse the benefits of an item in order to be able to trade it later.
Basically, you can't pass the item around in a circle and all use it in the same round, unless the item explicitly benefits all heroes at the location. Once someone uses it, no one else can grab it until he's done with it.
If a hero dies while carrying items, those items must immediately be given to another hero at the same location (even if the items have been locked by use and could not normally be traded). If there are no other heroes at the location, the items go to the next hero to arrive at that location.
[7.2] Holy Relics
Holy relics have several special rules:
Each hero can only carry one at a time. If you already have a holy relic, you can't get another one until you give it away or store it at the Monastery.
Holy relics add 1 to your highest die in fights. Note that this is different from most fighting bonuses, which give you additional dice —holy relics improve the result of a single die after it is rolled. You can refuse this benefit if you plan to give the holy relic to someone else, but must do so before making the roll.
Note that this is the only way for most heroes to roll a 7, which is necessary to win a fight against the Necromancer.
You lose 1 Secrecy at the start of your turn while carrying a holy relic. This does not count as using the holy relic—it is not optional, but it also does not prevent you from giving the holy relic away the same turn.
You lose 1 Secrecy if another hero gives you a holy relic. This only applies when receiving the relic directly from another hero, not when initially discovering one or picking up a holy relic stored at the Monastery.
[8.0] COMBAT
Combat can occur when a hero performs an attack action (see 4.1 – Action), when the Necromancer catches him during his event phase, or as a result of blights or events.
Normally, the hero can choose either to fight the enemy or try to elude him; however, a few monsters only offer one option or the other. Additionally, a hero that is performing an attack action can only fight, not elude. Regardless, the hero may also choose to use an appropriate tactic from one of his powers (see 6.0). Only one tactic may be used in each combat.
If using a tactic, roll dice as instructed by the power card; otherwise, roll 1 die. If the hero is attacking a blight, the target number for this roll is the blight's might; otherwise, the target number is the opponent's strength if fighting or the opponent's awareness if eluding. If the monster has a dash (-) in place of one of these values, that combat option is not available against that monster.
Example: A Scout lists its stats as −, 5 (strength −, awareness 5). This means the Scout cannot be fought (this represents the fact that the Scout will flee on sight, and that killing one would reveal nearly as much about your location as if it spotted you). The Scout can still be eluded as normal.
Regardless, compare the result of each die (separately, not added together) to the target number; each die that rolls greater than or equal to the target number is considered one success. If the hero rolls at least one success, he wins the combat; otherwise he fails.
Example: The Knight draws an event card and encounters a Ghoul (strength 4, awareness 3). Since the Ghoul's awareness is lower than its strength, eluding it would normally be easier than fighting it, but the Knight has a tactic power called Charge that lets her fight with 2 dice, so she chooses to use that. She rolls a 3 and a 1. Since neither of the dice meet the target number (the Ghoul's strength), the Knight fails the combat.
[8.1] Consequences of Combat
Different encounters will specify different results that occur if the hero wins or fails.
The most common result for failing is a wound, which means the hero dies (see 8.1.2) unless he spends 1 Grace to negate the effect. Winning often has no result (except that the hero avoids the effect of a failure).
Some tactics have additional effects depending on the number of successes. These are cumulative with any results imposed by the combat itself.
Example: The Rogue encounters a Lich (strength 5, awareness 5) and uses his Vanish tactic, which allows him to elude with 2 dice and gain 1 Secrecy (up to 7) if he rolls two successes. He rolls a 6 and a 5. Since both dice equal or exceed the target number (the Lich's awareness), the Rogue has two successes. He wins the combat, and also gains 1 Secrecy.
[8.1.1] Losing a Turn
Some combats cause a hero to "lose a turn" if he fails. When this happens, tip the hero's character token on its side, but finish the current turn as normal.
On that hero's next turn, stand his token back up, and then end the turn. Nothing else (good or bad) happens that turn.
If a hero "loses a turn" while his token is already on its side, there is no further effect.
[8.1.2] Death of a Hero
When a hero receives a wound, he either spends a Grace to negate the wound or he dies.
Technically, you can choose to let a wound kill you even if you have grace remaining, but this is generally not recommended.
You do NOT automatically die when you have zero Grace. You merely cannot spend Grace that you don't have (see 5.0), which means the next wound will kill you. But you can survive with 0 Grace indefinitely as long as you don't suffer a wound.
Dying does not directly end the game, but it carries some hefty penalties.
When a hero dies, his turn ends immediately. Remove that hero and all of his powers from play, and give his items to other heroes in the location (see 7.1). Additionally, raise the Darkness by 1 (see 9.0).
This may indirectly end the game; see 11.3.
On that player's next turn, he selects a new hero to play (one that hasn't already appeared in the current game, if possible). Perform set up for the selected hero as normal (see 3.2), except that the new hero begins with only 2 power cards instead of 3, and his default Grace and Secrecy are both reduced by 1 for the entire game (place the dead hero's character token near the new hero's hero sheet as a reminder).
The new hero doesn't do anything during the round he appears, but may act normally starting the following round (which will be 2 rounds after the death).
[8.2] Battling the Necromancer
A hero can battle the Necromancer directly under two circumstances: the hero can initiate combat with an attack action, or the Necromancer can initiate combat during the hero's event phase if his Secrecy is zero (see 4.1 – Event). Both of these are only possible when the hero and the Necromancer are in the same location.
The Necromancer has a strength of 7 and an awareness of 6.
Rolling a 7 on a six-sided die is, of course, rather difficult. Winning a fight against the Necromancer is only possible with a holy relic (7.2) or with certain powers (6.0).
Failing any combat with the Necromancer results in a wound (see 8.1). Successfully eluding has no effect.
If there are any blights in the location, successfully fighting the Necromancer will entice him to sacrifice one of them so he can escape; destroy one of your choice.
Successfully fighting the Necromancer when there are no blights in the location slays him and wins the game—but only if you are holding a holy relic when you do so (see 11.1). Otherwise, there is no effect.
[8.3] Pulling Punches
In rare cases, a hero may prefer not to resist a foe. In this case, he may choose to accept the result of a loss without rolling any dice.
Example: As a result of an event card, the Knight encounters a Scout. She sees that the result of losing this combat would be to lose 1 Secrecy. At this moment, the Knight wants the Necromancer to detect her (see 4.2) in order to lure him into combat, so lower Secrecy would actually be to her advantage. Therefore, the Knight chooses to let herself be seen by the Scout. She rolls no dice, and is considered to have lost the combat.
[9.0] DARKNESS
There is a darkness track printed on the game board. Darkness represents the amount of power the Necromancer has gathered, and increases gradually throughout the game. At specific thresholds, the Necromancer gains certain advantages, as indicated on the track.
10+ When the Necromancer is in a location with no blights on his turn, he creates two instead of one.
20+ When the Necromancer rolls a 1 or a 2 during his movement step, he creates an extra blight that turn.
25+ All blights have +1 might.
30 Any effects that would increase the Darkness beyond 30 instead create a blight in the Monastery.
All of these advantages are cumulative; e.g. at 20 Darkness, when the Necromancer rolls a 1 or 2 and moves to a location with no blights, he creates three.
Darkness also changes the severity of some event cards.
[10.0] BLIGHTS
Blights represent the unholy forces of the Necromancer throughout the kingdom. Each blight has some harmful effect it produces as long as it is in play (described on the player aid on the back of this booklet, and also summarized on the back of the blight token).
[10.1] Creating Blights
The Necromancer creates a new blight every turn (sometimes more than one).
Whenever a new blight is created, draw a card from the Map Deck (see 12.1) and find the blight type listed on that card for the relevant location, then take a token corresponding to that blight type from the Stock and place it in the affected location.
There can never be more than 4 blights in a single location. If something happens which would cause a new blight to appear in a location that already has 4, add a blight at the Monastery instead. If there are already 4 blights at the Monastery (that is, when a fifth blight is created in the Monastery), the heroes immediately lose the game (see 11.3).
[10.2] Destroying Blights
Heroes can destroy blights by performing the attack action and making a successful fight roll against the blight's might (see 4.1 – Action).
When a blight is destroyed, remove the corresponding token from that location and return it to the Stock.
[10.3] Monster Blights
Blights have many different effects, but one common effect is to force any hero ending his turn at the same location to do combat (see 8.0) with a monster whose strength and awareness are listed in the effect. If the hero loses this combat, he suffers the failure effect listed for the monster; if he wins the combat, nothing happens.
Winning a combat against the monster does not destroy the blight. Destroying a blight typically requires a hero to perform an attack action (see 4.1 – Action), and involves rolling against the blight's might, not the monster's strength, and inflicts the blight's defense if the hero fails (not the monster's failure effect).
Example: The Prince moves to the Mountains, where the Necromancer has previously created a "Shades" blight. Since the Prince ends his turn there, he gets attacked by a Shade (strength 3, awareness 5) and must fight or elude it. He fights it and wins, but the blight is unaffected. Next turn, he can spend his action to attack it and try to destroy it, but he'll need to roll a 5 or more to do that (the blight's might), even though the Shades only have 3 strength.
[11.0] VICTORY AND DEFEAT
There are two possible ways for the heroes to win the game, and one way for them to lose.
[11.1] Slay the Necromancer
If you can slay the Necromancer, most of his magic will be undone, and the remaining undead will lose direction, making them easy to defend against.
To kill the Necromancer, a hero wielding a holy relic must fight him and win. However, the Necromancer is pitiless and will mercilessly sacrifice his minions to save himself. If there are any blights present when you defeat the Necromancer, you may destroy one blight of your choice, but the Necromancer will escape.
He can only truly be killed if he is beaten in a fight, by a hero with a holy relic, when there are no blights in the location. If this is achieved, all the heroes win.
This will generally require the concerted effort of several heroes to clear the area so that you can get a clean shot.
[11.2] Holy Ritual
If you gather enough of the holy relics, you can combine them in a ritual that will release a great cleansing power and scour the land of the undead. The Necromancer's power will be broken.
To perform the ritual, the heroes must find three holy relics and gather them all at the Monastery. As soon as there are three holy relics in the Monastery simultaneously, all the heroes win.
[11.3] Monastery Overrun
The Monastery is a sanctuary that repels evil, but nothing lasts forever. If at any time there are simultaneously 5 blights in the Monastery, its defenses will shatter and the kingdom's last light will be snuffed out, plunging the land into darkness. All the heroes lose.
Remember that any effect that would create a blight in a location that already has four blights will instead create a blight in the Monastery. Thus, blights in the Monastery will begin to build up faster as the rest of the kingdom is overrun.
Additionally, any effect that would increase the Darkness beyond 30 will also, instead, create a blight in the Monastery. Thus, blights will begin to accumulate rapidly in the Monastery if the game drags on too long.
[12.0] OTHER RULES
[12.1] Map Deck
Whenever a hero searches successfully or a blight is created, draw a map card and compare it to the relevant location to determine the search result or type of blight.
If the Map Deck is empty when you need to draw a map card, reshuffle the discards.
If you are unable to resolve a map card because you've run out of the required token or card, draw another map card. In the unlikely event that you draw 3 in a row without finding a suitable option, just pick any available blight (if creating a blight) or green-backed item (if searching).
[12.2] Monastery
The Monastery has several special rules. These are all mentioned elsewhere, but to summarize:
- Heroes in the Monastery do not draw events (see 4.1 – Event).
- The Monastery is the only location where heroes can perform the pray action (see 4.1 – Action).
- The Monastery has no search difficulty and cannot be searched (see 4.1 – Action).
- A hero who spends his entire turn in the Monastery gains 1 Secrecy (up to default) (see 4.1 – End).
- The Necromancer can never enter the Monastery and ignores heroes there (see 4.2 – Movement).
- You can store or retrieve items at the Monastery (see 7.1).
- When an effect tries to raise the Darkness beyond 30, it creates a blight in the Monastery instead (see 9.0).
- When an effect tries to create a 5th blight in any location, it creates one in the Monastery instead (see 10.1).
- If you gather three holy relics at the Monastery, you win the game (see 11.2).
- If there are ever 5 blights in the Monastery, the heroes immediately lose the game (see 11.3).
[13.0] HINTS
This section does not contain any rules needed to play, but has information that may be helpful in planning your strategy.
[13.1] Searching
Searching is critical: it's how you obtain new powers, and also how you find the keys required to obtain holy relics—and you need a minimum of 1 holy relic to win the game.
Don't assume you shouldn't search just because you're good at something else. A couple of extra powers can make a huge difference, especially if you get them early.
Where you search is also important:
- The Castle offers the most powers, but very few keys.
- The Village is similar, but less extreme.
- The Mountains and Forest have a balanced mixture of powers and keys.
- The Ruins has the most keys.
- The Swamp is the only place you can find an epiphany, which lets you search your Power Deck for the card of your choice. It also has the most artifacts, a fair bit of bottled magic, and the fewest keys.
The icons shown below the search difficulty on the board serve as a reminder of the most likely search results for each location.
[13.2] Blights
Blights can do some nasty things to the heroes, and will eventually end the game if they build up too far. However, unless you're actively trying to slay the Necromancer, it's important to remember that attacking blights is just damage control; it's not what wins the game. Destroy the most important blights, but don't get so caught up that you forget to search.
[13.3] Secrecy
In addition to making the Necromancer less likely to come to you, higher Secrecy also lessens the effect of many events, so you shouldn't necessarily ignore it even if the Necromancer isn't a concern.
On the other hand, sometimes low Secrecy can be beneficial for controlling the Necromancer's movement.
[13.4] The Monastery
The Monastery acts as a safe haven, where you can recover your Grace and Secrecy while avoiding direct attacks. If you fear for your life, you should generally run for the Monastery.
[14.0] OPTIONAL RULES
The following rules can be used separately or in combination to adjust the game to taste.
[14.1] Expert Mode
If you find the game becoming too easy, try making the following changes to Set Up:
- Start the Darkness at 5, instead of 0.
- Draw 2 map cards instead of 1, placing both indicated blights in each location (except the Monastery).
- All players determine their heroes and starting powers at random, instead of choosing.
Though this is listed as an optional rule, I highly recommend these changes for experienced players. Of course, you can also invent similar rules of your own to further tweak the difficulty.
[14.2] Playing the Necromancer
With 2-5 players, assign one player to control the Necromancer. This player works in opposition to the heroes and tries to make them lose. The game plays as normal, except for the following changes:
[14.2.1] Set Up
The Necromancer draws 4 map cards to form his initial hand. (Do not show these cards to the heroes).
[14.2.2] Necromancer Movement
Roll for Necromancer movement as normal.
If the Necromancer detects any heroes, he chooses one to pursue, and moves towards him by the shortest available route (Necromancer's choice in case of a tie). If the Necromancer detects a hero in his own location, he may choose that hero to remain where he is.
If the Necromancer does not detect any heroes, he moves to any adjacent location he chooses, but he may not move to any location with a hero. If all adjacent locations contain heroes, he does not move (but he must move if possible).
The Necromancer may still never enter the Monastery, and never detects heroes there.
The movement numbers on the board have no effect in this variant.
[14.2.3] Creating Blights
Whenever a new blight is created, instead of drawing a card from the Map Deck, the Necromancer plays a card from his hand to determine the type of blight. When his hand is empty, he draws a new hand of four map cards.
If the heroes would normally draw multiple map cards and choose one, the Necromancer must play an appropriate number of cards and let the heroes pick among them.
The Necromancer may not play a card that calls for a blight for which all tokens are already in use. If he has no legal card to play, he reveals and discards his hand, draws a new hand of 4, and plays one of those cards. If he still has no legal cards to play, the heroes choose the type of blight.
[14.3] Fifth Hero
Play with 5 heroes instead of 4 (allows one additional player), and make the following changes:
[14.3.1] Retrieving Holy Relics
The first relic to be retrieved requires a hero to discard 5 keys. Once any holy relic has been retrieved, subsequent holy relics take 3 keys each, as normal.
[14.3.2] Extra Blights
At the end of each Necromancer turn, roll a die (this die roll cannot be modified by any game effect).
If the Darkness is 14 or less, create an extra blight in the Necromancer's location if the die roll is a 6.
If the Darkness is 15 to 24, create an extra blight in the Necromancer's location if the die roll is a 5 or 6.
If the Darkness is 25 to 29, create an extra blight in the Necromancer's location if the die roll is a 4, 5 or 6.
If the Darkness is 30, create an extra blight in the Necromancer's location if the die roll is a 3, 4, 5 or 6.
Remember that the game is designed for four heroes. Adding a fifth hero messes with balance in several ways and will lengthen the game, so I only recommend it if you really want to fit another player into the game.
[14.4] Custom Hero Decks
If you are feeling creative, you can invent your own heroes by combining power cards from several different heroes into a single deck. Substitute your custom deck for another hero's normal power deck, then play as normal, except draw new powers from the bottom of your deck (and place leftover cards from supply caches on top) so that the card backs won't give away what power you're going to draw next.
It is important to note that custom heroes created in this way are not necessarily balanced. You can create incredibly strong or weak heroes if you work at it. Therefore, you are only eligible for bragging rights if you play with the standard heroes.
[15.0] CARD CLARIFICATIONS
The cards in Darkest Night are intended to be self-explanatory, but a few subtleties are explained here in greater detail in case you have questions.
[15.1] Artifacts
Starry Veil allows you and all heroes at your location to discard and redraw any event with a fate of 5 or more ("fate" is the number in the top right corner of the event card; it gives a rough measure of how bad the event is).
If the new event card also has a fate of 5 or more, you can discard it and redraw again if you wish (and so on).
[15.2] Acolyte Powers
Call to Death allows you to attack two blights with a single action. Make only a single die roll, choosing a tactic as normal (but include one more die than for a normal attack). After rolling, divide the dice into two pools, assigning one to each of the blights, and resolve as two separate attacks.
Example: The Acolyte uses Call to Death to attack a Lich and a Spies. For his tactic, he chooses Final Rest, which lets him fight with 3 dice. He rolls a total of 4 dice (3 from Final Rest, +1 from Call to Death) and gets 6, 6, 1, and 2.
He chooses to allocate 6 and 1 to the Lich, and 6 and 2 to the Spies. The Lich has a might of 5, so he wins the fight and destroys it. The Spies also have a might of 5, but the highest die he allocated to them is a 2, so he fails this fight, and suffers the Spies' defense (lose 1 Secrecy). He also loses 1 Secrecy for each attack (part of the standard attack rules), and Final Rest causes him to lose a Grace because at least one of his dice rolled a 1. Thus, in total, the Acolyte loses 3 Secrecy and 1 Grace, but destroys the Lich.
If he had rolled two 6s, he could have destroyed both blights.
[15.3] Knight Powers
The Knight has four "Oath" powers that all follow a similar pattern: you can activate one as an action, and it provides an ongoing effect until you either "fulfill" or "break" the oath, at which point it provides one final effect as it deactivates. The conditions for fulfilling or breaking an oath are different for each oath.
You can't activate an oath if another one is already active, and you can't deactivate an oath except by fulfilling it or breaking it. When you fulfill or break the oath, you must deactivate it, although in some cases you could use the fulfill effect to immediately activate the same oath again.
Oath of Valor breaks if you attempt to elude in any combat. It does not break if you choose to automatically fail.
[15.4] Scholar Powers
Find Weakness is a fighting tactic that adds 1 to the result of one of your dice. Unlike the holy relics, which add 1 to your highest die, Find Weakness adds 1 to a single die chosen before you roll—thus, if you are rolling multiple dice (e.g. +1 from your Ancient Sword power), you roll the chosen die separately, add 1 to its result, then roll the rest of the dice.
You may find it helpful to use a differently-colored die for this tactic, so you can roll all dice at once without getting them confused.
Four of the Scholar's powers immediately activate in your location when you obtain them; these powers benefit all heroes at that location, but can never be moved.
You may want to think about where you're standing when you open a treasure chest.
[15.5] Seer Powers
When you use Prediction as an action, you roll two dice and place them on the card, saving their result. If you use it again, you keep the dice already on the card, and add two more.
Example: The Seer uses Prediction, and rolls a 6 and a 2, saving them on top of the Prediction card.
Next turn, the Seer uses Prediction again, rolling a 6 and a 3. The Prediction card now has a total of 4 dice, with the results 6, 6, 2, and 3.
Any time you make a die roll, you can choose to use all of your saved results from Prediction instead of rolling normally.
Example: The Seer prays, and uses her saved Prediction results of 6, 6, 2, and 3. Following the rules for the pray action, she gains 1 Grace (up to default) for each die that rolls a 4 or higher, allowing her to raise her Grace from 0 to 4. She then clears all of the dice off the Prediction card.
When you used saved dice from Prediction, the amount of dice saved overrides the number of dice you would normally be entitled to roll (whether it is more or less). You cannot roll additional dice from any source. However, you can still change the results of the dice with, for example, a holy relic.
Example: The Seer attacks the Necromancer, using her saved Prediction results of 4 and 6. The holy relic she carries adds 1 to her highest die, converting the 6 into a 7, allowing her to defeat the Necromancer.
CREDITS
Game Design: Jeremy Lennert
Development: Noelle Le Bienvenu
Art: Clark Miller and Daniel Taylor
Graphic Design: Jeremy Gleeson and Barry Pike III
Playtesting: Orion Anderson, Brad Bernstein, Deon Carrico, Devon Chenoweth, Nick Cuneo, Paul Fell, Chris Ferguson, Bill Fisher, Justin Fuhrmann, Catharz Godfoot, Nathan Hansen, Jason Allen Jackson, Barry Pike III, Otmar Schlunk, David Spangler, Sean Young
Proofreading: Bill Barrett, Shane Sather, Ian Wakeham
Proudly developed, manufactured and assembled in the USA.
EXTENDED EXAMPLE OF PLAY
The Darkness track has just reached 15. The Scholar and Seer are in the Forest, where they have been using the Scholar's Forgotten Sanctuary power to help elude a Zombies blight while they search for keys. The Knight is in the Mountains, where he has been using his Oath of Vengeance to hold off the Necromancer, but now her Grace and Secrecy are both at zero and she's facing down Confusion, Curse, and Shades. The Rogue is in the Monastery, where he has just finished praying to recover his Grace after a brush with death earlier in the game.
The Knight would really like to do something about that Confusion blight, which is preventing her from using her tactics, and she notices that the Rogue has the Vanishing Cowl artifact card, which allows the holder to ignore the effect of one blight each turn. She proposes that the Rogue go first and bring her the Cowl.
Items can only be traded by heroes at the same location, so this will require the Rogue to enter the Mountains; the Mountains contains a Curse blight, which forces heroes to lose a Grace when entering the location. The Rogue could use the Vanishing Cowl himself to ignore the Curse and enter the Mountains without losing Grace, but that will lock the item and prevent him from passing it on until his next turn, and the Knight would really like to use it on the current round. So instead, the Seer chooses to exhaust her Prophecy of Safety power at the start of the Rogue's turn, allowing her to ignore any instructions to spend or lose Grace for the turn.
The Rogue then skips his event phase (because he is in the Monastery) and for his action he chooses to travel to the Mountains, raising his Secrecy from 4 to 5 at the same time. The Prophecy of Safety allows him to ignore the effects of the Curse, and he hands the Vanishing Cowl to the Knight. Then, because he has ended his turn at the Shades' location, he is forced into a combat; fortunately, Prophecy of Safety is still in effect, so even if he fails this roll nothing will happen to him. If he could use his Vanish power, this encounter would actually be to his advantage, as it would give him a small chance to gain Secrecy; however, the Confusion blight prevents him from using tactics, so he has nothing to gain, either. Just for kicks, he decides to fail the combat without rolling (rule 8.3) and relies on the Prophecy of Safety to ignore the wound.
Notice that the Rogue is now at the same location as the Necromancer, but he doesn't suffer any penalty for this yet, because he didn't start his turn at the Necromancer's location. On his next turn, if the Necromancer is still there, he will lose one Secrecy at the start of his turn.
The Seer would also like to use Prophecy of Safety on the Knight to ensure she doesn't die this turn, but the power is exhausted now, so she decides to go next so she can refresh it. Since she is planning to refresh her powers anyway, she decides that she might as well exhaust Prophecy of Fortune at the start of her turn to give herself an extra die on all rolls this turn.
After exhausting the Prophecy, she draws an event card, which happens to be the Midnight card; a rather bad event. However, she also has the Foreknowledge power card, which allows her to draw an extra event and discard one of her choice. Her second draw is the Altar event. She chooses to discard Midnight and resolve Altar instead.
The card instructs her to roll one die and take the highest; Prophecy of Fortune gives her an extra die on all rolls this turn, so she rolls 2 dice total, and gets a 6 and a 3. She takes the highest (6) and consults the table on the card, which tells her that she has found a Pure Altar and has the option to spend 1 Secrecy to gain 1 Grace. Her Grace is already at 4, which is her default (circled) value, but the event card doesn't specify any maximum for the gain, so she spends a Secrecy (reducing her from 6 to 5) and raises her Grace to 5.
Then, for her action, she chooses to hide. Her Secrecy is already at 5, so hiding can't raise it any higher, but she still gets to refresh her power cards. She flips Prophecy of Fortune and Prophecy of Safety both face-up, ready to use again.
At the end of her turn, she has to defend against the Zombies blight at her location. She decides to use her Premonition tactic, allowing her to elude with 3 dice. She also gets +2 dice when eluding due to the Scholar's power Forgotten Sanctuary, because it is active at her location. Prophecy of Fortune adds another die, for a total of 6. She rolls 6, 6, 6, 1, 1, and 1. The Zombies' awareness is only 3, so three of those results are successes; since she rolled at least 2 successes, she does not exhaust Premonition.
The Seer then turns around and exhausts Prophecy of Safety again, this time at the start of the Knight's turn. The Knight also loses a Secrecy at the start of her turn, because she's at the same location as the Necromancer; however, since the Knight's Secrecy is already zero, this has no further effect on her. Then, because her Secrecy is zero and the Necromancer is present, instead of drawing an event card, she is forced into combat with the Necromancer.
The Necromancer has a strength of 7, which means it is usually not possible to fight him successfully without a holy relic; however, the Knight has her Oath of Vengeance power active, which allows her to add 1 to her highest die when fighting the Necromancer, so she actually has a chance of winning. She uses the Vanishing Cowl that the Rogue gave her earlier to ignore the Confusion's effect so that she will be able to use tactics this turn; however, she can only use one tactic per combat, so she has to decide whether she would rather use Charge or Reckless Abandon. Reckless Abandon gives her more dice, but also causes her to lose a Grace if she rolls fewer than two successes—and since Oath of Vengeance only adds 1 to her highest die, her chances of rolling two 7s are nil. However, the Prophecy of Safety will allow her to ignore this Grace loss—plus, she's already at zero Grace, so it wouldn't have had any effect anyway. Seeing no downside in this particular case, she chooses to use Reckless Abandon.
She rolls 6, 6, 2, and 1, and the Oath of Vengeance turns one of those 6s into a 7, winning the fight. Now, even if you roll a 7, you can't actually kill the Necromancer without a holy relic—but it's not like the Necromancer is going to stick around to see whether you can finish him off; so even if you don't have a relic, he will sacrifice a blight to escape when you win a fight against him. Therefore, for winning the fight, the Knight gets to destroy a blight of her choice at her current location. The Curse doesn't have any ill effect for heroes who are already at the location, so that's not a priority at the moment. That leaves the Confusion and the Shades. Neither of these will have any effect on the Knight this particular turn—she's already ignored the Confusion using the Vanishing Cowl, and even if she fails to defend against the Shades the Prophecy of Safety will protect her—but both of these could be inconvenient on future turns. She decides to destroy the Shades, since they have the higher might, and plans to attack the Confusion with her action.
But first, by winning a fight against the Necromancer, she has fulfilled her Oath of Vengeance; the power is deactivated, but as a reward she gets to perform a free action. In previous rounds, she has used this free action to activate the Oath of Vengeance again, but at the moment she's very conscious of her low Grace, so she decides to use it to activate Oath of Purging instead.
She then uses her regular action to attack the Confusion blight. She decides to use Reckless Abandon again (there still being no downside), and her Oath of Purging gives her +2 dice when attacking blights, so she rolls a total of 6 dice and gets 6, 6, 6, 2, 1, and 1. The Confusion's might is 4, so she succeeds, and destroys the blight. She still loses 1 Secrecy for attacking, but again, this has no effect since her Secrecy is already zero. And by destroying a blight, she has fulfilled her Oath of Purging, so she deactivates it and gains 1 Grace, giving her a little bit of breathing room for next round.
That only leaves the Scholar, who begins his turn by drawing the event card Evil Day, which gives him the choice of either exhausting a power or drawing two more events. He chooses to exhaust his Forgotten Sanctuary power. Since Forgotten Sanctuary was active when he exhausted it, it is now suppressed (rule 6.2); it no longer provides its active effect, but when he refreshes it, it will automatically go back to being active in the Forest.
He considers using his action to hide so that he could refresh it immediately, but decides it would be better to wait until he has also exhausted his Preparation power, so that he can refresh both with a single action.
Instead, he uses his action to search. His Research Materials power gives him +1 die when searching, so he rolls a total of 2 dice, getting a 2 and a 5. The search difficulty in the Forest is 4, so he hasn't found anything. Unsatisfied with this result, he decides to exhaust his Preparation power to reroll, and this time he gets a 6 and a 5. Since he has rolled 2 successes, he gets to draw 2 map cards; his Thoroughness power lets him draw an additional card, for a total of 3. He draws 3 cards and looks up his current location (the Forest) on each one, and sees a treasure chest and two keys. He decides to take one of the keys, and discards all three map cards.
Then, at the end of his turn, he has to defend against the Zombies blight. Since the Forgotten Sanctuary is exhausted, it won't provide him with extra dice this turn. He could use his Find Weakness tactic to fight with one die and add one to its result, but since the Zombies have 5 strength and only 3 awareness, he calculates that he has better odds simply eluding with no tactic. He rolls 1 die, and gets a 2. Since this is less than the Zombies' awareness, he suffers a wound, and spends one Grace to avoid dying.
Now that all heroes have taken their turns, the Necromancer gets a turn. He raises the Darkness from 15 to 16, then rolls a die for his movement. He rolls a 2, which is greater than the 0 Secrecy of the Knight at his location, so he remains in the Mountains. Then he creates a new blight there, drawing a map card and looking up the Mountains to determine the kind of blight, which happens to be a Corruption.
The round is now complete. All heroes flip their turn trackers back to the sun side, and a new round begins.
PLAYER AID
Blights
Confusion — While a hero is in the affected location, his Tactic powers have no effect. Might: 4. Defense: Lose a turn.
Corruption — While a hero is in the affected location, his Bonus powers have no effect. Might: 5. Defense: Exhaust all powers.
Curse — A hero that enters the affected location immediately loses 1 Grace. Might: 5. Defense: Lose 1 Grace.
Dark Fog — The search difficulty at the affected location is increased by 2. Might: 5. Defense: Lose a turn.
Desecration — The Darkness increases one extra point at the start of each Necromancer turn. This blight's location does not matter. Might: 4. Defense: No effect.
Evil Presence — While a hero is in the affected location, he rolls one fewer die when eluding (to a minimum of 1). Might: 4. Defense: Event.
Lich — At the end of each turn in the affected location, a hero must combat a lich. Might: 5. Defense: wound. (Lich: strength 5, awareness 5. If he loses: wound.)
Shades — At the end of each turn in the affected location, a hero must combat a shade. Might: 5. Defense: wound. (Shade: strength 3, awareness 5. If he loses: wound.)
Shroud — Other types of blights at the location of a Shroud cannot be destroyed (the Shroud must be destroyed first). Might: 5. Defense: wound.
Skeletons — At the end of each turn in the affected location, a hero must combat a skeleton. Might: 5. Defense: wound. (Skeleton: strength 4, awareness 4. If he loses: wound.)
Spies — At the end of each turn in the affected location, a hero loses 1 Secrecy. Might: 5. Defense: Lose 1 Secrecy.
Taint — While a hero is in the affected location, he cannot gain Grace. Whenever he would otherwise gain Grace, there is no effect. Might: 5. Defense: Lose 1 Grace.
Unholy Aura — While a hero is in the affected location, he rolls one fewer die when fighting (to a minimum of 1). Might: 4. Defense: Lose 1 Grace.
Vampire — At the end of each turn in the affected location, a hero must combat a vampire. Might: 6. Defense: wound. (Vampire: strength 4, awareness 4. If he loses: wound.)
Zombies — At the end of each turn in the affected location, a hero must combat a zombie. Might: 5. Defense: wound. (Zombie: strength 5, awareness 3. If he loses: wound.)
Necromancer
Strength 7, Awareness 6.
Lose 1 Secrecy when starting your turn at the same location.
During the Necromancer's turn (4.2):
Darkness:
- Increase Darkness by 1, plus 1 for each Desecration blight on the board
Movement:
- Roll 1 die and compare to all Heroes' Secrecy
- Detects heroes with Secrecy lower than the result, unless in Monastery
- Moves towards closest detected hero
- If no hero detected, follows numbers on board
Blight:
- Create a blight in the Necromancer's location
- Some Darkness effects may create extra blights
- If location already has 4 blights, create in Monastery instead
Holy Relic
- Add 1 to your highest die when fighting
- Lose 1 Secrecy at the start of your turn
- Lose 1 Secrecy if received from another hero
- Each hero can only carry one at a time
Items
May be saved and traded between heroes.
Key: Three of these may be discarded to retrieve a holy relic (as an action).
Treasure Chest: Discard at any time to draw a new power card.
Bottled Magic: Discard after a fight roll to add 3 to that roll.
Vanishing Dust: Discard after a failed elusion roll to make it a success.
Waystone: Discard during your turn to instantly move to any location and gain 1 Secrecy.
Other Search Results
Take effect immediately when discovered.
Artifact: Draw an artifact card.
Epiphany: Search your power deck and take the card of your choice, then shuffle that deck.
Forgotten Shrine: Gain 2 Grace.
Supply Cache: Draw two power cards; keep one, place the other at the bottom of your deck.