Descent: Journeys in the Dark (Second Edition) – Manor of Ravens
Descent: Journeys in the Dark (Second Edition) – Manor of Ravens Rulebook
Note: the expansion's separate Quest Guide booklet is not included.
Table of Contents
Table of Contents
Components
- 10 Plastic Figures (2 heroes, 8 monsters)
- 2 Hero Sheets
- 4 Rumor Cards
- 3 Advanced Quest Cards
- 21 Class Cards
- 9 Shop Item Cards
- 4 Monster Cards
- 2 Lieutenant Cards
- 18 Overlord Cards
- 4 Condition Cards
- 4 Relic Cards
- 1 Servant Card
- 1 Objective Token
- 1 Tracking Token
- 1 Servant Token
- 1 Lieutenant Token
- 5 Condition Tokens
- 16 Map Tiles
Expansion Setup
Each Descent: Journeys in the Dark Second Edition expansion is designed to seamlessly integrate into your collection. Before using this expansion for the first time, perform the following steps:
- Incorporate Expansion Cards: Take the new Class, Condition, Shop Item, Relic, Overlord, Monster, and Lieutenant cards and add them to the pool of available cards.
- Prepare New Cards: Combine the Rumor cards from this expansion with those found in other expansions. If you do not have other expansions that include Rumor cards, create a new deck using the cards found in only this expansion. Store the Servant and Advanced Quest cards in the game box until called for.
- Incorporate Other Components: Add the Hero sheets, hero and monster figures, all tokens, and map tiles from this expansion to their respective supplies.
Players should finish any campaigns they have started before incorporating the components from Manor of Ravens into Descent: Journeys in the Dark Second Edition.
Manor of Ravens Quests
A large and exciting part of Manor of Ravens is the six quests included in the latter half of this book. Players can utilize these new quests in three different ways:
- The quests can be incorporated into any campaign through the use of Rumors cards (see "Rumors" on page 5).
- The quests can be strung together and be played as a mini campaign (see "Mini Campaign Rules" on page 7).
- Each quest can be played as a single standalone quest following the basic game or Epic Play rules described in the Descent: Journeys in the Dark Second Edition rulebook. When playing a single quest outside of a campaign, players ignore the "Rewards" section for each quest.
Manor of Ravens Expansion Icon
All cards and sheets found in this expansion are marked with the Manor of Ravens expansion icon to distinguish these components from those found in the base game and other expansions.
Manor of Ravens Expansion Rules
The following sections describe the rules associated with each of the new components found in Manor of Ravens.
Tracking Token
The Bounty Hunter hero class has several skills that interact with the tracking token. This token is used specifically with the Bounty Hunter class. When a player chooses the Bounty Hunter class during Hero Setup, he places the tracking token in his play area.
There is only one tracking token. During a game, it is either in the Bounty Hunter's play area or on the base of a monster that has been tracked. Each time the Bounty Hunter tracks a monster, he takes the tracking token from its current location and places it on the base of the tracked figure. The Bounty Hunter can track only one monster at a time. Each time a tracked monster is defeated, the tracking token is removed from that monster's base and placed back in the Bounty Hunter's play area.
New Relic Types
Two new Relic card types are included in this expansion: monster relics and universal relics. Except where noted here, these relics follow the normal rules for relics. Each of these relic types is designated by an icon on the lower left of the Relic card. Monster and universal relics cannot be wielded by lieutenants.
Monster relics are wielded by monster groups in the same way regular relics are wielded by lieutenants. During setup of each encounter, the overlord chooses which monster relic (if any) each of his monster groups will wield. Each monster group can wield only one relic. The overlord places the chosen Relic card next to the monster group's card. The monster relic remains there until the end of the encounter, even if all monsters in that group are defeated. A monster relic has no effect if it is not wielded by a monster group.
Universal relics are not wielded. Instead, each time the overlord receives a universal relic, he places it in his play area, where it remains for the rest of the campaign. The overlord can use universal relics by following the instructions on the card.
Overlord Cards
Many of the new Overlord cards instruct that they remain in play after being used. When the overlord plays an Overlord card that remains on a monster group, he keeps the card faceup in his play area, near the affected group. The overlord does not discard this card until the end of the encounter or until the card instructs him to discard it.
In addition, there are three Overlord cards available as rewards for specific quests. When the overlord receives one of these cards, he adds it into his Overlord deck as though it were a purchased Overlord card.
Overlord Servants
The Unkindness Overlord class functions similarly to the Overlord classes from the base game, but it includes a new type of card: the Summon card. The overlord purchases Summon cards normally during the Spend Experience Points step of the Campaign phase. Unlike other Overlord cards, the overlord places a Summon card faceup in his play area when he purchases it instead of adding it to his deck. This card does not count toward his deck size, nor does it count toward his ability to purchase higher level cards.
Each Summon card corresponds with a Servant card and token. When the overlord purchases a Summon card, he places the corresponding Servant card and token in his play area. Each time the overlord uses the Summon card, he takes the corresponding servant token from its current location and places it as indicated by the Summon card. The servant token is treated as a minion monster in its own group, using the information found on the Servant card, and follows the same rules as other monsters.
Servant Card Breakdown
- Servant Name: This area lists the name of the servant.
- Characteristics: This area lists the characteristics (Speed, Health, and Defense) of the servant.
- Rules: This section lists any rules for the servant and any abilities it has.
- Attack Type Icon: This icon shows the type of attack (Melee or Ranged) the servant has.
- Dice: This area shows the dice types used when the servant performs an attack.
Rumors
Rumor cards provide the overlord special campaign level abilities and are the way that Manor of Ravens quests are introduced into a full campaign.
Playing Rumor Cards
When starting a new campaign, the overlord shuffles the Rumor deck and draws three cards into his hand. The overlord does not normally draw new Rumor cards, and therefore must carefully decide when to play these cards during the campaign.
The overlord can play Rumor cards from his hand at different times. Each Rumor card states when it can be played. When the overlord plays a Rumor card, the heroes must immediately resolve the text on the Rumor card before continuing. The overlord can play a maximum of one Rumor card during each Campaign phase.
Some Rumor cards are restricted to particular acts. This is designated by the act icon on the upper left of the Rumor card. The overlord can only play Rumor cards during the act that corresponds with this icon.
At the start of Act II, the overlord must discard all Rumor cards that have the Act I restriction from his hand. Any Rumor cards that are in play that have the Act I restriction are also discarded. He does not draw additional Rumor cards to replace the discarded cards.
The overlord does not shuffle discarded Rumor cards back into the Rumor deck. If the Rumor deck runs out of cards, he does not shuffle it. If the overlord is instructed to draw a Rumor card and there are no Rumor cards in the deck, he does not draw a Rumor card.
Rumor Card Breakdown
- Name: This area displays the name of the Rumor card. If the Rumor card is limited to a specific act, the corresponding act icon is shown here as a reminder.
- Rules: This area describes all rules for the Rumor card, including exactly when the card can be played.
- Travel Icons: This area displays the travel icons used during the Travel step of the Campaign phase.
- Flavor Text: This area explains the story of the rumor.
Example Rumor Cards
Cursed Treasures
Play this card after setup of an encounter. This card cannot be played during the Finale.
An increased number of powerful items have been appearing within shops and markets. At first you were grateful, welcoming the broad selection. Now you believe you know where they have come from. Looted from Ithyndrus' old manor, these treasures bring a curse upon any who bear them.
Each hero tests [spiked-gear icon] and adds [shield icon] to his results equal to the number of Act II Shop cards in his play area. Each hero who fails suffers 1 condition of your choice.
Spread Your Wings
If you have played the "Finders and Keepers" or the "My House, My Rules" Rumor card, discard this card and draw 1 Rumor card.
Play this card at the start of a Campaign Phase during Act I. You cannot play this card if the Interlude is an available quest. While in play, this card is treated as an available quest.
A rogue construct has emerged from a haunted manor. Forged by the power of forgotten relics and unfinished spells, the potential of this beast is unknown, and possibly limitless. You must locate and banish this creature.
If this card is in play when you transition to Act II, the overlord receives the "Tome of the Five Lies" relic. Then, place the "Where the Heart Is" Advanced Quest card in play.
Quest Cards
All Advanced Quest cards and some Rumor cards feature quests. Collectively, these are referred to as quest cards. Quest cards enter play in two different ways:
- Rumor cards that feature quests are played faceup by the overlord when instructed on the card. After he plays a Rumor card that features a quest, it is available as a quest.
- Advanced Quest cards enter play only when instructed by a game effect, usually as a reward during specific quests. When an Advanced Quest card enters play, the card is placed in play with the front side up (see Advanced Quest Card Breakdown on page 6).
Quest cards that have an act icon can only be chosen during the act designated on the card. When a quest shown on a quest card is chosen, players begin quest setup as normal, referring to the quest in the corresponding Quest Guide. Each time a player chooses a quest during the Choose Next Quest step of the Campaign phase, he can choose any available quest: either a quest on the campaign sheet or a quest shown on a quest card in the play area.
After choosing a quest on a quest card, players do not reference the quest map during the Travel step of the Campaign phase. Instead, players refer to the travel icons at the top of the corresponding quest card. Players resolve these icons from left to right as if they were on the path leading to the quest.
Quest cards remain in play until completed or discarded by a game effect. They are not automatically discarded at the start of the Campaign phase and instead persist from session to session until completed. Between sessions, players should store any available Quest cards in a neutral area as a reminder that the quests have not been attempted yet. After either the heroes or the overlord wins a quest, the victor may store the corresponding card with the rest of his materials as a reminder that he won that quest.
Advanced Quest Cards
The backs of Advanced Quest cards list special rewards that heroes or the overlord can acquire by winning this quest. Players receive the reward only when instructed by the "Rewards" section of the Quest Guide. The card describes when and how players can use this reward.
Advanced Quest cards are double-sided, and both sides are public knowledge. Any player may look at either side of an Advanced Quest card at any time.
Completing a Quest Card
Players perform the Campaign phase as normal after completing a Quest card. The corresponding Quest Guide lists all rewards for winning each quest.
Quests on quest cards do not count toward the number of quests required to complete the current act. Players ignore all quests from quest cards when determining how many quests were won by the overlord or the heroes during any given act.
Advanced Quest Card Breakdown
- Name: This area displays the name of the Advanced Quest card. Additionally, an act icon is shown here as a reminder of when the quest can be attempted.
- Travel Icons: This area displays the travel icons used during the Travel step of the Campaign phase.
- Flavor Text: This area explains the story of the quest.
- Overlord Reward: This area describes the special reward for the overlord if he wins this quest.
- Hero Reward: This area describes the special reward for the heroes if they win this quest.
Example: "Where the Heart Is" (Advanced Quest card, Act II)
Front: While in play, this card is treated as an available quest. If this quest is available after setup of the Finale, the overlord may draw 1 Overlord card.
Flavor text: Unable to wait at the manor forever, you eventually pursue other matters. You never forget about the raging construct however, nor the Manor's Heart that he controlled. You wait, ever vigilant, for the day he reappears. You have resolved that when that day comes, he will never rise again.
Back, Overlord Reward: Watch of the Ravens: Use this card once each Travel step of the Campaign phase when a Travel Event card that has "No Event" for the current travel icon is drawn. Draw 1 Overlord card.
Back, Hero Reward: Friend of Ravens: Heroes cannot be Doomed.
Example: The hero players have won the "A Fat Goblin" quest during Act I of "The Shadow Rune" campaign. At the start of the next Campaign phase, the overlord chooses to play his "Spread Your Wings" Rumor card. During the Choose Next Quest step, the heroes decide they wish to attempt the "Spread Your Wings" quest and begin setting up "Spread Your Wings."
The overlord ultimately wins the "Spread Your Wings" quest, so the players refer to its "Reward" section of the Quest Guide. The section instructs them to place the "Where the Heart Is" Advanced Quest card into play. The overlord finds the "Where the Heart Is" Advanced Quest card and places it faceup in the play area. This quest will be available during future Choose Next Quest steps in Campaign phases of Act II.
Since the players have only completed one Act I quest on the campaign sheet, they will need to complete two more before proceeding to the Interlude.
Quest Guide
This guide functions similarly to the Quest Guide found in the Descent: Journeys in the Dark Second Edition base game. Players follow all normal quest setup rules found in that guide, adhering to any exceptions noted in this guide.
Mini Campaign Rules
Instead of integrating Manor of Ravens quests into an existing campaign, players can choose to play a mini campaign using only the quests found in the Manor of Ravens Quest Guide. This mini campaign contains fewer quests than a full campaign and requires only 5–8 hours to complete.
Playing This Mini Campaign
Players play the "Manor of Ravens" mini campaign following the normal campaign rules described in the Descent: Journeys in the Dark Second Edition base game rulebook in addition to the changes noted in this section.
Unlike a full campaign, this mini campaign consists of only four quests played in a specific order. Players cannot use Rumor cards when playing a mini campaign. Players play the entire campaign using the following steps:
- Setup: Perform all normal rules for game setup. Each hero receives four experience points and 100 gold, and the overlord receives four experience points. Then, players perform a Spend Experience Points step and a Shopping step. Players may save any unspent gold and experience points to spend in future Campaign phases. Players can record their gold and experience points on the Campaign log on page 9.
- Travel: Perform a travel step beginning at the "Mountain Pass" (see the campaign map on the back of this book).
- Quest #1: Play the "Spread Your Wings" quest.
- Campaign Phase: Perform a Campaign phase, skipping the Choose Next Quest step. Heroes begin travel from the "Spread your Wings" quest.
- Quest #2: Play the "Finders and Keepers" quest.
- Campaign Phase: Perform a Campaign phase, skipping the Choose Next Quest step. Heroes begin travel from the "Finders and Keepers" quest.
- Quest #3: Play the "My House, My Rules" quest.
- Transition to Act II: Perform the steps listed under "Act II" on page 22 of Descent: Journeys in the Dark Second Edition rulebook.
- Campaign Phase: Perform a standard Campaign phase (see step 10 below for which quests may be chosen). Heroes begin travel from the "My House, My Rules" quest.
- Finale: If the heroes won more quests than the overlord during Act I, they choose the next quest from those that correspond with any quest that they won. If the overlord won more quests than the heroes during Act I, he chooses the next quest from those that correspond with any quest that he won (see the Campaign log on page 11 for which Finales correspond with which quests).
Additional Quest Rewards
At the end of each quest during a mini campaign, each player receives one experience point. This experience is awarded to both the winning and losing players and is in addition to the rewards listed for each quest in the Quest Guide. Also, if the heroes win a quest, they can choose one hero to receive one random Shop Item card from the Shop deck. If the overlord wins a quest, he receives one additional experience point.
Campaign Log
The Manor of Ravens Campaign Log lays out the quests of the mini campaign by act. Each Act I quest is joined by a dotted line to the Finale in the same row, which is the Finale the players use when that quest is the one they won (see step 10 of the Mini Campaign Rules).
Act I
- Spread Your Wings
- Finders and Keepers
- My House, My Rules
Act II
- Finale 1: Where the Heart Is
- Finale 2: Wrong Man for the Job
- Finale 3: Beneath the Manor
Dotted-line pairings (Act I quest to Finale):
- Spread Your Wings to Finale 1: Where the Heart Is
- Finders and Keepers to Finale 2: Wrong Man for the Job
- My House, My Rules to Finale 3: Beneath the Manor