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Dragon Eclipse: Foray into the Shadow Realms

Expansion for Dragon Eclipse

Dragon Eclipse: Foray into the Shadow Realms Rulebook

Table of Contents

Table of Contents

  • Components
  • Campaign Setup
  • Other Changes: Game Modes
    • Rogue-lite Mode
    • Rogue-lite – Toxic Mode
    • PvP Mode
  • Playing the Campaign
  • New Rule: Fatigue – Toxin
  • Card List in Boosters

Components

Printed component list (Seznam komponent). Counts are as printed.

Common cards (Běžné karty)

  • 6 ability cards
  • 6 arena cards
  • 84 action cards (inside the foil boosters of the Special Edition)
  • 4 foil action cards (inside the foil boosters of the Special Edition)
  • 8 Toxin fatigue cards
  • 6 enemy ability cards
  • 7 trait cards
  • 6 portrait cards
  • 4 world map cards
  • 7 taming cards

Small cards (Malé karty)

  • 5 artifact cards (rogue-lite)
  • 16 item cards
  • 18 secret cards
  • 6 level cards

Books (Knihy)

  • 1 rulebook (Pravidla hry)
  • 1 adventure book (Kniha dobrodružství)
  • 1 location book (Kniha lokací)

Other (Ostatní)

  • 6 dividers
  • 1 status overview sheet (listina s přehledem statusů)
  • 6 cardboard mystling figures
  • 1 world map card case
  • 4 booster envelopes

Special Edition components (Komponenty Speciální edice)

  • 6 mystling figures
  • 4 foil booster packs
  • 2 mystling encyclopedia card cases

In this version, players receive plastic figures instead of cardboard figures.

Campaign Setup

Note: You must complete the base game campaign before playing this campaign!

Before you start the first scenario of this campaign, carry out the following short preparation:

  • Take the following components from the base game and use them during this campaign:
    • the equipment deck
    • the action cards (starting action cards, Advanced A, Advanced B, and all action cards from boosters). Place these action cards behind the divider Unlocked cards (Zpřístupněné karty). All of these cards can be used to build a deck during this campaign.
    • the overview cards
    • tokens, crystals and other markers
    • the enemy attack cards
  • Replace the following base game components with their variants from this expansion:
    • the secret deck
    • the item deck
    • the fatigue card deck (Note: the new deck contains 8 cards, instead of the original 5!)
    • the status overview sheet (Note: at the start of this campaign you will also need the status overview sheet that you used during the base game campaign. If you do not have it, do not worry! You can play without it, but some statuses will then be filled in automatically.)
    • the adventure book
    • the location book
    • the world map cards and the case in which they will be placed
    • Special Edition only: pages for the mystling encyclopedia. Add them to the binder.
  • Prepare the mystling dividers. Unpack deck 12 – mystling cards and deck 13 – mystling action cards. Place all cards connected with specific mystlings behind the corresponding dividers.
  • If you own the Special Edition of the game, skip this step (your boosters are already packed). Otherwise, divide the action cards into booster envelopes similarly as in the base game.

Diagram: the world map case is a 2 × 2 grid of slots. World map card 01 (Unexplored 01, unexplored side up) is placed in the lower-left slot. The other three slots are empty.

  • Now you can open the adventure book, read the introduction to the campaign and start playing.

Other Changes: Game Modes

Rogue-lite Mode

The Foray into the Shadow Realms expansion brings several new elements for rogue-lite mode. If you want to use them during play, prepare them by carrying out the following steps:

  1. Open all boosters (if you have not already done so). a. Sort the cards by their element and add them to the corresponding decks. b. Add the neutral cards to Advanced deck B.
  2. Take the 5 new artifact cards. a. Add them face down to the artifact deck – they are inaccessible. b. Write the names of these artifacts on the rogue-lite save sheet.
  3. Take all the level cards and add them to the level card deck. a. Write the names of these new mystlings on the rogue-lite save sheet. b. Also note their essence cost, which is shown next to the essence symbol on their level cards.

Rogue-lite – Toxic Mode

After you have added the expansion's components to the game, you can choose whether to play with the new Toxin fatigue cards, which make the game a little harder.

PvP Mode

All mystlings and action cards can also be used in PvP mode.

Playing the Campaign

For this new campaign the same rules apply as for the campaign of the Dragon Eclipse base game, with a few exceptions:

  • You will not use silver coins (stříbrňáky).
  • Essence is used in different ways than in the base game.
  • You cannot tame mystlings except in combat.
  • You will always have only one unlocked scenario to choose from.

New Rule: Fatigue – Toxin

Fatigue – Toxin card (printed text)

  • Suffer 2 [red burst icon]. Gain 2 [orange flame icon].
  • Remove this card from the game.

Translator's note: the icons on the card face are image glyphs that the printed text layer does not carry. They are described here by their shape and colour as printed on the card, not by name.

Toxins are a variant of fatigue cards for the Foray into the Shadow Realms campaign. Most rules concerning the fatigue deck still apply. Toxins are shuffled into the mystling decks and make their fights harder. Unlike fatigue in the base game, however, they are harder to get rid of, and when a Toxin is played, its effect deals [red burst icon] to the mystling. Another important change concerns gaining a Toxin during combat: the card is not placed on top of the discard pile, but on top of the action deck.

Card List in Boosters

The list of cards in each booster as printed. Numbers in brackets are the number of copies; "FOIL" marks the foil card. Card titles are translated from the Czech printing.

  • Booster 11: Second Wind (2), Onslaught (2), Flexible Tactics (2), Mire Currents (2), Fiery Fists (2), Water Insight (1), Light Bath (1), Diamond Gust (1, FOIL).
  • Booster 12: Crash (2), Precise Strike (2), Blessing (2), Crushing Wave (2), Mists of Torment (2), Colourful Magic (1), Strategic Attack (1), Searing Blaze (1, FOIL).
  • Booster 13: Speed (2), Reckless Strike (2), Impulsive Strategy (2), Passion (2), Ubiquitous Darkness (2), Sphere of Light (1), Invisible Heat (1), Place of Power (1, FOIL).
  • Booster 14: Sacrifice (2), Moment of Calm (2), Revival (2), Cursed Mirror (2), Prophecy (2), Transfer of Strength (1), Defender of Beauty (1), World Without Water (1, FOIL).

Source discrepancy, not resolved in this text: the Campaign Setup section says each booster receives 11 action cards and 1 foil card, so that it "should thus end up containing 12 cards". The printed lists above, however, give 12 non-foil cards plus 1 foil card (13 cards) for each of boosters 11 to 14. The text is transcribed as printed; the count in the lists was not changed.

  • Take all 4 booster envelopes and place them in front of you.
  • Find deck 14 – action cards: booster, open it and remove the divider cards at the start and end of the deck.
  • Find the deck of foil action cards and open it.
  • Now put 11 action cards and 1 foil card into each booster envelope (always take them from the top of the respective deck). Each booster should thus end up containing 12 cards.
  • If you want to check that your booster envelopes have the correct contents, you can look at the list of cards for the individual boosters, given at the end of this rulebook.
  • Take the world map.
  • Take the world map card 01, unexplored side up, and insert it into the case as shown in the diagram below.