From the Other Side
From the Other Side Rulebook
Table of Contents
Table of Contents
- Goal of the Game
- Elements of the Game
- Setup
- Dragon Rock: Phylax's Madness
- Game Flow
- Phase 1: Hunt!
- Phase 2: Tactical Plan
- Phase 3: Fighting the Creatures
- Phase 4: Battle and Outcome
- Phase 5: Restoration
- Phase 6: Dragon's Awakening
- Victory and Defeat
- Setup Variables Based on the Number of Heroes
- Blind Guardian's Special Rule
- Symbol Glossary
Goal of the Game
The Heroes must prevent Phylax, the Dark Dragon, from fully emerging from the Well of Madness. To do so, they must defeat characters from fantasy and fairy tales who have been corrupted by Phylax's Breath and gather enough Mirror Fragments to reseal the passage and prevent Phylax from escaping.
From the Other Side is a highly cooperative game in which it is essential that the Heroes harmonize their actions.
Agreeing on an effective strategy and establishing the right order to fight the Creatures is a crucial element to victory, for if the Heroes fail, Phylax the Dark will emerge from the well and the game will be lost.
Note on the number of players: From the Other Side is playable by 2 to 5 players, but the Blind Guardian character only comes into play after all 4 other Heroes join the adventure!
Elements of the Game
- 1 Dragon board
- 3 Dragon tiles
- 5 Hero miniatures: André, Hansi, Marcus, Frederik, and the Blind Guardian
- 18 Creature cards
- 40 Action cards (8 for each Hero)
- 19 Artifact cards
- 2 dice: 1 Hero die and 1 Creature die
- 4 Target tokens, to mark the location of the Creatures on the Map
- 15 Map tiles (double-sided), including 1 starter Map tile depicting the Well
- 1 Battle board (divided into 2 parts)
- 7 Dragon's Breath tokens
- 12 Mirror Fragments
- 15 Action tiles (3 for each Hero)
- 25 Bond tokens (5 for each Hero)
- 1 Leader Marker
Setup
General Setup
- Place the starter Map tile depicting the Well (either side up) in the center of the table. Then arrange the remaining Map tiles in a pile easily accessible to all players.
- Place the Dragon board nearby with the 3 Dragon tiles set face down inside it.
- Shuffle the Creature cards and place the deck so that it is accessible to all players.
- Shuffle the Artifacts and place them in a deck at the Heroes' disposal.
- Place the Battle board close by with the Dragon's Breath tokens (face down), the 4 Target tokens, the Mirror Fragments and the 2 dice (Hero die and Creature die) that will be of use during the fight.
The Dragon board depicts the Well of Madness from which Phylax will rise. At the start of the game, place the tiles face down to form the closed and empty well. Later, when they are turned over, the tiles will give the perception of Phylax emerging from the well. First the head that comes out of the well (number 1) is turned up, then by sliding the head, the torso will be inserted, and finally the body with the legs under the torso and the head (see page 7).
The Battle board is equipped with 4 spaces where Creature cards can be placed (once revealed), room for any Dragon's Breath tokens that may add bonuses to the Creature itself, and a symbol indicating their location on the Map.
Dragon's Breath tokens increase the Strength of the Creatures during a battle.
Creature cards show: the Creature type (Animal, Undead, Humanoid, Witch); the Mirror Fragment the Creature may leave in case of defeat; the Artifact the Creature may leave behind in case of defeat; the Additional Penalty; the Mastery (of Weapons, Guile, or Magic); the Core Strength of the Creature; and the number for the Creature's location on the Map.
Target tokens are placed in the Rooms on the Map tiles.
Player Setup
Each player chooses 1 Hero miniature and takes the matching Action tiles, Bond tokens, and Action cards deck. Depending on the number of players, each player will have to set aside some of their Action tiles and Bond tokens before the game begins, based on the chart on page 8.
A. The Action tiles allow players to use cards and determine the order in which to play them during Phase 3: Fighting the Creatures.
B. The Bond tokens allow players to link their own Action tiles to those of the other Heroes (essentially coordinating operations during the fight). These tokens also determine the number of cards they draw during Phase 5: Restoration and potential Wounds that Heroes might suffer.
C. The Action cards deck constitutes each Hero's own range of techniques and spells. Every Hero should shuffle their own deck and draw 5 cards. Leave space next to your deck for your personal discard pile.
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Assign the Leader token to the person who demonstrates the broadest knowledge of dragons. Each turn the leader will change clockwise.
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Place all the miniatures of the Heroes on the tile depicting the Well.
Everything is ready. May the adventure begin.
Action Card
The card callouts on page 3 are, in order:
- A. Creature type against which the Action is valid (Animal, Undead, Humanoid, Witch) and Strength of the Action.
- B. Specific Mastery of the Action card (of Weapons, Guile, or Magic) and Strength employed in its use. Any special Abilities apply: some immediately after the card is played, others during or after the Battle phase. See the table on page 8 (Symbol Glossary).
- C. Range of Action. If the value is "ZERO", the Hero can only reach a Creature that is in the same room.
Artifact Card
The card callouts on page 3 are:
- Bonus for Mastery or against one particular Creature type, and the Specific Bonus of the object.
- Breakage Value of the object, depending on the result of the Hero die. If during the battle the roll of the Hero die result is equal to or greater than the number indicated by the Breakage Value, the object is destroyed. Put it into the item discard pile.
Personal Area
Each Hero's Personal Area holds their Action tiles, Bond tokens, Action cards and personal discard pile. Once an Action card (and possibly an Artifact) has been used, the Hero takes their Action tile from the Initiative Line and places it back in their Personal Area.
Dragon Rock: Phylax's Madness
Before delving into the mechanisms of the adventure, it is good to know some things about the intricate structure of Dragon Rock, the fortress conceived during the thousand-year-old, restless sleep of Phylax the Dragon.
Each Map tile can have two types of "spaces": Corridor or Room, and a side, indicated by the color of the rooms, which can be green or blue. This characteristic is crucial for the placement of the tiles, which must comply with the following Golden Rule:
GOLDEN RULE OF THE MAP TILES: In order for the castle tiles to match correctly, a tile with blue rooms can only be placed next to a tile showing the side with green rooms, and vice versa.
- If the Well (or a tile) is on the green side, to correctly place a new tile next to it, turn it over to the side with the blue room.
- If the Well (or a tile) is turned to the blue side, to correctly place a new tile next to it, turn it to the side with the green room.
- Subsequently, to place a new Map tile next to a tile with a green room, turn it to the blue side.
- Subsequently, to place a new Map tile next to a tile with a blue room, turn it to the green side.
Furthermore, each Map tile has 4 Torches which serve to ensure the correct placement of Map tiles. Two Map tiles line up correctly only if the position of the torches on those tiles matches. From now on, each tile has up to 4 valid positions in which it can be correctly placed, suggested by the alignment of the torches.
BEWARE: The location of the torches in relation to a Hero is very important for establishing the directions the Hero can explore. A Hero is imagined to take a lit torch (from the space he is in) and light the one in the space immediately adjacent to it, thus revealing the new Map tile (see Golden Rule of Exploration on page 4).
Game Flow
Now that you understand the secret of Dragon Rock and know how to navigate its twisted corridors, you can begin! The game is divided into turns, which themselves are divided into the following phases, to be completed in order:
- Phase 1: Hunt!
- Phase 2: Tactical Plan
- Phase 3: Fighting the Creatures
- Phase 4: Battle and Outcome
- Phase 5: Restoration
- Phase 6: Dragon's Awakening
Phase 1: Hunt!
Starting with the current Leader and going in turn order, each Hero can EXPLORE or MOVE.
Explore
If the Hero wants to explore, they MUST:
- Draw a Map tile from the bottom of the pile and place it in any valid position, adjacent to a "space" on a Map tile already present on the game board, keeping in mind the following:
GOLDEN RULE OF EXPLORATION: A Hero can only explore in the direction of a torch present in the room or corridor of the Map tile where their miniature is located.
Once the Map tile has been placed, the following actions must be performed in order:
- Move the Hero's miniature into the space immediately adjacent to the chosen torch, be it in a room or a corridor. If this move causes the Hero to "enter" a room, they also collect an Artifact.
- Draw a Creature card for each room on the newly placed Map tile and place it in one of the empty spaces on the Battle board (starting from left to right).
- Take the Target token corresponding to each Creature and place 1 in each room on the Map tile (some Map tiles have more than one room on them, so there will be multiple Creatures).
If the battle board is already completely occupied by Creature cards, add 1 Dragon's Breath token for each empty room face up in the first space available on the Battle board (left to right) instead of drawing a Creature card.
Important: movement during exploration is not considered "movement" and thus can't be increased.
Move
If the Hero doesn't want to or cannot explore, they MUST make 1 move to an adjacent "space" on a Map tile already present on the game board.
GOLDEN RULE OF MOVEMENT: In movement, "spaces" can be rooms, corridors, or Map tiles (in the event that a corridor is made up of multiple Map tiles). It is thus considered 1 movement to go from a corridor to a room and vice versa, from one room to another, or from one Map tile to another. It is clearly forbidden to cross walls: you can only move into or out of a room by moving through an opening.
After moving, the Hero must investigate:
- A. If the Hero moves onto a Map tile that already has Target tokens, add 1 Dragon's Breath token face up above each corresponding Creature on the Battle board (or in the first empty spaces left to right if both of a Creature's spaces are full).
- B. If the Hero moves onto a Map tile that does not have Target tokens, a Target token is added to every room on that Map tile and a Creature card to the matching space on the Battle board. If there are no Target tokens available (because the Battle board is full of Creature cards already), add 1 Dragon's Breath token for each room face up in the first space available on the Battle board (left to right) instead of drawing a Creature card.
Important: If a Hero wishes to move further, they may move 1 additional step by adding 1 Dragon's Breath token to the Battle board (in the first empty space left to right).
Once all the Heroes have explored or moved, Phase 2: Tactical Plan can begin!
Phase 1 Example
- Hansi the Minstrel decides to Explore. He draws the Map tile from the bottom of the pile and, in accordance with the Golden Rule, tests the 4 viable positions in which the tile can be correctly placed, then decides which is the most convenient. He can discuss this decision with the other Heroes. There is only one position in which this Map tile would allow him to enter a room directly and, therefore, to draw an Artifact. He decides to place the Map tile as shown.
- Hansi moves his miniature into the Blue room and draws an Artifact.
- He draws a Creature card and places it in the first available space of the board.
- He takes the Target token corresponding to the Creature and places it in the room.
After Hansi, it's Marcus' turn, but he doesn't want to explore and decides to move. He places his miniature in the same room as Hansi. Since there's already a Target token in that room, Marcus adds a Dragon's Breath token on the Battle board, above the Creature revealed by Hansi.
After Marcus, it's André's turn, and he decides to explore. In accordance with the Golden Rule of Exploration, he can only explore in the direction of the torches present in the space he is in (A). He draws a Map tile that unfortunately has 2 rooms. Wherever he may want to place it, in addition to moving his own miniature to an adjacent space, he would have to place 2 Creature cards on the Battle board and add the respective 2 Target tokens (one for each room).
If he still wants to explore next turn, he will only be able to do so in the direction of the torches present on the tile he is now on, namely room (B).
Phase 2: Tactical Plan
Each Hero has a set of Action tiles, which can only be played with that Hero's color and symbol up. They also have a set of Bond tokens, which are used to create links between Action tiles. The side of each Action tile has a notch cut out, which can only fit certain Bond tokens, and later tiles can only be added if the notch matches an available Bond token.
Starting with the current Leader and going in turn order, each Hero can USE AN ACTION TILE or PASS.
Use an Action Tile
The Leader can start the Initiative Line with any Action tile they have, then players can add more Action tiles to the line in turn, but only if they are linked by a matching Bond token. Each time a player adds an Action tile, they may also add up to 2 Bond tokens to open spots in the Initiative Line.
Pass
If a Hero cannot or does not wish to add a tile on their turn, they must PASS. Once a Hero passes, they may not use any more Action tiles this phase.
Planning during this step is critical! The Heroes should examine the Creatures they must fight and discuss the best strategy to do so, based on the cards they have in their hand. However, players may never mention the values on their Action cards and Artifacts; they can only suggest their objectives or needs, and are advised to do so.
Remember that a Hero can fight any Creature on the Battle board (if in range, see Phase 3, below). The Heroes will create a single Initiative Line using their Action tiles, linked together with Bond tokens. This line determines the order of play during Phase 3: Fighting the Creatures.
Heroes continue taking turns until all Heroes have passed or run out of Action tiles.
Phase 2 Example: Creation of the Initiative Line
- Hansi is the Leader this turn, and he uses 1 of his Action tiles to start the Initiative Line. He decides to use only 1 Bond token, which will allow him (as well as enabling a connection with the other Heroes' Actions) to draw an Action card during Phase 5: Restoration.
- After Hansi, it's Marcus' turn. He can use one of his Action tiles, connecting it to Hansi's Bond token, and then decide whether to place 1 or 2 Bond tokens. He decides to place 2. He can place them in any available spots in the Initiative Line.
- After Marcus, it's André's turn. He can use one of his Action tiles, connecting it to any Bond token on the Initiative Line. He decides to place it before Hansi's. This way, he gains the Initiative, and if the line was to remain like this, he would be the first to play cards in Phase 3: Fighting the Creatures.
- Now it's Frederik's turn. Since it is a planning phase, he agrees with André that it is fine for him to be the first to face the Creatures, therefore he places his Action tile at the end of the Initiative Line and then places a single Bond token.
- It's Hansi's turn again... The phase continues like this until all the Heroes either pass or have run out of usable Action tiles.
Phase 3: Fighting the Creatures
During Phase 1, the Heroes revealed the Creatures they must fight and their locations. In Phase 2, they established the order in which they will play. Now they have to fight!
Following (from left to right) the order of the Action tiles in the newly created Initiative Line, each Action tile allows that Hero to place an Action card from their hand under one of the Creatures on the Battle board. If a Hero, for some imponderable reason, does not want to play an Action card, they must still discard 1 from their hand and place it in their discard pile.
The Breath of Phylax the Dark has corrupted 4 types of Creatures (Animals, Undead, Humanoids and Witches), who have refined different Masteries: Mastery of Weapons, Mastery of Guile, Mastery of Magic. Heroes are called upon to oppose them.
Action cards can be played under a Creature only if:
- At least 1 of the 2 symbols (Type or Mastery) corresponds to that of the Creature it is being played against.
- The Range of Action (indicated on the Action card) is equal to or less than the distance between the Hero and the Target token on the Map (matching the Creature being confronted).
GOLDEN RULE OF THE RANGE OF ACTION: For the Range of Action, only the rooms and the corridors (which can be made up of several adjacent Map tiles) are considered "spaces". The distance from a corridor to a room and vice versa, or the passage from one room to an adjacent one, is therefore considered Range of Action 1.
When an Action card is used, it is always possible to use an Artifact on that same encounter.
Important: it is possible for a Hero to increase their Range of Action by discarding cards. Each card (Action or Artifact) the player discards increases the Range of Action by 1 space. Put these cards in your own discard pile.
Difference Between Range of Action and Movement
A Hero shooting an arrow would not move at the same speed as the arrow, covering the same space in the same time. For this reason, in the Fortress of Dragon Rock, it is often more important to exploit the Range of Action of a card than to move in an effort to be close to the other Heroes. Movement (unless dictated by a Skill or Artifact) has a very high price to pay (1 Dragon's Breath token for each step), even if moving just 1 step can significantly reduce the Range of Action!
- Marcus just needs to play a card with Range of Action 1 to reach any of the Creatures, because for Range of Action the corridor is considered a single space, so only 1 single step separates the corridor from any of the other rooms.
- If Marcus wanted to move to reach the position of the Creature (as shown in the picture), he would take 3 steps: 2 for the 2 tile-to-tile steps and 1 more for the corridor-to-room step.
- Frederik only needs a Range of Action of 0 to reach the Creature in the room he is in, but he could potentially reach other Creatures with Action cards that have Range of Action 2 (1 for the room-to-corridor step, and 1 to go from the corridor to any other room).
Phase 3 Example
André has priority given by the Initiative Line, so he plays first. He has a card with both the appropriate Mastery icon and Creature Type good against the Creature in the room with Hansi, and can lend him a hand. So, finding himself within a Range of Action of 1 from that Creature, he uses it. At this point, he removes his Action tile from the Initiative Line. It's now Hansi's turn.
Hansi doesn't have any suitable card to face the Creature in his own room. He can attack the Creature indicated by the marker, but to hit it he needs a Range of Action 2 while his card's value is only 1. He therefore uses an Artifact in his hand that increases the Range of Action by 1. Hansi removes his Action tile.
To reach the end of the phase, it's now Marcus' turn (to use cards), followed by Frederik and then Hansi again.
Once an Action card (and possibly an Artifact) has been used, the Hero takes his Action tile from the Initiative Line and places it back in his Personal Area. This operation is necessary to see who is playing next.
Beware: do not remove the Bond tokens for now. Only after all the Action tiles have been removed from the Initiative Line (i.e., when all the Heroes have played their cards) can Phase 4: Battle and Outcome begin.
Phase 4: Battle and Outcome
Each encounter with the Creatures on the Battle board must be resolved.
If no Action card was placed under a Creature card, this is a bad omen! That Creature was able to act undisturbed on behalf of the Dragon. Remove that Creature and add 2 Dragon's Breath tokens face down in the part of the Battle board corresponding to that Creature. If the spaces are already taken, place them in the first spots available starting from the left. They will be counted in Phase 6: Dragon's Awakening.
Now, starting from left to right, it's the moment to confront the Creatures under which Action cards were placed by the Heroes.
The value of the Creature is given by:
- The core Strength of the Creature (including Creature effects).
- Any face-up Dragon's Breath tokens on the Battle board, above that same Creature.
- The value of the Creature die roll.
The value of the Heroes involved in the fight is given by:
- The sum of their Mastery Bonuses (obviously only the ones that are valid for the Creature being faced).
- The sum of the Strength of the Actions against that specific Creature.
- Bonuses resulting from Action and/or Artifact card effects.
- The value of the Hero die roll (roll once for all Heroes in each fight).
If the value obtained by the Heroes is equal to or greater than the value of the Creature, the fight is won. The card is conquered by the Heroes, who can claim the possible Artifacts and be awarded the Mirror Fragments (if any) useful for victory. Set the card aside to keep track of it. The Artifacts are awarded only to the Heroes involved in the fight that is being resolved, following the order of the cards placed under the Creature.
If the value obtained by the Heroes is less than the value of the Creature, that fight is lost. The Heroes take 1 Wound. Put the Creature card in the Creature discard pile.
Regardless of the victory or defeat of the Heroes, each Wound icon (whether on the die or on the Creature) inflicts 1 additional Wound to the Heroes involved in the fight.
As with Artifacts, Wounds are only inflicted on the Heroes involved in the fight being resolved, following the order of the cards placed under that Creature.
Creature penalty: the Penalty inflicted by the Creature indicates that the value of the Creature die (black) must be doubled.
When a fight is resolved, remove the Creature card and the Action cards used (these will end up in their respective discard piles) and remove the Target token from the Map. For the time being, do not remove either the Bond token (it is going to be needed during Phase 5: Restoration) or the Dragon's Breath token (it is going to be needed during Phase 6: Dragon's Awakening).
Since there are no Mirror Fragments, all the cards can be moved to their respective discard piles.
Phase 4 Example
- First, check if any Creatures have not been confronted. A Creature that has not been confronted is put in the Creature discard pile, and 2 Dragon's Breath tokens are added to the corresponding area on the Battle board.
- The first battle is the one furthest to the left. André is the only Hero confronting that Creature. André has a Value of 4 (3+1 because both the bonuses Mastery and kind of Creature match). The Creature is 4 plus the Dragon's Breath token, which gives it a +2. André rolls both dice (Hero die and Creature die) since he's the only Hero in that Fight Line. The Creature gets 2 (doubled because of the Creature Penalty), so the total value is 4+2+4=10. André gets 4+2 from the Hero die. Unfortunately, André lost the battle and will take 1 Wound. He then flips his Bond token present in the Initiative Line to the Wound side. The flipped Bond token will prevent André from drawing an additional card during Phase 5: Restoration.
- Continuing from left to right, let's proceed to the second battle. Marcus and Hansi have both played cards against this Creature. Marcus is first in the battle line, so he adds 2 to his Value (see table on page 8; "+2 Because it's the first in the line"). The partial amount of the Heroes is 9, that of the Creature is 4. Since Marcus is the first in the Fight Line, it's up to him to roll both the dice: he gets 3 on the Hero die and 1 + Wound on the Creature die. The total of the Heroes is therefore 12, while the Creature totals 5. The Heroes defeat the Creature. Unfortunately, the Creature die also shows the Wound symbol, which applies both in case of defeat and in case of victory, so Marcus, who is the first to have confronted the Creature, will take a Wound (he flips his Bond token to the Wound side). For the same reason, however, he is entitled to take the Creature's Artifact. (Callouts on the example: "+2 against the right Creature"; "+5 for the correct Mastery"; "Artifact".)
- The last fight. The Heroes start with a value of 4, while the Creature's value is 5. Hansi rolls the dice and gets 2; the Creature gets 1 + the Wound symbol. It's a tie, so the Heroes defeat the Creature! The Heroes gain 1 Mirror Fragment and Hansi, who is first in line, draws an Artifact. Unfortunately, the Heroes will pay a very high price for this victory: 2 Wounds, 1 because of the Creature's special ability, 1 for the die. Hansi and Frederik both flip their token to the Wound side. (Callouts on the example: "Unusable Bonus: There are no Dragon's Breath tokens to remove."; "Unusable Bonus because the Creature type is not correct."; "+4 for the correct Mastery"; "Additional wound"; "Artifact"; "Mirror Fragment".)
In the next phase, we will see that the Heroes could potentially heal these Wounds by adding Dragon's Breath tokens, with disastrous consequences!
Phase 5: Restoration
When all the fights have finished, each Hero performs the following actions in order:
- Draw 1 Action card from their own deck, plus another for each of their own Bond tokens not flipped to the Wound side which are present in the Initiative Line. If there are no cards left in the Hero's Action deck, shuffle the discards (including Artifacts) and draw from the newly formed deck. Each Hero can have up to a maximum of 7 cards in total: once this amount is reached, they cannot draw any more cards, and in case they already have 7, they do not draw at all.
- Each Hero takes their own Bond tokens from the Initiative Line and puts them back in their Personal Area.
If a Bond token is flipped to the Wound side, the Hero could decide (at their own discretion or by reaching an agreement with the other Heroes) to flip it back to the Link side, making it usable again in the next turn, but at the price of adding a Dragon's Breath token (face down) to the Battle board, in the first available space starting from the left.
About Wounds
- The Heroes take 1 Wound whenever they lose a fight with a Creature. The Wound is taken by the first Hero in the Fight Line.
- Furthermore, some Creatures and the Creature die itself show the Wound symbol, which causes an additional Wound. The additional Wound is taken regardless of the fight being won or lost. In the event of multiple Wounds received by the Heroes during a fight, they are distributed in order starting from the first Hero.
- For each Wound taken during a fight (be it caused by a defeat, the Wound symbol above the Creature, or the die), a Bond token of the wounded Hero in the Initiative Line is flipped to the Wound side. The ones kept in the Personal Area of a Hero are only flipped if there are none available in the Initiative Line.
- A token flipped to the Wound side prevents the Hero from drawing a card during Phase 5: Restoration. It also cannot be used during Phase 2: Tactical Plan anymore. It is, for all intents and purposes, one less token for the Hero, who could even risk not being able to connect to the Initiative Line and having to skip a turn.
- A Wound can be healed either with an Artifact or Action card bearing the Healing symbol (see the Symbol Glossary), or, as seen before, by adding a Dragon's Breath token.
Phase 6: Dragon's Awakening
While the Heroes lick their wounds and take a breather in preparation for the next turn, the Dragon doesn't wait: count the highest number of Heroes who are in the same space on the Map, and add an equal number of Dragon's Breath tokens (face down) to the Battle board.
Important: consider the "spaces" according to the Golden Rule of Range. A corridor made up of multiple adjacent Map tiles is therefore considered 1 single space (be it a corridor or room). 3 Heroes in the same space would lead to the addition of 3 Dragon's Breath tokens to the board. If the Heroes are all located in different spaces, only 1 Dragon's Breath token is added. It's not wise for Heroes to be too crowded together!
In the event that Phylax's head has already emerged, 3 Dragon's Breath tokens are not enough to make it emerge further. Move the tokens to the left. They will be used as bonuses during the next turn.
At this point, count how many Dragon's Breath tokens there are in total on the Battle board (it doesn't matter whether face down or face up):
- If there are enough tokens to get Phylax to emerge from the Well, remove them, starting from the leftmost ones, and add 1 of the Dragon tiles to the Dragon board. It takes 3 tokens to bring out the head, 4 more for the torso, and 5 more to bring it out completely. When a Dragon tile is added, remove the necessary tokens starting from the left and add the Dragon tile: first the head, then the torso between the head and the Well, and finally the legs, between the torso and the Well.
- If there are not enough Dragon's Breath tokens to allow Phylax to emerge, or there are some left after it emerges, flip them all to their face-up sides and slide them to fill the spaces starting from the left. They will remain on the Battle board to increase the value of the Creatures that the Heroes will face in the next turn.
If the third Dragon tile has been added and Phylax has fully emerged, the Heroes have Lost; otherwise, pass the Leader token to the left and start a new turn with Phase 1: Hunt!
Victory and Defeat
The Heroes win if they collect a sufficient number of Mirror Fragments. Phylax wins if the third Dragon tile is turned up on the Dragon board.
Setup Variables Based on the Number of Heroes
| 2 Heroes | 3 Heroes | 4 Heroes | 5 Heroes | |
|---|---|---|---|---|
| Action tiles that each Hero can use | 3 | 3 | 2 | 2 |
| Bond tokens that each Hero can use | 5 | 4 | 4 | 3 |
| Dragon's Breath tokens needed to add a Dragon tile | For the first step (the head) 3 will be needed, for the second 4, for the third 5 | |||
| Mirror Fragments needed to win | 8 | 9 | 10 | 11 |
Important: with 3-4-5 Heroes, the Action tiles and Bond tokens that cannot be used must be chosen at the start of the game and put back in the box. Be careful when choosing which tiles and tokens to keep or discard based on the shapes with the most chance of fitting!
Blind Guardian's Special Rule
The Blind Guardian is the protector of the fantasy worlds, and he has close ties with his antagonist: if during a fight he takes a Wound, he flips his Bond token to the Wound side, where Phylax's symbol is. During Phase 5: Restoration, he cannot choose to keep the token on Phylax's side; he must flip it back to the Link side and add a Dragon's Breath token to the Battle board.
Symbol Glossary
Creature type: Animal, Humanoid, Undead, Witch.
Mastery type: Magic, Guile, Weapons.
Effects on the Action cards (during the resolution of a fight):
- Shield: Prevents a Wound suffered by that Hero during a fight.
- Inhibition: During the fight, the Creature die is not rolled.
- Heroic Fury: Double the Hero die result.
Effects on the Creature cards:
- Wound: The Creature inflicts a Wound, whether it won or lost the fight.
- Impact Force: An Artifact used in the battle breaks (place it in the item discard pile). On Creature cards, it applies whether you won or lost the fight. On Artifact cards, it is linked to the result of the Hero die.
- Bestial Fury: Double the numerical value rolled on the Creature die.
Effects on the Action cards (effective whenever the card is used):
- Heal: Flip a Bond token on the Wound side, back to its Link side.
- Inspiration: Draw 1 Action card from your deck.
- Emanation: Increase by "X" the Range of the Action card used.
- Blessing: Remove 1 Dragon's Breath token (if present) placed above the Creature the Hero is facing.
- Magic Step: Move the Hero 1 space, according to the Golden Rule of Movement.
- Too Much Passion: If 2 Action cards with this symbol are in the same Fight Line, they are eliminated at the end of Phase 4: Battle and Outcome. The Heroes will be deprived of them for the rest of the game.
- Frontline: The bonus applies only if the Hero's Action card is the first one in the Fight Line.
- Backline: The bonus applies only if the Hero's Action card is the last one in the Fight Line.
Special:
- One of Us: Any icon followed by this symbol applies its effect either to the Hero who is using the card or to any other Hero in the same Fight Line.