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DemLoc

DemLoc Rulebook

Table of Contents

Table of Contents

  • 2. Game introduction
    • Authors' note
    • 2.1 Why using an app
  • 3. Game ultimate goal
  • 4. Getting started with the game
  • 5. Game components
    • 5.1 Cards
      • 5.1.1 Mercenaries cards
      • 5.1.2 Followers cards
      • 5.1.3 Daemons
      • 5.1.4 Weapon cards
      • 5.1.5 Arcane Code cards
    • 5.2 Miniatures
    • 5.3 Dice
    • 5.4 Map tiles
    • 5.5 Scene elements
    • 5.6 Out-of-control card
    • 5.7 Tokens
  • 6. Gameplay
    • 6.1 The game and the app
    • 6.2 Individual game on the app
      • Exploring and conquering the City of DemLoc
      • Random events
    • 6.3 Using both the board game and the app
    • 6.4 Collective game
      • 6.4.1 Phase mission development
      • 6.4.2 Using the app during a mission
  • 7. The board game
    • First player playing
    • The basic rule
    • 7.1 Example of a game turn
      • 7.1.1 Relevant zone
    • 7.2 Strategic phase
      • 7.2.1 Free movement sub-phase
      • 7.2.2 Shooting sub-phase
      • 7.2.3 Arcane sub-phase
    • 7.3 Brawl phase
      • 7.3.1 Engaging movement sub-phase
      • 7.3.2 Hand-to-hand attack sub-phase
  • 8. Appendix
    • 8.1 Personal weapon features
    • 8.2 Arcane power effects
    • 8.3 Summoning pentacles effects
    • 8.4 Characters' personal ability effect

2. Game introduction

DemLoc is a competitive game played by 2 to 4 players set in the imaginary city of Dämonen Loch. In DemLoc, players are the Guild Masters (sinister and powerful masters of the Guilds of the city) who have to fight against each other to increase their Guild fame and richness.

Each game will influence the history of each guild and the progress will be on the guild itself and not on each character.

The game develops in different missions where the players will use their characters trying to reach their objective and, thus, winning the game.

The duration of each game session will be based on the number of missions played.

The main characteristic of DemLoc is to switch between skirmish game sessions against other players and individual game sessions planning and improving a player own Guild.

The app makes the game more dynamic and lets the players keep track of their progresses, helping them during missions in the damned city of DemLoc.

Authors' note

Playing DemLoc players will notice that there will be a continuous exchange between the board game and the software created specifically for this game; in this way they will be fully involved in the world that has been created, becoming an active part of it.

In the first phase of the project, we were reluctant to use an app with a board game; however, taking into consideration a more dynamic game progression, we decided to make the most of the technological possibilities that current times offer us.

We believe that the result obtained is excellent and that there is a constant and smooth exchange between the app and the game itself. We therefore hope to offer all players an unforgettable and exciting gaming experience.

2.1 Why using an app

We are convinced the app could create narrative depth and continuity; the set of each game will always be the city of DemLoc and the app will make it possible to overlap different game situations by keeping track of the successes (and sometimes failures) of each player.

Basically, the app is used to:

  • keep track of each player's Guild progression (enlisted mercenaries, equipment and weapons assigned)
  • explore and conquer the different areas of the city (going deeper and deeper into the dark and intricate history of the cursed city of DemLoc)
  • assist players during their game missions (mission choice, map creation, character management during the game)

3. Game ultimate goal

The ultimate goal of the game is to make your Guild the most powerful and influential in the city of DemLoc. To do it, players have to enlist the best mercenaries around, equip them and exploit their abilities in various missions proposed during the game sessions (the goal is not always to kill the opposing characters).

Players who manage to increase the fame of their Guild will be able to expand it by enlisting even stronger mercenaries; if their riches will increase (thanks to the amount of feods gained) they will be able to grow it and acquire properties (dormitory, armory, etc.), increasingly powerful weapons and arcane codes for their mercenaries.

At the end of each mission, each participant will be assigned fame points and gold coins called feods.

4. Getting started with the game

In the introductory box of DemLoc (Rise of Guilds) you find everything you need to start playing with DemLoc.

The introductory box has been designed both for a single player (who can create his/her own Guild and, from time to time, play with other players who do not have the game) and for two players who want to start creating their Guild right away, playing with each other or with other players with the DemLoc game.

In particular, the box contains:

  • 2x Basic Guild Set (Rise of Guilds 1 and 2 sets)
  • 1x Mercenaries Set: Sons of Loch
  • 1x Followers Set: Rise of the Guilds

The Guild Boxes of the Rise of Guilds set are designed to provide two players with all the material needed to start the game and progress within the world of DemLoc.

Each "Basic Guild Set" contains 4 different miniatures with 4 mercenary cards and a special card to generate a Player account:

  • 1x Hunter
  • 1x Belligerent
  • 1x Sorcerer
  • 1x Miserable
  • 1x card for app player account

The "Mercenaries Set: Sons of Loch" contains 4 different miniatures with 4 mercenary cards:

  • 1x Wechi
  • 1x Altai
  • 1x Jadis
  • 1x Alith

The set "Followers Set: Rise of the Guilds" contains 25 miniatures with as many follower cards:

  • 4x Purification Daemon
  • 4x Elemental Daemon
  • 4x City Guard
  • 4x Hunting Mastiff
  • 4x Pathfinder
  • 2x Surgeon
  • 2x Cultist
  • 1x Dignitary

Also in the box In the box there are also over 190 cards in different sizes and 27 dices:

  • 140x Mercenary Skill
  • 50x Arcane Code
  • 100x Standard Weapon
  • 4x Summary Card
  • 1x Out of control special card
  • 12x Fighting dice
  • 10x Arcane dice
  • 2x Boosted dices
  • 2x Standard 6-Sided dice
  • 1x Standard 10-Sided dice

To prepare the game maps there is the following material:

  • 30x cardboard scenic element (6x tree, 6x column, 8x door, 4x bush, 12x barrel)
  • 14x Unique Tile with double face (interior/exterior)

In addition:

  • 40x Mana cubes (20 x black, 20 x white)
  • 36x Movement token
  • 140x Token (armor, health, broken seal, poisoned, bleeding, strengthening/depowering)
  • 36x Colour base (8 x Red, 8 x Blue, 8 x Yellow, 8 x Green)
  • 1x Rulebook

If the introductory DemLoc (Rise of Guilds) box was purchased to be used by a single player, we suggest not altering the material contained in Guild Box 2 and using it to generate pre-assembled guild combinations (using the app) to share the game even with people who do not have DemLoc.

5. Game components

Below you will find the description of all the components needed to play DemLoc.

5.1 Cards

Cards represent the characters that players will be able to use in the various games played, the weapons the characters will be equipped with and the arcane codes they use to cast their spells.

Let's now examine in detail the different cards contained in the introductory box of DemLoc (Rise of Guilds).

5.1.1 Mercenaries cards

Mercenary cards represent the crucial part of a player's Guild; in fact, these cards can be used in missions and to acquire control of the various control zones of the city of DemLoc.

For mercenaries, the rule of uniqueness applies: during a single mission, two mercenaries with the same name cannot be used.

In the event two players want to play with the same mercenary, the app will tell them how to handle this situation (the mercenary commonly sides with the Guild with the greatest fame or which will offer him the biggest amounts of feods).

Mercenaries cards' features:

  • Mercenary name
  • Armor factor
  • Impact resistance factor
  • Hit factor
  • Movement factor
  • Hand-to-hand ability
  • Ranged weapon ability
  • Primary weapon coupling
  • Secondary weapon coupling
  • Favourite weapon indicator
  • Mercenary level
  • Personal ability fate points cost
  • Arcane ability
  • Personal ability

Armor factor. The armor factor shows the amount of protective clothing worn by the mercenary. The more armored a character is, the less chance he has to be injured or killed in a fight. In the game this factor shows:

  1. how many damages the character will receive before assigning a broken armor token (when 3 of these tokens are awarded the character has no protection and all damages go directly to the hit factor)
  2. the value the opposing player must at least reach in the Shooting sub-phase in order to assign hits to the mercenary.

Impact resistance factor. It shows the quality of the armor and the protective clothing worn by the mercenary; it is shown with arrows. The more arrows are assigned to the mercenary's armor, the better its strength and resistance is. The impact resistance factor will only be taken into account in the Shooting sub-phase; specifically, the value of the impact resistance factor will be subtracted from the damages given to the character in case of a ranged attack.

Hit factor. In the world of DemLoc the hit factor represents the physical strength of the mercenary or his ability to withstand hits before being killed in fights. In the game, this factor shows how many damages the character will receive before a broken heart token is awarded (when 3 of these tokens are awarded, the character is killed and eliminated from the game).

Movement factor. The movement factor shows the agility and speed of the character's movements. The movement factor shows the amount of movement points the character will be able to use in one of the two movement sub-phases in the game turn.

Ranged weapon skills. It shows the mercenary's ability to hit distant targets and the level of knowledge and familiarity with the various ranged weapons available in the world of DemLoc (gunpowder weapons, crossbows, etc.). In the game, this value shows the number of fighting dice the player will have to roll to attack an opposing character using his ranged weapons in the Shooting sub-phase.

Arcane ability. It shows the degree of knowledge of the daemonic doctrine of a specific mercenary. In the world of DemLoc, not all characters are able to access the terrifying power of the arcane arts and unleash their devastating effects. The arcane ability shows the amount of mana (arcane energy) that the character can use; in the game, this value shows the number of maximum arcane dice available to that character (See Arcane Phase chapter 7.12). In addition, this value shows the maximum amount of broken seals the character can bear before coming to the possessed status (refer to Chapter 7.12 Arcane phase).

Level indicator. In the world of DemLoc there are many mercenaries and the level shows the general power of that character. The higher the level of a mercenary, the more he will have high parameters and, consequently, will be better on the battlefield. Depending on the organization of his Guild, the player could host a certain number of mercenaries for each level.

Favorite weapon indicator. Each mercenary will be more lethal if he uses the weapon he has trained the most with and he is more experienced with. This indicator shows the type (see Weapon Cards chapter 5.1.4) of weapon the mercenary might have in order to have higher chances of winning fights in missions.

Hand-to-hand abilities. Used to show the mercenary's abilities in battles in using cold weapons; the higher this ability is, the more likely the character will win during hand-to-hand fights against his enemies. In the game, this value shows the number of fighting dice the player will have to roll to attack or defend during the hand-to-hand attack sub-phase.

Personal ability. This is the characteristic that distinguishes each mercenary from the others, making him unique. Personal abilities are divided into:

  1. passive abilities: they do not have to be activated and can be used at specific times of the game turn
  2. abilities with activation: they must be activated by spending Fate points on the app. There is no limit to the abilities that can be activated in each turn (however, always take into consideration the information of the specific personal abilities shown on the card).

Area symbol (back). In DemLoc there are 5 different areas of the city (see Appendix) and although you can easily guess the origin of the mercenary from the background of the drawing of the character himself, on the back of the Mercenary cards you find the drawing of his area of origin with the relevant symbol. The area symbol allows the player to choose the miniature that best represents his character during a mission.

Depending on the size of their guild, in the app players have a number of spaces defined as "slots" mercenaries can be assigned to (these spaces can be managed in the dormitory section). As you progress in the game it will be possible to buy new slots and, by doing so, increasing the number of mercenaries the player could use.

Furthermore, according to the areas of DemLoc where the Guild is based and based on the control it exercises over the different areas of the city, each player will be able to enlist a defined number of mercenaries within each different type (sorcerers, hunters, belligerent, miserable) and a specific number of characters for each level. All these constraints can be changed as you progress through the game and will be updated from time to time on the app.

For this reason, not all mercenaries in the DemLoc introductory box (or in future expansions) necessarily enter a player's Guild but are enlisted on the app in his personal database waiting to be enlisted.

By purchasing a DemLoc expansion, the player will be able to enter the relevant code to update his database of mercenaries available to be enlisted.

5.1.2 Followers cards

Followers are character who can take part in missions as support for the mercenaries.

Unlike mercenaries, who can be unique, it is possible to use multiple followers with the same name at the same time in the same mission (according to the available follower cards).

Since the cards of the followers are similar to the Mercenary cards, we describe here only big differences between these two types of cards:

Follower cards' features:

  • Follower name
  • Armor factor
  • Impact resistance factor
  • Hand-to-hand ability
  • Hit factor
  • Movement factor
  • Ranged weapon ability
  • Arcane ability
  • Personal ability
  • Primary weapon and damage
  • Secondary weapon and damage

Hand-to-hand ability, ranged weapon ability. Followers cannot be equipped and therefore their card already shows the type of weapon assigned to them, the damage it can inflict and any special abilities assigned to that specific weapon. In inflicting damages, the main weapon is the one positioned higher while the secondary weapon is the one positioned lower.

Ability modifiers. Next to the score assigned to the specific ability (which determines the number of dice the player has to roll in different sub-phases of the turn) it may happen to find the + sign followed by a number. In these cases the player simply has to add this number to the score obtained from the roll of the dice. For example: if 2 + 1 is shown in the hand-to-hand ability of a follower, it means that the player will have to roll 2 combat dice and add 1 to the result of the roll.

Arcane ability. As with mercenaries, this score shows the amount of mana the character will be able to use. Followers with at least 1 point for this ability will have Arcane Codes (in this case, during the card pulling phase it is shown the arcane reference code that must be assigned to the character for that game), but the followers will not summon daemons.

At the beginning of each mission, the app shows which follower will be available for the mission and what is his cost in feods (these cards must be available to all players, if in their database); unless otherwise indicated, at the end of the game, regardless of their status, these cards must be placed in an area common to all players.

Some followers can be permanently enlisted by the Guild and therefore be available for each mission without paying the cost in feods. Permanently enlisted followers are shown on the app in the Guild's Guesthouse.

5.1.3 Daemons

Daemons (which are included into the category of followers) are extremely powerful creatures that can be temporarily summoned by all mercenaries with a basic arcane knowledge. When a mercenary summons a demon, unfortunately, he does not have the power to choose which dark entity will come into play. For this reason it is essential for the Guild to have a carefully chosen favorite group of daemons, as the daemon will be picked from the database randomly.

As with mercenaries, players will not be able to use multiple daemons with the same name at the same time; when a daemon card with the same name is taken, the new summoned daemon will replace the previously summoned one.

E.g. both Mark and Lucy's Guilds put in their daemonic pantheon the "unclean daemon". Two turns before a mercenary of Mark has summoned a demon and the "unclean daemon" has been pulled; in the current turn Lucy decides to have a daemon summoned by one of her mercenaries too. By chance, the app pulls the "unclean demon" again. The app notifies that to the two players and Mark has to remove both the card and the miniature of his unclean daemon from the game, while Lucy can place the card and the miniature of her unclean daemon respectively in her playing area and on the board.

Daemon cards' features: Daemon name; Armor factor; Impact resistance factor; Hit factor; Hand-to-hand ability; Movement factor; Ranged weapon ability; Arcane ability; Primary weapon and damage; Personal ability; Relevant kabbalah; Secondary weapon and damage; Level indicator.

Level indicator. Daemons also have an indicator to show their overall power. The higher the level, the more the daemon has high parameters and, consequently, the more fearsome it is on the battlefield.

When a mercenary summons a daemon, the app will randomly pick a card of the respective category from those on the relevant Guild.

By purchasing a set of DemLoc, the player will be able to add all the Followers (and Daemons) cards in the box to his card database. From then on, the followers are available to be temporarily enlisted before individual missions (or permanently via the guesthouse) and the daemons can be added to the daemonic pantheon of the player's Guild.

Kabbalah of belonging. In the world of DemLoc there are several demonic cults organized in kabbalahs. Each kabbalah worships different daemons with equally different powers. In this section of the card the symbol of the relevant "kabbalah" of the daemon is shown.

5.1.4 Weapon cards

Weapons cards must be assigned to mercenaries and are used to inflict damages on enemies. Let's examine them in detail:

Weapon cards' features: weapon name; weapon type; weapon characteristic; damages; range of action; personal ability; mercenary card coupling; weapon grip.

Weapon characteristics. Weapon characteristics show the quality of the forged weapon; there are three types of weapon characteristics: normal, valuable and arcane. Normal weapons are the most common; there are thousands of them, all identical to each other. Valuable weapons are better crafted weapons and, therefore, inflict more damages than their standard versions. Arcane weapons are unique weapons, forged with arcane knowledge, and thus are particularly feared.

To show the weapon characteristics on the card, there is a specific symbol based on the characteristic:

  • Normal weapon
  • Valuable weapon
  • Arcane weapon

Weapon grip. Weapons can be held with one or two hands. While using one-handed weapons, mercenaries are able to hold two of them at the same time. For the purposes of inflicting damages, the higher weapon equipped is the primary one while the one equipped in the lower space is the secondary one. Two-handed weapons must always be equipped in the topmost space.

Weapon damage. It shows damages to be assigned to the target of the attack; this value is modified based on the result of the shooting or fight as explained in the paragraphs Shooting sub-phase (page 32) and the hand-to-hand sub-phase (page 42) respectively. Ranged weapons have a range of action and they have two damage values: the first will be used during the shooting sub-phase, the second will be used in the hand-to-hand attack sub-phase.

Weapon range (only ranged weapons). A value representing the maximum distance that the weapon can reach to hit the target of the attack. The range of the weapon follows the rules explained in the Shooting sub-phase chapter on page 32.

Weapon power. Some weapons, in addition to damaging, have specific abilities that can add effects to the mercenary's attack. In the Appendix there is a list of all weapons' powers.

We remind players that mercenaries must have at least one weapon equipped in order to be part of a mission.

By purchasing a DemLoc set, players add all the Weapon cards contained in the set to their database. To add new weapons to the armory, players have to use the feods of their Guild because only the weapons in the armory can be assigned to mercenaries.

Weapon type. Characters can use different types of weapons during their missions. Knowing the type of weapon is essential in order to make the most of the "mercenaries' favorite weapon" rule (increasing their chances of winning in missions).

Weapon types: Bows and crossbows; Gunpowder weapons; Swords; Axes; Naked hands; Knife; Hammers; Shields; Spears and pikes.

5.1.5 Arcane Code cards

In the world of DemLoc there are numerous brotherhoods which study the arcane arts, the kabbalahs; they gather in secret places to venerate the dark lords of the city. Each kabbalah jealously guards its secrets in codes, ancient and voluminous texts in which all the daemonic teachings are meticulously transcribed.

Each kabbalah venerates a group of daemons and the powers deriving from them. Therefore, based on the strategy used, it is essential to carefully choose which kabbalah to specialize in, by collecting different Arcane Code cards and adding them to the Arcane Library of your Guild on the app.

Arcane Code cards allow characters with arcane abilities (and enough channeled mana) to damage or use particular abilities in missions. Using these cards the characters are able to summon daemons belonging to the kabbalah referred to in the same Arcane Code.

Arcane Code cards' features: arcane power name; arcane power range of action; summoning pentacle name; arcane power effect; summoning pentacle effect; arcane power cost; relevant kabbalah; daemon summoning cost; standard asset; post-summoning asset.

Relevant kabbalah. In this section of the card there is the symbol of the relevant "kabbalah" for a specific Arcane code.

a) Standard asset. The standard asset must be maintained until the player decides to summon a daemon. The Arcane Code card in its standard asset features two arcane powers, usually with increasing intensity and mana cost.

Arcane power cost. Shows the cost in mana points the character must spend in order to apply the effect of the arcane power. It shows how many cubes with the corresponding mana color must be placed on the card to activate that specific power.

Arcane power range. This value is the maximum distance the effect of the arcane power can reach. The range of action of the arcane power follows the same rules as the range of ranged weapons described on page 32.

Arcane power effect. Arcane powers generate various effects on their target. These effects may be simple damages, the assignment of particular statuses or a combination of these two elements. In the Appendix there is the list of all the effects of the arcane powers currently available.

Daemon summoning cost. It shows the cost in mana points the character has to spend in order to summon a daemon. When the player decides to carry out this specific action, after paying the necessary mana, on the app it's possible to determine which daemon will be extracted from the demonic pantheon of his Guild. For more information on summoning daemons, please read the section Summoning a daemon in the Arcane sub-phase on page 37.

b) Post-summoning asset. When the player chooses to summon a daemon, he/she must do a 180° turn of the Arcane Code card and use it in its post-summoning asset.

Name and effect of the summoning pentacle. As explained later, when a mercenary summons a daemon can no longer move and he simply has to apply the effects of the pentacle where he is located. There are several pentacles with different passive powers, both defensive and offensive. In the appendix there is a list of all the effects of the summoning pentacles currently available.

As with all the other cards, when a player buys a DemLoc box it is possible to add all the Arcane Code cards in the box to his/her database and then choose which ones to add to his Guild's Arcane Library. So not all the Arcane Code cards are in a player's database will be immediately available within the Arcane Library but can be inserted a little at a time with the evolution of the Guild itself.

5.2 Miniatures

In DemLoc the miniatures are used to represent three-dimensionally on the board the different characters taking part in the mission being played.

In the game, the miniatures are generic representations of the characters; for this reason all the mercenary models will have their faces covered and each player will have colored and numbered sub-bases to be assigned uniquely to the miniature chosen to represent the character on paper (hooking it under its base). In order to guarantee a unique correspondence between the card and the miniature that represents it, the player must place the movement token with the same number as the sub-base on the card of the character represented.

Rules when choosing miniatures to represent characters in missions:

  • Mercenaries: both mercenary cards and miniatures representing them on the board are divided into 4 categories. In fact, there must be correspondence between the type of mercenary and the miniature that represents him. E.g.: miniatures that have the X symbol under their base are used to represent belligerent mercenaries.
  • Followers: followers have miniatures that faithfully represent the image of the relevant card. In any case, the name of the relevant character is written under the miniature's base.
  • Daemons: in the Rise of Guilds set there is only one type of daemon miniature that represents on the board each daemon summoned regardless of the kabbalah they belong to or his appearance on the card.

Through this operation it is possible for all players to uniquely recognize the character represented by the miniature on the game board, but also to reuse the same miniature to represent different characters in different missions.

However, there are some rules that players must follow to associate the miniature to the character card. This is to ensure that the opposing players can have the essential information to develop a game strategy even if they do not know exactly the mercenary represented by a miniature, and to ensure that the likelihood between the character's card and its three-dimensional reproduction is followed.

5.3 Dice

In DemLoc dice are used to determine the effects resulting from the actions of the characters during the game missions. There are different types of dice:

  • Fighting dice: they must be used both when the characters have to attack during the Shooting sub-phase (e.g. shooting an arrow with a bow) and when they will have to attack or defend themselves in the hand-to-hand Attack sub-phase.
  • Enhanced dice: the improved version (enhanced) of fighting dice. They are be used in addition to fighting dice only in particular game situations or following the activation of specific abilities of the characters.
  • Arcane dice: characters with arcane abilities could use the teachings of daemons using an inner energy called mana; these dice are used when a character needs to accumulate new mana (channeling it). Based on the result of the dice, the respective mana cubes must be placed on the activated character.

Arcane dice may show the following results:

  • common mana (white): Arcane energy not necessarily evil that requires less effort to be used

  • dark mana (black): Arcane energy given by dark daemonic entities; it is extremely powerful

  • broken seal: the character has awakened the interest and attention of the dark creatures that rule DemLoc, putting himself into possible risks.

  • Standard dice: they will be used to solve different ability tests that the characters have to perform in certain game situations.

5.4 Map tiles

The map tiles show the playing field in which the games will take place. To make the game experience more varied and to allow players to have a more strategic planning, these tiles have different sizes, with an external environment on one side and an internal environment e.g. a room with various access routes, doors and/or windows, etc. on the other.

5.5 Scene elements

In order to make the game experience more realistic and engaging, there are scenic elements to represent three-dimensionally some objects that will be shown on the board during the missions. During the game preparation phase, the app notifies the players if and how to place these elements on the game board.

Scene elements: tree (x1); column (x2); barrel (1 x player); door (x1).

5.6 Out-of-control card

This special card must be used to determine the direction in which all "out of control" effects develop. To use it, simply place the card on top of the character involved in the out-of-control action and roll a 10-sides die.

After rolling the die, the player places the special card over the target of the "out of control" action, taking care to orient the marker towards his position. Matching the result of the die determines the direction in which the out-of-control effect develops.

If the result is 5, the effects of the out of control will not apply. If the result is 10, the die must be rolled again to check the direction of the out of control action.

5.7 Tokens

In DemLoc tokens' use is extremely limited. The app manages all the effects and states of the characters, leaving the board area as free as possible. In the Rise of Guilds set, players could find the following tokens:

  • Movement tokens: These tokens have a dual purpose: they show the unique correspondence between the card and the miniature (thanks to the number of tokens placed on the card and the number of the colored sub-base attached to the miniature); and they show whether the character is active (with the possibility of still making movements in the current game turn) or exhausted (without the possibility of still making movements in the current game turn).
  • Relic tokens: these 4 tokens are used to represent objects that mercenaries have to collect in the Retrieve the relic mission type. Their characteristic is that on one side they have the same symbol while on the other only one token shows the symbol of the relic (we will describe these tokens in details in the rules of the different missions).
  • Mana cubes: two colors of mana are available in DemLoc Rise of Guilds: black and white. These tokens are used to represent the mana channeled by the characters and spent to activate the effects of the powers of the arcane codes and to summon daemons.

5.8 Guilds boxes

In these boxes, players can transport their Guild without necessarily carrying the DemLoc box (which is very bulky). With the special binders, players can arrange the cards of the enlisted and equipped mercenaries in order to quickly prepare the game with the other players.

We suggest using this box to keep the cards and miniatures of each Guild. Always carry your Guild box with you and challenge the other DemLoc Guild Masters; increase the fame and wealth of your Guild!

6. Gameplay

Below is a description of all the components that are required to play DemLoc.

6.1 The game and the app

As previously mentioned, DemLoc is a board game strictly integrated with its relevant app; for this reason there are two different game modes:

  • The individual game: exclusively on the app, which allows the players to manage their cards and their Guild acquiring buildings and improving those already acquired (e.g. enlarging the space of the Dormitory to enlist more mercenaries). In addition, the players could explore the city of DemLoc, they could take control over different control zones in it and could access exclusive functions improving their knowledge of the world of DemLoc and making their Guild more powerful.
  • The group game: using the material available, the players could fight in different missions to gain the control over control zones in different areas of the city of DemLoc, increasing their fame and gaining feods.

6.2 Individual game on the app

At the first access to the app, players watch a tutorial explaining the main rules of the game. In the following paragraphs, there is a description of the features of this app.

First access scheme:

  1. Download the app online.
  2. Create an account and use your code card to create your first Guild.

In the individual game, the app is used to manage each player's Guild and make it even more competitive and powerful. Let's see some functions in details:

  1. Enter the new cards in the various sets of the DemLoc game in the database of your account (using the "City Gate" item and entering the code of the DemLoc set purchased).
  2. Add mercenaries, weapons and arcane codes to your Guild's database (through the Dormitory, the Armory and the Arcane Library, respectively).
  3. Equip mercenaries with weapons and Arcane Codes (respectively through the Armory and the Arcane Library).
  4. Upgrade Guild buildings (by selecting Guild structures, Guild defenses or the "upgrade" section in different buildings).
  5. Look at the map of the city and send your mercenaries to explore it and gain control over the various control points of the city (by selecting the "Map of DemLoc" button in the Master's office).

Exploring and conquering the City of DemLoc

Players can select their active mercenaries and send them on missions to various control points of the DemLoc areas by temporarily venturing into the alleys of the city to carry out their task. Depending on the condition of the point of interest, mercenaries can perform 2 different actions: Explore and Acquire.

  • Explore: This action is available for unknown control points; after a set time the mercenary returns to the Guild and the point of interest is shown on the map with the status of "known".
  • Acquire: This action is available for known control points. If the acquisition attempt is successful, when the mercenary comes back to his headquarters, an ensign is shown on the map corresponding to the point of interest acquired. Any bonuses deriving from that point of interest (taverns, forges, arcane places, etc.) will also be immediately applied; any timers associated with it will be activated for the collection of fame, feods or Blood stones. In case of failure, the app will report the effects or actions that the player will have to take to regain the point of interest.
  • Periodically the player can explore the map to collect the Fame and Feods deriving from the control zone under his control.
  • It will also be able to send more mercenaries to carry out the same task in the same point of interest reducing the duration of the mission, and increasing the probability of success of the acquisition.

Please note that the exploration of the city of DemLoc is an important game action that will allow players to explore aspects of the game's plot and setting. A careful planning of the tasks to be assigned to their mercenaries, such as the frequency of missions in the collective game mode, allows players to optimize waiting times and quickly grow their Guild.

Random events

During the individual game it may happen that the app informs the players about the events happening in the city of DemLoc and the players can choose whether to interact with them or not. It may happen that some of these events directly affect your Guild or the control zones under its control; in this case the player has to interact with such events.

6.3 Using both the board game and the app

In the individual game it is common for the players to modify the structure of their Guild causing consequences on the characters, on the weapons and on the arcane codes they have stored in the Guild box. For this reason, we remind players that there must be absolute correspondence between the information reported by the app and the cards in the binders inside the box of their own Guild. There will therefore be times when there will be a constant exchange between the cards, the Guild box and the app. We therefore suggest players to periodically check that there is a precise correspondence between what is there and the app.

Example of a game play: Mark buys a new set of DemLoc and, using the card with the code in the expansion box, adds all the new cards to the database of his profile on the DemLoc app. Through the Dormitory section in the app, Mark can add new mercenaries to the members of his Guild (if his Guild is famous enough and the dormitory is large enough to accommodate additional mercenaries). At this point, the mercenary can immediately be used in the exploration phase of the city; in order to use them in the collective game, Mark has to go to the armory of his Guild and assign the Weapon cards to the character. The cards of the mercenary and his equipment must be inserted in the box of Marco's Guild in order to be immediately available for the missions of the collective game.

6.4 Collective game

Players can only access the collective game after logging into the app in the individual game mode and creating the Guild.

Whenever the players (2 to 4) want to play a DemLoc game they must be physically around the same table and must connect their profiles through the app. After tapping the "start the game" button, they can choose between 1 of the following collective game modes:

  • Training mission: In this game mode it is not possible to acquire (or lose) control zones in the areas of the city of DemLoc or gain feods or fame. So the app will not keep track of mercenaries who will be eliminated during the missions. You can use this game mode if you want to reduce your competitiveness or if you want to refine your game strategy.
  • Standard mission: In this mode it is possible to acquire or lose control zones and gain or lose fame and feods. Standard missions affect each player's Guild development and control over the city of DemLoc and will affect subsequent missions as well.

At the end of each mission, players can decide to continue the game by choosing the type of mission to play or they can disconnect and return to the individual game mode. Only after disconnecting from the app, the statistics of each Guild will be updated and it will be possible to modify their structure (hire mercenaries, change their equipment, etc.).

6.4.1 Phase mission development

Each mission played develops through several phases. To move on to the next phase, all players must tap Next button on the app.

Mission preparation phases are:

Raffle phase (only standard mission). The app shows players the control spot where the mission will be located. The player who wins the mission will be awarded the control zone. The control spot may be:

  • free: It is not under the influence of any of the players who are taking part in the game.
  • under the control of another Guild: It is already own by a player who is taking part in the game and could remain in its possession or be conquered by another player. Players who lose a control spot in a mission will have to regain it either through the individual game or with another mission in the collective game.

Objective revealing phase. In this phase, it is shown the type of mission that will be played. In DemLoc there are missions that differ in strategy and style and players have to take part in them in order to be successful. The app shows the players the mission objective, any turn restrictions and special rules to consider during the mission.

Map creation phase. In this phase, the app shows all participants which tiles of the modular map must be used, which scenic elements the players need and how all the parts must be assembled and positioned on the board. The app shows where to put the optional scenery elements on the map and then shows the players where to put the characters of the different Guilds. In case of optional scenery element for that map (barrels/palisades), they should be taken by the players based on the quantities shown but they should be places on the board in the miniatures' positioning phase.

Characters choice phase. In this phase, through special screenshots, players have slots available where they can place the characters still in the dormitory (equipped mercenaries in good health and not on a mission in the individual game) and in the guesthouse (enlisted followers). If at the end of this phase there are still free slots, players can access the section "enlist followers" and buy with their feods the followers available for that specific mission. The app takes into account the number of followers available to all participants.

After this phase, players have to carry out two main actions:

  1. Pulling cards. Once all players have chosen the mercenaries and followers, they can finally pull the Mercenary cards with their related equipment and the Followers cards they have decided to play from their Guild box. All the cards must be placed in each player's playing area as shown in the printed figure (the card placement diagram is not reproduced in text form).

    When placing cards of a character with arcane abilities (therefore with arcane abilities greater than 0), players must also determine the amount of conveyed mana available for the character at the beginning of the game. To do this, they must roll many arcane dice according to the arcane ability value shown on each character's card (arcane ability 2 = 2 arcane dice).

    Based on the result obtained, players must place a specific mana cube on the character card. Players must place the remaining unused mana cubes in a place everybody can access on the table to be used during the later stages of the game. As for wave-based missions, the cards of characters not immediately playing could still be kept in the Guild's box and the app shows the player when to pull them.

    Details: channeling mana in the characters choice phase. After throwing die in this phase, if the result is 1 or more broken seals no effect is applied on characters; the character has only less channeled mana compared to the beginning of the game.

  2. Choosing the miniatures. After choosing the characters and placing the cards, players must take the miniatures representing their characters on the board and place them in front of their respective character cards. Once this operation has been completed, players must associate each miniature with sub-base of the color chosen for their Guild and place the movement token on the respective character card. Unless otherwise specified, the movement token must be placed on the active status.

Miniatures positioning phase. Now the app shows the players which are the areas in which it is possible to place the miniatures chosen for the mission. The app also shows who is the first player to place his/her miniatures (choosing the preferred deployment area, unless otherwise specified) and so on, proceeding clockwise until all players have placed their models on the board. Miniatures' placement takes place for each model; the first player places his first miniature and then the others go on until all miniatures are placed on the board.

In the case of wave missions, the application will notify players when and how to position the characters that will have to enter the game at a later time. Once all players have placed their cards and their respective miniatures, they can tap the "start game" button. The app shows the first player to play and from this moment on, DemLoc will become a standard board game, while the app will be used only to support the players in carrying out the mission. To read the rules of the board game, players can read Chapter 7.

Resolution phase. At the end of each mission, players see sequentially on the app some screenshots of the proclamation of the mission winner, the Fame points and the feods won (or lost) and any items earned in the mission; characters who have escaped, been seriously injured or died in the fight are updated too. For each character, the app shows what it is needed to make it active again in the Guild (characters who died are shown in the Guild Dormitory but cannot be used either in the individual game nor in new missions). Finally (only in case of standard missions) the app shows the successful acquisition or loss of the control spot available for the mission and all related effects.

At the end of this phase, players can choose whether to face a new mission (choosing the training or standard mode) or return to the individual game mode to manage the Guild and prepare for a new collective game.

6.4.2 Using the app during a mission

For the duration of the various missions, the app will help players in managing characters and game turns.

By selecting the icons corresponding to the characters on the screen, players can see the updated statistics, based on the hits received or the active effects, and can select the following items:

  • Assign damages: With the counter shown the player can hit (directly to his life) or assign generic damages (which can eventually be absorbed by the armor) to the character. You can only remove damages already assigned until you reach the score of 0.
  • Assign broken seals: If a character receives a broken seal token, the player can update the count. If the character reaches the maximum seals set for his level of arcane ability, the app automatically assigns the daemon possessed effect. Only the broken seals already assigned can be removed (the last possible reachable result is 0; no negative points).
  • Assign effect: In this section the player can select the following effects:
    • Bleeding: If the character is the subject of an ability that causes the bleeding effect, the player must show how many bleeding tokens to add (or subtract in the case of specific abilities). At the end of the turn, a character under the effect of bleeding will automatically receive a number of hits equal to the number of bleeding tokens assigned to him. Only the bleeding tokens already assigned can be removed until the score of 0 is reached.
    • Poisoning: If the character is the subject of an ability that causes the poisoning effect, the player must show how many poison tokens to add or subtract the first time the effect is activated. At the beginning of each turn, a character under the effect of poisoning will automatically receive a new poisoning token; when the number of poisoning tokens exceeds a character's "life factor" value, he will die and be eliminated from the game. Once a character is poisoned it is not possible to assign additional poisoning tokens via weapon effects, personal abilities or arcane codes (with some exceptions). Only the poisoning tokens already assigned can be removed until the score of 0 is reached.
    • Summoning a daemon: When a character summons a daemon, the player must assign this effect and, to complete the summoning, follow the instructions provided by the app (for more information see Summoning a daemon in chapter 7.14).
    • Daemon possessed: When daemonic possession occurs, the player selects the possessed character on the app and assigns him this effect; in the app there are instructions on the behavior of the daemon possessed character. The daemon possessed effect can be removed from the character only if it is already active.

In addition to the aforementioned functions, players have additional buttons available:

  • Use of fate points: In this section, players check the counter of fate points they can spend to activate one or more abilities of their characters or upgrade them if in certain game situations, they have earned new ones. If the number of fate points reaches 0, the player will no longer be able to use abilities that require fate points to be activated.
  • Kill counter: Here the player can enter the number and type of enemies he has eliminated during the mission. These counters will be essential for awarding feods and fame bonus at the end of the game.
  • Next turn: Starts at the end of the completion of the sub-phases of the game turn. In a set moment, in case of wave-based missions, the app advises players to pull characters' cards they chose to use for the mission and correspondent miniatures. In case of missions with an objective, players can select the "objective achieved" option instead of "next turn", ending the mission immediately. In case of missions with a predetermined number of turns, the app ends the game when the decided turns are reached. In case of missions in which the guilds have to maintain control of a specific area, players can start and suspend the counting of the controlled turns (via the "objective control" button) so that the pre-established objective is reached, and the app automatically stops the mission. In some missions it may happen that the app shows the players events that will lead to changes to the structure of the mission itself. In these cases, players simply have to follow the instructions shown in the app from time to time.
  • Consulting the rules and the appendix: In case players have any doubts or want to insights into certain rules (or specific skills) they can consult the updated rulebook and search its rules also through the use of keywords.

7. The board game

Once the mission the players have to face has been determined, the proposed scenario has been assembled, the characters chosen, the respective cards placed in the game area and the miniatures placed on the board, it will be possible to start a DemLoc game.

The board game will develop through a series of turns in which the players can move and make all their characters perform different actions trying to reach the goal that will allow them to win the mission and end the game.

A DemLoc mission takes place in a sequence of turns until:

  • one of the players will reach the required goal;
  • the app will report that the turns available to the players are over (the information relating to the number of turns available will not always be shown);
  • all characters of one or more players will have been eliminated in missions involving 3 or 4 players.

Each turn is divided into two phases:

  • strategic phase;
  • fighting phase.

In each of the two phases players, starting from the first turn and continuing clockwise, can decide to activate their characters to make a movement (if possible) and/or one of the different actions available in the phase of the turn that is carrying out. When the first player activates all his characters (or does not want to activate more), he/she can move on to the next player who, in turn, can activate his/her characters and so on until to the last player. Once all players have passed, the next game phase can begin.

The strategic phase must be finished before the fighting phase can begin.

After the two phases have been carried out by all players, the turn ends and another one begins, with a new drawing of the first player in turn.

First player playing

DemLoc is a turn-based strategy game where being before (or after) another player allows you to have tactical advantages. For this reason, at the beginning of each turn the app determines a new first player. Whoever was the first player in the previous turn will be less likely to be drawn than other players. However, the draw of the first player is random.

The basic rule

In DemLoc, some of the card abilities may contradict the rules of this manual in many ways. In case of contradictions, players must always follow the instructions provided in the Abilities and Weapons chapter.

7.1 Example of a game turn

The turn is organised as follows:

  • I. Strategic phase: a. Free movement sub-phase; b. Shooting sub-phase; c. Arcane sub-phase.
  • II. Brawl phase (fighting): a. Engaged movement sub-phase; b. Hand-to-hand attack sub-phase.

7.1.1 Relevant zone

Control zone. This is a fundamental concept that allows players to plan their game actions. A character's control zone is represented by all the squares surrounding that character, except the three opposite to his orientation. The orientation of the character is determined exclusively by the arrow on the colored sub-base assigned to the character's miniature.

The mercenary's control zone is based on its orientation. Entering an enemy character's control zone means being engaged by that character just as letting an enemy character enter your control zone means engaging that character (you can engage without being engaged). In both cases we are talking about characters fighting.

Details about long-range engagement. Characters who wield weapons with the "long range engagement" ability throughout the game will have a modified control zone, as shown in the figure in the printed rulebook. For these characters it will be easier to engage more than being engaged.

The long-range weapon control zone will determine some advantages which will be explained in Brawl Phase chapter 7.3.

Details about the limits of the control zone. If the character finds himself in certain situations, his zone of control will be restricted. Let's see in detail these cases:

  • Walls: Walls interrupt the development of the control zone of each character. In this situation the wall interrupts the development of the character's control zone.
  • Doors and windows: Doors do not interrupt the development of a character's control zone; windows represent in the control zone a continuation of the wall and therefore interrupt the development of a character's control zone. The two wall sections prevent the character's control zone from being extended outside the room, while the door allows it to be developed outside the room as well.
  • Map edges: The edges of the map interrupt the development of the control zone. If there is not a flanking zone then it will not be possible to develop the relative frontal zone. In this case, due to the intersection of two map tiles, the character's control spot cannot be fully developed.

7.2 Strategic phase

It is the phase of planning the turn, when players, starting from the first of turn and continuing in a clockwise direction, will be able to:

  • move their characters freely;
  • collect and keep objects;
  • make attacks with ranged weapons;
  • use their arcane powers.

Each player has the right to activate each character under his control until they are all exhausted or he/she can pass the turn, giving the next player the opportunity to carry out his strategic phase. The strategic phase is divided into 3 sub-phases that can be completed by activated characters. So each activated character can, in this precise order, move and/or perform one of the Shooting or Arcane sub-phase.

It is important to remember that once a character has been activated it cannot be activated again until the next game phase (Brawls phase).

Now let's see in detail the 3 different sub-phases:

7.2.1 Free movement sub-phase

In this step of the game, all characters who are not engaged by opposing characters can use up their movement points to move freely on the board's squares. Free movement can be developed in any direction with respect to the activated character as long as he still has movement points to spend. Each square crossed by the character uses 1 movement point.

However, there are some cases that need to be specified:

  • Character orientation: Each 90° rotation the character makes on itself requires 1 movement point.
  • Lateral movement without changing orientation: A character can move sideways without changing orientation up to a maximum of 2 squares; if he wants to continue moving in the same direction he has to change orientation and then continue moving.
  • Move back: Moving a character backwards without making it rotate on itself requires 1 additional movement point for each square crossed in this way.
  • Diagonal movement: Characters can be moved diagonally using 1 additional movement point for each square crossed in this way. With diagonal movement, it is not possible to pass through walls, map edges, or non-walkable terrain.

Terrain type. In the world of DemLoc there are different types of terrain with different characteristics:

  • Free terrain: All the squares on the board that do not fit in the previous cases require 1 movement point to be crossed.
  • Partially walkable terrain: Represented by barrels and walls; it is possible to cross these areas of the board by spending 1 additional movement point but it is not possible to stop the movement above these spaces.
  • Walls, windows and doors: The tiles on the board that represent interiors (side B) are surrounded by a wall. This barrier cannot be crossed by characters during the movement. In order to move, the windows represent a continuation of the wall and therefore cannot be crossed by the characters. The door represents the only scenic element that allows the characters to move from one environment to another by overcoming the barrier of the walls. Going through doors does not require any additional movement points.
  • Non-walkable terrain: represented by trees, columns, palisades and any character (ally or enemy); it is not possible to pass (nor to stop the movement) over the areas of the board occupied by these scenic elements.

Please note that movement points are rounded down and, therefore, the character cannot be moved to a space on the board if all the movement points required to occupy it have not been spent. In any case, the movement of each character must stop as soon as he finds himself engaged by an enemy character.

Details about movement tokens. Each character card (mercenary or miniature) is about a movement token which represents the miniature associated with it and indicates whether or not that character can move in the current turn of the game. If the movement token is in the active status it means that the character has not moved in the current turn yet and that he can spend his movement points to move. If the movement token is in the exhausted state, the character will no longer be able to move in the current game turn. Whenever a character spends movement points (even without consuming them all), the movement token must be on the exhausted state.

Evasive movement. The evasive movement is used exclusively during the free movement sub-phase to move a character engaged in this sub-phase. A player who wants one of his/her character make an evasive movement has to test the hand-to-hand ability. If the test is passed, the player can spend the movement points to move his character.

Details about the ability test. Characters are frequently asked to take a test on one of their abilities (hand-to-hand, ranged weapons, arcane). To carry out a test on a specific ability, the player has to roll a standard die and compare the result obtained with the ability of the character being tested. With a result equal to or less than this ability, the test is passed. With a higher result the test will not be passed. Before rolling the die, the player can decide to spend fate points to lower the result of the die rolled; each fate point used will lower the die result by 1 point (the result can never be less than 1).

Details about collecting and depositing objects. We speak generically of objects referring to the wooden tokens available based on the mission being played; weapons and/or arcane codes the characters are equipped with are not considered objects. To collect an object, the character must be in the same box as the object. If a character decides to pick up an object, he must immediately end his movement (regardless of the points spent so far) and spend 1 movement point. The collected object must be placed on top of the card of the character who performed the action of "collecting". On the contrary, if a character decides to deposit an object, he must immediately end his movement (regardless of the points spent so far) and spend 1 movement point. The object token must be placed on the board in the same space occupied by the character. A character who picks up or deposits an object can not make ranged attacks or use arcane powers that turn.

For the purpose of the missions the objects collected by the followers do not count for the achievement of the mission objective. Only objects owned by the mercenaries are considered in determining the winner of the mission.

Details about characters' escape. All characters (dignitaries excluded) could escape from the game set. This is possible only in the initial deployment areas. If the deployment area is in an internal place (B sections) characters can escape through the holes (windows) in the deployment area and be positioned facing the outside of the game board. If the deployment area is an external place (A sections), characters can escape through the deployment area placed facing the outside of the board game. Each escaped character is tracked by the relevant status.

7.2.2 Shooting sub-phase

In this step, characters who are not fighting can be activated and use one of their ranged weapons with the aim of hitting opposing characters. The only player who has an active role is the one who owns the character who is carrying out the ranged attack.

Therefore, each character can point to the characters according to the image in the printed rulebook (page 33).

In order to perform the shooting sub-phase, the player must activate a character and declare the target of his attack. After verifying the feasibility of the roll, the player has to roll the combat dice and verify the results of his attack. The current player can only declare one target for each activated character.

Before examining in detail how to inflict damage with ranged weapons, it is essential to introduce the concept of the shooting view.

Shooting view. The shooting view is the 180° space of the orientation of the activated character. To determine the shooting view, lines can be projected in any direction from the center of the activated character's box (remaining within 180°) up to the center of the box occupied by the target character.

Each ranged weapon has a value representing the maximum effective distance of the weapon called range of action. The range of action spreads along the shooting line described above and with characteristics similar to the rules of movement. In fact, the player will have to imagine spending 1 point for each square used to develop the range of action of the weapon taken into consideration. Developing the "diagonal" range of action will cost 1 additional point for each square crossed.

As for the movement, the range of action is rounded down and, therefore, a box in the range of action of the weapon cannot be considered if all the points required have not been spent.

E.g. the activated mercenary has a weapon with range of action 4. The player can therefore only choose whether to try to hit the city guard 2. The city guard 1 and the city guard 3 are out of range.

Interpositioning (contents index: 7.2.2.1 "Juxtaposition"). When a character's shooting view is interrupted by scenic elements, characters or walls, there is an interposition; different elements on the board create different types of interposition (with their own rules). Let's see them in detail:

  • trees;
  • columns;
  • buildings' walls;
  • other characters.

If one of these elements even partially interrupts the development of the shooting view of the activated character, then it is not possible to carry out the ranged attack.

Note: If an allied character is in the box frontally adjacent to the shooter, he is not considered as an interposition.

E.g. the activated mercenary has a weapon with range of action 5. The player could therefore choose whether to try to hit city guard 1, 2, 3 or 4. The city guard 1 and the city guard 4 fall both within the range of action of the weapon and in the shooting view of the character, therefore they can be hit by the activated character. However, since there is an allied character between the activated mercenary and the city guard 2 (not positioned in the first front box) the mercenary's shooting view is interrupted and the city guard 2 cannot be considered a target for this shooting phase, even if it is within weapon range. Similarly, since there is a column (element that covers the view) to interrupt the shooting view of the activated mercenary, the city guard 3 cannot be considered a target for this shooting phase.

Elements that partially hide the view:

  • barrels;
  • small walls.

If one of these elements even partially interrupts the development of the shooting view of the activated character, then the player must subtract 1 point from the result of the roll of the fighting dice for each of these elements to determine the outcome of his/her ranged attack.

Note: all the elements in contact with the character who is making the shot are not to be considered an interposition.

E.g. the activated mercenary has a weapon with range of action 5. The player could therefore choose whether to try to hit city guard 2 or 3 (city guard 1 is out of range and therefore cannot be considered a target). However, between the mercenary and the city guards there are several elements that partially cover the view. It will therefore be necessary to make some considerations:

  • the barrel that is in contact (frontal) with the activated mercenary is not an interposition;
  • if the player wants to hit the city guard 2 he/she must subtract 1 point from the result of the roll of fighting dice as there is a barrel along the shooting view of the active mercenary (element that partially covers the view);
  • if the player wants to hit the city guard 3 he/she must subtract 1 point from the result of the roll of fighting dice as there is a barrel along the shooting view of the active mercenary (even if the barrel partially interrupts the shooting view of the mercenary, it is an interposition as the space in which it is positioned is crossed by the shooting view of the activated character).

Hitting fighting characters (7.2.2.2). To hit an opposing character during a ranged attack, the player has to declare the target character of the attack and has to perform an ability test on the use of ranged weapons of the character who is going to attack. If the test is successfully passed, the player can continue the attack phase by rolling the fighting dice and assigning hits to his target. Otherwise, there is a stray bullet and the special Out of Control card must be used to determine in which space adjacent to the original target the bullet will end up. The direction shows the position of any new target (which could be another enemy character or even an allied character). If the square is not occupied by characters, the roll is automatically considered void. In all other cases it will be necessary to continue by rolling fighting dice and assigning hits to the new target.

E.g. the mercenary Mark activated has a weapon with range of action 4. The player could therefore choose whether to try to hit city guard 1 and city guard 2. However, city guard 2 cannot be considered a target for this shooting phase as one of the allied characters interrupts the activated character's shooting view. In order to hit the city guard 1, Mark has to perform an ability test on the use of ranged weapons of the activated character. If successful, he will be able to proceed with the roll of the fighting dice and the eventual assignment of hits; in case of failure it will be necessary to first identify any new target and then continue with the ranged attack phase.

Details about positioned shooting. If the character who is carrying the ranged attack still has the movement token on the active side, he can decide to make it inactive and roll an enhanced die replacing it with the other fighting dice he is rolling to determine the effect of his ranged attack.

Hit shooting (7.2.2.3). After verifying that the target of the ranged attack is visible and reachable with the activated character's weapon, the player has to roll many fighting dice corresponding to the numerical value of the ranged weapons ability shown on the activated character's card.

After having rolled the dice and added or subtracted the various bonuses and penalties of the specific situation, the player checks if the roll has hit and inflicted damages to the target character.

Table of shot-to-hit modifiers in the ranged attack sub-phase

BonusPenalty
Use of favorite weapon: +1 to the fighting dice's resultFor each broken heart token awarded: -1 fighting die to roll
Positioned shooting: use of an enhanced fighting dieFor each element partially covering the view: -1 to the fighting dice's result
Weapon ability effect; arcane power effect; character ability effectIf the character has a movement token on the exhausted status (does not count as a posted shooting): -1 to the value of fighting dice

Hitting (7.2.2.4). After having obtained the final score from the roll of the fighting dice and added/subtracted any bonus/penalty, the player has to compare the result with the value of the armor factor of the character targeted by the attack to verify any damage derived from this attack. Comparing the result obtained and the armor factor of the target, three distinct situations can arise:

  • the attack result is less than the target's armor factor: either the shot did not hit the target or was unable to pierce the target's armor and hits it; no effect/damage is applied to the target character;
  • the result of the attack is equal to the armor factor of the target: the shot hit the target but the character's armor absorbed the impact. If all 3 broken armor tokens are already assigned to the target character, the result of the ranged attack will be considered greater than the armor factor and the weapon damage must be assigned to the target's hit factor;
  • the result of the attack is greater than the armor factor of the target: the hit centered the target character and pierced his armor, wounding him. In the game, the damage of the weapon used by the activated character minus the value of the impact resistance factor of the target character must be assigned to the target character's hit factor; only in this case it is necessary to add damages to the damage value of the weapon according to the difference between the hit and the armor factor of the target character.

Damages to assign to the target character's hit factor = (WEAPON DAMAGE + DIFFERENCE IN DICE ROLL) - TARGET IMPACT RESISTANCE FACTOR.

The player who controls the target character assigns damages through the app.

Note: when 3 broken shield tokens are assigned to the target, it is no longer necessary to subtract the impact resistance factor to assign the damage.

Table of ranged attacks effects

SituationAttack effect
The attack result is less than the target's armor factorNo effect
The attack result is equal to the target's armor factorWeapon damage assigned to the armor of the target character (if still present)
The attack result is bigger than the target's armor factor(Weapon damage + difference in dice roll) - target impact resistance factor

7.2.3 Arcane sub-phase

In this step the player playing can decide to activate his characters to use their arcane powers. The player can make the activated character perform one of the following actions:

  • Channeling mana;
  • Using an arcane power;
  • Summoning a daemon.

In addition to the actions listed above, characters with arcane abilities can make an arcane test by using any arcane die from their mana pool (see "Carrying out an arcane test").

Channeling mana. During a game, in order to channel mana, the activated character must have the movement token in the active state. If the player decides that one of his/her characters in this sub-phase will channel some mana, he/she could choose whether to roll one or more arcane dice among those used for the character and among those currently channeled. According to the result obtained, the player must take as many mana cubes, by number and color, from the common reserve and place them on the card of the activated character.

If the result of the die roll shows the sign of the broken seal, the player has to put on the app the amount of broken seals resulting from the rolling. At this point the player has to remove the dice from the game with this result and the character will become at risk of possession, because the excessive negative energy could awaken the attention of the abyssal daemons.

Using an arcane power (7.2.3.1). In order to use an arcane power, the activated character must have the movement token on the active state; however, if the movement token is on the exhausted state, the character can still use an arcane power but paying an additional mana (chosen by player playing) for each level of the character.

If the activated character has enough channeled mana, he can use it to activate one of his arcane powers. Arcane powers can also be used by characters who are fighting, but the target must be chosen among the characters that fall within the control zone of the activated character.

As with the shooting step, the player must first declare the target of the arcane power and then check the shooting line and the range of action of the arcane power. All the rules explained in the Shooting sub-phase regarding the development of the shooting line and the range of action of the power apply, but for the arcane powers only the rules relating to the elements that completely cover the view apply (there are no limitations for elements that partially cover the view and for characters fighting). To use a certain arcane power, the player must place on the Arcane Code card the mana (many arcane dice) corresponding to the required type and in number equal to the cost of the chosen arcane power.

If the cost of the arcane power is higher or in a combination of mana the character does not have, then that power cannot be used. Once the mana has been placed on the Arcane Code card, simply apply the effects of the arcane power to the target of the activated character. At this point the mana cubes on the Arcane Code card will be considered "consumed" and should be placed in the players' common reserve.

Considering the character's bearing limit, any further broken seal automatically causes the player to lose control of the character and the player has to assign the possessed effect on the app after exhausting all the character's mana.

Summoning a daemon (7.2.3.2). If a mercenary has enough channeled mana, then he can decide to summon a daemon. In order to summon a daemon, the activated character must have the movement token on the active state and put on the Arcane Code card the amount of mana (many arcane dice) of the type required as the cost of summoning the daemon (this information is shown on the Arcane Code card assigned to the character).

Based on this information, the app extracts the summoned daemon from the daemonic pantheon of the player's Guild (if demons of the level indicated by the player are not available, the extraction will be carried out in the lower hierarchy).

When deciding to summon a daemon, the player must also select the character activated on the app and assign him the summon daemon effect; then the app asks the player to indicate the reference kabbalah and the power level of the daemon to be summoned.

Then on the app again, the player has to assign 1 to 3 heart tokens to the newly extracted daemon, thus determining the number of broken heart tokens that the daemon will be able to bear before being eliminated from the game.

After completing the actions on the app, the player must pull the daemon card from his Guild binder and place it in his play area (the player then assigns arcane codes and arcane dice channeled to the daemon); secondly, the player places the miniature corresponding to the daemon (with its sub-base) in one of the squares in contact with the character who summoned it.

The summoned daemon starts with the movement token on the active status.

Once all daemon summoning actions have been completed, the player must use all the arcane dice used by the character (placing them on top of the character's card) and rotate the Arcane Code card in the post-evocation asset.

Please note that if a character summons a daemon he can not move as long as the daemon is playing, but can only apply the effects of the summoning pentacles and defend against any attacks in the brawl sub-phase.

Quitting the daemon's game (7.2.3.3). If the daemon is killed (and only in this specific situation), the app awards the character who summoned it the same amount of heart tokens previously assigned to the daemon. Obviously, if there are already broken heart tokens assigned to the character, he would in turn be at risk of elimination. If the character who summoned the daemon is killed, the daemon must be removed from the game (the app will notify it).

If another character summons the same daemon of one already on the game board, the new daemon will replace the one previously summoned.

In any case, when a daemon quits the game, the player places the Arcane Code card of the character who summoned him again on the standard setting and the character has to have the movement token on the exhausted state (from time to time the app reminds the player which character had summoned the daemon out of the game). Any broken seals released during the roll of these dice will have no effect.

Carrying out an arcane test (7.2.3.5). The arcane test allows the character to test his arcane knowledge to solve certain situations. An arcane test can be made multiple times per turn by the same character, but not to solve the same situation. A character can make an arcane test only once for each different sub-phase of the game turn, even while the opponent is playing.

To carry out an arcane test, the player must use any arcane die by the activated character and perform a test on arcane abilities (see ability test, page 37). The arcane test can be used for several purposes:

  • Defend against arcane attacks: if the test is passed the arcane power the character was targeting has no effect.
  • Cancel the effect of arcane powers: If the arcane test is passed, 1 arcane effect token can be removed from one of the characters in the control zone of the character who performed the test, or from the same character who performed the test.
  • Removing the daemon possessed effect from another character: If the test is passed, the daemonic possessed effect could be removed from one of the characters in the control zone of the tested character (using the arcane test here means adding +3 to the result obtained by rolling the dice).

Any broken seals released during the roll of these dice will have no effect.

Details about daemon possessed effect. When a sorcerer loses control there is a risk that daemonic entities invade his body, possessing it and causing destruction in the real world.

A daemonic possessed situation occurs when the set limit of broken seals that can be assigned to a character is exceeded. Limits are set according to the arcane ability of the character. There are some examples:

  • Arcane ability 0/1: 1 broken seal
  • Arcane ability 2: 2 broken seals
  • Arcane ability 3: 3 broken seals
  • Arcane ability 4: 4 broken seals

Where this situation occurs, the player has to select the character on the app and give him the daemonic possessed effect.

During the following turn, in the free movement sub-phase, the player moves the daemonic possessed character (spending all movement points available) using the out of control card to determine the movement direction. If the character is engaged, he will not be able to make any movement.

If with this movement the character leaves the board at the end of the game, he still remains in the Guild (therefore not counted as a death mercenary) but will penalize the Guild in fame points. If this happens, the player has to assign the escaped effect to his/her character.

For each turn, the app assigns the character a broken heart token. When 3 broken heart tokens are reached (total of those already assigned before the possessed effect) the application will proceed to assign a broken armor token, until it reaches 3 broken armor tokens. In this situation, the character is considered dead and removed from the game.

As long as a daemon-possessed character remains in the game, at the beginning of the turn the player who controls him applies the effect shown on the app. To determine the direction of the effects, the out-of-control card must be used.

A daemon possessed character cannot perform any other actions in the turn. If he is fighting, his hand-to-hand ability is 1.

If the character is freed from the possessed state through an arcane test, the player needs to remove the effect on the app and if he has already been assigned the broken heart tokens to kill him, the app eliminates him from the game.

Special blood pact rule (7.2.3.4). The contents index lists this sub-section at page 39, but no body text for it is printed in this beta manual (page 39 runs from "Summoning a daemon" through "Carrying out an arcane test"). Nothing is transcribed here; the printed rulebook has no rule text for it.

7.3 Brawl phase

This is the phase of the turn exclusively about hand-to-hand fight, when players can move characters with the sole purpose of engaging their enemies and launching attacks with brawl weapons.

The brawl phase is divided into two sub-phases that can be completed by activated characters.

Each player has the right to activate each character under his control until they are all exhausted or he/she can pass the turn, giving the next player the opportunity to carry out his brawl phase.

It is important to remember that once a character has been activated it cannot be activated again until the next game phase. Each activated character can respectively move and/or make one hand-to-hand attack.

Now let's see in detail the two different sub-phases.

7.3.1 Engaging movement sub-phase

Players activate and move mercenaries who have the movement token in the active state in order to engage enemy characters. It is important to remember that only characters who declare an attack can be moved and that, with the value of their movement points, they will be able to engage other characters.

When a character engages an enemy, his attack movement is considered concluded.

Characters already engaged can also be moved, as long as they engage a character with their movement, even the same one with whom they fought previously. However, please note that the character activated to carry out this movement can only spend 1 movement point within the control zone of the opposing character with whom he is already engaged at the beginning of the movement.

In addition to the rules above, all the normal rules referring to the movement (to use movement points) and to the various types of terrain explained in the Free Movement sub-phase apply.

First impact zone. Details about long range engagement: as discussed earlier, characters using long-range weapons have a modified control zone during the entire game. In the engagement, the area of first impact is an extension of a character's control zone. If at the beginning of the engagement movement sub-phase a character is in this area, he can make an engagement movement to get closer to his enemy. Obviously, a character who is engaged in the area of first impact will not be able to attack but only defend himself (without however assigning damage even in case of victory in the fight).

7.3.2 Hand-to-hand attack sub-phase

As previously explained, when a character engages an enemy or is engaged by an enemy he is in a hand-to-hand fight. What differentiates the situation of engage and the one of being engaged is the possibility or not of attacking the enemy character. In fact, while the defense is always allowed, a character can have a hand-to-hand fight attack only if he has engaged his enemy.

In hand-to-hand fights, both the attacking player and the defending player participate in the action (in fact, even if the defender wins the fight he has the possibility of injuring his opponent) and roll a number of fighting dice equal to the hand-to-hand fight ability of their respective characters. To the results they will have to add:

  • any fighting result modifiers (multiple fights and attacks from behind);
  • the use of favorite weapons by mercenaries;
  • any bonuses/penalties deriving from their characters' abilities or active effects;
  • an enhanced fighting die as the effect of a charge move.

The player who obtains the highest score wins the fight and based on how many points he obtains compared to the opposing player, he assigns more or less damage to the losing character.

7.3.2.1 Fighting result modifiers

There are game situations that allow the attacking player to have advantages that could facilitate winning. Let's see them in details:

Multiple fights.

  • The multiple fights situation occurs when a character is engaged by multiple opponents in the same fight.
  • Starting with the second character (of the same player) who makes an attack against the same enemy, the result of the fighting dice rolled by the attacking player must be increased by 1 point, and so on progressively (e.g.: the second character who attacks has +1 point to the fighting dice result, the third character attacking +2 points, etc.).
  • We recommend players to solve multiple fights sequentially in order to facilitate the counting of bonuses resulting from this rule.

Attacks from behind.

  • When a character engages while standing in the 3 spaces opposite his orientation, it means that he is making an attack from behind. The player who controls the character making an attack from behind increases the result of the newly rolled fighting dice by 2 points.
  • The modifiers just mentioned can obviously be added to each other and can be added to any abilities or bonus/penalty assigned to the characters involved in the fight.

Summary table of bonus/penalty, brawl phase: hand-to-hand attack

BonusMalus
Use of favorite weapon: +1 to the fighting dice resultAssigned broken heart token: -1 combat dice for each assigned broken heart token
Multiple fights: +1 to the fighting dice for each attack after the first one
Attacks from behind: +2 to the fighting dice result
Charge movement: use enhanced combat die
Weapon ability effect; arcane power effect; character ability effect

Summary table of bonus/penalty, brawl phase: hand-to-hand defence

BonusPenalty
Use of favorite weapon: +1 to the fighting dice resultBroken heart token awarded: -1 fighting die for each broken heart token awarded
Weapon ability effect; arcane power effect; character ability effect

Assigning damages (7.3.2.2). Unlike the shooting step where damages can be assigned to the character's armor factor or life factor based on the result, in the hand-to-hand attack sub-phase, damages must always be assigned first to the armor factor and then, only when there will be 3 broken shield tokens on the target of the attack, they can be assigned to the target's hit factor.

Another feature concerning the assignment of damages in the fighting sub-phase is that the greater the difference in points of the winner compared to his opponent, the greater the damage he can assign to the opposing character.

As described at the beginning of this manual, the characters can be equipped with a main weapon and a secondary weapon. In hand-to-hand fights, not always weapons can inflict their damages. Let's see in detail the possible cases to be evaluated to assign damages in this sub-phase:

  • The results of the two players (net of all modifiers) are the same: the fight is stopped, the two characters fight without being able to get hurt. Nothing happens in the game.
  • The winner has a difference of 1 point compared to the opponent: one of the two characters prevails over the opponent and manages to hit him. In the game if the winner is the attacking character then he can inflict the damage of his main weapon to his enemy; if the winner is the defending character he can inflict 1 (one) damage to his enemy.
  • The winner has a difference of 2 points compared to his opponent: one of the two characters prevails on the opponent and hits him. In the game, the winner is the attacking character and he can inflict on his enemy both the damage of his main weapon plus the damage of his possible secondary weapon; if the winner is the defending character he can inflict 2 (two) damages to his enemy.
  • The winner has a difference of 3 points compared to the opponent: one of the two characters prevails over the opponent and can inflict a series of hits. In the game, if the winner is the attacking character then he can inflict on his enemy more damages of his main weapon (doubled) and the damage of his possible secondary weapon; if the winner is the defending character he can inflict 3 (three) damages to his enemy.
  • The winner has a difference of 4 points compared to the opponent: one of the two characters prevails over the opponent and can inflict a series of hits. In the game, if the winner is the attacking character then he can inflict on his enemy both damages of his main weapon (doubled) plus the damages of his possible secondary weapon; if the winner is the defending character he can inflict 4 (four) damages to his enemy.
  • The winner has a difference of 5 or more points compared to the opponent: one of the two characters defeats the opponent and hits him with a devastating combination of hits. In the game, if the winner is the attacking character then he can inflict on his enemy both damages of his main weapon (doubled) and the damages of his possible secondary weapon (doubled); the enemy character automatically receives a broken heart token. On the other hand, if the winner is the defending character, he can inflict 5 (five) damages to his enemy.

To define the damage to be assigned, please refer to the following summary table of hand-to-hand fight effects.

Table of hand-to-hand fight effects. The header of the first column is printed as "WINNDER'S DISCARD" (sic) in the source.

Winner's discardAttack effectDefence effect
0No effectNo effect
1Primary weapon damage1 general damage
2Primary weapon damage; secondary weapon damage2 general damages
3Primary weapon damage x2; secondary weapon damage3 general damages
4Primary weapon damage x2; secondary weapon damage x24 general damages
5+Primary weapon damage x2; secondary weapon damage x2; assigns 1 broken heart token5 general damages

The player who controls the defeated character must select his character on the app and assign him the damage shown by the opponent plus any effects resulting from the attack. In addition, on the application it is possible to assign broken heart tokens and other statuses to the characters.

Details: destroying scene elements.

  • In the brawls phase, instead of making his hand-to-hand attack, each character can try to destroy some elements on the game board (only barrels and fences). To do this, the target object must be in the control zone of his character. The player can then test his character's hand-to-hand ability, adding +2 to the result obtained by rolling the die.
  • If the test is passed, the player whose turn it is removes the destroyed scenic element from the board. (Translation note: this bullet is printed in Italian in the source; rendered here in English.)

7.3.2.3 Game turn end

When all players have finished their brawl phase, the turn is over. All players must place all their characters' movement tokens on the active state.

The players can then tap the "new turn" button on the app menu to start another game turn, or the player who has reached the mission objective can tap the "end game" button to end the current mission and take all players to the Resolution phase to check the mission results and continue playing in collective mode or log out and play in individual mode.

Ending the game. A mission in DemLoc ends once some of the following situations are reached:

  • Maximum turn reach: during some the missions there are limited turns. In these cases, the app does not allow to select a "new turn" but only the "end game".
  • Mission objective reach: when one of the players reaches the mission objective (at the end of the turn) it is possible to tap button "end game".
  • Opponent surrender: when a player decides to stop the game, he/she can ask the other players the possibility to end the mission. If all the other players agree, it is possible to tap "end game".
  • Total elimination of all opponent players: when only one player has at least one active character at the end of the turn, it will be possible to tap the button "end game".

8. Appendix

8.1 Personal weapon features

In the world of DemLoc, some weapons may have specific abilities (called personal weapon features) that can be activated at certain moments during the game phase.

There are two types of personal features of the weapon: unique and standard. The unique features have a detailed description on the weapon card while the standard features are named on the weapon. These features have always the same rules regardless of the weapon they are assigned to.

Below you can find a list of the standard personal features of the weapon with specific rules:

  • BACKSTACK: before assigning damages, the target character will have to come back one square (chosen by the player who has to deal with the damage). If the character cannot come back he is appointed double damages' amount than that he should have received.
  • DEFENSIVE x: If in the hand-to-hand attack sub-phase the character receives an attack, the controlling player can add + x to the result of the fighting dice rolled to defend himself.
  • UNSTOPPABLE x: If in the hand-to-hand attack sub-phase the character attacks, the controlling player can add + x to the result of the fighting dice rolled to attack.
  • PERFORATING: In the shooting sub-phase, the "impact resistance" factor of the target character is not considered for assigning hits.
  • HEAVY x: If in the hand-to-hand attack sub-phase the character receives an attack, the controlling player has to roll one fighting die less to defend himself.
  • BLOODING x: Every time the player inflicts damages on a character with a weapon with this ability, the character receives x bleeding tokens through the app. At the beginning of the turn, the bleeding tokens assign as many hits as the numbers of bleeding tokens assigned to the character.
  • SHIELD x: In the shooting sub-phase, if the character is the target of a ranged attack then he can add x to his "armor" factor in order to determine the effects of the ranged attack.
  • POISONOUS x: When the player inflicts damages to a character with a weapon that has this ability, that character receives x poison tokens through the app (only if the target character has not been assigned tokens, otherwise no more poison tokens can be assigned). At the end of each turn, if a character has at least one poison token assigned, he will automatically gain an additional one. When a character has a number of poison tokens assigned higher than his hit factor value, he is considered killed.

8.2 Arcane power effects

There are two types of arcane power effects: unique and standard.

Unique effects have a detailed description on the Arcane Code weapon card while standard effects are named on the Arcane Code card. These effects have the same rules but different power.

Below you can find a list of the standard effects of the arcane powers with their specific rules:

  • CARE x: The player who controls the character targeted by this effect can remove x broken heart tokens among those assigned to him on the app; it cannot be used on characters eliminated from the game.
  • HIT x: This effect inflicts x damages to the target. This damage must be assigned to the target's armor factor; if the target already had 3 broken shield tokens damages should be assigned to the character's hit factor.
  • ARCANE HIT x: This effect inflicts x damages to the target. This damage must be assigned directly to the target character's hit factor.
  • STUNNING: Every time this effect is applied to a character, the player who controls it must place his movement token on the exhausted state.
  • REPAIR x: The player who controls the character targeted by this effect can remove x broken armor tokens among those assigned to him on the app.
  • POISON x: When this effect is applied to a character, the player who controls him assigns him x poison tokens on the app (only if the target character has not been assigned tokens, otherwise no further poison tokens can be assigned). At the end of each turn, if a character has at least one poison token assigned, he will automatically gain an additional one. When a character has a number of poison tokens assigned higher than his hit factor value, he is considered killed.
  • VIGOR x: For the duration of the turn, the target character of this effect has x additional points in his hand-to-hand ability. To apply this effect, the player must place x common mana tokens on top of the target character's hand-to-hand ability; the player must then remove the arcane dice assigned at the end of the turn.
  • WEAKNESS x: For the duration of the current turn the character targeted by this effect has x points less in his hand-to-hand ability (the player can still roll at least one combat die to attack and defend in the hand-to-hand phase). To apply this effect, the player must place x obscure mana tokens on top of the target character's hand-to-hand ability; the player must then remove the arcane dice assigned at the end of the turn.

8.3 Summoning pentacles effects

There are two types of summoning pentacles effects: unique and standard.

Unique effects have a detailed description on the Arcane Code card (post-summoning orientation) while standard effects are named on the Arcane Code card. These effects have the same rules but different power. Below you can find a list of the standard effects of the summoning pentacles with their specific rules:

  • SHIELD x: In the shooting sub-phase, if the character with this summoning pentacle active is the target of a ranged attack then he can add x to his "armor" factor in order to determine the effects of the ranged attack.
  • DEFENSIVE x: If in the hand-to-hand attack sub-phase the character with this summoning pentacle active receives an attack, the controlling player can add + x to the result of the fighting dice rolled to defend himself.
  • MONSTROUS x: If, during the hand-to-hand attack sub-phase, an enemy character attacks a character that has this summoning pentacle active, the player who controls it must roll x fewer fighting dice to make the attack. This penalty does not apply to characters who themselves have the MONSTROUS ability.
  • ARCANE HIT x: In this hand-to-hand attack sub-phase, x arcane damages are inflicted to the target. This damage must be assigned directly to the target character's hit factor. All characters in contact with the character who has activated this summoning pentacle are to be considered as targets.
  • HIT x: In this hand-to-hand attack sub-phase, x arcane damages are inflicted to the target. This damage must be assigned to the target's armor factor; if the target already had 3 broken shield tokens damages should be assigned to the character's hit factor. All characters in contact with the character who has activated this summoning pentacle are to be considered as targets.

8.4 Characters' personal ability effect

As seen previously, all the characters in DemLoc can have one or more personal abilities available. Regardless of whether they are passive abilities (p) or abilities with activation (a) all of these can be unique or standard.

Unique personal abilities are described in details on the character weapon card (Mercenary, Follower, or Daemon) while standard abilities are named on the character card. These abilities have the same rules but different power.

Below you can find a list of the characters' standard personal abilities with their specific rules:

  • MONSTRUOUS x (p): during the entire fighting phase, opponent characters have x fighting dice less to attack and defend. This penalty does not apply to characters who have the MONSTRUOUS ability.
  • FLY x (a): In any movement phase the player who controls the character with this ability can make a movement spending x movement points without considering control zone, partially walkable or non-walkable terrain. Walls and windows cannot be passed through by flying.
  • FURY (a): Since it is activated for 2 turns during each fight the character has to face, the player who controls him doubles the result of the fighting dice (excluding any bonus/penalty). At the end of each of these two turns the character automatically receives a broken heart token. This personal ability has to be activated on the app.
  • 5.8 Guilds boxes
  • 7.3.2.1 Fighting result modifiers
  • 7.3.2.3 Game turn end
  • Escaped character: With this option the player eliminates the selected character from the game by applying the effects of loss of fame and any further penalty reported at the end of the mission.
  • Dead character: With this option the player eliminates the selected character from the game by applying the effects of loss of fame and any further penalty reported at the end of the mission.
  • Assign broken armor token: The player can directly assign one or more broken shield tokens to his character.
  • Assign broken heart token: The player can directly assign one or more broken heart tokens to his character.
  • HANDY (only ranged weapons): Even if in the shooting sub-phase the character equipped with the weapon that has this ability is fighting, the player can still carry out a ranged attack using this weapon.
  • LONG RANGE ENGAGEMENT: Characters who have weapons with this ability have a modified control zone (plus the first impact zone). Characters equipped with weapons that have this ability need to have a rectangular sub-base so that they can also report this feature to other players.
  • STUNNING: Whenever damages are inflicted on a character with a weapon that has this ability, the player who controls that character must place the movement token on the exhausted state.
  • ACCURACY x: For the duration of the turn, the target character of this effect has x additional points in his ranged weapon ability. To apply this effect, the player must place x common mana tokens on top of the target character's ranged weapon ability; the player must then remove the arcane dice assigned at the end of the turn.
  • BLINDNESS x: For the duration of the turn, the target character of this effect has x points less in his ranged weapon ability (anyway, the ability cannot become a negative value). To apply this effect, the player must place x obscure mana tokens on top of the target character's ranged weapon ability; the player must then remove the arcane dice assigned at the end of the turn.
  • BLOODING x: Every time this effect is applied to a character, the player who controls it has to assign x bleeding tokens to that character on the app. At the beginning of the turn, the bleeding tokens assign as many hits as the numbers of bleeding tokens assigned to the character.
  • PROPAGATION: The effects of the arcane power are applied to all the characters that are in the spaces of the board the target of the arcane power is in contact with.
  • ORDER: The player who used the arcane power with the order effect can make the target character make a free movement. This movement is to be considered as a bonus movement, so the target character does not have to flip the movement token as exhausted.
  • ATTACK ORDER: The player who used the arcane power with this effect can make the target character make an engagement move (the fight must be resolved immediately). This movement and its relevant fight is to be considered as a bonus movement, so the target character does not have to flip the movement token as exhausted.
  • USE MANA x: The target character of this effect uses x channeled mana tokens. The mana tokens to be used must be chosen by the target player and must be placed in the area above the target character's card.
  • ABSORB MANA x: The active player duplicates x mana tokens channeled by the target character of the arcane power and places them on top of the card of the activated character.
  • ASSIGN BROKEN SEAL: The player who controls the target character of the arcane power with this effect must assign his character a broken seal.