Descent: Journeys in the Dark (Second Edition) – Shadow of Nerekhall
Descent: Journeys in the Dark (Second Edition) – Shadow of Nerekhall Rulebook
Table of Contents
Table of Contents
Components
- 16 Plastic Figures (4 heroes, 12 monsters)
- 2 Custom Dice
- 46 Map Tiles
- 45 Class Cards
- 21 Shop Item Cards
- 4 Hero Sheets
- 9 Corrupt Citizen Cards
- 4 Condition Cards
- 3 Relic Cards
- 8 Monster Cards
- 8 Lieutenant Cards
- 2 Song Tokens
- 4 Image Tokens
- 3 Influence Tokens
- 1 Shadow Soul Familiar Token
- 12 Overlord Cards
- 10 City Event Cards
- 4 Portcullis Tokens (with 4 Plastic Stands)
- 4 Lieutenant Tokens
- 6 Objective Tokens
- 5 Condition Tokens
- 4 Hero Tokens
Using This Expansion
This section describes how to incorporate Shadow of Nerekhall components into the Descent: Journeys in the Dark Second Edition base game.
Before starting a game, all players must agree upon which expansions to include. When including this expansion, players use all Shadow of Nerekhall components unless instructed otherwise. This means that players have access to the new heroes, classes, items, monsters, and Overlord cards when using the Shadow of Nerekhall expansion. Simply mix all components found in this expansion with their corresponding components found in the base game (see "Expansion Setup" on the right).
The new Shadow of Nerekhall Lieutenant, Relic, and Corrupt Citizen cards are used only when specified in the quests included in this expansion.
When using multiple expansions, simply mix together the respective components. For example, players mix together the Shop Item cards from this expansion with the Shop Item cards from the base game, as well as the Shop Item cards from all other expansions being used.
The Shadow of Nerekhall expansion includes a new campaign that can be played instead of the "The Shadow Rune" campaign found in the Descent: Journeys in the Dark Second Edition base game. Before starting a campaign, players must agree upon a single campaign to play, as well as which expansions to include. All components from the chosen expansions are available for the duration of this campaign.
Expansion Setup
Before playing with this expansion, carefully punch out all tokens and map tiles from the cardboard frames. Then, perform the following:
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Incorporate New Cards: Add all Shop Item cards from this expansion to their respective decks. Take the new Class, Condition, Overlord, and Monster cards and add them to the pool of available cards. These function like their counterparts found in the base game.
Note: This expansion includes City Event cards that function similarly to the Travel Event cards found in the Descent: Journeys in the Dark Second Edition base game and other expansions. Shuffle these City Event cards together with any City Event cards from other expansions. Do not shuffle City Event cards and Travel Event cards together.
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Set Aside Campaign Cards: Place the Lieutenant, Relic, and Corrupt Citizen cards from this expansion aside. They are used only when playing the "Shadow of Nerekhall" campaign.
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Incorporate Other Components: Add the green power dice, Hero sheets, hero and monster figures, all tokens, and map tiles from this expansion to their respective supplies.
Shadow of Nerekhall Expansion Icon
All cards and sheets found in this expansion are marked with the Shadow of Nerekhall expansion icon to distinguish these components from those found in the base game and other expansions.
Shadow of Nerekhall Expansion Rules
This section describes how to incorporate the rules and components from this expansion into Descent: Journeys in the Dark Second Edition. It is important to note that all rules in this section should always be used when playing with the Shadow of Nerekhall expansion.
New Power Die
The green power die included in this expansion follows the same rules as red and yellow power dice. Some weapons and abilities will specifically call for the use of the green power die.
Quests
This expansion adds 19 new quests, found in the Quest Guide at the back of this rulebook. During step 1 of General Setup, these quests are added to the available selection of quests. These quests have either one or two encounters and may be linked together to form a campaign (see "Shadow of Nerekhall Campaign Rules" on page 5).
New Classes
This expansion adds four new classes to those found in the base game (one for each archetype). These classes include the Bard (Healer), Skirmisher (Warrior), Conjurer (Mage), and Shadow Walker (Scout). Hero players may choose these classes during the Choose Classes step during Hero Setup.
Song Tokens
The Bard class has several skills that interact with song tokens. These tokens are used specifically with the Bard class. When a player chooses the Bard class during Hero Setup, he places the song tokens in a supply near his play area.
There are two song tokens: a melody song token and a harmony song token. During a game, these tokens are either near the Bard's play area or on one of his Class cards. Each time an effect allows the Bard to place a song token, he takes either the melody or harmony song token from its current location and places it as indicated by the effect. Each token can be on only one Class card at a time.
Many of the Bard's Class cards have effects that may trigger when a song token is present on that card. These cards contain symbols that match the symbol on the token, either melody or harmony. When a song token is on a Class card with a matching song effect, that effect triggers as described on the card. Class cards with song effects trigger only if the corresponding token is on that card. Song tokens remain on Class cards when the Bard is knocked out, but the tokens and any matching song effects are not active. At the end of an encounter, the Bard returns all song tokens to the supply.
Shadow Soul Familiar
The Shadow Walker class has several skills that allow him to summon and control a Shadow Soul familiar. This familiar follows all rules for familiars (see "Familiars" on page 17 of the Descent: Journeys in the Dark Second Edition rulebook), with exceptions described on the Shadow Soul Class card.
Image Tokens
The Conjurer class has several skills that interact with image tokens. These tokens are used specifically with the Conjurer class. When a player chooses the Conjurer class during Hero Setup, he places the image tokens in a supply near his play area.
When an effect allows the Conjurer to place an image token, he places the token on the map in a space indicated by the effect. Each image token is treated as a hero figure with the Conjurer's attributes and 1 gray defense die.
If an image token suffers any amount of damage or fatigue, it is discarded, and the Conjurer suffers 1 damage and 1 fatigue. At any time during his turn, the Conjurer may return any number of image tokens on the map to his supply. The number of image tokens that can be on the map at any one time is limited only by the supply.
Overlord Cards
The Overlord cards include seven new cards belonging to the Shadowmancer Overlord class, which follows the same rules as the Overlord classes from the base game. Five new Universal Overlord cards are also included in this expansion.
Elevation
Elevation is represented by a dotted red line along the edge of certain spaces. These lines, also known as elevation lines, block movement but not line of sight. A figure cannot move across an elevation line, but it can trace line of sight over one.
Adjacent spaces separated by an elevation line are still considered to be adjacent. However, when a figure declares a Melee attack targeting a figure on the opposite side of an elevation line, the target figure adds one additional black defense die to its defense pool. If the attacking figure's attack has the Reach keyword, the target does not add the additional black defense die to its defense pool.
When determining movement for large monsters, elevation lines block movement. However, when ending or interrupting movement for large monsters, the monster figure may be placed on spaces containing elevation lines, as long as those spaces are empty. For example, a large monster may occupy two empty spaces separated by an elevation line. A figure with the "Fly" ability may move through elevation lines.
Note: A figure cannot move diagonally across elevation through a shared corner of an elevation line and a wall (the black edge of a map tile).
Portcullis
This expansion includes a new feature called a portcullis. A portcullis is set up similar to doors in a quest and are shown as gray doors in the Shadow of Nerekhall Quest Guide. Figures cannot move through a portcullis, but figures may perform attacks, trace line of sight, and count spaces through a portcullis. Spaces separated by a portcullis are considered to be adjacent.
A figure may perform an open or close a door action to open or close one adjacent portcullis. When a figure does this, it is considered to be opening a door.
Hazard
Any space defined by a yellow line surrounding it is a hazard space. Hazard spaces follow the same rules as lava spaces as described on page 18 of the Descent: Journeys in the Dark Second Edition rulebook. Any effect or ability that applies to lava spaces applies to hazard spaces, and any effect or ability that applies to hazard spaces applies to lava spaces.
Shadow of Nerekhall Campaign Rules
Shadow of Nerekhall introduces a new campaign to Descent: Journeys in the Dark Second Edition entitled "Shadow of Nerekhall." This new campaign follows many of the same rules for "The Shadow Rune" found in the base game. The following rules list any changes to the campaign rules found on pages 19-22 of the Descent: Journeys in the Dark Second Edition rulebook.
Travel
"Shadow of Nerekhall" campaign uses a new campaign map. All travel is done by referencing the campaign map on the back page of this rulebook. When playing the "Shadow of Nerekhall" campaign, heroes begin the travel step at Ironbrick Inn and follow a continuous path to the chosen quest location shown on the campaign map.
Additionally, players do not use Travel Event cards when playing this campaign. Instead, players use City Event cards. These City Event cards follow the same rules as Travel Event cards. For each travel icon players stop at, they draw a City Event card and resolve the event based on the matching icon.
Choosing Quests
Players play a total of nine quests throughout the "Shadow of Nerekhall" campaign. The campaign begins with the Introduction quest entitled "A Demonstration." This quest is treated as an Act I quest. Remaining quests are chosen using the campaign log on page 10 of this rulebook. Players can photocopy the campaign log or download and print a copy from the Fantasy Flight Games official website (www.fantasyflightgames.com).
Act I
When choosing Act I quests, players can choose any Act I quest they have not played during the campaign. After completing an Act I quest, the winner of that quest chooses the next quest.
After completing three Act I quests (excluding the Introduction), it is time for the Interlude. Players resolve one Campaign phase as normal, and then the heroes travel to the Interlude quest.
Interlude
The interlude is a special quest that marks the transition from Act I to Act II of the campaign. There are two different Interlude quests. If the heroes won at least two of the Act I quests (excluding the Introduction), then the players must choose "The True Enemy" as the Interlude quest. If the overlord won at least two of the Act I quests (excluding the Introduction), then the players must choose "Traitors Among Us" as the Interlude quest. Each Interlude is treated as an Act I quest. Refer to the Quest Guide for detailed instructions.
Act II
After completing the Interlude, the campaign transitions to Act II. Immediately perform the Act II steps listed on page 22 of the Descent: Journeys in the Dark rulebook.
Players are restricted when choosing quests during Act II of the "Shadow of Nerekhall" campaign. After completing the Act II steps listed on page 22 of the Descent: Journeys in the Dark rulebook, the winner of the Interlude chooses either "Overdue Demise" or "Arise My Friends" as the next quest. This is indicated by the arrows connecting those quests to the Act II symbol. After completing an Act II quest, the winner of that quest chooses between the two available quests listed beneath it on the campaign log. Available quests are connected to the completed quest by an arrow.
After completing three Act II quests, it is time for the Finale. Players resolve one Campaign phase as normal, and then the heroes travel to the Finale quest to determine the ultimate winner of the campaign.
Choosing Act II Quests
After winning the Interlude quest, the hero players may choose which Act II quest will be played next. Looking at the quests connected to the Act II symbol by an arrow, they see that they can choose between "Overdue Demise" or "Arise My Friends" as the next quest to be played in the campaign.
The heroes choose "Overdue Demise" as the next quest. After completing it, the winner of the quest may choose between "Into the Dark" and "Widespread Panic" as the next quest to be played. These quests are available because they are connected by an arrow to the completed quest.
Finale
The campaign ends in an exciting quest known as the Finale. Similar to the Interlude, there are two different Finale quests. If the heroes won at least two of the Act II quests, the players must choose "The Black Realm" as the Finale quest. If the overlord won at least two of the Act II quests, the players must choose "The City Falls" as the Finale quest. The Finale is treated as an Act II quest.
Influence Effects
Shadow of Nerekhall includes a new quest rule called influence. Influence effects and the corresponding influence tokens are specific to the "Shadow of Nerekhall" campaign and are used only during certain quests. At the start of a "Shadow of Nerekhall" campaign, during Overlord setup, the overlord places the three influence tokens in his play area.
A quest may feature up to three different influence effects. The three influence tokens correspond to the influence effects listed in each quest's influence sidebar. The active influence effect for a quest depends on the influence token that is selected for that quest.
Influence Sidebar
The influence sidebar, printed as "Influence," lists three effects:
- Place the master changeling on the Mess Hall. Each time the overlord draws an Overlord card, he may discard that card and draw another Overlord card.
- Place the master changeling on the Library. Each hero is Stunned. At the start of each of his turns, each hero tests [spiked-gear icon]. If he fails, he suffers 2 fatigue.
- Place the master changeling on the Barracks. Place 1 ironbound in an empty space adjacent to the master changeling.
Influence Tokens
During Setup, when quest rules instruct the overlord to choose his influence effect, he secretly chooses one of the influence effects listed in the influence sidebar of that quest.
After the influence effect is chosen, the overlord places the corresponding influence token facedown in his play area and sets aside any unused influence tokens facedown. No hero player should know the color of any facedown or set-aside influence tokens. If a quest features only two influence effects, the token that does not have a corresponding effect is set aside.
Some quests instruct the overlord to shuffle the influence tokens listed in the influence sidebar, place one token facedown in his play area, and set aside the remaining tokens. In these quests, no player, including the overlord, should know the color of any facedown or set-aside influence tokens.
When the quest rules instruct the overlord to reveal his influence effect, he reveals the chosen facedown token and resolves the listed effects.
Corrupt Citizens
Shadow of Nerekhall introduces a new type of character that the overlord can use against the heroes called a corrupt citizen. Throughout the course of a campaign, the overlord has the opportunity to corrupt various characters that the heroes meet. These corrupt citizens enter play using one of the monsters included in this expansion: the changeling.
Gaining Corrupt Citizens
The overlord player receives a corrupt citizen as a reward for winning certain quests. When the overlord receives a corrupt citizen, he takes the corresponding Corrupt Citizen card and places it in his play area. Between sessions of a campaign, the overlord player stores Corrupt Citizen cards with the rest of his components as a reminder of which corrupt citizens he possesses.
Playing Corrupt Citizen Cards
During quests in the "Shadow of Nerekhall" campaign, the overlord has the opportunity to play any Corrupt Citizen cards in his possession.
Changeling monsters must be present in the quest in order for the overlord to play a Corrupt Citizen card.
When a master changeling is placed on the map, the overlord may play a Corrupt Citizen card, placing it faceup near the changeling Monster card. In addition to everything listed on the changeling Monster card, the master changeling gains all effects listed on the Corrupt Citizen card. Only one Corrupt Citizen card may be in play at any time.
If a master changeling with a Corrupt Citizen card is not defeated during an encounter, the overlord returns that Corrupt Citizen card to his play area and may play it again during another encounter in the campaign.
If a master changeling with a Corrupt Citizen card is defeated, the overlord returns that Corrupt Citizen card to the game box and cannot use it again during the campaign.
Corrupt Citizen Card Anatomy
- Name: This area lists the name of the corrupt citizen.
- Placement Rules: This area explains when the card can be played.
- Ability Rules: This area explains the full details of the corrupt citizen's abilities.
- Flavor Text: This area explains the story of the corrupt citizen.
Campaign Log
The campaign log is printed on the last page of this rulebook. Its sections are as follows.
- Introduction: A Demonstration
- Act I: Civil War, Without Mercy, Local Politics, Prey, Price of Power, The Incident, Rat-Thing King, Respected Citizen
- Interlude 1: The True Enemy
- Interlude 2: Traitors Among Us
- Act II: Overdue Demise, Arise My Friends, Into the Dark, Widespread Panic, Nightmares, Lost. The log connects each Act II quest by arrows to the quests beneath it, as described under "Act II" above.
- Finale 1: The Black Realm
- Finale 2: The City Falls
The campaign log also has tracking tables for Hero XP, Hero Gold, and Overlord XP.