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Erune

Erune Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Components
  • Game Modes
  • Starting a Quest
    • Game Turn
    • End of a Quest
  • The Spirit of Erune
    • I tell the story
    • I make you evolve
    • I embody luck
    • I am a source of knowledge
  • The Spirit of Erune Application
    • Start a Game
    • Saving or Loading a Game
    • Exploration Mode
    • Saving a Character
  • The Master of Shadows
    • The Quest Book
    • Monster Cards
    • Master of Shadows Setup
  • The Adventurers
    • Adventurer Cards
    • Skill Deck
    • Spell Fields
    • Adventurers Set Up
  • Character Sheet
    • Gaining a Level
    • Sharing Experience
    • Character Sheet - Back
    • How to Fill Your Character Sheet
    • Death of an Adventurer
  • Stamina
  • Skills
    • Skill Types
    • Curses
  • Basic Actions
    • Move
    • Line of Sight
    • Active / Inactive Monsters
  • Combat Dice
    • Attack Zone
    • Defense Zone
    • The Attack Roll
    • The Defense Roll
  • Combat Actions
    • Melee Attack
    • Engaged Character
    • Lightning Damage
    • Combat on a Table
    • Switch Weapons or Protections
    • Knocking Over a Wardrobe
    • Ranged Attack
    • Stray Shot
    • Success Test
    • Cast a Spell
    • Areas of Effect
    • Destroy a Source of Shadows
  • Free Actions
    • Give an Item
    • Trigger an Erune Event
    • Drink a Potion / Use a Rune
    • Take a Substance
    • Disarm a Trap
    • Make a Pact with the Shadows
  • Turn Example
  • Customized Quest
    • Play a Customized Quest
    • Create a Customized Quest
  • Arena Mode
  • Solo/Co-Op Mode
    • Solo/Co-Op Mode Setup
    • Exploration
    • Detecting Traps
    • Master of Shadows (MoS) Phase
    • Monsters' Behavior
    • Monster Behavior Examples
  • The Merchants
    • Weapons
    • Protections
    • Substances
    • Artifacts
    • Equipment
    • Potions and Runes
  • Symbols - Abbreviations
  • Rules Reminder

Introduction

Erune is a turn-based boardgame for 1 to 5 players, set in a medieval-fantasy world. Each game is a quest opposing a Master of Shadows (MoS) to a group of Adventurers. Each side must complete objectives during the quest; at the end of the game, the side with the most Victory Points wins.

In the midst of all this, The Spirit of Erune, a vocal application that invites the players to discover a new way of playing with vocal interaction.

The Spirit of Erune is omniscient and impartial. It tells the story and accompanies the Master of Shadows and the Adventurers as the games go. It also punctuates the game with all sorts of events: treasure hunting, random non-player characters (NPC) encounters, and so on. The Spirit of Erune is able to answer all players' questions about the world of Erune and the game rules.

Each combat that you win, each treasure that you find and each skill that you gain allows you to improve your character's abilities, whether you're the Master of Shadows or an Adventurer. Both sides will evolve quest after quest to form an epic adventure.

Components

  • Rulebook
  • Quest Book
  • 16 Character Sheets
  • 5 Pencils
  • 1 Dice Bag
  • 6 Black Combat Dice
  • 3 Yellow Combat Dice
  • 2 Red Combat Dice
  • 2 Blue Combat Dice
  • 1 Move Die
  • 1 Detection/Disarm Die
  • 1 Master of Shadows Screen
  • 4 Adventurer Cards
  • 5 Skill Card Boxes
  • 6 Small Room Tiles (4x4)
  • 4 Medium Room Tiles (8x4)
  • 1 Arena Tile (8x8)
  • 12 Corridor Tiles (4x2)
  • 104 Skill Cards: 24 Master of Shadows Skill Cards, 20 Warrior Skill Cards, 20 Guardian Skill Cards, 20 Archer Skill Cards, 20 Wizard Skill Cards
  • 10 Monster Cards
  • 18 Spell Field Cards: 12 Arcanic Magic Fields, 6 Telluromancy Fields
  • 12 Shadow Cards
  • 1 Pact with the Shadows Board
  • 34 Health Points Tokens, 10 5HP Tokens, 4 10HP Tokens
  • 26 Mana Points Tokens, 16 5MP Tokens
  • 31 Stamina Points Tokens, 5 5SP Tokens
  • 19 Door Tokens (2x2)

Game Modes

  • Master of Shadows (2 to 5 players): one player plays as the Master of Shadows against the others, who play as Adventurers.
  • Solo/Coop (1 to 4 players): all players play as Adventurers against the game itself; no one plays the Master of Shadows.
  • Arena: the Adventurers fight off waves of Monsters in an arena. Unique rewards are to be expected! This hybrid mode may be played with a Master of Shadows or in Solo/Coop Mode.

These rules assume that you are playing in Master of Shadows Mode (2 to 5 players). At the end of the rulebook, you find specific rules for the two other modes: Solo/Coop Mode (1-4 players) and Arena Mode (1-5 players).

Starting a Quest

To start a Quest, launch the Erune Application, select the Game Mode, and choose the Quest that you want to play. Enter the Characters that play and their respective levels. The Spirit of Erune introduces the Quest and indicates the Quest Objectives that the Adventurers and the Master of Shadows will pursue. The first turn of the Quest begins!

The Master of Shadows places the first room of the Dungeon on the table. The Adventurers start with a Campfire Token that they'll be able to use in due course. Place the Adventurers' miniatures on the starting squares and start playing. More objectives completed means more experience, and a probable victory!

Game Turn

Each game turn is played in three phases.

  1. Spirit of Erune Phase. To start a new turn, say "A new turn begins". I generate new Events at the beginning of the turn, keeping in mind your previous decisions and actions. If an Event affects several Characters, and if you need to choose one, roll a D6 for each Character. The player with the highest result applies the Event. Once these Events have been announced and their effects resolved, it is the Master of Shadows's phase.
  2. Master of Shadows Phase. During this phase, the Master of Shadows plays their active Monsters deployed on the board. Each Monster may perform up to 2 Basic Actions among the following: Move, Combat Action and Prepare for Battle. Once this phase is over, it is the Adventurers' phase.
  3. Adventurer Phase. Each Adventurer can play up to 2 Basic Actions as well as one or several free Actions. The Adventurer Phase ends when all Adventurers have completed their Actions. A new turn can begin.

Each Character (Monster or Adventurer) may perform their Actions in the order of their choice. Repeat the Game Turn Sequence until the Main Objective of the Quest is completed.

End of a Quest

When the Quest is over, the Spirit of Erune checks which Quest Objectives were completed and reveals which side wins the game. The Spirit of Erune reveals how many Experience Points each player obtained thanks to the completed objectives, and manages the level of each Character. Each player then writes down the following on the back of their Character Sheet: Name of the Quest, Experience Points, and Winner.

The Adventurers go back to town to rest and heal. Shadow Cards, Curses and SP of each player are discarded, and players recover their HP and MP. Adventurers may also buy and sell equipment from or to the merchants.

If the Quest is too difficult, the Adventurers or the MoS may decide to abandon it at any moment. In this case, they do not gain any Experience granted by the Quest Objectives (given at the end of the game) even if they completed said objectives. However, they retain the Experience Points that they gained during the game.

The Spirit of Erune

I am the Spirit of Erune. I am omniscient, impartial, and live within all things. I am neither an ally, nor an enemy, and will not take part in conflicts. I am the guardian of the ancient knowledge of the world of Erune and will accompany you throughout your adventures, giving you access to the full extent of my knowledge. I will tell you what your eyes cannot see, and give you the outcome of your decisions.

All you have to do is to talk to me, or type your questions on your phone. Most of the time, I'll answer key sentences.

To perform an action, your Adventurer must announce their class (Warrior, Guardian, Archer or Wizard) then announce their action. Example: The Warrior (class) searches the room (action).

I tell the story

  • I announce Quest Events: these unique events will be triggered by key sentences. The choices that you make when facing these events will affect your story!
  • Adventurers' Events are represented by Event Tokens placed on the board. Only the Adventurers may trigger them.
  • Master of Shadows Events are indicated in the Quest Book, unknown to the Adventurers. The Master of Shadows triggers them during the adventure.
  • At the beginning of each turn, I will reveal events to the Adventurers and the Master of Shadows. These events will affect the game.

I make you evolve

When you have enough Experience Points to level up, I reveal what you gain during Campfire and at the end of the Quest.

I embody luck

  • I tell you what you find when you search a room or a piece of furniture, hoping to find treasures.
  • I describe the effects of the substances that you use. The same substance may produce different effects depending on its quality and its user. Expect some surprises...
  • When you trigger a trap, I reveal the trap's effects.
  • I announce what happens when you destroy a source of Shadows.

I am a source of knowledge

I know all the game rules and all the items of the world of Erune in detail, such as weapons, protections, equipment, artifacts, potions, runes, substances, but also Characters' specificities: Monsters, Adventurers, etc. For instance, I can tell you how many XP you'll get for killing a Goblin, how to cast a Spell, what is the purpose of a Mana Crystal, what is a broadsword, or a minor healing potion... So if you're curious, or if you have a question about anything, feel free to ask!

The Spirit of Erune Application

To play Erune, you need to download the free application "Erune", available for Android and iOS devices. The Erune Application is a voice-piloted application: you will talk to the Spirit of Erune, who will answer your questions and remarks. If you want to talk with me (The Spirit of Erune), use the key sentences that appear in these frames throughout the rulebook.

The contents of the application evolves permanently, which means that the number of items or events increases every day. As you will note, your games will be very different from each other. And who knows - you might be the lucky ones to find a secret or a legendary weapon.

Make sure to take a charger to avoid an unexpected game ending! When you talk to the Spirit of Erune, make sure that you do not all speak at once to ensure a better game experience.

Start a Game

Every Quest must be started from the application. The Spirit of Erune introduces the Quest and plays the whole game with you. Decide which player launches the game - you will use only their phone to communicate with the Spirit of Erune. You can start the game from ONE phone only.

Saving or Loading a Game

You may save your game in the application at any moment to resume it later. You may load your saved games to resume the game exactly where you saved it.

Adventurers are very busy in the world of Erune and may not always answer the call of adventure. If you managed to gather your friends for a game session, we do advise you to complete a quest rather than saving it for later.

Exploration Mode

In this mode, players may talk to the Spirit of Erune without starting a game. The Exploration Mode can be useful if you want to ask questions without interfering with the game flow; simply launch it from another phone, instead of using the phone that already manages the game that you launched. You may use the Exploration Mode to ask rule questions to the Spirit of Erune. These actions do not impact your current game session. All players may still ask questions to the Spirit of Erune on the phone that manages your current game session.

Saving a Character

Players may use the application to save their Character (Adventurer or Master of Shadows). You may save all information relevant to your characters on your phone: their level, their skills or spells, their equipment, and all their completed quests. All players may install and use the application at any time to use the Exploration Mode or to save their character.

The Master of Shadows

The Monsters are regrouping. There is no doubt about that: they answer the Master of Shadows's call. This nameless, faceless entity, is the incarnation of the Shadows themselves. He leads his legions of Monsters to the end of the world of Erune to protect his precious Sources of Shadows, from which he obtains his power.

One of the players plays the Master of Shadows, against the other Adventurer players. If you're playing a 2-player game (a Master of Shadows and an Adventurer), the Adventurer Player should play 2 Adventurers, using one Character Sheet for each.

The Master of Shadows owns:

  • A Skill Deck of 24 Cards that includes the Basic Skills (also accessible to the Adventurers - see Skills), but also the following specific Skills: Retribution, Intrepid, Ambush, Roaming Monsters (and its Curses), Bad Luck, Weakness and Unlucky.
  • 10 Monster Cards: Rat, Goblin, Goblin Archer, Gargoyle, Skeleton, Skeleton Archer, Orc, Living Armor, Witch and Banshee.
  • 1 Screen (with their abilities) that allows them to hide their Quest Book from the Adventurers.
  • The Pact with the Shadows Board and its Shadows Cards must be within easy reach of the Adventurers.

The Quest Book

The Quest Book is for the Master of Shadows's eyes only! The Adventurers may NEVER read it.

The Quest Book includes a series of double-page spread Quests called Quest Sheets. Each Quest is a game of Erune. Each Quest Sheet includes the Dungeon Map with its Monsters and Traps and Key Sentences that you must announce to the Spirit of Erune for each Quest Event (Adventurer, NPC or MoS Event).

We recommend playing the Quests in the order given by the Quest Book. Also, whenever possible, if you decide to play a campaign with multiple Quests, you should play with the same group of people. You can create as many Characters as you like (one per group of players).

  • Non-Player Characters (NPC): These Events are triggered by the Adventurers when they pronounce the matching key sentence. Example: "[Your Adventurer] talks to the Knight".
  • Adventurer Events: These Events are triggered by the Adventurers when they pronounce the matching key sentence. Example: "[Your Adventurer] pulls the lever".
  • Master of Shadows Events: These Events are triggered by the Master of Shadows and revealed when the necessary conditions have been met. Example: (1) When someone opens this door, say "The Room of Shadows has been opened". (2) When the Witch is killed, say "The Witch has been killed".

Monster Cards

A Monster Card shows the Monster's Health Points (HP), the number of Experience Points (XP) granted when it is killed, its Move (a diagonal-move symbol means it may move diagonally), its Attack Roll and Defense Roll, and its abilities. Attack types are: Melee Attack, Diagonal Attack, Ranged Attack and Hybrid Attack.

Monster Abilities

  • Red Abilities are alternative Combat Actions. The Attack Zone of the monster may be specific and illustrated by a diagram.
  • Blue Abilities are Spells of Spellcasters. These are alternative Combat Actions that can be performed either as ranged attacks or as melee attacks. They can be used indefinitely.
  • Gray Abilities are passive and can be used indefinitely (and for free).

Skills and Monster Types

Some Monsters master passive Skills that they can use for free without spending SP.

  • Small Monsters: Tables, barrels and chests must be treated as obstacles between a small Monster and any other Character.
  • Green Skins master Group Attack.
  • Demons master Retribution.
  • Animated Monsters master Intrepid.
  • Major Monsters master Intrepid, Magic Resilience. Their Terrifying Presence increases the cost of any Skill used against them by 1 SP.
  • Spellcasters have blue abilities that allow them to cast Spells.

Master of Shadows Setup

The Master of Shadows keeps in front of them: the Pact with the Shadows Board and its Shadows Cards, their Stamina Reserve, the Monster Cards, their Mastered Skills, the Screen and the Quest Book.

The Adventurers

The Adventurers find themselves embarked in a conflict that could destroy the world of Erune as they know it. As their quests and combats go, they will acquire experience and unlock new skills, abilities, and spells. They will find new equipment, weapons, and protections. In the end, they might reach the necessary level to face the Master of Shadows himself, and end his malevolent influence once and for all.

Before starting, the players who play as Adventurers must choose one of the four available archetypes. Two players cannot share the same archetype in a Quest: once an archetype has been selected by an Adventurer, it cannot be selected by another.

  • The Guardian: The robust Guardian, a wise Dwarf, protects his companions at the risk of his life. This ingenious fighter knows how to turn the situation around and to avoid traps of all sorts.
  • The Warrior: "Honor in battle", such is the Warrior's motto. She was born without any magical gift, yet she remains a formidable opponent in melee, strong and powerful - better have her as an ally than an enemy!
  • The Archer: A piercing eye, supple and catlike moves, and the whistle of an arrow: the Archer has no mercy for his enemies. He keeps a close and privileged bond with nature, which provides him with powerful magic.
  • The Wizard: The Wizard may be vulnerable when fighting hand-to-hand, but she remains a precious ally. Thanks to her intelligence and her mastery of Arcane Magic, she knows how to use her powerful spells to get out of desperate situations.

Adventurer Cards

Each Adventurer has their own Adventurer Card. Write your Adventurers' Characteristics (Level I) on your Character Sheet; they'll improve when you gain levels. Each Adventurer masters 3 unique Abilities, to be used during the Quests. Some are free, others have a cost in Mana Points that must be spent to be used.

Skill Deck

Each Adventurer also has their own Skill Deck from which you will choose the skills to learn when you gain levels. The Skill Deck includes the 5 Basic Skills and 11 Skills that they share with the MoS (see Skills), but also the following specific Skills: Lucky, Hawkeye and Vigilance. The Warrior and the Guardian have Provocation and the Archer and the Wizard have Remanence.

Spell Fields

Spellcasters (Adventurers able to cast Spells) have unique Spell Fields. At the beginning of each Quest, they choose the Spell Fields that they are going to use among the ones they already master. Each Spell can be launched once during a Quest.

The Wizard has access to Arcane Magic (Fire, Water, Earth, Wind) and the Archer to Telluromancy.

Types of Spells

  • Offensive Spells inflict damage to the Enemy.
  • Hindering Spells weaken and hinder the Enemy.
  • Healing Spells heal and protect Allies.
  • Enhancing Spells enhance Allies.

Spell Range

  • The target must be visible.
  • The target can be out of sight.
  • Usable on any square around the Spellcaster.

Spell Field Card

  • Spell Schools: Fire, Wind, Earth, Water (Wizard) and Telluromancy (Archer).
  • Field Rank (I, II, III): To learn a new Spell Field when gaining a level, the Character must already master the previous ranks of the matching School. Spell Ranks I, II and III have a respective cost of 1, 2 and 3 MP.
  • Mana Cost: Must be spent when casting a Spell of that Field.
  • Example: The Fireball Spell (Rank-I Fire Field) is an offensive Spell that must be cast on a visible target and costs 1 MP.
  • Unavailable Spell: When a Spell has been cast, place a token on it to mark it as used and unavailable.

Adventurers Set Up

The Adventurers' Set Up is always the same, regardless of the Game Mode.

Each Adventurer starts with their Adventurer Card and their Character Sheet. They place as many HP and MP tokens as their max HP and max MP allow, taking them from the matching reserves (do not take any SP as you will gain them during the game).

They also place the Skills that they have mastered in front of them. Spellcasters choose the Spell Fields that they are going to use during the Quest (among the Fields that they master). Spell Fields and Skills cannot be used if you did not master them.

Character Sheet

A campaign of Erune involves several Quests. During each Quest, your Character (Adventurer or Master of Shadows) will evolve and you will update your Character Sheet accordingly. The Character Sheet contains all the necessary information about your Character. When you gain a level or when you find items, mark it on your Character Sheet, and keep it from one game to the next. Wise Adventurers never forget to bring a pencil and an eraser when preparing for an adventure!

Write down your max HP, max SP and max MP. These values are the maximum values that you can have with the corresponding types of tokens (HP, SP and MP). If, during the game, a character gains max HP, max SP or max MP, they also gain the corresponding amount of HP, SP or MP, respectively.

  1. Health Reserve. Place your HP Tokens in this area. Your Adventurer dies if they run out of HP. You start each Quest with all of your HP.
  2. Stamina Reserve. Place your SP Tokens in this area. At the beginning of a Quest, this Reserve is empty, as you will gain Stamina during the game. Stamina is needed to use Skills.
  3. Mana Reserve. Place your MP Tokens in this area. Mana is the magic energy needed to cast Spells and use Abilities. You start each Quest with all of your MP.
  4. Attack Roll. The Weapon Rank that you master indicates the maximum rank of the Weapons that you can use. This value increases with your level. The Weapons Section indicates the Weapons that you have in your Inventory and their characteristics (rank, name and Attack Roll). You may carry up to 5 weapons. Your Attack Roll depends on the weapon that you are using. You can only use one Weapon at a time. The Guardian, without a weapon, has a Basic Attack Roll of 1 black die. If they use a Short Sword, their Attack Roll increases to 2 black dice. If they have a Short Bow, they cannot use it, as only the Archer can equip such a weapon.
  5. Defense Roll. Your Protection Rank indicates the maximum rank of protections that you're allowed to carry. This rank increases with your level. Write down here the protections that you have in your Inventory and their characteristics (rank, name and Defense Roll). You may carry up to 5 protections. Your Defense Roll is the sum of the dice of the protections that you are using. You can only use one protection of each type (armor, head, shield, hand, and cape). An Adventurer without protection has a Basic Defense Roll of 1 black die. If they are equipped with a Travelling Gear (+1 die) and a Wooden Shield (+1 die), then their Defense Roll increases to 3 dice.
  6. Fate Points. Write down here your number of Fate Points. Fate Points allow you to resurrect your Adventurer if they die.
  7. Move Roll. Write down here your Move Roll. This Roll is used for your Move Actions. It is improved if you wear boots.

Each Adventurer's Archetype (Warrior, Guardian, Archer and Wizard) masters specific weapons and protections. Make sure that your character may use an item before resolving a dice roll. Items are colour-coded by the Adventurers who may use them (Warrior, Guardian, Archer, Wizard). You'll find the characteristics of equipments and items of Erune with the merchants (pages 34-37 of the rulebook) or by asking The Spirit of Erune.

Gaining a Level

  1. Level. Write here the level of your Character.
  2. Experience Points (XP). Write here the number of Experience Points gained during your games.

Experience Points must be noted on your Character Sheet when you gain them and cannot be lost. Quest Objectives grant XP at the end of a Quest.

Once you reach level 20, you become a seasoned Adventurer (or Master of Shadows), congratulations! From now on, you no longer gain XP, since you've reached the maximum possible level.

You can gain a level during a Quest, thanks to a Campfire, and at the end of a Quest, when coming back to town. When a Character gains a level, I announce the following:

  • their new characteristics (max HP, max SP and max MP, on their weapons ranks, protection ranks, Fate Points)
  • their number of new Skills: the Character chooses a new Skill among the Skills from their deck, provided they master the prerequisites on that Skill
  • their new Spells: the Character chooses a Spell Field matching their new level (or of a lower rank).
  • the number of remaining XP after gaining that level

If you're not in-game, you can also use this procedure in the "Saving Character" part of the application.

Sharing Experience

Killing a Monster grants XP to the Adventurer who killed it (see the matching Monster Card). If several Adventurers managed to kill a Monster together, or if they collectively destroy an Item that gives XP to the group, these XP are shared equally between the participants. Divide the number of XP by the number of participants. The remaining XP, if any, should go to the participant(s) that inflicted more damage. If you have trouble sharing the XP, always share them equally between the participants. If you don't agree about how to share the remaining XP, they are lost for everybody.

A participant is a character who:

  • Had the Monster lose at least 1 HP.
  • Or participated in a Group Attack that caused the Monster to lose at least 1 HP (even if the Character did not roll any skull on their Attack Roll).
  • Or launched an Enhancing Spell on another participant (even if this Spell did not cause the Monster to lose HP).

Example: the group kills a Boss with 4 HP, granting 20 XP. The Warrior inflicted 1 HP and the Guardian 3 HP, helped by the Wizard who used Fulgurance of Fire. Each Character is granted 6 XP and the 2 remaining XP go to the Guardian and the Wizard.

Character Sheet - Back

  • Completed Quests: For each completed Quest, write down the name of the Quest, the winner of the Quest, and the number of XP that you won during this Quest.
  • Mastered Skills: Write down the Skills that you learnt and that you can use during a Quest. Unmastered Skills cannot be used.
  • Mastered Spells: Write down the Spell Fields that you learnt (Spellcasters only). In order to tell apart the Telluromancy Fields of the same rank, write down the name of the first Spell of the Spell Field.

How to Fill Your Character Sheet

Adventurer

If you're Level 1, take a blank Character Sheet and write the name of your Adventurer and their archetype. Also note down the characteristics of your Adventurer Card (max HP, max SP, max MP).

Your Level, Weapon Rank, Protection Rank and Fate Point are all at 1. Your move is 1 Move Die +4 squares. Level-I Adventurers have no equipment, nor gold. The Weapons, Protections, Gold, Substances, Potions, Equipment and Artifact Areas remain empty.

Write your first mastered Skill at the back of your Character Sheet. You can choose among your Basic Skills (see Skills).

Spellcasters (Wizard and Archer): choose your first Spell Fields and note them down among your mastered Spells. The Wizard chooses 3 Rank-I Spell Fields among Fire, Wind, Earth and Water Spell Fields. The Archer chooses 2 Rank-I Spell Fields among Telluromancy Spell Fields.

Master of Shadows

Front: Write down your Master of Shadows's name, your Level and your Experience Points. Do not use the other areas.

Back: Write down here your first two mastered Skills. You can choose among your Basic Skills (see Skills). You have no Spell Fields.

Death of an Adventurer

When an Adventurer loses their last HP, they die.

  • Lay down their miniature on the board so that it takes 2 squares. The other Characters may still cross these squares, but they may not stop on them.
  • All of their Shadows Cards go back to the deck. The SP that were on the cards are given back to the MoS.
  • All of their SP are lost.
  • The Master of Shadows immediately recovers the Permanent Curses of this Adventurer for free.

A dead Adventurer cannot take any action, nor being healed. They have four options, though, and may wait several turns before taking their choice:

  • Spend a Fate Point to resurrect and recover all of their HP. Fate Points are personal. They can only be used to resurrect your own Adventurer.
  • Use an Item in their possession to immediately resurrect.
  • Wait for an Ally to use an Item or a Spell to resurrect them.
  • Make a Resurrection Pact with the Shadows (see Make a Pact with the Shadows).

If a dead Adventurer does not wish to resurrect, the game is over for them. However, at the end of the Quest, they do not gain the Experience Points granted by the Quest Objective(s). They still retain the Experience Points that they gained before dying.

At the end of the Quest, the Adventurer respawns in town with all of their HP.

Stamina

Stamina allows the Adventurers and the Master of Shadows to use Skills. It is represented by Stamina Tokens (SP).

Characters gain Stamina Points during the game when they perform Combat Dice Rolls. When a Combat Dice Roll occurs, it can be modified by Abilities, Skills, Spells, Items, or Events. Once these effects have been applied, the Roll can no longer be modified and is considered final. Each bolt that appears on the final Roll grants the Character 1 SP.

If a Skill, Spell, Ability or Equipment specifies another effect for bolts, this effect replaces the standard effect, which means that the bolts do not generate SP (hence Success Tests do not generate SP).

When a player gains SP, they place them on their Stamina Reserve. The Stamina Reserve of the MoS is not limited. Adventurers cannot exceed their maximum Stamina Points value (max SP). If the Stamina Reserve is full, the Adventurer cannot gain any more SP.

Skills

Skills play an important part in the gameplay of Erune. They are special abilities allowing you to improve all of your Actions, and giving you the opportunity to learn new ones.

You must master a Skill in order to use it. The same Skill cannot be used twice for the same Action, but you can use as many different Skills as you wish. When performing a given Action, you can only use each Skill once, if the conditions allow it.

A Skill card shows its type, its name, whether it is shared by the Adventurers and the Master of Shadows, its cost in SP, its description and its prerequisite. To use a Skill or Curse, the Character spends its cost in SP and applies the listed effects. A Skill with no cost is passive.

Some Skills have prerequisites. To learn a new Skill when gaining a Level, you must master the prerequisites (usually, other Skills). Example: to learn Group Attack, you need to master Lightning Attack and Riposte.

Skill Types

Each type of Skills is defined by its color:

  • Offensive Skills improve and enhance your options for Combat Actions;
  • Defensive Skills improve and enhance your options when defending against an Enemy Attack;
  • Tactical Skills are versatile; they improve and enhance your options of all Actions;
  • Reaction Skills allow you to perform quick Actions during the opponent's phase;
  • Magic Skills allow you to exceed limits and improve some Spells' effects, or grant supernatural powers to those mastering them.

The Master of Shadows has other Skills at their disposal:

  • Dungeon Skills modify the Dungeon.
  • Curses can be used to curse the Adventurers and decrease the efficiency of their Actions. They can be Instant or Permanent.

The 5 Basic Skills (available for the Adventurers and the MoS) without any prerequisite are: Adrenaline, Good Fortune, Lightning Attack, Riposte and Backstab.

The following Skills are also available for the Adventurers and the MoS: Opportunity Attack, Power, Chained Attack, Controlled Attack, Circular Attack, Robustness, Controlled Defense, Group Attack, Footwork, Race and Premonition.

Some Skills and Curses counter other Skills. Announce that you counter that Skill before applying its effect. Example: The Lucky Skill, usually improving the loot of an Adventurer, may be countered by the Unlucky Skill of the MoS.

Curses

A Curse card shows its Instant Cost and the Cost of a Permanent Curse.

Instant Curses must be used like Skills. The MoS may also use a Permanent Curse against an Adventurer, paying the Permanent Cost of the Curse. The Curse Card is then placed in front of the Character Sheet of the Cursed Adventurer, who will suffer the effects of the Curse when the conditions apply, without paying any extra SP.

A Curse that has been placed on an Adventurer can no longer be used against the others. An Adventurer can only suffer one Permanent Curse at a time. If a Cursed Adventurer suffers a second Permanent Curse, then the second Curse replaces the first one, which is freely recovered by the MoS. Some Permanent Curses apply their effect only once per turn.

Lift a Permanent Curse

During the MoS Phase, the MoS may free a Cursed Adventurer from a Permanent Curse. The MoS pays the Instant Cost of the Curse and recovers the card from the Adventurer, who is no longer cursed. The MoS may immediately use the recovered Curse.

The Adventurers may free themselves of a Permanent Curse with a Purification Pact with the Shadows, or with some Items or Potions.

Basic Actions

On each turn, during their Phase, each Character can perform 2 Basic Actions.

  • A Basic Action marked with the "twice" symbol can be performed twice during the same turn (examples: searching, detect traps...).
  • A Basic Action marked with the "once" symbol can be performed once a turn (examples: Move, Combat Action...).

Move

Moving is a Basic Action and can be performed once a turn by each Character. Adventurers must resolve a Move Roll to know by how many squares they can move. Monsters may move by the number of squares printed on their Monster Card. Some Characters may move diagonally.

The result of the Move Roll indicates the maximum number of squares that your Character may move. You may move forward, backward or sideways (on attached squares). At the end of your move, you may freely reorient your Character. Note that your Character will remain in the given position until their next phase. You may reorient your Character once if they did not move during their phase.

It is not possible to cross a square occupied by an obstacle such as walls, closed doors, furniture or enemies. An ally is not an obstacle. You cannot stop on a square occupied by a Character or some piece of furniture. If a Character performs another Basic Action in the middle of their move, then their move is interrupted. This rule does not apply to Free Actions.

Teleportation: Any Character that can teleport may move diagonally and ignore any obstacles and Traps on their way.

Doors

To open a door or a hatch, simply cross its threshold when moving. You cannot open a door without crossing its threshold. A locked door cannot be crossed: usually, you'll need a key, or some other item or solution, to open it. Active Monsters can only open doors or hatches if they are connected to parts of the Dungeon that have been revealed by the Adventurers.

Tiles (room or corridor) are revealed as soon as one of their squares is in an Adventurer's Line of Sight. The MoS places the required tile(s) on the table and places the furniture and the Adventurer Events, announcing the associated key sentences. Then, the MoS places the Monsters that become active. The Adventurer that opened the door places their miniature on the first square of the room or corridor and can continue their movement.

Triggering Traps

When an Adventurer moves, the MoS should check if they walk on a Trap, then immediately stop them and tell the Spirit of Erune. Traps are indicated on the Dungeon Map of the Quest Sheet. Adventurers do not trigger Allied Traps. Monsters do not trigger the MoS's Traps. If a Monster is killed by a Trap, Experience Points are given to the Adventurer that set the Trap.

Master of Shadows, when an Adventurer walks on a trapped square, say: "A Trap has been triggered!" I will then announce the effects of the Trap. The Trap Token is removed from the board. If the Trap Token is a pit, apply the effects, then place a Pit Token.

Pits

When a Pit is activated, the Trap Token is replaced with a Pit Token that remains on the board until the end of the Quest, and cannot be disarmed. Unless stated otherwise, when a Character falls into a Pit, they suffer 1 unstoppable yellow die of damage and can no longer perform any action as long as they're in the Pit. Climbing out of a Pit to reach an attached square costs 4 squares of movement.

A Character may jump over a revealed Pit when moving to cross it. Roll 1 black Combat Die:

  • Bolt or shield: You ignore the Pit and cross it for one square of movement.
  • Skull: You fall into the Pit and suffer its effects.

Monsters with the Levitation or Flying Ability ignore all Traps (including Pits).

Move examples

  • The Warrior gets 9 on her Move Roll (1 Move Die +4), moves, and falls into a pit on the 8th square, losing 1 HP. Since climbing out of the pit takes 4 squares, she cannot get out for this turn.
  • The Guardian uses one Action to move. With his Move Roll (1 Move Die +4) he gets 8 and can move up to 8 squares. He moves 4 squares, opens a door, then moves 3 extra squares to attack the Goblin Archer (new Basic Action) which ends his move. The orientation of his miniature remains as it is until his next move.
  • The Wizard obtains 5 on her Move Roll (1 Move Die +4). She decides to teleport by 5 squares (Teleport Ability, -1 MP) and moves diagonally, ignoring walls, items and monsters along the way.
  • The Archer obtains 6 on his Move Roll (1 Move Die +4), and can move up to 6 squares diagonally. He moves by 3 squares and opens a door, which reveals the corridor. He cannot move on the x-marked squares because of obstacles. He decides to attack the Goblin (new Basic Action) which ends his move.

Line of Sight

The Line of Sight is the imaginary line traced between the center of two squares. Walls, closed doors and wardrobes are obstacles. Characters are not obstacles. Squares that are behind a Character are not in that Character's Line of Sight.

  • If there is no obstacle on the Line of Sight, then the target is visible.
  • If there is an obstacle on the Line of Sight, then the target is out of sight.

Example: The Rat is visible by the Wizard but not the Goblin (because of the Wall).

Active / Inactive Monsters

Inactive Monsters cannot perform any Action, nor suffer damage.

All Monsters in a corridor become active when at least one square from their tile is in an Adventurer's Line of Sight (after opening a door). Monsters that are in a room become active if the door to their room is opened (because of an Event) and connected to an explored part of the dungeon.

If an Adventurer reveals the content of a room with a Spell or Item, its Monsters are revealed but remain inactive. A Monster that appears in an explored part of the Dungeon (because of an Event or a MoS' Skill) is immediately active.

Example: The Archer casts Will O' the Wisp and reveals a room full of Monsters. The MoS reveals the room and its contents, but the Monsters remain inactive and cannot take any action. The Archer moves and opens a door. The revealed monsters now become active.

Example: The Warrior is exploring corridors. All Corridor Tiles in her Line of Sight (she needs to see at least one square) are revealed and their Monsters activated. The "?" Tile will be revealed as soon as one of its squares is visible by an Adventurer.

Combat Dice

There are 4 Combat Dice: the Black Combat Die, the Yellow Combat Die, the Red Combat Die and the Blue Combat Die.

Combat Dice are used for:

  • Attack Rolls during Combat Actions.
  • Defense Rolls when defending.

Skull results inflict damage, shield results block the inflicted skulls and bolt results generate Stamina Points.

Attack Zone

The orientation of a Character defines their Attack and Defense Zones.

The Attack Zone of a Character defines all the squares in which they can perform a Melee Attack. Usually, these are the 3 squares that are directly attached to the Character - in front of them, on their left and on their right. Some weapons include the diagonally adjacent squares to the Attack Zone. Walls and closed doors restrict the Attack Zone. Some monsters have specific Attack Zones.

Defense Zone

The Defense Zone is always the same: it includes the 5 squares that surround the Character from the front and the sides (the squares behind the Character are the Back Zone). It is used for some Skills and also for Attacks From Behind. For Monsters with a specific Attack Zone, their Defense Zone is the same as their Attack Zone.

A Melee Attack that comes from a square that is outside the Defense Zone of a Character, AND a Ranged Attack whose Line of Sight does NOT go through the Defense Zone of a Character (including diagonally), are considered Attacks From Behind (which is a requirement to use Backstab for instance).

Example: The Living Armor's Melee Attack is in the Warrior's Defense Zone. The Rat's Melee Attack is not in the Warrior's Defense Zone. That's an Attack From Behind. The Skeleton Archer's and the Witch's Ranged Attacks Line of Sight go through the Warrior's Defense Zone. The Goblins' Ranged Attacks do not; those are Attacks From Behind.

The Attack Roll

An Attack Roll is performed during a Combat Action with a Melee Weapon, a Ranged Weapon or Spell, in order to inflict skull damage.

The Attack Roll of an Adventurer depends on the weapon that they are using or the cast Spell. The Attack Roll of a Monster is indicated on its Monster Card.

Roll the Combat Dice of your Attack Roll: each skull may cause the target to lose 1 HP. Any skull rolled on an Unstoppable Attack Roll cannot be blocked by shields: the target directly suffers the damage.

The Defense Roll

To defend an Attack Roll, the target rolls the number of dice indicated on their Character Sheet or Monster Card, hoping to roll shields. The Defense Roll of an Adventurer depends on the protections that they are using. Check the matching section of their Character Sheet. The Defense Roll of a Monster is indicated on its Monster Card.

Each shield blocks 1 skull from the Enemy Attack Roll. Each unblocked skull causes the target to lose 1 HP.

You must always defend, even if no skull was rolled on the Attack Roll, as defending allows you to generate Stamina Points or to use Reaction Skills. For this reason, Monsters must always defend themselves, even if they have no chance of surviving the Attack.

Combat Actions

Combat Actions are Basic Actions. Each Character can perform a Combat Action once per turn.

There are 3 types of Combat Actions: Melee Attack, Ranged Attack, Cast a Spell.

Melee Attack

The Character uses a Combat Action to perform a Melee Attack. They resolve their Melee Attack Roll against a target in their Attack Zone.

If a Monster is killed, its miniature is removed from the board. The Adventurer receives the indicated amount of Experience Points (XP) and notes them on their Character Sheet. If an Adventurer is killed, please refer to Death of an Adventurer.

Example 1 - Melee Combat

The Warrior uses a Combat Action to attack an Orc in her Attack Zone. Her broadsword grants her an Attack Roll of 3 black dice. She rolls 2 skulls and 1 bolt. She gains 1 SP.

The Orc has a Defense Roll of 2 black dice and 1 shield. The Orc rolls 1 shield, 1 skull and 1 bolt. 1 skull is blocked, the other causes the Orc to lose his unique HP. The MoS gains 1 SP thanks to the bolt. The Orc miniature is removed from the board. The Warrior gains 6 XP.

The Warrior just killed an enemy and uses Chained Attack (-1 SP) to perform a second Melee Attack. She uses Circular Attack (-1 SP) to split damage between the Orc and the Goblin in her Attack Zone. She uses Adrenaline (+1 black die, -1 SP) and Power (+1 skull, -2 SP) to improve her Attack Roll (4 black dice and 1 skull) and rolls: 1 skull, 3 shields, 1 bolt. She uses Good Fortune to reroll her Attack Roll. Her final Roll is 4 skulls and 1 bolt. She gains 1 SP. She then assigns the damage of her Circular Attack as follows: 3 skulls against the Orc and 1 skull against the Goblin.

The Orc has a Defense Roll of 2 black dice and 1 shield; he rolls 1 shield and 2 bolts. The Orc uses Controlled Defense (-1 SP) to turn a bolt of his roll into a shield, which allows him to block all skulls.

The Goblin uses Robustness (+1 shield, -2 SP). On his Defense Roll (1 black die and 1 shield), the Goblin rolls 1 shield and 1 bolt and the MoS gains 1 SP.

Engaged Character

A Character is considered engaged as soon as they Melee Attack an Enemy or as soon as an Enemy Melee Attacks them.

A Character is no longer engaged if their opponent dies, leaves their Attack Zone, performs a Ranged Attack or Casts a (ranged) Spell against another Character. A Character may be engaged against several Enemies at once. It is possible for a Character to engage a second Enemy even if they did not kill the first one.

Lightning Damage and Attacks From Behind do not mean that your Character is engaged.

Being engaged can prevent you from using some Skills (such as Lightning Attack or Opportunity Attack). Also, a character cannot perform a ranged attack against an enemy that is engaged against them.

Example

  • During the Adventurer Phase, the Wizard performs a Melee Attack against the Orc. Both are considered engaged. The Guardian uses Circular Attack against the 3 Monsters around him. The Goblin and the Skeleton Archer are now engaged; the Orc is not because the Guardian is behind him (outside of the Attack Zone).
  • During the MoS Phase, the Skeleton Archer shoots at the Wizard. As a result, the Skeleton Archer is no longer considered engaged against the Guardian. The Goblin moves to attack the Wizard, leaving the Attack Zone of the Guardian. The Guardian is no longer engaged against any Monster. A good opportunity to immediately use Lightning Attack!

Lightning Damage

Lightning Damage is a special type of damage, inflicted by Spells or Reaction Skills (such as Riposte, Lightning Attack or Opportunity Attack). Suffering Lightning Damage does not interrupt an Action and the Character that suffered the Lightning Damage is not considered engaged in combat.

Lightning Attack Roll

To inflict Lightning Damage, the Character performs their Attack Roll: each bolt is a Lightning Damage. Shields and skulls are ignored. To defend against Lightning Damage, the target does not perform a standard Defense Roll; instead, they perform a Lightning Defense Roll.

Lightning Defense Roll

To defend against Lightning Damage, the target rolls as many black dice as the number of Lightning Damage. Nonetheless, the target cannot roll more black dice than the number granted by their standard Defense Roll. Each shield blocks 1 Lightning Damage from the Enemy Lightning Attack Roll. The target loses 1 HP for each remaining Lightning Damage of the Lightning Attack Roll.

Some Characters have default shields, black dice and/or blue dice in their Defense Roll. On a Lightning Defense Roll, shields must be used first, then black dice, then blue dice.

Example: a Goblin must defend against 2 Lightning Damage. The Goblin's Defense Roll is 1 black die. He rolls his Lightning Defense Roll (1 black die) and obtains a shield. One is blocked, the other has him lose 1 HP.

Combat on a Table

Characters may move onto a table if they want. Moving onto a table counts as 2 squares of movement. Getting down from the table counts as 1 square of movement. A table is made of two squares but covers an area of 2x3 squares. When a Character stands on a table, their Attack and Defense Zones are amended (see illustration in the rulebook). The Attack Zone extends to the diagonals if the character can attack diagonally.

Example: the Gargoyle and the Rat have an extended Attack Zone. The Gargoyle may attack the Warrior and the Archer. The Rat may attack the Wizard diagonally and the Guardian.

Example 2 - Melee Combat

The Warrior moves to attack the Living Armor. Upon moving on the 3rd square, he leaves the Rat's Attack Zone, who immediately uses Lightning Attack against him. The Rat rolls 1 bolt on their Attack Roll, which is one Lightning Damage. To defend against the Lightning Damage, the Guardian resolves a Lightning Defense Roll; he rolls 1 black die and gets 1 skull. As a result, he loses 1 HP before completing his move.

The Guardian uses a Combat Action to attack the Living Armor in his Attack Zone. His broadsword grants him an Attack Roll of 3 black dice: he rolls 1 skull, 1 shield and 1 bolt and gains 1 SP. The Living Armor has a Defense Roll of 5 black dice and 1 shield: it rolls 1 shield, 3 bolts and 2 skulls. The skull is blocked. The Living Armor uses Riposte to turn its 3 bolts into 3 Lightning Damage and its passive skill Retribution adds 1 Lightning Damage to its Riposte.

The Guardian resolves a Lightning Defense Roll. He cannot roll more dice than his standard Defense Roll of 3 black dice and gets 1 shield, 1 bolt and 1 skull. One of the Lightning Damage is blocked, but the Guardian loses 3 HP and gains 1 SP.

The Adventurer Phase comes to an end. The Rat uses Opportunity Attack because it is not engaged, and because one enemy is in its Attack Zone. It resolves its Attack Roll and gets 1 bolt, which is one Lightning Damage. The Guardian resolves his Lightning Defense Roll. He rolls 1 black die and obtains 1 bolt. He uses Robustness to add 1 shield to the roll, blocking the Lightning Damage. Then, he gains 1 SP.

Switch Weapons or Protections

During their phase, an Adventurer may switch weapons or protections. They may do this as many times as they wish, as long as they have the required rank to use the chosen weapon or protections.

When an Adventurer has to resolve a die roll during the MoS Phase, the Adventurer must choose the weapons and protection that they want to use. This choice is final for this phase.

Example: the Guardian performs a Melee Attack and kills an Orc with his battleaxe. He uses Chained Attack to attack another Enemy and decides to attack a Skeleton with his crossbow. His turn ends. On the next turn, the MoS attacks the Guardian with 3 Goblins. The Guardian chooses to use his battleaxe and his wooden shield to improve his Defense Roll. The Guardian is now forced to keep fighting with this equipment until his next Phase.

Knocking Over a Wardrobe

A Character (Adventurer or Monster) may spend a Combat Action to knock over a wardrobe that is on an attached square. All Characters standing in an area of 2x2 squares in front of the wardrobe must defend against an attack of 2 yellow dice. The bolts of this Attack Roll do not yield any SP. Once it has been knocked over, the wardrobe is destroyed and removed from the board.

Adventurers gain XP when killing Monsters this way. "Small" Monsters may not perform this Action. It is not possible to destroy a piece of furniture if it is marked with an Erune Token or if it is related to a Quest Event.

Example: The Guardian knocks over the Wardrobe on the 3 Monsters next to it. Each Monster must defend against a 2-yellow-dice Attack Roll. Each Monster killed by the falling wardrobe gives XP to the Guardian.

Ranged Attack

The Character uses a Combat Action to perform a Ranged Attack. The Character resolves their Ranged Attack Roll against a visible Target which is in their Line of Sight (remember that a Character cannot see behind them).

A Character may not perform a Ranged Attack against an Enemy that is engaged against them. In this case, the Character must perform a Melee Attack with a Melee Weapon or a Hybrid Weapon.

Example

The Archer has no Line of Sight to the Orc, nor to the Goblin (the wall and the wardrobe are obstacles). He cannot see the 2 Skeletons behind him either. Nor the Rat, which is "small" and hidden by the table. However, the Archer has Line of Sight to the Skeleton Archer and the Goblin Archers. He can also perform a Ranged Attack against the Goblin that is not engaged against him.

The Archer attacks the visible Skeleton Archer with his short bow. His Attack Roll is 3 black dice: he rolls 2 skulls and 1 shield. The Skeleton Archer resolves their Defense Roll (1 black die and 1 shield) and gets 1 shield and 1 bolt. They lose 1 HP and are killed. The MoS gains 1 SP. The Archer gains 4 XP.

Example

During the MoS Phase, the Rat attacks the Archer: both are engaged. The Archer cannot perform any Ranged Attack against the Rat. It remains possible for the Archer to perform a Ranged Attack against another, non-engaged, enemy. The Archer decides to attack the Skeleton. He's no longer engaged against the Rat.

The Archer resolves his Attack Roll (3 black dice) and obtains 2 skulls and 1 shield. The MoS launches the Weakness Curse (-1 SP) to have the Archer reroll one of the skulls. The Archer's final result is 1 skull and 2 shields. The Skeleton Archer defends against the attack (1 black die and 1 shield) and rolls 1 shield and 1 bolt. The MoS gains 1 SP.

The Adventurer Phase comes to an end. The Rat uses Opportunity Attack because it is not engaged, and because one enemy is in its Attack Zone. It resolves its Attack Roll and gets 1 skull but no bolt. The Attack fails. The Archer does not need to resolve any Lightning Defense Roll.

Stray Shot

A Character fails their Ranged Attack if no skull has been rolled on the Attack Roll. Each bolt rolled then inflicts Lightning Damage to the first Character (ally or enemy) between the attacker and their target. That Character must perform a Lightning Defense Roll to defend themselves.

Example: If the Archer shoots at the Skeleton, there is a stray shot risk against the Warrior. If the Archer shoots at the Goblin, there is a stray shot risk against the Orc (the Guardian is safe). The Archer decides to target the Skeleton nonetheless and performs his Attack Roll, rolling 2 shields and 1 bolt. The Ranged Attack fails. As a consequence, the bolt of his shot turns into a Lightning Damage that the Warrior must defend against.

Success Test

Some Spells or Abilities require a Success Test. To resolve a Success Test, the Spellcaster rolls 1 blue Combat Die and applies the results. Three outcomes are possible on a Success Test:

  • No bolt rolled.
  • 1 bolt rolled.
  • 2 bolts rolled.

Cast a Spell

Casting a Spell is a Combat Action, regardless of its type (offensive, hindering, healing or enhancing). A Spell is a hybrid Combat Action. It can be cast in melee diagonally, against an enemy engaged against the Spellcaster, and from a distance, depending on its range.

The Spellcaster uses a Combat Action to Cast a Spell. They choose one of their available Spells, checks the Spell Range, pays the required MP cost (Monsters ignore that step) and applies the Spell effect.

After casting a Spell, place 1 token on the Spell to mark it as unavailable. Remanence allows you to cast the same Spell a second time.

Example: The Wizard uses a Combat Action to cast the offensive Cutting Wind Spell against a visible Witch. The Spell is available. The Wizard pays the required MP cost, resolves the Success Test and obtains 2 bolts on the blue die. As a result, the Spell's Attack Roll is 1 black die and 1 red die, the Wizard obtains 3 skulls, which the Witch must defend against. The Spell is no longer available.

Areas of Effect

Some actions such as Detecting Traps or Spells affect several squares (while targeted actions apply on a specific square). Such areas do not extend beyond closed doors and walls. Areas of 4 attached squares can take several shapes (straight line, square and so on, see illustration in the rulebook).

  • The Area of Effect in a Room is all the squares of that room, if at least one square of the room is visible by the Character.
  • The Area of Effect in a Corridor is all the squares of the corridor that are attached and visible by the Character.

Adjacent Squares are the 8 squares around a Character (including diagonally adjacent squares). Attached Squares of a Character are the front, left and right squares. Attached Squares share a border.

Some Spells, Abilities or Skills with Areas of Effects may affect entire rooms. Those also apply in Corridors.

Example: The Wizard wants to cast a Spell whose Area of Effect can be a visible room or a corridor. She has 3 options: cast the Spell in her own room (red area), cast the Spell in any of the two visible corridors (yellow areas), or cast the Spell in the two other visible corridors (green areas).

Destroy a Source of Shadows

Sources of Shadows are breaches between the world of Erune and the Realm of Shadows. You need to destroy them to weaken the MoS and protect the world of Erune.

Sources of Shadows have their own HP (on their tile) and cannot defend themselves. To destroy a Source of Shadows, the Adventurers must inflict damage to it and reduce its HP to 0. When you destroy a Source of Shadows, tell me: "A Source of Shadows has been destroyed".

Detect Traps

An Adventurer may scan the room or the corridor where they are to reveal the potential Traps that await them.

To detect Traps, an Adventurer rolls the Search Die:

  • If they don't roll any detection symbol (eye), they don't detect anything.
  • If they roll at least 1 detection symbol, the MoS reveals as many Traps as symbols that have been rolled, as indicated on the Dungeon Map starting from the Trap closest to the Adventurer that scanned the room (in the case of a tie, the MoS chooses). If there is no trap to reveal, the MoS announces it.

Example: The Wizard tries to detect Traps. She rolls 2 detection symbols on the Search Die. The MoS reveals the 2 closest Traps.

Search

Adventurers may spend a Basic Action to search a room or a piece of furniture, looking for treasures. You cannot search a Room with Monsters. Rooms and furniture (wardrobes, tables, barrels and chests) may only be searched once. Flip the Furniture Tokens once you've searched them.

Tell me: "[Your Adventurer] searches the room/furniture". I announce the loot that you find: write it down on your Character Sheet.

Example: "The Guardian searches the wardrobe", "The Archer searches the table", "The Wizard searches the chest", "The Warrior searches the room"...

Prepare for Battle

This action ends a character's turn. Any Character can spend a Basic Action to focus and gain a temporary Stamina Point to be used on their next Phase. When a Monster prepares for battle, only this Monster can use the temporary Stamina Point that they generated.

Temporary HP/SP/MP

A temporary HP/SP/MP must be used before the end of the Character's next Phase. Otherwise, it is lost. Place the temporary token (HP/SP/MP) with an hourglass next to the Character's miniature. Temporary Tokens are not restricted by a Character's max HP, max SP and max MP.

Resting by the Campfire

The Campfire allows the Adventurers to take a break during their adventure to gain levels and to recover their strength before resuming the Quest. The Master of Shadows can use this moment to reinforce his dungeon or to improve it.

The Adventurers can use their Campfire Token once per Quest. They must decide together when is the best time to light their Campfire. Lighting a Campfire ends the turn.

Adventurers, to use the Campfire, you must be together in a Room empty of any Monster. Then, put the Campfire Token on 4 free squares, and tell me: "We are lighting the Campfire". Each player gives me the number of XP gained by their Character so that I can announce to every player whether they gain a level or not, and the effects of the Campfire.

Free Actions

Free Actions are secondary Actions. A Character may perform a free action at any moment of their phase. Some free actions can be repeated indefinitely, others are limited (once a turn). Every Action that is not a Basic Action is considered a Free Action.

Give an Item

An Adventurer can give Items from their Inventory to any Ally within 5 squares in their Line of Sight.

Trigger an Erune Event

To interact with an Erune Token, an Adventurer must be on an Attached square and pronounce the matching Key Sentence. Some Events are encounters with Non-Player Characters (NPC); in this case, use the NPC Token to represent that Character. The Erune Tokens spots and the Key Sentences to trigger them are indicated on the Quest Sheet of the Master of Shadows.

To trigger an Adventurer Event, tell me: "[Your Adventurer] and [the Key Sentence of the Event]". Example: "The Guardian activates the lever", "The Archer speaks to the prisoner".

Example: The Archer moves next to an Erune Token and says "The Archer activates the lever". The Spirit of Erune answers "You hear the clicking of a mechanism and the door on your left opens loudly".

Drink a Potion / Use a Rune

Once a turn, an Adventurer may drink a Potion or use a Rune from their Inventory to immediately apply its effects. Potions and runes are deleted from the Inventory once they have been used.

Activate a Rune

Some runes have permanent effects: they must be activated by a Character and their effect applies until the end of the Quest. To activate a permanent rune, the Character must spend one MP. Each Character can only have one active Rune at a time. Activating a new Rune cancels the effects of the previous one.

Take a Substance

Once a turn, an Adventurer may take a Substance from their Inventory. They must announce it to the Spirit of Erune so that the Spirit of Erune reveals the substance's effects. The substance is then removed from the Inventory. Unlike Potions, Substances' effects differ depending on their quality and on the Adventurer taking them. There are 6 substances: Mead, Dwarf Beer, Mana Crystal, Leeloodoo, Wissteck, and Pipe Weed.

When you take a substance, say: "[Your Adventurer] and [the substance that you take]". Example: "The Guardian drinks mead", "The Warrior drinks a Dwarf Beer", "The Wizard uses a Mana Crystal", "The Archer takes some Leeloodoo", "The Warrior takes some Wissteck", "The Guardian smokes Pipe Weed".

Disarm a Trap

Once a turn, an Adventurer that is not engaged in combat may try to disarm a revealed Trap if it is on an attached square. They roll a Search Die.

  • If they roll a gear symbol, then the Trap is disarmed and removed from the board.
  • If they do not roll any gear symbol, then tell the Spirit of Erune: "A Trap has been triggered".

Successfully disarming a Trap grants your Adventurer 2 XP.

Make a Pact with the Shadows

An Adventurer may make a Pact with the Shadows at any time during their Phase. The three Pacts are:

  • Hidden Resources: +2 HP or +1 MP.
  • Purification: The Adventurer lifts a Permanent Curse afflicting them. The MoS can no longer use this Curse until the end of the Quest.
  • Resurrection: An Adventurer without any HP recovers all of their HP. This Pact reduces the XP gained thanks to the Quest Objectives for this Adventurer, and gives XP to the Master of Shadows.

When an Adventurer makes a Pact of Resurrection, say: "[Your Adventurer] makes a Resurrection Pact." Example: "The Guardian makes a Resurrection Pact."

When an Adventurer makes a Pact with the Shadows, they must take the indicated number of Shadows Cards and place them on the Stamina reserve of their Character Sheet: each SP that the Adventurer already had (or generates) must be moved to the Shadows Card(s) and can no longer be used. When there are 3 SP on a Shadows Card, it is completed and must be moved on the Shadows Cards Deck. The MoS recovers the 3 SP from the Card. Shadows Cards must be completed one after the other.

An Adventurer may only make a Pact with the Shadows if they do not end up with more than 3 Shadows Cards after this Pact. Some Events may give you extra Shadows Cards, even if you already have 3 cards.

Turn Example

Spirit of Erune Phase

"The Turn 5 begins. Adventurers, your wounds get infected. Each wounded Adventurer rolls 1 black die and loses 1 HP if they roll a skull. Master of Shadows, your Monsters may use Good Fortune for free on this turn." The Guardian's and Warrior's wounds get infected. They lose 1 HP.

Master of Shadows Phase

The Master of Shadows resolves the Actions of the active Monsters that are on the board.

  • Basic Action: Move. The Goblin and the Orc move.
  • Basic Action: Combat Action. The Goblin and the Skeleton Archer attack the Elven Archer. They use Group Attack (-2 SP) and Good Fortune. They obtain 2 skulls on their Attack Roll (3 black dice and 2 yellow dice). The Elven Archer defends and rolls: 2 shields and 1 bolt. He uses Riposte. The Goblin suffers 1 Lightning Damage and is killed. The Archer gains +2 XP.
  • The Orc attacks the Warrior (1 black die and 1 red die) and rolls: 3 skulls and 1 bolt. The MoS gains 1 SP. The Warrior defends and rolls: 2 shields and 1 bolt. She loses 1 HP and gains 1 SP.
  • The Orc uses his Bloodthirsty Ability to use Chained Attack. He attacks the Guardian and rolls 1 shield and 2 skulls. The Guardian defends and rolls: 1 shield and 2 bolts. He loses 1 HP and gains 2 SP.
  • Basic Action: Prepare for Battle. The Skeleton Archer gains 1 temporary SP.

Adventurer Phase

Warrior

  • Free Action: Drink a Potion. The Warrior drinks a Minor Healing Potion and gains 2 HP.
  • Basic Action: Combat Action. She melee attacks the Orc (Attack Roll 3 black dice) and rolls 2 skulls and 1 shield. Ranger Ability -1 MP. 1 shield from the Attack Roll turns into a skull. The Orc defends and rolls 2 skulls and 1 shield. The Orc is killed and the Warrior gains 6 XP.
  • Basic Action: Detect Traps. The Warrior rolls 2 detection symbols on the Search Die. The MoS reveals the only Trap of the corridor.

Guardian

  • Basic Action: Move.
  • Free Action: Disarm Traps. The Guardian rolls 1 gear symbol on the Search Die and gains 2 XP. Crafty Ability: he gains 1 blue Trap Token.
  • Basic Action: Search. "The Guardian searches the wardrobe". He gains 1 Battle Axe, 6 Gold Coins and 1 Dwarf Beer.

Wizard

  • Basic Action: Combat Action. The Wizard casts the Fireball Spell (-1 MP) against the Skeleton Archer (2 unstoppable black dice) and rolls 2 unstoppable skulls. The Skeleton Archer is killed. She gains 4 XP.
  • Free Action: Use a substance. "The Wizard uses a Mana Crystal": she gains 2 MP.
  • Basic Action: Move.
  • Free Action: trigger an Event. "The Wizard activates the lever": the closed door opens.
  • Free Action: trigger an Event. "The Wizard talks to the monk": the monk gives her holy water and a silver key.

Archer

  • Basic Action: Move.
  • Basic Action: Search the room. "The Archer searches the room": he triggers a Trap affecting all Adventurers. To obtain a better Search result, the Archer uses Lucky (-1 SP). "I am lucky": the trap is ignored and the Archer finds a bottle of mead instead.

The heroes have completed their actions. A new turn begins!

Customized Quest

Customized Quests are created by the players in Master of Shadows Mode. Let your imagination run free.

Play a Customized Quest

To play a Customized Quest, you just have to launch a "Customized Quest" in the app. The Spirit of Erune plays with you and keeps its role (Turn Events, Search, Substances, etc.). However, it does not manage the Scenario Events - if any, they will be managed by the MoS who must prepare them in advance and read them to the Adventurers.

The number of Experience Points given by the Customized Quest Objectives (for each Character) must match the total amount of XP of the Monsters on the Dungeon Map.

At the end of the Quest, each Adventurer that made a Pact of Resurrection must give the Master of Shadows 1/4 of their Experience Points gained through Quest Objectives.

Create a Customized Quest

You can create your own Quests to play Erune in Master of Shadows Mode. To create a Customized Quest, you need at least:

  • One Main Quest Objective for the Adventurers and for the Master of Shadows.
  • A Dungeon Map with Monsters and Traps.

If you want to create more complex Customized Quests, you may also add:

  • One or several Bosses (customized Monsters with unique characteristics and abilities).
  • Scenario Events:
    • Specific Turn Events that will be added to the standard Spirit of Erune Event Turns;
    • Adventurer Events of all sorts: like an encounter with a NPC.
    • MoS Events to be triggered on key moments (when Adventurers step on a given square, when that door is open, when that character is killed, and so on).

Arena Mode

Adventurers fight hordes of Monsters in the Arena. They must survive as long as possible and collect treasures and rare equipment!

The Arena Mode can be played in Master of Shadows Mode and in Solo/Co-op Mode. The Combat rules and the Set Up remain unchanged. You do not gain any XP in Arena Mode.

I will reveal Turn Events, announce when Monsters spawn, and tell you the treasures that you'll collect.

Solo/Co-Op Mode

In the Solo/Co-Op Mode, there is no Master of Shadows, and the Spirit of Erune tells you how the different rooms are organized. When playing alone (Solo Mode), you must play two Adventurers (create 2 Character Sheets).

Solo/Co-Op Mode Setup

"Leave the Quest Book aside; I'll be your guide". Place the following elements on the table: Pact with the Shadows Board, Master of Shadows Skill Cards, Monster Cards.

Exploration

Whenever you open a door, the Spirit of Erune reveals the contents of the room. Each door has a specific name. To open it, say "[Your Adventurer] opens [name of the door]". Example: The Wizard opens Door A.

When you open a door, I give you the map of the room (or corridor) behind it. I also inform you about new doors and events, if any. Place the revealed game components, then resume playing.

Detecting Traps

In this mode, Traps are no longer revealed during the Adventurer Phase. Each turn, the Spirit of Erune reveals whether new Traps are placed or triggered in the Dungeon, or not.

The Detecting Trap Action reduces the risk of triggering Traps. When an Adventurer detects Traps, say "[Your Adventurer] detects Traps". The more you perform this action, the less you will trigger Traps. Open doors that lead to new parts of the dungeon increases the risk of triggering Traps.

Master of Shadows (MoS) Phase

In Solo/Co-Op Mode, the Adventurers resolve the Monsters' Combat, Defense and Move Actions for the MoS.

The MoS has no Stamina reserve. Monsters do not generate SP on their Defense Rolls, and cannot use Prepare for Battle. If the MoS obtains SP (thanks to Shadows Cards, Monster Abilities, or other game effects), these must be placed in the common reserve.

During the MoS Phase, the Spirit of Erune reveals the Skills mastered by the Monsters. These Skills can be used for free (no SP cost). Place the Monsters' Skills next to the Pacts of Shadows, within easy reach of the players.

Monsters' Behavior

During the MoS Phase, each active Monster on the board must perform their Basic Actions: Move and Combat Action.

Monsters will adopt a specific behavior depending on their Attack Roll. Monsters that have a Melee Attack Roll do not play as Monsters that have a Ranged Attack / Hybrid Attack Roll.

Monsters play during the MoS Phase according to the following steps:

  1. Spellcasting Monsters resolve a Success Test to define their Combat Action and behavior for this turn;
  2. Monsters with a Melee Behavior choose their target and move.
  3. Monsters with a Ranged Behavior choose their target and move.
  4. All Monsters perform their Combat Actions.

Golden Rules define the behavior of a Monster. Then, Monsters follow tiebreakers to target their enemies (tiebreaker 1, then 2, then 3). Apply each (1, then 2, then 3) in order to define the target of each Monster.

Golden Rules

  • For each of these actions (move and combat), each Monster uses their available Skills and Abilities in order to inflict as much damage as possible, against as many Adventurers as possible.
  • Monsters that are engaged in combat always target their opponent.
  • Monsters always try to face their opponent, and avoid showing their back.
  • Monsters ignore targets that would cause them to suffer a Lightning Attack or Opportunity Attack.
  • They also ignore targets that they cannot attack (if a target is not in their Attack Zone, or out of sight).

Spellcasters

Each turn, Spellcasting Monsters resolve a Success Test that defines their Combat Action and their behavior (Melee Behavior or Ranged Behavior).

Resolve a Success Test (blue die):

  • No bolt: Standard Attack Roll
  • 1 bolt: First Spell
  • 2 bolts: Second Spell

If it is not possible to cast the first Spell, the Monster casts the other Spell. If no Spell can be cast, the Monster performs their standard Attack Roll.

If the Spell is a Melee Spell, the Monster adopts a Melee Behavior. Example: Burn of the Shadows Spell (Witch).

If the Spell is a Ranged Spell, the Monster adopts a Ranged Behavior. Example: Armor Summoning (Witch).

Witch: uses her Herald of Shadows Ability to affect as many Adventurers as possible during her move.

Melee Behavior

Target:

  1. Targets the closest Adventurer (number of squares to cross) to be at melee range this turn.
  2. Targets the Adventurer that has the least Monsters in their Attack Zone / engaged against them.
  3. Targets the Adventurer with the least HP, then the least MP, then the least SP, then a random target.

Move:

  • If the target is in the Attack Zone: Does not move.
  • If the target is not in the Attack Zone: Moves toward the target. If possible, try to stay out of the target's Attack Zone.
  • Gargoyle: uses its Harassment Ability to end its move on the square that is the farthest from each Adventurer after the attack.

Combat: Performs the Combat Action against the target Adventurer.

Ranged Behavior

Target:

  1. Targets the Adventurer that has the least Monsters in their Attack Zone / engaged against them, and that is or will be visible this turn.
  2. Targets the closest Adventurer (number of squares to cross) to be visible.
  3. Targets the Adventurer with the least HP, then the least MP, then the least SP, then a random target.

Move:

  • If the target is visible: Does not move.
  • If the target is out of sight: Moves to the square that is the farthest from each Adventurer, but where the target is still visible.

Combat: Performs the Combat Action against the target Adventurer.

Monster Behavior Examples

Example 1

Melee Behavior - Target, Move: The Rat targets the closest Adventurer. Putting the Guardian in its Attack Zone takes 4 squares (the Rat can attack diagonally). The Rat moves toward the Guardian. The Orc targets the closest Adventurer, which is the Guardian, and moves by 2 squares toward him.

Ranged Behavior - Target, Move: The Skeleton Archer targets the Adventurer with the least Monsters in their Attack Zone (2 for the Guardian, 0 for the Archer). The Skeleton Archer moves by 3 squares to have the Elven Archer visible, keeping his distances nonetheless.

All Monsters - Combat Action: Monsters perform their Combat Actions against their respective targets: the Rat and the Orc melee attack the Guardian while the Skeleton Archer shoots at the Elven Archer.

Example 2

Melee Behavior - Target, Move: The Goblin targets the closest Adventurer. Both the Wizard and the Warrior are next to him. The next tiebreaker is the Adventurer with the least Monsters in their Attack Zone: both have 1 Monster in their Attack Zone, and none of them is engaged. The next tiebreaker is the Adventurer with the least HP, which is the Wizard. Since the Wizard already is in the Goblin's Attack Zone, he does not move.

Ranged Behavior - Target, Move: The Goblin Archer targets the Adventurer with the least Monsters in their Attack Zone: both Adventurers have 1 Monster in their Attack Zone, and none of them is engaged. The Goblin Archer then targets the closest Adventurer, which is the Warrior. Since the Goblin Archer's target is visible, he does not move.

All Monsters - Combat Action: Monsters perform their Combat Actions against their respective targets: the Goblin attacks the Wizard while the Goblin Archer shoots at the Warrior.

Example 3

Spellcaster - Success Test: The Witch resolves her Success Test to define her Combat Action: she rolls 2 bolts and casts Burn of the Shadows. Since it is a Melee Spell, she adopts a Melee Behavior for this turn.

Melee Behavior - Target, Move: The Witch must affect as many Adventurers as possible with Burn of the Shadows. She has to decide between Warrior/Wizard or Guardian/Wizard. She first targets the closest Adventurers, but both the Warrior and the Guardian are at the same distance. Also, they don't have any Monster in their Attack Zone. The Witch finally targets the Adventurer with the least HP, which is the Warrior. Along her move, she uses Herald of the Shadows against as many Adventurers as possible: she moves by 6 squares as described in the illustration to steal 1 SP to each Adventurer.

All Monsters - Combat Action: The Witch casts Burn of the Shadows against the Warrior and the Wizard.

Example 4

Spellcaster - Success Test: The Witch resolves her Success Test to define her Combat Action: she obtains no bolt: Standard Attack Roll, which means that she adopts a Ranged Behavior for this turn.

Melee Behavior - Target, Move: The Rat is engaged against the Warrior. The Warrior is the Rat's target.

Ranged Behavior - Target, Move: The Witch targets the Adventurer with the least Monsters in their Attack Zone, which is here the Guardian. Along her move, she uses Herald of the Shadows against as many Adventurers as possible: she moves by 6 squares as described in the illustration to steal 1 SP to each Adventurer. Then, she ends her move on the farthest square possible, keeping her target visible.

All Monsters - Combat Action: The Witch uses Backstab and resolves an Attack Roll against the Guardian.

Example 5

Melee Behavior - Target, Move: The Rat targets the closest Adventurer, which is the Guardian. The Rat moves 1 square in order to melee attack his target.

Ranged Behavior - Target, Move: The Skeleton Archer targets the Adventurer with the least Monsters in their Attack Zone, which is here the Elven Archer. However, he cannot move because leaving the Guardian's Attack Zone would expose him to Lightning Attack. For this reason, the Skeleton Archer ignores the Elven Archer and targets the Guardian.

All Monsters - Combat Action: Monsters perform their Combat Actions against their respective targets: the Rat and the Skeleton Archer melee attack the Guardian.

Example 6

Melee Behavior - Target, Move: The Rat targets the Guardian who is engaged against him.

Ranged Behavior - Target, Move: The Goblin targets the Adventurer with the least Monsters in their Attack Zone: the Wizard. However, he would be exposed to Opportunity Attack from the Warrior. For this reason, the Goblin ignores the Wizard and targets the Warrior.

All Monsters - Combat Action: Monsters perform their Combat Actions against their respective targets: the Rat attacks the Guardian and the Goblin Archer melee attacks the Warrior.

The Merchants

You may buy or sell equipment or common items of the world of Erune from or to the merchants. Each item is color-coded depending on which Adventurer can use them (in the tables below the usable-by column lists the archetypes: Warrior = W, Guardian = G, Archer = A, Wizard = Wz).

Each Weapon and Protection has a Rank that the Adventurer has to master to be able to use it. Mastered Ranks (I, II, III, IV, V...) increase when Adventurers gain levels.

Prices are given as Buy / Sell in Gold Coins.

Weapons

  • Melee Attacks and Weapons; Ranged Attacks or Weapons; Hybrid Attacks or Weapons (Melee Diagonally and Range).
  • Diagonal: The Attack Zone of the weapon includes diagonals.
  • Two-Handed Weapons (prevents from using a shield).
  • Reload: You need to spend a Basic Action after using the weapon to be able to use it again.

Melee Weapons

These Weapons can only be used for Melee Attacks.

RankNameUsable byNotesAttack RollBuy / Sell
IImprovised WeaponW, G, A, Wz1 black-
IIShort SwordW, G, A, Wz2 black6 / 3
IIDaggerW, G, A, Wz1 blue10 / 5
IISpearW, G, ATwo-Handed, Diagonal2 black10 / 5

Missile Weapons

These Weapons are Ranged Weapons.

RankNameUsable byNotesAttack RollBuy / Sell
IISlingG, A2 black6 / 3
IIIShort BowATwo-Handed3 black20 / 10
IIILight CrossbowG, ATwo-Handed1 black, 1 yellow22 / 11
IVThrowing KnifeAYou have an infinite reserve of knives.1 yellow22 / 11

Magic Weapons

Magic Weapons are Hybrid Weapons which are considered Melee and Ranged Weapons. An Elemental Scepter (rank IV) adds 1 black die to its Attack Roll if you have chosen a Spell Field matching that Element. A Great Elemental Scepter (rank V) adds 1 yellow die to its Attack Roll if you have chosen a Spell Field matching that Element.

RankNameUsable byAttack RollBuy / Sell
IIMagic WandWz1 blue12 / 6
IIIMinor ScepterWz1 black, 1 blue26 / 13
IVSuperior ScepterWz2 blue38 / 19
IVFire Elemental ScepterWz2 blue40 / 20
IVEarth Elemental ScepterWz2 blue40 / 20

Black Powder Weapons

Black Powder Weapons are Ranged Weapons.

To use a grenade or bomb, perform a Success Test:

  • No bolt: the skulls must be assigned to the Adventurer and any Character in their Attack Zone.
  • Bolt(s): the skulls must be assigned to all targets in a visible area of 2x2 squares.

Explosives are single-use.

RankNameUsable byNotesAttack RollBuy / Sell
IIIBlack Powder GrenadeW, G, A, WzExplosive1 red8 / 4
IVDwarf Black Powder BombW, G, A, WzExplosive2 red12 / 6
IVBlack Powder PistolGReload1 black, 1 red36 / 18
VBlunderbussGReload, Two-Handed1 yellow, 1 red48 / 24

Protections

Adventurers may only equip one protection of each type: shield, cape, head, torso, hand.

Heavy: reduces the Adventurer's Move Roll by 1 square.

RankTypeNameUsable byNotesDefense RollBuy / Sell
ITorsoTravelling GearW, G, A, Wz+1 black2 / 1
ITorsoChain MailW, G, A+2 black20 / 10
IShieldRound ShieldW, G, A+1 black10 / 5
IHeadHelmet

Magic Protections

RankTypeNameUsable byDefense RollBuy / Sell
ICapeSorcerer CapeWz+1 black16 / 8
IITorsoSorcerer RobesWz+2 black30 / 15
IVHeadWizard DiademWz+1 shield30 / 15
VHandDragonskin GauntletWzReplace 1 Combat Die of your Attack Roll with a Magic Weapon by 1 red die.60 / 30

During your adventures, you will find rare or legendary items that cannot be sold by Erune merchants. Ask me about them so that I can tell you their characteristics and effects.

Substances

You should expect to find different substances in the world of Erune. The same substance may produce different effects depending on its quality and on its user. Substances may be used by all Adventurers. Once it has been used, a substance must be removed from the Inventory.

When an Adventurer takes a substance, I reveal the substance's effects.

Name and descriptionBuy / Sell
Mead - Mead is the most common drink in the world of Erune. The best warriors drink mead before going to battle, to enhance their strength.4 / 2
Pipe Weed - It is said that smoking pipe weed sharpens the senses. The wisest men of this world find answers to the greatest questions in the smoke.4 / 2
Dwarf Beers - Dwarf Beers are efficient painkillers. Dwarves never go to battle without drinking their ale first.6 / 3
Leeloodoo Sachet - This plant is very appreciated from Wizards, who use it to increase their concentration.10 / 5
Mana Crystals - Mana Crystals are a wizard's best friends thanks to their incredible magic properties.8 / 4
Wissteck - A powerful stim, elaborated from rare mushrooms. It reinforces the body, but weakens the mind.20 / 10

Consumable items such as potions, runes and substances are removed from the Inventory once used.

Artifacts

Artifacts may be used by all Adventurers. They may equip as many rings as they want; however, it is not possible to wear twice the same ring.

NameDescriptionBuy / Sell
Sorcerer RingAdd 1 blue die to your Defense Roll.30 / 15
Divination BallOnce per Quest, for 1 MP, reveal a neighboring room.20 / 10
Voodshadow AmuletOnce per Quest, for 1 MP, lift a Curse.50 / 25
Lucky CharmOnce per Quest, remove a Shadows Card (the Lucky Charm is destroyed).10 / 5

Equipment

Equipment may be used by all Adventurers.

NameDescriptionBuy / Sell
Travelling BootsIncrease Move by 2 squares.12 / 6
PurseAllows you to carry 100 extra GC.6 / 3
Money BagAllows you to carry 100 extra GC.12 / 6
GrappleYou may jump over Pits without rolling, at a cost of 3 squares of movement.16 / 8
ToolboxYou may reroll the Search Die once when disarming a Trap.16 / 8
Potion BeltYou may carry up to 6 Runes and Potions.8 / 4

Potions and Runes

Potions and Runes are precious items that allow Adventurers to achieve great deeds in combat. Permanent Runes last until the end of the Quest. To activate a Rune, the Character must spend 1 MP. Potions and Runes may be used by all Adventurers. Once it has been used, a Potion or Rune must be removed from the Inventory.

There are three types of potions and runes: Healing, Enhancing and Offensive.

Adventurers, ask me your questions about equipment: "Who can use a Round Shield?", "Who can wield a Longbow?", "What are the characteristics of a Dagger?", "What is the Attack Roll of a Broadsword?", "What is the Defense Roll of a Breast Plate?"

Healing

NameDescriptionBuy / Sell
Minor Healing PotionHeals 2 HP.6 / 3
Last Chance ElixirOn a Success Test: no bolt: -1 HP. 1 bolt: Heals 2 HP. 2 bolts: Heals 4 HP.6 / 3
Vitality RuneIncreases the max HP by 1 for the whole Quest. Activating the Rune costs 1 MP.8 / 4
Major Healing PotionHeals 4 HP.12 / 6
Great Healing ElixirHeals 6 HP.24 / 12
Supreme Healing PotionHeals 6 + 1 blue die HP.30 / 15
Reviving PotionRevives a Character with all of their HP and MP.300 / 150
Phoenix Potion

Enhancing

NameDescriptionBuy / Sell
Mana VialRestores 2 MP.10 / 5
Knowledge RuneIncreases max MP by 1 for the whole Quest. Activating the Rune costs 1 MP.8 / 4
Resistance PotionAdds 1 shield to all Defense Rolls for 1 turn.10 / 5
Supreme Resistance ElixirAdds 2 shields to all Defense Rolls for 1 turn.20 / 10
Magic Resistance PotionProtects an Adventurer from the effects of the next magic influence (Trap, Allied Spell, Enemy Spell).10 / 5
Light RuneOn a Success Test: no bolt: removes 1 Shadows Card. 1 bolt: removes 2 Shadows Cards. 2 bolts: removes 3 Shadows Cards.20 / 10
Small Mastery DecoctionYou gain 2 SP.8 / 4

Offensive

NameDescriptionBuy / Sell
Strength PotionDuring this phase, adds 1 extra yellow die for the next non-magic Attack.10 / 5
Major Strength PotionDuring this phase, adds 1 red die and 1 black die for all non-magic Attacks during 1 turn.14 / 7
Heroic BeverageAdds an extra Combat Action during this phase.20 / 10
Holy WaterInflicts one unstoppable black die of damage when thrown against a visible Undead or Demon.20 / 10
Poison VialApplies on a weapon until the end of the Quest. When the weapon causes at least 1 HP loss, its target loses one extra unstoppable black die of damage.16 / 8

Symbols - Abbreviations

Here is an overview of all symbols and abbreviations that you'll find throughout this book.

  • A Character can be an Adventurer, a Monster, or a Non-Player Character.
  • An Ally is a Character that fights on the same side as the player, including himself.
  • An Enemy is a Character that fights on the opposing side.
  • Text frame types: Rule; Golden Rule; Spirit of Erune (Application); Hint.

Dice Symbols and Tokens

  • Combat Dice (regardless of their color: black, yellow, red or blue); Black Combat Die; Yellow Combat Die; Red Combat Die; Blue Combat Die.
  • Search & Disarm Die.
  • D6 (numbered 1 to 6).
  • Adventurer and NPC Event; NPC Event (Non-Player Character); Adventurer Event; MoS Event.
  • Basic Action; Basic Action that can be performed only once a turn; Free Action; Free Action that can be performed only once a turn.
  • Cast a Spell; Melee Spell; Ranged Spell; Enhancing; Healing; Offensive; Hindering.
  • Usable by the Warrior / Guardian / Archer / Wizard.
  • Two-Handed Weapon; Reloadable Weapon; Heavy Item.
  • MoS Purple Trap Token; Adventurer Blue Trap Token; MoS Purple Pit Token; Adventurer Blue Pit Token.

Abbreviations

  • MoS: Master of Shadows
  • XP: Experience Points
  • GC: Gold Coins
  • Skull: Damage
  • HP: Health Point
  • Shield: Blocks Damage
  • SP: Stamina Point
  • Bolt: Generates Stamina
  • MP: Mana Point
  • Lightning Damage
  • max HP: maximum number of HP of an Adventurer
  • max SP: maximum number of SP of an Adventurer
  • max MP: maximum number of MP of an Adventurer
  • Move
  • Melee; Ranged; Hybrid (Melee diagonally + Ranged)
  • The action can be performed diagonally
  • Adjacent Squares; Attached Squares
  • Eye / Visible / Detection; Out of Sight
  • Gear / Disarming Traps
  • Target

Skills: Tactical Skill; Defensive Skill; Offensive Skill; Reaction Skill; Magic Skill; Dungeon Skill; Free Skill (cost / no symbol); Curse.

Monster Types: Small Monster; Green Skin; Demon; Animated Monster; Major Monster; Monsters present from 3 Adventurers; Monsters present from 4 Adventurers.

Rules Reminder

The Turn Phases

Each Game Turn plays in 3 phases. Each Character may perform their Actions in the order of their choice.

  • Spirit of Erune Phase: Each new turn, tell the Spirit of Erune "A new Turn begins".
  • Master of Shadows Phase: Each Monster performs 2 Basic Actions among: Move / Combat Action / Prepare for Battle.
  • Adventurer Phase: Each Adventurer performs 2 Basic Actions and the Free Actions of their choice.

Combat

  • Each skull rolled on an Attack Roll inflicts one damage.
  • Each shield rolled on a Defense Roll blocks one skull.
  • Each bolt rolled on a die generates one SP.
  • Mastered Skills can be used at any moment and cost SP. A given Skill can only be used once on the same Action.

Sources of Shadows

When a Source of Shadows has lost all of its HP, tell the Spirit of Erune "A Source of Shadows has been destroyed".

Triggering Traps

When a Character (except Monsters) triggers a Trap, tell the Spirit of Erune: "A Trap has been triggered".

Basic Actions

  • Move (once a turn): Move your Character by as many squares as allowed by your Move Roll. You may open a door while moving. Active Monsters can only open doors and hatches if they are connected to part of the Dungeon revealed by the Adventurers.
  • Combat Action (once a turn): Melee Attack: against a Character in your Attack Zone. Ranged Attack: against a visible Character. Cast a Spell: apply the effects of the Spell.
  • Detect Traps: Roll the Search Die. Each detection symbol reveals a Trap (starting from the closest).
  • Search: "[Your Adventurer] searches the room/table/wardrobe/chest/barrel".
  • Prepare for Battle: Your Character gains 1 temporary SP that they can use until the end of their next phase, and their turn ends.
  • Rest by the Campfire (once per Quest): Adventurers need to be in the same room without Monsters. They may regain strength and gain a level. "We are lighting a Campfire".

Free Actions

  • Trigger an Erune Event: You must be on an attached square. Pronounce the key sentence and mention the Adventurer that triggers the Event. "[Your Adventurer] triggers the Event".
  • Drink a Potion / Use a Rune (once a turn): Apply the Potion or Rune effects. Once used, it's removed from the Inventory.
  • Take a Substance (once a turn): "[Your Adventurer] takes the substance." Once used, it's removed from the Inventory.
  • Disarm Traps (once a turn): Roll the Search Die. Each gear symbol rolled disarms the Trap on an attached square and brings 2 XP to your Adventurer. Otherwise, the Trap is triggered.
  • Make a Pact with the Shadows: An Adventurer may make a Pact with the Shadows at any moment during their phase and receive Shadows Cards in exchange. As long as they don't have more than 3 Shadows Cards after this Pact.
  • Detect Traps
  • Search
  • Prepare for Battle
  • Resting by the Campfire
  • 2 Locked Doors Tokens (2x2)
  • 1 Stone Wall Token (2x2)
  • 4 Stairs Tokens (2x2)
  • 1 Campfire Token (2x2)
  • 4 Sources of Shadows Tokens (2x2)
  • 2 Wardrobe Tokens (2x1)
  • 3 Table Tokens (2x2)
  • 3 Barrel Tokens
  • 4 Chest Tokens
  • 2 Orange Hatch Tokens
  • 2 Blue Hatch Tokens
  • 14 Purple MoS Trap/Pit Tokens
  • 8 Blue Adventurer Trap/Pit Tokens
  • 6 Adventurer Event Tokens
  • 3 Non-Player-Character (NPC) Tokens
  • 6 Erune Event Bases
  • 4 Adventurer miniatures (1 Warrior, 1 Guardian, 1 Archer, 1 Wizard)
  • 37 Monster miniatures: 6 Rats, 6 Goblins, 4 Goblin Archers, 4 Orcs, 4 Gargoyles, 4 Skeletons, 2 Skeleton Archers, 4 Living Armors, 3 Sorceress
  • Gold Coins. Write down here the number of Gold Coins (GC) that you own. You may carry up to 100 GC (tick the matching box if you have a Purse or a Money Bag that allow you to carry more money).
  • Potions and Runes. Write down here the Potions and Runes that you own. You may keep up to 2 Potions or Runes in your Inventory. Tick the Potion Belt box if you have one, as it allows you to carry up to 4 extra Runes or Potions.
  • Substances. Write down here the number of Substances that you own. You may carry as many substances as you want.
  • Equipments and Artifacts. Write down here the Equipment and Special Items that you own. Tick the matching box if you have one of the following items: Boots, Grapple, Toolbox.
  • IIHatchetW, G, A1 yellow8 / 4
    IIBattle AxeW, G, A1 black, 1 yellow10 / 5
    IIClubW, G, ATwo-Handed1 red12 / 6
    IIIBroadswordW, G, A3 black20 / 10
    IIILongswordW, G, ADiagonal3 black22 / 11
    IIIBardicheW, GTwo-Handed2 yellow20 / 10
    IIIMaceW, G, A1 black, 1 red22 / 11
    IIIFlailW, G, A2 black, 1 yellow22 / 11
    IIIHalberdW, GTwo-Handed, Diagonal1 black, 1 yellow24 / 12
    IVRapierW, G, ADiagonal4 black30 / 15
    IVClaymoreWTwo-Handed, Diagonal2 black, 1 yellow30 / 15
    IVHeavy AxeW, GTwo-Handed2 black, 1 red36 / 18
    IVDouble-Edged AxeW, GTwo-Handed1 black, 2 yellow36 / 18
    IVMalletW, GTwo-Handed2 red38 / 19
    IVWar MaceW, GTwo-Handed3 yellow38 / 19
    IVWarhammerW, GTwo-Handed1 black, 1 yellow, 1 red38 / 19
    VTwo-Handed Great SwordWTwo-Handed, Diagonal5 black46 / 23
    VGreat War AxeW, GTwo-Handed2 yellow, 1 red48 / 24
    VGreat MaceW, GTwo-Handed1 black, 2 red50 / 25
    VIGreat Master SwordWTwo-Handed, Diagonal6 black60 / 30
    IVForest BowATwo-Handed4 black36 / 18
    IVHeavy CrossbowG, AReload, Two-Handed2 yellow36 / 18
    VMaster Composite LongbowATwo-Handed5 black46 / 23
    IVWind Elemental ScepterWz2 blue40 / 20
    IVWater Elemental ScepterWz2 blue40 / 20
    VGreat Wizard ScepterWz1 black, 2 blue48 / 24
    VGreat Fire Elemental ScepterWz1 black, 2 blue50 / 25
    VGreat Earth Elemental ScepterWz1 black, 2 blue50 / 25
    VGreat Wind Elemental ScepterWz1 black, 2 blue50 / 25
    VGreat Water Elemental ScepterWz1 black, 2 blue50 / 25
    VIHand CannonGReload, Two-Handed. Skulls must be assigned to all targets in a visible area of 3x3 squares.3 red64 / 32
    VITwo-Shot BlunderbussGReload, Two-Handed. You can perform two Attack Rolls with the same Combat Action.1 yellow, 1 red60 / 30
    W, G, A
    +1 black
    10 / 5
    ICapeAdventurer's CapeW, G, A, WzIncreases your Adventurer's presence-20 / 10
    IITorsoLeather ArmorW, G, A+3 black46 / 23
    IIHeadGreat HelmetW, GHeavy+1 shield20 / 10
    IIIShieldPaviseW, GHeavy+2 black20 / 10
    IIIHeadElven HelmetA+1 shield30 / 15
    IVTorsoElven Chain MailW, G, A+2 black, +1 shield60 / 30
    IVTorsoPlate ArmorW, GHeavy+3 black, +1 shield64 / 32
    IVTorsoLight Alloy ArmorW, G, A+3 black, +1 shield70 / 35
    Grants 1 Fate Point.
    300 / 150
    Mastery DecoctionYou gain 4 SP.14 / 7
    Endurance RuneIncreases max SP by 1 for the whole Quest. Activating the Rune costs 1 MP.8 / 4
    Speed PotionAllows you to move by your maximum number of squares.6 / 3
    Teleportation RuneAllows you to ignore obstacles and Lightning Attacks when moving.8 / 4
    Creature Detection RuneReveals a neighboring room.8 / 4
    Attraction RuneYou become the target of all Ranged Attacks and Enemy Targeted Spells until your next turn.8 / 4