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Guildhaven City

Guildhaven City Rulebook

Table of Contents

Table of Contents

  • 01 – Required Components
    • Pre-Game Prep Work
  • 02 – Hero Mat
  • 03 – Creating Your Hero
  • 04 – Ability Cards
    • 04.1 – Buried Cards
    • 04.2 – Active Cards
  • 05 – Item Cards
  • 06 – Villains
  • 07 – Attack Modifier Table
  • 08 – Scenario Setup
  • 09 – Round Overview
    • 09.1 – Card Selection
    • 09.2 – Initiative
    • 09.3 – Resting
  • 10 – Hero Turn
  • 11 – Attack
  • 12 – Line of Sight
  • 13 – Advantage and Disadvantage
  • 14 – Area Attacks
  • 15 – Cone Attacks
  • 16 – Attack Conditions
    • 16.1 – Attack Effects
  • 17 – Searching
  • 18 – Movement
    • 18.1 – Jump
    • 18.2 – Charge
    • 18.3 – Fly
    • 18.4 – Teleport
  • 19 – Elemental Infusions
  • 20 – Summons
  • 21 – Exhaustion
  • 22 – Villains' Turns
    • 22.1 – Villain Action Table
    • 22.2 – Focus
    • 22.3 – Villain Movement
    • 22.4 – Villain Attack
    • 22.5 – Other Abilities
  • 23 – Finishing the Scenario
  • 24 – Leveling
    • 24.1 – Health
    • 24.2 – New Ability Cards
    • 24.3 – Perks
    • 24.4 – Items
  • Example of Play
  • Scenarios
    • Scenario A – Back Street Justice
    • Scenario B – Panic at the Nightclub
    • Scenario C – The Most Beautiful Pearl
    • Scenario D – Battle in Davenport
    • Scenario E – Professor Stupendous
    • Scenario F – Guildmembers Only
    • Scenario G – Street Cleaner
    • Scenario H – Martial Law
    • Scenario I – Beta Showdown
    • Scenario J – Rest in Peace
    • Scenario K – Quick Draw Raja

01 – Required Components

1 very small mini (about the size of a Risk piece) to represent your hero on the battle-map.

2 dice* for your Hero's AMT.

6 dice for the Villain's VAT.

1 very small die for summoned ally (optional).

Pencil with eraser for your Hero Mat.

Clear matte office tape for prepping scenarios.

Small cubes of different colors for:

  • Your HP on your Hero Mat.
  • Elemental Infusions.
  • Scenario map items.
  • Villain Counters (which should be labeled 1-9).

Quarters for larger 4-square Map items.

10 Card Sleeves for your Hero's Ability Cards.

7 Sheets of Colored paper/cardstock to print the Ability Cards and Item Cards.

* All dice in this game are six-sided (D6).

Pre-Game Prep Work

You will have to cut out all of the cards and condition markers on separate pieces of colored paper/cardstock.

Separate ability cards by specialty.

Then shuffle item cards and put them in a pile facedown nearby.

02 – Hero Mat

The Hero mat is a consumable half page with a blank for your superhero's name, an outline of the superhero itself to be decorated (choose the male or female card), Hit Point bar at the bottom, Attack Modifier Table on the right, and Perks you will choose in the middle as you level. You will discard ability cards face up to the left of your mat, and bury cards face down to the right of your mat.

Hero Mat key:

  • A = Discard. You will place the cards you played face up in the discard pile to the left of your Hero Mat.
  • B = Name. You will write a creative name for your superhero in this box.
  • C = Specialties. You will circle two icons representing your two superhero specialties.
  • D = Active. Active cards such as Augments and Neural Chips are placed in this area above the Hero Mat.
  • E = Hand Size. You will always start a scenario with 10 cards total.
  • F = Buried. Some cards have an X on them meaning they are buried after use. Also when you rest you bury two cards of your choice from your Discard Pile (A). These cards can never be returned to your hand during a scenario.
  • G = Perk Cards. You get 1 perk each level. Put your 2 cards here and choose 1 from the 6 options each time you level up.
  • H = Elemental Infusion Table. This is used to measure the powers of light and dark. These powers can be manipulated.
  • I = Hit Points. You will track you HP here. If ever you lose HP below one (1), you are exhausted and lose the scenario. You must attempt the scenario again.
  • J = Item Capacity. This shows how many items you can equip before starting a scenario. It increases as your level increases.
  • K = Level. As you level increases, so too do your starting HP and number of items you can equip.

03 – Creating Your Hero

To make your hero at the beginning of the game take a blank male or female Hero Card and do the following:

  1. Draw a random item card from the deck.
  2. Choose two specialties and circle the two symbols at the top of your Hero Mat.
    • Martial Arts (fist icon)
    • Psionics (head icon)
    • Shadow (circle icon)
    • Super Senses (eye icon)
    • Super Strength (arm icon)
    • Weaponry (pistol icon)
  3. Take the Perk Mini Cards (1 from each Specialty) and place/tape them on to your Hero Mat.
  4. Sleeve the 10 Level 1 Ability cards associated with your two specialties (5 from each) and put them into your hand.
  5. Choose one perk (from the six choices on your Perk Cards) and fill in the bubble in front of it.
  6. Name your Hero.
  7. Illustrate your Hero Portrait (Use color and creativity to make your hero pop! This will be your character for the next 20+ hours of gaming, so get invested!).
  8. Place a cube over your 10HP marker (level 1).

04 – Ability Cards

The ten "level one" ability cards (5 from each of the two specialties) are what allow you to perform actions during a scenario. At the beginning of each round, you will choose two ability cards from your hand. You will use the top half of one card and the bottom half of the other to complete at least two actions. The order of the cards is up to you. You can use the bottom of one card first if you wish, but then you must use the top half of the other card. The order of actions on each half of the card is important as they must be played line by line. You may skip a line (or effect) but you cannot rearrange the order of the effects.

These cards represent your endurance and battle fatigue. The more cards you have in your hand, the more endurance you have. Meanwhile, the more cards you have in your Discard Pile and Buried Pile, the more fatigued you are. Once all of your cards are in your Buried Pile, you become exhausted and lose the scenario.

After using a card, it will go to your Discard Pile (except in cases of 04.1 and 04.2). You do not get these cards back until you Rest, but resting will always send two cards to the Buried Pile.

Instead of using the top or bottom of a card, you can use one of the three Basic Actions from the bubble in the middle of the card. If you use a basic action, the card is put into the Discard pile.

Ability card key:

  • T = Specialty. This symbol tells you the type of Ability Card.
  • U = Initiative. This is the initiative available when you play the card.
  • V = Upper Half. This part of the card usually has attacks.
  • W = Basic Actions. One of these three actions can be used instead of the upper or lower half of a card.
  • X = Lower Half. This part of a card usually has higher movement options.
  • Y = Card Level. This shows the level of the card, and the level needed to have it in your pool.
  • Z = Bury. If you played the power on the half of the card that has this symbol, the used card goes into the Bury pile instead of the Discard pile.

04.1 – Buried Cards

Some cards are significantly more powerful than others. When you play a card half that has an X icon in the bottom corner, that card goes to the Buried Pile instead of just being discarded.

04.2 – Active Cards

These are also more powerful since they maintain a bonus until you rest. These cards have a tilted X and normally limited to one in play at a time.

Summons are Persistent Effect cards. Although they also share the same tilted X, they are not Buried during a Rest. Instead, they are only Buried once the summoned ally has lost all of its HP.

05 – Item Cards

You begin the game with 1 random item card. The item you get might influence how you build your hero. Additional Item Cards are acquired by ending your turn in a spaces with a ? during Scenarios. At the end of a turn when you land on a ?, shuffle the item card deck, draw one Item card. Any items found during a scenario can be used on future scenarios, but not in the current scenario.

If you fail a scenario, the Item you found is removed from the game. You still have to redo the scenario until you win, but the Item acquired from that scenario is destroyed.

Some items are more helpful for certain hero specialties. You are limited to the number of Items you can equip by your current level. See Leveling for more details. Most Item Cards have the X symbol and are thus buried after use.

06 – Villains

The villains you encounter in a given scenario are individually listed on the Scenario Sheet, including health bubbles. Place clear matte tape over the health bubbles before starting your scenario. (This will make it easier to erase heals and restart if needed). Fill in these bubbles with a pencil as they take damage.

All Beta Villains have 1 SHIELD and can do x3 damage when rolling a 12 on the AMT.

Once a villain is defeated, remove that unit from the board.

Each round, after you have selected your two ability cards and announce your initiative, roll 1d6 for each villain type and refer to that villain's ability table. The die result determines what initiative and abilities each villain of that type will perform the round on his turn.

For purposes of gameplay, every numbered villain counter (1, 2, 3, etc.) on the scenario spread is a villain since it has HP for you to destroy.

07 – Attack Modifier Table

Any time an Attack is performed (by you, or a villain), roll 2d6 and refer to the AMT on the Hero Mat to determine how the attack is modified. You must do this for each target individually.

You may discard one card from your hand to increase your hero's AMT total one. If you rolled a 3 (NIL) you could discard one card to make it a 4 (-2). Likewise, if you rolled an 11 (x2) you could discard a card to make it a 12 (x3).

If you chose the AMT Perk that allows you to discard more than one card, increase your AMT by the number of cards you send from your hand to the Discard Pile. Remember, cards that were chosen this round (during 09.1), and cards that are Active are not in your hand.

Effects like Push, Poison, Stun, and Damage happen despite (or in absence) of the AMT result. Higher rolls on this table are generally better. If a 2 (NIL) is rolled, then the attack does no damage to your HP. If an 11 (x2) is rolled, then the attack does double HP damage to the target. If a 12 is rolled by a Beta (yourself or a villain with a Beta tag) the modifier is x3 instead of x2.

AMT table (printed on the Hero Mat):

2d6 rollModifier
2-3NIL
4-2
5-1
6-80
9+1
10+2
11x2
12x2
12* (Betas only)x3

08 – Scenario Setup

Scenarios will consist of a two-page spread with the Scenario Sheet (containing victory conditions, narrative, villains, and special instructions) on the left and the map on the right. When setting up a scenario, do the following:

  1. Place clear office tape over the health bubbles on the Scenario Sheet so you can erase them easier. It might require multiple attempts at a scenario to complete it.
  2. Place the cubes marked 1-9 on the correct places on the map.
  3. Place a cube where the ? is located and any other terrain or object features on the board on the board.
  4. Place your mini on one of the starting spots of your choosing marked with a start symbol (a boxed X on a diamond).
  5. Review any starting conditions from the Scenario Sheet.
  6. Have at least 8 dice (D6) on hand for the scenario.
  7. Choose from the items you own to equip.
  8. Take the 10 Ability Cards into your hand.
  9. Prep your Hero Mat with the correct HP for your current level and two Perk Cards.

09 – Round Overview

A scenario is a series of rounds that are played until you either reach the victory condition or fail (usually by exhaustion).

The round will happen in this order:

  1. Card Selection - You will choose two cards to play this round. If you do not have 2 cards, then you take no actions (as if you were Stunned).
  2. Initiative - Choose the initiative from one of the two cards selected in step 1. Then roll a d6 for each villain type and refer to the initiatives in their VAT results.
  3. Hero and Villain Turns – Starting with the lowest initiative (closest to 1). Your hero and the villains will act out their turns. (During a tie, your hero goes first.)
  4. Your hero may take a Rest if at least 2 cards are in the Discard Pile.

09.1 – Card Selection

You will select two cards from your hand to play this round, using the top of one and the bottom of the other, or the Basic Actions of either/both. The two played cards are then either discarded (face up to the left of your Hero Mat), Buried (face down to the right of your Hero Mat), or activated (face up above your Hero Mat). Only discarded cards can be returned to your hand (by resting).

09.2 – Initiative

After selecting your initiative from one of the two cards played (you'll usually choose the faster card), roll on the VAT for each villain type in this scenario. The VATs are found on the Scenario Sheet and each require rolling a d6. Once rolled, leave the d6 on top of the VAT so you can access the number easier without having to memorize it.

Starting with the lowest initiative (closest to 1) your hero and the villains will act out their turns. If there is a tie, you choose whether you want to go before the villain.

09.3 – Resting

At the end of any/every round, after all actions and special instructions have been resolved, you may rest to recover cards. Discarded cards (not Buried Cards) are returned to your hand by resting. You can only Rest if there are at least two cards in your Discard Pile. Follow these steps when Resting:

  1. All Active cards (like Augments) are Buried.
  2. If you buried any Active Cards, move a chosen card from your Discard Pile to your Buried Pile. If you did not bury any active cards, move two chosen cards from your discard pile to your Buried pile.
  3. If your HP is not at maximum for your level, heal 1 HP. If you have any conditions such as Poison and Wound, you remove all negative conditions instead of gaining HP.
  4. Take all of the remaining cards from the Discard pile and put them back into your hand.

10 – Hero Turn

On your turn, you will perform the top card action and the bottom card action (in any order). You can choose to skip some effects of a specific card but you cannot go back or rearrange the order of effects on the card itself. You may also choose to use any card you play for a Basic Action (attack 1, or move 1, or push 1). Cards used as basic actions are discarded only.

11 – Attack

There are four types of attacks; ranged, melee, AOE, and Cone. Unless a range is specified, attacks are melee and only possible against villains and objects in the eight adjacent spaces. Every attack requires a roll on the Attack Modifier Table to determine if there's a change in damage.

When a villain takes damage, fill in the health bubbles on the Scenario Sheet until all bubbles are filled in (defeated).

When your hero takes damage, you may either reduce your HP according to the damage specified, or you may Bury a card from your Hand to reduce the incoming damage to 0. When you use a card in this way, it goes into the Buried pile, and it doesn't prevent any other effects. You cannot Bury an Active Card to negate damage.

If you have fewer HP than the damage done AND you do not have a card in your hand to negate the damage, then you are exhausted and the scenario ends. You will have to try the scenario again to complete it.

12 – Line of Sight

Also referred to as LOS, Line of Sight is required for all attacks, effects, and conditions. You have LOS if you can trace a straight line from one corner of your space to one corner of the villain's space without touching any part of a wall; going through a wall, clipping the corner of a wall, or following the edge of a wall.

13 – Advantage and Disadvantage

If you have to roll on the AMT with advantage or disadvantage, you will roll 3 dice instead of 2 dice. If the attack has advantage, choose the two highest dice. If the attack has disadvantage, choose the two lowest dice. CONFUSE always causes disadvantage, as does using a ranged attack against an adjacent target.

To show that the next attack (or more if a persistent effect) has Advantage/Disadvantage, place a Marker on your Hero Mat or on the Conditions Tracker if for Villains.

There is a Super Senses Perk that prevents Villains from ever gaining advantage or disadvantage.

14 – Area Attacks

Also referred to as AOE attacks, these attacks target multiple adjacent squares. An AOE 1 attack only needs LOS to the target square and would affect the target square and its 8 adjacent squares, while AOE 2 would target all of the squares as an AOE 1 plus an additional ring of squares. AOE attacks are dangerous and can cause damage against yourself or allies if not carefully placed. AOE attacks do not work through walls. AOEs are not affected by advantage and disadvantage.

15 – Cone Attacks

Cone attacks will affect 8 squares in a pyramid shape orthogonally (up, down, left, or right) adjacent to the attacker (with the attacker being at the top—or smallest part—of the pyramid). A Cone attack is made from a corner of your square and spreading away orthogonally. Cone attacks are dangerous and can cause damage against allies if not carefully placed. LOS is still required to each square for each square to be targeted. Cone attacks are not affected by advantage and disadvantage.

16 – Attack Conditions

Effects and conditions take effect whether or not damage is done target. These will still be applied on a NIL result.

Conditions last until a unit both begins and ends its turn with the condition. Conditions do not stack. This means that you cannot have multiple BLEEDS on you or multiple POISONS on you. However, you can have one of each. Beneficial conditions such as SHIELD and RETALIATE also work in this fashion. They will last until the unit begins and ends its turn with the condition in effect.

BLEED effects do not require a roll on the AMT. A Bleed effect cannot be Retaliated against or Shielded against because it's not an attack action. It's damage that cannot be mitigated and simply takes away health according to the number listed. You cannot choose to negate the lost HP by discarding an Action Card from your Hand.

  • CONFUSE forces disadvantage for all attacks made by the target during its next turn.
  • DISARM prevents the use of an Attack action during the target's next turn. This does not prevent an attack from a Charge action.
  • IMMOBILIZE prevents the target from willfully moving until the end of its turn.
  • POISON allows all future attacks to add +1 targeting the figure. If a Heal ability is used (VAT, Card, or Rest) on a poisoned target, the POISON token is removed and the Heal has no other effect.
  • RETALIATE causes damage to the Attacker if within melee whether the attack hits or not. Some Retaliates have a range, but since Retaliate is not an attack it doesn't suffer from disadvantage in melee.
  • SHIELD blocks an amount of damage from Attacks. It doesn't stop effects.
  • STUN prevents the target from performing any actions on its next turn, and forces the player to Bury all Active Cards. If your hero is stunned, you may not even Rest. Your hero cannot play any cards so he cannot play anything that removes negative persistent conditions. Any cards chosen go back into the players hand.
  • WOUND is a persistent condition that may last the entire scenario. WOUND does 1 damage at the start of the affected figure's turn. If a Heal ability is used, the Wound is also removed.

Use a 15mm Condition Token to record these afflictions.

  • Place Condition Tokens on your Hero Mat for any conditions affecting your character.
  • Place Condition Tokens on/under your summon's die counter directly on the map.
  • Place Condition Tokens on the Conditions and Effects Tracker (found to the right of each scenario map) for any conditions affecting Villains.
  • Place those counters on the number matching the number of the Villain. For instance – in the example below – Villain 1 is affected by CONFUSE, and Villain 3 is affected by both CONFUSE and POISON.

16.1 – Attack Effects

Effects are generally positive while Conditions are negative.

Advantage and Disadvantage have their own markers that are used if the effect is ongoing.

DRAIN is a powerful effect wielded by Beta Villains (and some non-beta bosses) that forces the player to Bury 1 card from his/her hand immediately as long as the hero is in LOS (infinite range). If the player does not have a card in his/her hand, then Bury 2 cards from the Discard Pile.

PUSH immediately makes the target increase range from the attacker for each space you move it whether orthogonally or diagonally.

PULL does the opposite of push.

PIERCE reduces the effectiveness of Shield at a 1:1 ratio.

TARGET adds additional targets that are within the specified range. Target 3 Range 4 would allow three (LOS) targets up to 4 spaces away.

17 – Searching

Most search actions require you to end your turn on top of the item (usually a ? or a marked search space) you are meaning to search, however, there are a few ability cards that give your search a range. Look for language on cards like Range 1. In this case, any and all squares at range 1 can be searched immediately during your turn (provided you played such a card).

18 – Movement

Your hero and villains will move similar to a chess Rook, and then a King. The first space of a Move action must be orthogonal like a Rook. After that, you may move diagonal, orthogonal, or a mix between the two. You must always end your movement in an empty space before continuing on with any other actions.

18.1 – Jump

Jumping and Charging can only be performed in an orthogonal (Rook) direction. Villains and obstacles are ignored while jumping, but you must end your movement in an empty space. You cannot jump or charge through walls.

18.2 – Charge

Charging is a movement followed by a melee attack to the space in front of you at the end of the movement. The strength of the attack is equal to the number of spaces from the starting space that you have traveled. Charges are only in a straight line (like a rook). Charging is a special kind of attack because it can be made even if you are disarmed.

18.3 – Fly

Flying allows you to move to any place within range. If you are flying, you may move diagonal as part of your first movement. Villains and obstacles are ignored while flying. You must end your movement in an empty space. You cannot fly through walls of course.

18.4 – Teleport

Teleport also lets you move to any place within range, but you do not need a clear path or Line of Sight to reach your destination. You can teleport through walls.

19 – Elemental Infusions

Some effects require consuming an element. These are marked with a boxed-X symbol. There is a continuum of LIGHT and DARK elements found on your Hero Mat. You will manage one cube to mark the current power shift on the Element Infusion table.

The Element Infusion table, from the Light side to the Dark side, is labelled: Light Sun, Middle Sun, Black Ring Sun, Neutral Inert, Crescent Moon, Stars, Eclipse (Dark).

Your hero can only use the LIGHT element (Light Sun, Middle Sun, Black Ring Sun) to increase an ability if marked with a boxed-X symbol. The Villains can only use the DARK elements to increase an ability. If your card reads Add LIGHT, move the Elemental marker one place to the left. Villain powers always add only to the DARK, moving the marker to the right. If you or an enemy infuses an element to use with a power, move the marker one spot closer to Inert. No powers can be infused while inert. Villains must infuse (create) an element if they can. Villains will not use an element if it will not benefit them in any way.

Add Light happens immediately, so you can add Light with the first card (top or bottom half) and use it with the second card (top or bottom half) during the same turn.

Since each Villain technically has its own turn, its possible for the Infusion marker to move all of the way over to Eclipse in a single turn before you even get a chance to react. For instance, if a result on the Thug table reads Add Dark and there are 3 Thugs in play, the Infusion marker would move over one per Thug before their turns are over.

20 – Summons

Allied units can be summoned to battle by special events or cards. A summoned unit is placed in a space adjacent to the summoner. The summoned unit should be represented by a small die, which will simultaneously be used to track its HP.

Summons have basic statistics for hit points, attack, move, and range along with any special traits.

A summon is considered a persistent bonus (even though the card is placed in the active area) until either the summon loses all its hit points, or the summoner becomes exhausted, at which point the summon is removed from the board.

A summon's turn is always immediately before the character who summoned it, and is separate from that character's turn. Summons are not controlled by the summoning player, but instead obey automated villain rules. Summoned figures do not take a turn in the round they are summoned.

21 – Exhaustion

Your hero becomes exhausted in one of two ways:

  • Either you drop below one hit point on the hit point track,
  • Or if at the beginning of a round, you cannot play two cards from your hand and also cannot rest because you cannot recover two cards from your Discard Pile.

The moment you become exhausted during a scenario, the scenario is lost.

22 – Villains' Turns

After displaying your two cards and announcing your initiative, you will roll 1d6 on the Villain Action Table for each type of villain present. Villains then follow an automated system in order to maximize their effectiveness in combat. All villains of the same type take their turn at the same initiative value listed on the rolled VAT. During a tie, the villains act in ascending numerical order according to the numbers on their tokens. A villain must follow each step of their turn the same way the hero does. Normally, villains will have a movement first and then an attack. They cannot rearrange the order of the actions listed.

22.1 – Villain Action Table

You will roll 1d6 on the Villain Action Table for each type of villain present. All villains of that type share the same action and initiative.

You roll on this table after choosing your two ability cards and announcing your initiative.

22.2 – Focus

Each individual villain will focus on a specific enemy—either your hero or an ally (summoned). The first priority of a villain is to focus on the enemy closest to it. If more than one enemy ties for being the closest, the second priority is to focus on the enemy who is earlier in the initiative order (summons are focused on before the hero in this case).

Note: "Closer" means which enemy can be brought into attack range in the fewest number of movements.

22.3 – Villain Movement

A villain will move until it can attack your hero or summons, and no further. A villain will move away from your hero if it has a Ranged attack and would be at disadvantage if it stayed close to you. However, it can only move up to the amount listed under its movement. It follows the same rule as the hero for the first move and thus must be orthogonal. If a villain cannot attack after its movement, it will still try to get as close to target as possible as if it has a melee attack.

A villain will also move away from its focused enemy until it can perform the ranged attack without Disadvantage. When forced to choose, a villain will prioritize losing Disadvantage on its focused enemy over maximizing its attack on secondary targets. Even if a villain cannot move into attack range, it will still get as close as possible to its focus. Having abilities other than "Attack" on its ability card does not affect a villain's movement in any way. It will simply move according to the above rules and then use its other abilities as best as it can.

22.4 – Villain Attack

A villain attacks on its turn if it has an attack possible (determined by the VAT). If a villain has multiple targeting attacks, it will choose the focus of its other attacks following normal focus rules, excluding figures it is already attacking. The attacks function exactly like character attacks, and are modified by the attacker's attack bonuses, then the VAT, and finally the defense bonuses of their target. Each villain must roll separately on the AMT. They might be performed with Advantage or Disadvantage.

22.5 – Other Abilities

Villains heal just like a character does, except if there is a range to the heal, it will target the ally that has lost the most HP within the range.

Summoned villains are placed on the board adjacent to the villain that summoned it, and it will not be able to take any actions until the following round.

Some of the Villains will add the DARK element to the battle. Do this by moving the element marker one to the right. The villains might move the marker to the right very fast, but it can never go past the Eclipse spot. Villains might have powers that also can infuse elements. When they do, it can only work if the marker is in the DARK side of the infusion chart. Just like with the Hero, each instance of using an element will move it one spot closer to Inert, and no infusions can be performed if the marker is on Inert.

23 – Finishing the Scenario

Upon successfully finishing a scenario, do the following actions in order:

  1. Return you HP to full according to your level
  2. Collect all ten Ability cards back into your hand
  3. Remove any conditions from your hero

If you were not successful, you must try the scenario again. However, start with Elemental Infusion one step to the left (into the Light). If you fail a scenario twice, restart with Elemental Infusions two steps to the left. If you fail a third time, restart with Elemental Infusions three steps to the left…etc.

If you were successful, you will be directed to read a passage from the Plot Book. Once you have resolved any decisions presented in the Plot Book, you heal up to your maximum HP, choose your items for your next mission, and refresh your hand of cards back up to 10. Then go on to the next scenario. You cannot backtrack or change your mind once you have resolved the Plot Book. There is a branching storyline to increase replayability, and if you choose to do this, you will need to create a new character.

24 – Leveling

Your hero starts out a level 1 and can progress to level 4 throughout the game. There is no experience points mechanic in the game. These level advancements will be announced in the Plot Book depending on your choices. Once you reach the next level, circle that number just above your HP tracker on your Hero Mat. You'll notice that every time you level, you get one more HP and can bring more items into a scenario.

24.1 – Health

Your HP is 10 at level 1, and 1 point more at each additional level. These HP take incoming damage. If you are at 1 HP, you will have to Bury a card each time you would normally lose health, or else further damage will exhaust you and end the scenario. You may also Bury a card at anytime to avoid losing HP even if the HP loss would not drop you below 0.

24.2 – New Ability Cards

You will always have 10 cards at the start of a scenario. Each level offers two new cards (one from each of your two Specialty Powers at that level) and when you level up you choose one of the two cards to permanently replace a card of a lower level. Choose wisely though. In order to take a card, you will have to forever dismiss a card currently in your hand. You do not get to change your mind later. Remove the dismissed card from the sleeve and place the newly chosen card in the sleeve.

For instance, if your Hero's two specialties are Shadow and Super Strength, you must only choose one of the two cards each time you level from these two specialties--and they have to match the level listed at the bottom of the card.

24.3 – Perks

You also must choose one of the six Specialty Power Perks each time you level up from the two Perk Cards on your Hero Mat. You begin the game with one Perk since you are level 1. You can get to level 4, so you will only gain four perks throughout the campaign (one per level). If your Hero's specialties are Martial Arts and Shadow (like on pg 3), you can only choose one of the six Perks from these two specialties.

24.4 – Items

Your hero can only equip a limited number of items per level:

Level12345
Items23456

You are further limited to only one Neural Chip, and only one Weapon per scenario—unless you have chosen a Perk that states otherwise. Neural Chips are Passive (their effect is always on) while all other items are Consumable (usable only once per scenario and then Buried). Items can be used/consumed at any moment during your turn.

Example of Play

Nathan is playing a hero he has named The Fury who currently has 6 HP. His hero's two specialties are Martial Arts and Super Senses. He has one item (Stims). In front of him are two thugs and a Gunner. One Thug is down to two HP, but the other Thug--and the Gunner are at full health. He could play a card that uses the ability called Defensive Stance to make the Gunner attack at disadvantage, but he wants to close the range to the Gunner as fast as possible. He decides to play his Split Kick card to attack the two adjacent villains, and the Blitz card to close the distance to Gunner who is 4 spaces away, doing an attack 3 due to the Blitz's charge at the end of his movement.

He chooses his fastest initiative of the two cards; Blitz has a 39. Only two possible rolls by the Gunner (on the VAT) are faster.

Now he rolls 1d6 for each villain type. The Thugs roll a 3 = Initiative 58, Move 3 Attack 2. The Gunner rolls a 5 = Initiative 13, Move 1, Range 6, IMMOBILIZE.

Since the Gunner has the fastest initiative, it goes first. The Fury is already in range so the Gunner doesn't move. It has no damaging attack so it doesn't roll on the AMT. However, the hero takes the effect and is now IMMOBILIZED. He puts an IMMOBILIZED marker on his Hero Mat. It will last until the end of the Fury's turn.

The Fury goes next. He's starting the turn with IMMOBILIZE so he cannot move. He uses his Splits Kick ability and attacks both Thugs. He rolls on the AMT table against the damaged Thug and gets a 9 for +1 damage. He then discards a card to gain an extra +1 on on the AMT, bringing it up to 10 for +2 damage. The Thug takes 5 damage total (the exact amount of his HP) and is defeated and removed from the board. His AMT roll for his Splits Kick attack against the other Thug is a 7, for +0. The Thug takes 3 damage.

The Fury was planning on moving but cannot now that he was IMMOBILIZED by the Gunner. If he could have charged, then he would've had to bury the blitz card. Now he just discards it instead. He consumes the Stims to return most of his HP. The Stims item card is placed into the Buried pile. With the Fury's turn over, and since he began and ended his turn with the condition IMMOBILIZE, he removes the condition marker from his Hero Mat.

Now it's the Thugs' turn. Since one of them is dead, only one attacks. He doesn't need to move since he's adjacent to The Fury. He rolls a 10 on the AMT for +2 damage. That's 4 damage. Instead of reducing the HP, Nathan could sacrifice a card by putting one from his hand or the Discard Pile into his Buried Pile. However, now that he has plenty of HP, he takes the damage by moving his HP cube from 8 to 4.

The Fury grits his teeth as he gets ready for another round.

Now that you're finished reading the Rules, print out the Guildhaven Cards document on colored paper or cardstock. Print in color, or if in grayscale make sure that each page is a different color, with the Hero Mat page being the only page that's white. Create a Hero using the rules from section 03. Then turn the page and read Plot Book entry #01. Your campaign begins here.

Scenarios

Each scenario is set up from its Scenario Sheet (villains, victory condition, special instructions, and required components) and its board map. The board maps are grid graphics on the odd-numbered pages of the source and are not transcribed here. Villains are placed on the map spaces carrying their numbers, as the sheet directs. In each Villain Action Table, the number in brackets is that result's initiative (sections 09.2 and 22.1). A boxed-X symbol on a sheet marks an effect that consumes an element (section 19). A ■ symbol on the Shade table stands for the number of Shades present on the board, as the sheet's own key states. The scenario sheets' narrative text and the Plot Book passages they refer to are not reproduced here; the "Plot Book" numbers that a sheet gives as outcomes are kept as printed.

Scenario A – Back Street Justice

Winning Condition: Defeat the Goon.

Villains (map numbers): Thug 1, Thug 2, Thug 3, Gunner 4, Goon 5.

Thug – Villain Action Table

RollInitiativeAction
157Move 1 – Attack 3
283Move 2 – Attack 3
322Move 2 – Attack 3
442Move 3 – Attack 2
514Charge 3 or Attack 3
615Shield 1 – Retaliate 1

Gunner – Villain Action Table

RollInitiativeAction
155Move 2 – Range 4 – Attack 2
273Range 6 – Attack 4
341Move 4 – Range 3 – Attack 1
435Move 3 – Range 4 – Attack 2
539Move 2 – Range 4 – Attack 1 – IMMOBILIZE
621Range 6 – Attack 1 – IMMOBILIZE

Goon – Villain Action Table

RollInitiativeAction
189Move 3 – Attack 4 – Add DARK
253Move 3 – Attack 4
344Move 4 – Attack 3 – CONFUSE
460Move 2 – Bleed 1 – CONFUSE
539Move 1 – Shield 2 – CONFUSE
624Shield 2 – Retaliate 2

Special Instructions

  • Choose any of the start symbols to place your hero to start.
  • Place the Villains on their respective map numbers.
  • Start this scenario with WOUND.
  • Goon 5 and Thug 3 will not act on the first two turns.

Required: 5 cubes to represent villains.

Outcome: When you defeat the Goon, if there are any other villains still undefeated, read 06 in the Plot Book; or if all villains have been defeated, read 11 in the Plot Book.

Scenario B – Panic at the Nightclub

Winning Condition: Defeat all villains.

Villains (map numbers): Thug 1, Thug 2, Thug 3, Thug 4, Mr. Frat 5.

Thug – Villain Action Table

RollInitiativeAction
157Move 1 – Attack 2
283Move 2 – Attack 2
322Move 2 – Attack 3
442Move 3 – Attack 3
514Charge 3 or Attack 3
615Shield 1 – Retaliate 1 – Add DARK

Mr. Frat – Villain Action Table

RollInitiativeAction
179Move 3 – Attack 3 – Add DARK
243Move 2 – Range 3 – Attack 3 – Add DARK
354Push 1 – Range 2 – CONFUSE – Add DARK
450Move 2 – Range 2 – Attack 3 – CONFUSE
529Move 1 – Shield 3 – Attack 2 – WOUND
624Shield 2 – Retaliate 1 – DRAIN

Special Instructions

  • Choose any of the start symbols to place your hero to start.
  • The ? is an open safe. It contains a random Item.

Required: 5 cubes to represent villains; 1 (?) cube.

Outcome: When you defeat all villains, read 16 in the Plot Book if you got the ? during the scenario; or read 21 in the Plot Book if you did not reach the safe.

Scenario C – The Most Beautiful Pearl

Winning Condition: Defeat the Thugs and Gunner. Secondary Objective: Defeat Woman before Thugs and Gunner.

Villains (map numbers): Thug 1, Thug 2, Thug 3, Gunner 4, Woman 5 (BETA), SHIELD 1.

Thug – Villain Action Table

RollInitiativeAction
157Move 1 – Attack 2
283Move 2 – Attack 2
322Move 2 – Attack 3
442Move 3 – Attack 3
514Charge 3 or Attack 3
615Shield 1 – Retaliate 1 – Add DARK

Gunner – Villain Action Table

RollInitiativeAction
155Move 2 – Range 4 – Attack 2
273Range 6 – Attack 4 – Add DARK
341Move 4 – Range 3 – Attack 1
435Move 3 – Range 4 – Attack 2
539Move 2 – Range 4 – Attack 1 – IMMOBILIZE
621Range 6 – Attack 1 – IMMOBILIZE

Woman (BETA) – Villain Action Table

RollInitiativeAction
189Move 3 – Range 6 – Attack 1 – IMMOBILIZE
253Move 1 – Cone – Heal 2 – Add LIGHT
34Shield 1 – Order Thugs and Gunner to act on Initiative 5
460LIGHT – Lose 1 HP but all other villains in LOS Heal 1 HP
539Move 1 – Shield 1 – Range 3 – CONFUSE
629Shield 2 – Retaliate 2 – DRAIN

Special Instructions

  • Choose any of the start symbols to place your hero to start.
  • The walls do not block LOS for Woman 5.
  • The ? is a pallet of contraband.
  • Woman 5 Heals 1 at beginning of round if LIGHT is infused.

Required: 5 cubes to represent villains; 1 (?) cube.

Outcome: When you defeat the Thugs and Gunner, if the Woman is still undefeated, read 07 in the Plot Book; if the Woman has been defeated, read 51 in the Plot Book.

Scenario D – Battle in Davenport

Winning Condition: Defeat the Thugs and Gunners.

Villains (map numbers): Thug 1, Thug 2, Thug 3, Gunner 4, Gunner 5.

Thug – Villain Action Table

RollInitiativeAction
157Move 1 – Attack 2
283Move 2 – Attack 2
322Move 2 – Attack 3
442Move 3 – Attack 3
514Charge 3 or Attack 3
615Shield 1 – Retaliate 1 – Add DARK

Gunner – Villain Action Table

RollInitiativeAction
155Move 2 – Range 4 – Attack 2
273Range 6 – Attack 4 – Add DARK
341Move 4 – Range 3 – Attack 1
435Move 3 – Range 4 – Attack 2
539Move 2 – Range 4 – Attack 1 – IMMOBILIZE
621Range 6 – Attack 1 – IMMOBILIZE

Special Instructions

  • Gunner 5 will not leave his starting position until you enter the house.
  • Gunner 5 has LOS to the outside (small window) from his starting position, although you do NOT have LOS to the gunner while you are outside.
  • The ? is an unlocked gun locker.

Required: 5 cubes to represent villains; 1 (?) cube.

Outcome: When you defeat the Thugs and Gunners, read 45 in the Plot Book.

Scenario E – Professor Stupendous

Winning Condition: Defeat Professor Stupendous and then escape the board by leaving through the south edge. Read 55 in the Plot Book once you complete this condition.

Villains (map numbers): Professor Stupendous 1 (BETA), SHIELD 1; Shade 2.

Professor Stupendous – Villain Action Table

RollInitiativeAction
150Shield 2 – Attack 3 – Pierce 1
227Move 1 – Range 4 – Attack 2 – IMMOBILIZE
312Move 4 – Attack 3 – POISON – Add DARK
438Move 5 – Attack 2 – Pierce 2
57Shield 2 – CONFUSE – Add DARK
695Summon Shade. DRAIN

Shade – Villain Action Table

RollInitiativeAction
19Shield 1 – Retaliate 1 – Add DARK
273AOE 2 – Attack ■ – IMMOBILIZE (Other Shades are immune to this damage)
341Move 3 – Attack ■
435Move 4 – Attack ■
539Move 3 – Range 4 – Bleed 1 – IMMOBILIZE
621Heal Professor 1 and give him Advantage on his next turn.

■ = number of Shades present on the board.

Possible Summons/Reinforcements: Shade 3, Shade 4, Shade 5, Shade 6, Shade 7, Shade 8.

Special Instructions

  • Professor Stupendous has a constant RETALIATE 1.
  • If a round begins with DARK infused (crescent moon, stars, or eclipse) add a Shade to space S on the map. It will activate on that round.
  • -1 to Move, Charge, Jump, or Fly range if you begin your turn adjacent to a shade.
  • Professor Stupendous gets an extra SHIELD for each Shade in play.

Required: Up to 9 cubes to represent villains.

Scenario F – Guildmembers Only

Winning Condition: Do not let any police leave the map through the south edge.

Villains (map numbers): Police 1, Police 2, Police 3, Police 4, Police 5.

Police – Villain Action Table

RollInitiativeAction
150Move 2 – Range 3 – Attack 3
222Move 2 – Retaliate 2
333Move 2 – Cone Attack 1 – CONFUSE
438Move 3 – Range 2 – Attack 2 – Pierce 2
567Shield 2 – Range 3 – Attack 3
695Move South 2 – Shield 1

Special Instructions

  • After each Police unit's turn, move him south 2 if not immobilized or stunned.
  • If the hero is in the square directly to the south, move East or West 1, and then South 1.
  • Police units will never move North on their own turn.

Required: 5 cubes to represent villains.

Outcome: After you defeat all police, you hide out with other Guildies since you think you have to stick together and want to build their trust (Go to 2); or you may hide out at your uncle-in-law's house outside the city since he lives off the grid and it's unlikely anybody would search for you there (Go to 46).

Scenario G – Street Cleaner

Winning Condition: Defeat the Beta named Bonesetter.

Villains (map numbers): Bonesetter (BETA) 1, SHIELD 1; Thug 2, Thug 3, Thug 4, Thug 5.

The Bonesetter (BETA) – Villain Action Table

RollInitiativeAction
120Fly 4 – Cone Attack 3 – Push 4
240Cone Attack 1 – DISARM
321Shield 3 – Retaliate 3 – Add DARK
442Fly 4 – Cone Attack 2 – Push 3 – POISON
514Fly 3 – Attack 1 – Attack 2 – [boxed X] DARK = Attack 3
691[boxed X] DARK = Order Thugs to take another action (reroll the Thug VAT and play their turn immediately) – DRAIN

Thug – Villain Action Table

RollInitiativeAction
157Move 1 – Attack 3
283Move 2 – Attack 3 – Add DARK
322Shield 1 – Move 2 – Attack 3
442Move 3 – Attack 2
514Shield 1 – Charge 3 or Attack 3
615Shield 1 – Retaliate 1 – Add DARK

Special Instructions

  • Any attacks made while adjacent to the Bonesetter are at DISADVANTAGE.
  • The ? is a piece of Bonesetter's gear.
  • The Bonesetter is immune to STUN and DISARM.

Required: 5 cubes to represent villains; 1 (?) cube.

Outcome: When you defeat the Bonesetter, read 23 in the Plot Book.

Scenario H – Martial Law

Winning Condition: Defeat the two Police Betas.

Villains (map numbers): Police 1, Police 2, Police BETA 3 (SHIELD 1), Police BETA 4 (SHIELD 1).

Police – Villain Action Table

RollInitiativeAction
143Move 1 – Range 3 – Attack 3
283Range 6 – Attack 3 – Pierce 2 – IMMOBILIZE
322Move 3 – Range 3 – Attack 2
442Move 3 – Attack 2 – CONFUSE
514Move 2 – Attack 2 – POISON
625Shield 1 – AOE 3 – Retaliate 1

Police BETA – Villain Action Table

RollInitiativeAction
188DARK = Summon 1 police reinforcement to space P, and then again DARK = Summon 1 police reinforcement to space P.
253Move 3 – Attack 4 – Add DARK
344Move 4 – Attack 3 – Add DARK
460Move 2 – Damage 1 – IMMOBILIZE
539Move 1 – Shield 2 – CONFUSE
624Shield 2 – Retaliate 2 – Add DARK – DRAIN

Possible Summons/Reinforcements: Police 5, Police 6, Police 7, Police 8, Police 9.

Special Instructions

  • The Police Betas are immune to STUN and DISARM.
  • The ? is a pallet of contraband.

Required: Up to 9 cubes to represent villains; 1 (?) cube.

Outcome: When you defeat the last police Beta, go to 17 in the Plot Book.

Scenario I – Beta Showdown

Winning Condition: Defeat Magnolia Pearl and her Goon.

Villains (map numbers): Magnolia Pearl (BETA), SHIELD 1; Goon 2. (The sheet headed Magnolia Pearl's table as "Woman (BETA)"; it is kept as printed.)

Woman (BETA) – Villain Action Table (for Magnolia Pearl)

RollInitiativeAction
179Fly 3 – Range 6 – Attack 2 – IMMOBILIZE
243Fly 3 – Attack 3 – Push 2 – STUN
34Shield 3 – Order Goon to act on Initiative 5
450[boxed X] LIGHT – Lose 1 HP, completely heal Goon
529Charge 3 – Shield 1 – Range 3 – DISARM
619Shield 2 – Retaliate 2 – DRAIN

Goon – Villain Action Table

RollInitiativeAction
189Move 3 – Attack 4 – Add DARK
253Move 3 – Attack 4 – Add LIGHT
344Move 2 – Charge 3
460Move 2 – Bleed 1 – CONFUSE
539Move 1 – Shield 2 – CONFUSE
624Shield 2 – Retaliate 2

Special Instructions

  • The ? is a pallet of contraband.
  • Magnolia Pearl Heals 1 at beginning of round if LIGHT is infused.
  • Magnolia Pearl is immune to all conditions.

Required: 2 cubes to represent villains; 1 (?) Cube.

Outcome: When you defeat Magnolia Pearl and her goon, read 5 in the Plot Book.

Scenario J – Rest in Peace

Winning Condition: Search each grave for clues, defeat the Police Beta, and then exit the Graveyard through the exit to the south.

Villains (map numbers): Police 1, Police 2; Police BETA 3, SHIELD 1.

Police – Villain Action Table

RollInitiativeAction
143Move 1 – Range 3 – Attack 3
283Range 6 – Attack 3 – Pierce 2 – IMMOBILIZE
322Move 3 – Range 3 – Attack 2
442Move 3 – Attack 2 – CONFUSE
514Move 2 – Attack 2 – POISON
625Shield 1 – AOE 3 – Retaliate 1

Police BETA – Villain Action Table

RollInitiativeAction
189Call for Police Reinforcement (appears at gate)
253Move 3 – Attack 4 – Add DARK
344Move 4 – Attack 3 – Add DARK
460Move 2 – Damage 1 – IMMOBILIZE
539Move 1 – Shield 2 – CONFUSE
624Shield 2 – Retaliate 2 – Add DARK – DRAIN

Possible Summons/Reinforcements: Police 4, Police 5, Police 6.

Special Instructions

  • There are no villains on the board when you begin.
  • In order to Search a Grave, you must be on the grave space and Discard any card from your hand, or play a card if you have one.
  • A police officer appears at the entrance (Location P) each time a grave is searched.
  • Instead of Police, the Police Beta appears at the entrance after all three graves have been searched. Betas (like you) get a x3 on the AMT when rolling a 12.

Required: 6 cubes to represent villains; 3 cubes (for graves).

Outcome: When you defeat the Police Beta and escape to the South, read 26 in the Plot Book.

Scenario K – Quick Draw Raja

Winning Condition: Search both Clue locations (marked with the search icon) and then defeat Quick Draw Raja and any Thugs.

Villains (map numbers): Quick Draw Raja 1; Thug 2, Thug 3, Thug 4, Thug 5.

Quick Draw Raja – Villain Action Table

RollInitiativeAction
161Range 4 – Can shoot through walls – Attack 3
228Move 3 – Range 4 – Attack 3 – Pierce 2
345Move 3 – Range 3 – Attack 1 – WOUND
418Move 3 – Range 2 – Attack 2 – Pierce 2 – Add DARK
52Range 4 – Attack 2 – Pierce 2 – DISARM
631Move 3 – Range 3 – Attack 1 – POISON – DRAIN

Thug – Villain Action Table

RollInitiativeAction
157Move 1 – Attack 3
283Move 2 – Attack 3
322Shield 1 – Move 2 – Attack 3
442Move 3 – Attack 2
514Shield 1 – Charge 3 or Attack 3
615Shield 1 – Retaliate 1

Special Instructions

  • Only Thug 2 is on the board when you begin.
  • In order to Search a location, you end the round on the search space and then Discard a card from your hand, or play a card if you have one.
  • A Thug appears at the Location 2 each time a search space is searched.
  • Along with a Thug, the notorious Quick Draw Raja appears at Location 1 after all three have been searched.
  • ? is Raja's secret stash.
  • The Raja can move through your space.

Required: 6 cubes to represent villains; 3 cubes (for search spaces); 1 (?) Cube.

Outcome: When you defeat the Raja and Thugs, read 18 in the Plot Book.

Scenario L – Public Execution

Winning Condition: The drum (D) must make it into the lab (X) and you must exit the map through the south edge before the drum is destroyed.

Villains (map numbers): Police 1, Police 2.

Police – Villain Action Table

RollInitiativeAction
143Move 1 – Range 3 – Attack 3
283Range 6 – Attack 3 – Pierce 2 – IMMOBILIZE
322Move 3 – Range 3 – Attack 2
442Move 3 – Attack 2 – CONFUSE
514Move 2 – Attack 2 – POISON
625Shield 1 – AOE 3 – Retaliate 1

Possible Summons/Reinforcements: Police 3, Police 4, Police 5, Police 6, Police 7, Police 8.

Special Instructions

  • If there are ever fewer than 3 Police on the board at the end of a round, add a reinforcement to Location 1.
  • The Police see the Drum (D) as an enemy for targeting/focus purposes.
  • Drum (D) has 1 HP and 1 Shield.
  • ? is an experimental item sitting on the lab table.
  • There are two ways to move the drum:
    1. If you are adjacent to it at the end of your turn you can move the drum 1 in any direction including diagonal.
    2. You can use a Push action (per card) to move the drum away from you.

Required: Many cubes to represent villains; 1 cube for the Drum; 1 (?) Cube.

Outcome: When you complete the winning condition, go to Scenario G.

Scenario M – The Haunt

Winning Condition: Defeat the Haunt.

Villains (map numbers): The Haunt 1.

Haunt – Villain Action Table

RollInitiativeAction
166Teleports to the adjacent North space of the hero – Attack 3 – Push 2
245Teleports to the adjacent South space of the hero – Attack 3 – Shield 2
364Teleports to the adjacent East space of the hero – WOUND – POISON – Add DARK
45Teleports to the adjacent West space of the hero – Attack 3 – IMMOBOLIZE
520Shield 2 – Retaliate 2 – Add DARK
638Shield 10 – Teleport to 1 or 2 – DRAIN

Special Instructions

  • The Haunt can only be damaged while occupying a space with a Salt Ward, or by Shadow Powers (if one of your specialties is Shadow).
  • Discard any card from your hand during your turn to place 1 Salt Ward in an empty adjacent space.
  • The Haunt will not avoid Salt Wards.
  • Space S is the stairs and occupies both maps simultaneously, linking the two maps together.
  • Hero is CONFUSED if Infusion Table is anywhere in Darkness.
  • Walls do not block LOS for the Haunt.
  • Use coins to designate places where your Salt Wards are placed.
  • Haunt will teleport to space 2 the first time, and then back to space 1 the second time, and then repeat this cycle each time it teleports.

Required: 1 cube to represent the Haunt; 1 (?) Cube; 5 dimes (for Salt Wards).

Outcome: If you used Shadow Powers to damage or defeat the Haunt, read 53 in the Plot Book. If you defeated the Haunt without Shadow Powers, read 12 in the Plot Book.

Scenario N – A Dam TERRIBLE Idea

Winning Condition: Defeat The Master. Do not let Magnolia Pearl die.

Villains (map numbers): The Master, SHIELD 1 (Beta); Generator 2, Generator 3, Generator 4, Generator 5; Magnolia Pearl (M), SHIELD 1.

The Master – Villain Action Table (Beta)

RollInitiativeAction
150AOE 6 – Attack 2 – IMMOBILIZE
227Teleport adjacent to next Generator (starting with 2) – Range 6 – STUN – [boxed X] DARK to AOE 3 Attack 3
312Teleport adjacent to farthest Generator – Range 3 – Attack 2 – Heal = Generator HP – [boxed X] DARK to Heal 1
438Teleport 4 – Range 5 – Attack 2 – Pierce 2 – [boxed X] DARK to Heal 1
57Teleport adjacent to your hero – Attack 2 – Retaliate 3
695Generators Range 4 – Attack 3 – Add DARK – DRAIN

Special Instructions

  • The Master has extra Shield ratings equal to the number of Generators still operational (still with HP).
  • Generators cannot be pushed, pulled, or affected by conditions.
  • Generators do 1 Bleed to any adjacent units at the end of the round.
  • When destroyed, a Generator will do an AOE 2 CONFUSE.
  • The Master's health cannot be reduced below the number of generators still operational, and is immune to conditions until all four generators are destroyed.
  • Magnolia Pearl acts like a summon but will only target the Master. Move 4, Attack 3, Heal Self 1, Add LIGHT if within Range 3 of your hero. Her initiative is always right after the Master's initiative.

Required: 5 coins; 1 (M) Cube.

Outcome: Once you defeat The Master, and Magnolia is still alive, go to 47.

Scenario O – Krimson Lawe

Winning Condition: Defeat Krimson Lawe.

Villains (map numbers): Krimson Lawe 1 (BETA), SHIELD 1; Hemobot Swarm 2.

Krimson Lawe (Beta) – Villain Action Table

RollInitiativeAction
17Move 1 – Range 3 – Attack 3 – Push 3 – Add DARK
225Range 6 – Attack 3 – Pierce 2 – Push 3
345Move 2 – Shield 2 – Push 2 – DISARM
412Move 3 – Attack 2 – CONFUSE
569Move 2 – Charge 4 – Push 2 – Add DARK
680Summon Hemobot Swarm – [boxed X] DARK to summon another Hemobot Swarm – DRAIN

Hemobot Swarm – Villain Action Table

RollInitiativeAction
189Heal Krimson Lawe to full and then lose 1 HP
263Move 4 – Attack 2 – Push 3
354Move 4 – Attack 1 – Add DARK
440Move 4 – Range 2 – STUN then lose 1 HP
59Range 3 – Shield 1 – Retaliate 1
65Teleport adjacent to Krimson Lawe – [boxed X] DARK to Heal Krimson Lawe 1 and give him 1 Shield

Possible Summons: Hemobot Swarm 3, 4, 5, 6, 7.

Special Instructions

  • Krimson Lawe is immune to all conditions when a Hemobot is in play. Pre-existing conditions are cleared as soon as a Hemobot is summoned.
  • The ? is a pallet of contraband.
  • You cannot do damage to Krimson Lawe until he first damages you.

Required: Up to 7 cubes to represent villains; 1 (?) Cube.

Outcome: When you defeat Krimson Lawe, read 27 in the Plot Book.

Scenario P – Wrong Side of Town

Winning Condition: Defeat all enemies.

Villains (map numbers): Thug 1, Thug 2, Gunner 3, Gunner 4, Goon 5.

Thug – Villain Action Table

RollInitiativeAction
157Move 1 – Attack 3 – Add DARK
283Move 2 – Attack 3
322Move 2 – Attack 3
442Move 3 – Attack 2
514Move 1 – Charge 3
615Shield 1 – Retaliate 1

Gunner – Villain Action Table

RollInitiativeAction
155Move 2 – Range 4 – Attack 3
273Range 6 – Attack 4 – Add DARK
341Move 4 – Range 3 – Attack 2
435Move 3 – Range 4 – Attack 3
539Move 2 – Range 4 – Attack 2 – IMMOBILIZE
621Range 6 – Attack 1 – IMMOBILIZE

Goon – Villain Action Table

RollInitiativeAction
189Move 3 – Attack 4 – Add DARK
253Move 3 – Attack 4 – [boxed X] DARK to DISARM
344Move 4 – Attack 3 – [boxed X] DARK to DISARM
460Move 2 – Bleed 1 – CONFUSE
539Move 1 – Shield 2 – CONFUSE
624Shield 2 – Retaliate 2

Special Instructions

  • The Gunners get a +10 to their initiative while the Goon is still alive.
  • If a villain ends his turn on or adjacent to the camera marker, you lose.
  • You cannot take the camera marker.
  • The ? is a small safe.

Required: 5 cubes to represent villains; 1 (?) Cube; 1 (camera) Cube.

Outcome: When you defeat all enemies, go to 43.

Scenario Q – Bridge over Troubled Waters

Winning Condition: Defeat the four Betas.

Villains (map numbers): Leader Beta 1, SHIELD 1; Muscle Beta 2, SHEILD 1; Muscle Beta 3, SHEILD 1; Muscle Beta 4, SHEILD 1. (The sheet prints "SHEILD" for the three Muscle Betas; kept as printed.)

Leader Beta – Villain Action Table

RollInitiativeAction
142Fly 3 – Shield 1 – Throw adjacent target West 2
241Fly 3 – Shield 1 – Throw adjacent target East 2
369Fly 1 – Charge 3 – Push 2
428Fly 3 – Cone Attack 3 – DISARM
57Range 2 – Shield 2 – Retaliate 2 – Add DARK
695Muscle Betas repeat their turn – DRAIN

Muscle Beta – Villain Action Table

RollInitiativeAction
150Fly 3 – Range 4 – Attack 2 – Add DARK
270Fly 3 – Range 2 – Bleed 2 – IMMOBILIZE
340Fly 3 – Attack 3 – WOUND – Add DARK
430Fly 5 – Attack 1 – [boxed X] DARK to DISARM
520Fly 3 – Range 4 – Bleed 1 – Add DARK
610Leader Beta adds a STUN this turn.

Special Instructions

  • The walls are actually a sheer drop off of the bridge into the river below. If you are pushed off the bridge, you lose. The Betas have flight. If they are pushed off the bridge, they will miss their next turn and return to their starting spot at the end of that turn.
  • If you get pushed off the edge, you lose.
  • The ? is a large antique armoire.

Required: 4 cubes to represent villains.

Outcome: When you complete the winning condition, go to 37.

Scenario R – The Ticking Hourglass

Winning Condition: Defeat the Ticking Hourglass.

Villains (map numbers): The Ticking Hourglass (BETA) 1, SHIELD 1. This villain has two Villain Action Tables, one for Initiative 1 and one for Initiative 99.

The Ticking Hourglass – Villain Action Table (Initiative 1)

RollInitiativeAction
11Shield 1 – Attack 3 – Pierce 1
21Move 3 – AOE 2 – Attack 2
31Move 3 – Attack 3 – POISON – Add DARK
41Move 5 – Cone – DISARM
51Shield 2 – Retaliate 2 – Add DARK
61Move 3 – [boxed X] DARK to Range 4 – STUN – DRAIN

The Ticking Hourglass – Villain Action Table (Initiative 99)

RollInitiativeAction
199Heal 2 – Add DARK
299Attack 3 – Teleport to Location M
399Move 4 – Attack 3 – POISON
499AOE 2 – Transfer all negative effects to hero
599Attack 4 – Add DARK
699Charge 3 – DRAIN

Special Instructions

  • The Ticking Hourglass is so fast that he gets two turns each round. One turn will always be at initiative 1 and the second will always be at initiative 99.
  • Roll a separate die for each of the two Villain Action Tables.
  • The ? is the Ticking Hourglass's Stash.
  • Attacks on the Ticking Hourglass have DISADVANTAGE.
  • The Ticking Hourglass is immune to Stun and Disarm.

Required: 1 cube to represent the villain; 1 (?) Cube.

Outcome: When you defeat the Ticking Hourglass, go to 14.

Scenario S – Mr. Fister

Winning Condition: Defeat Mr. Fister.

Villains (map numbers): Mr. Fister 1 (table headed "Muscle Beta"); Mr. Fister Raging (BETA) (table headed "Mr. Fister RAGING").

Mr. Fister – Villain Action Table

RollInitiativeAction
150Jump 4 – Attack 3 – Push 1 – [boxed X] DARK to DISARM
270Jump 4 – Bleed 2 – IMMOBILIZE
340Jump 4 – Attack 3 – WOUND – Add DARK
430Move 5 – Attack 2 – Push 1 – [boxed X] DARK to DISARM
520Jump 4 – STUN – Add DARK
610Shield 3 – Retaliate 3 – Add DARK – DRAIN

Mr. Fister RAGING – Villain Action Table

RollInitiativeAction
150Shield 1 – Jump 4 – Attack 4 – Push 2 – DISARM
270Shield 1 – Jump 4 – Bleed 3 – IMMOBILIZE
340Shield 1 – Jump 4 – Attack 4 – WOUND
430Shield 1 – Move 5 – Attack 3 – Push 2 – DISARM
520Shield 1 – Jump 4 – STUN
610Shield 3 – Retaliate 4 Range 2 – DRAIN

Special Instructions

  • You start at 8 HP and with WOUND.
  • The ? is Mr. Fister's Stash.
  • If Mr. Fister's stash is taken, he will roll on the Mr. Fister Raging Table until the end of the scenario.
  • While raging, Mr. Fister is immune to Conditions and Bleed effects.
  • The round after Mr. Fister is defeated, he enrages and uses the Mr. Fister Raging Table. You must do the additional 3 damage to truly defeat Mr. Fister.

Required: 1 cube to represent the villain; 1 (?) Cube.

Outcome: When you defeat Mr. Fister, go to 58.

Scenario T – Park Pandemonium

Winning Condition: Defeat either Duke of Death or the Killbot.

Villains (map numbers): Duke of Death 1 (BETA), SHIELD 1; Killbot 2.

Duke of Death (BETA) – Villain Action Table

RollInitiativeAction
150Shield 1 – Range 3 – Attack 3 – Push 3
227Shield 1 – Move 1 – Range 4 – Attack 3 – IMMOBILIZE
312Shield 6 – Heal 2 – Add DARK
438Shield 1 – Move 5 – Attack 2 – Pierce 2
57Shield 2 – Retaliate 2 – Add DARK
695DRAIN – Summon Hemobot Swarm. [boxed X] DARK to summon an additional Hemobot

Killbot – Villain Action Table

RollInitiativeAction
155Move 2 – Range 4 – Attack 2 – Add DARK
273AOE 2 – Damage 2 – IMMOBILIZE (Other Hemobots are immune to this damage)
341Move 3 – Damage 2 – Add DARK
435Move 4 – Damage 1
539Move 3 – Range 4 – Damage 1 – IMMOBILIZE
621Heal Duke 1 and give him Advantage on his next turn.

Possible Summons/Reinforcements: Hemobot Swarm 3, 4, 5, 6, 7, 8.

Hemobot Swarm – Villain Action Table

RollInitiativeAction
189Heal Duke of Death to full and then lose 2 HP
263Move 4 – Attack 2 – Push 3
354Move 4 – Attack 1 – Add DARK
440Move 4 – Range 2 – STUN then lose 1 HP
59Range 3 – Shield 1 – Retaliate – POISON
65Teleport adjacent to Duke of Death – [boxed X] DARK to Heal Duke 1 and give him 1 Shield

Special Instructions

  • The Duke of Death is immune to all conditions and BLEED when a Hemobot is in play.
  • The ? is an unknown secret stash.
  • The Killbot is a 2x2 sized villain. He takes up 4 squares and his melee attacks reach range 2 without disadvantage.

Required: Multiple cubes to represent the villains; 1 Quarter to represent the Killbot; 1 (?) Cube.

Outcome: If the Duke of Death is defeated first, go to 33. If the Killbot is defeated first, go to 28.

Scenario U – A Bridge Too Far

Winning Condition: Remove all 4 vehicles from the bridge before being killed by the sniper.

Setup note: Subtract 1 from the Sniper die roll below if you have Martial Arts.

Sniper (Beta) – Villain Action Table (the sniper is not on the board)

RollInitiativeAction
1–MISS
246Range 99 – Attack 1 – Add DARK
334Range 99 – Attack 3
423Range 99 – WOUND
510Range 99 – POISON – [boxed X] DARK to IMMOBILIZE
61Range 99 – Bleed 3 – [boxed X] DARK to IMMOBILIZE – DRAIN

Villains (map numbers): Thug 1, Thug 2, Thug 3, Thug 4.

Thug – Villain Action Table

RollInitiativeAction
157Move 1 – Attack 3
283Move 2 – Attack 3
322Move 2 – Attack 3
442Move 3 – Attack 2
514Charge 3 or Attack 3
615Shield 1 – Retaliate 1

Special Instructions

  • Bury any card in your hand order to move an adjacent vehicle out of the way (removing it from the board) -or- if you have the Super Strength as one of your specialties, discard any card to remove an adjacent vehicle instead.
  • The sniper is not on the board and cannot be targeted.
  • The first time you move adjacent to each vehicle, a Goon appears adjacent to both you and the vehicle and will activate next round.

Required: 4 cubes to represent the villains (Thugs); 4 USD Quarters to represent the vehicles.

Outcome: When you remove the last vehicle, go to 10.

Scenario V – The Penultimate Showdown

Winning Condition: Defeat the Killbot.

Extra losing condition: If ever 4 Hemobots are in play at the same time.

Villains (map numbers): Duke of Death 1 (BETA), SHIELD 1; Killbot 2.

Duke of Death (BETA) – Villain Action Table

RollInitiativeAction
150Shield 1 – Range 3 – Attack 3 – Push 3
227Shield 1 – Move 1 – Range 4 – Attack 3 – IMMOBILIZE
312Shield 6 – Heal 2 – Add DARK
495Summon Hemobot – 3HP
57Shield 2 – Retaliate 2 – Add DARK
695DRAIN – Summon Hemobot Swarm. [boxed X] DARK to summon an additional Hemobot

Killbot – Villain Action Table

RollInitiativeAction
155Move 2 – Range 4 – Attack 2 – Add DARK
273AOE 2 – Damage 2 – IMMOBILIZE (Other Hemobots are immune to this damage)
341Move 3 – Damage 2 – Add DARK
435Move 4 – Damage 1
539Move 3 – Range 4 – Damage 1 – IMMOBILIZE
621Heal Duke 1 and give him Advantage on his next turn.

Possible Summons/Reinforcements: Hemobot Swarm 3, 4, 5, 6, 7, 8.

Hemobot Swarm – Villain Action Table

RollInitiativeAction
189Heal Duke of Death to full and then lose 2 HP
263Move 4 – Attack 2 – Push 3
354Move 4 – Attack 1 – Add DARK
440Move 4 – Range 2 – STUN then lose 1 HP
59Range 3 – Shield 1 – Retaliate 1
65Teleport adjacent to Duke of Death – [boxed X] DARK to Heal Duke 1 and give him 1 Shield

Special Instructions

  • At the end of each round, roll a d6 for each summoned Hemobot and, on a 6, advance Dark level by one for each 6.
  • The ? is an extra Killbot torso that surely holds something useful.
  • At the end of each round, reduce Duke's health by 1 (showing police involvement).
  • The Duke of Death is immune to all conditions and BLEED when a Hemobot is in play.
  • The Killbot is a 2x2 sized villain. He takes up 4 squares and his melee attacks reach range 2 without disadvantage.

Required: Multiple cubes to represent Villains; 1 USD Quarter to represent Killbot; 1 (?) Cube.

Outcome: When you defeat the Killbot, go to 20.

Scenario W – Deja Vu Times Two

Winning Condition: Defeat the Ticking Hourglasses.

Villains (map numbers): The Ticking Hourglass (BETA) 1, SHIELD 1; The Ticking Hourglass (BETA) 2, SHIELD 1.

The Ticking Hourglass 1 – Villain Action Table (Initiative 1)

RollInitiativeAction
11Shield 1 – Attack 3 – Pierce 1
21Move 3 – AOE 2 – Attack 2
31Move 3 – Attack 3 – POISON – Add DARK
41Move 5 – Cone – DISARM
51Shield 2 – Retaliate 2 – Add DARK
61Move 3 – [boxed X] DARK to Range 4 – STUN – DRAIN

The Ticking Hourglass 2 – Villain Action Table (Initiative 99)

RollInitiativeAction
199Heal 2 – Add DARK
299Attack 3 – Teleport to Location M
399Move 4 – Attack 3 – POISON
499AOE 2 – Transfer all negative effects to hero
599Attack 4 – Add DARK
699Charge 3 – DRAIN

Special Instructions

  • On every odd numbered turn, attacks against Ticking 1 are at DISADVANTAGE.
  • On every even numbered turn, attacks against Ticking 2 are at DISADVANTAGE.
  • The Ticking Hourglasses are immune to Stun and Disarm.

Required: 2 cubes to represent Villains.

Outcome: When you defeat both of them, go to 49.

Scenario X – The Duke of Death

Winning Condition: Defeat the Duke of Death.

Villains (map numbers): Duke of Death 1 (BETA), SHIELD; Hemobot Swarm 2.

Duke of Death (BETA) – Villain Action Table

RollInitiativeAction
150Shield 2 – Attack 3 – Pierce 1
227Move 1 – Range 4 – Attack 2 – IMMOBILIZE
312Move 4 – Attack 3 – POISON – Add DARK
438Move 5 – Attack 2 – Pierce 2
57[boxed X] DARK to Heal 1 and make all attacks against him at Disadvantage.
619Teleport to T location farthest from Hero – Shield 2 – Retaliate 2 – Add DARK – DRAIN

Hemobot Swarm – Villain Action Table

RollInitiativeAction
189Heal Duke of Death to full and then lose 2 HP
263Move 3
354Move 4 – Add DARK
440Move 4 – Range 4 – STUN then lose 1 HP
59Range 3 – Shield 1 – Retaliate 1
65Teleport adjacent to Duke of Death – [boxed X] DARK to Heal Duke 1 and give him 1 Shield

Killbot – Villain Action Table

RollInitiativeAction
155Move 2 – Range 4 – Attack 2 – Add DARK
273AOE 2 – Damage 2 – IMMOBILIZE (Other Hemobots are immune to this damage)
341Move 3 – Damage 2 – Add DARK
435Move 4 – Damage 1
539Move 3 – Range 4 – Damage 1 – IMMOBILIZE
621Heal Duke 1 and give him Advantage on his next turn.

Possible Summons/Reinforcements: Hemobot Swarm 3, 4, 5, 6, 7; Killbot 8, 9, 10, 11, 12.

Special Instructions

  • Discard your card with the highest movement value at start of scenario.
  • At the end of every odd round (1, 3, 5, …) the Duke will summon 1 Hemobot.
  • Hemobot movement is always towards the Generator.
  • If a Hemobot starts its turn in a space adjacent to the generator (Giant G occupying 4 spaces) it is removed from the board and replaced with a Killbot who will activate next round.
  • The Killbots are a 2x2 sized villain. They take up 4 squares and their melee attacks reach range 2 without disadvantage.
  • The Duke of Death is immune to all conditions and BLEED when a Hemobot is in play.

Required: Many cubes to represent villains; 5 USD quarters to represent Killbots.

Outcome: When you defeat the Duke of Death, go to 25.

  • Scenario L – Public Execution
  • Scenario M – The Haunt
  • Scenario N – A Dam TERRIBLE Idea
  • Scenario O – Krimson Lawe
  • Scenario P – Wrong Side of Town
  • Scenario Q – Bridge over Troubled Waters
  • Scenario R – The Ticking Hourglass
  • Scenario S – Mr. Fister
  • Scenario T – Park Pandemonium
  • Scenario U – A Bridge Too Far
  • Scenario V – The Penultimate Showdown
  • Scenario W – Deja Vu Times Two
  • Scenario X – The Duke of Death
  • L = Attack Modifier Table (AMT). Each time an attack action is performed by you, an ally, or an enemy, you roll 2 dice and consult this table to modify the damage. If a 12 is rolled by a Beta (yourself or a villain with a Beta tag) the modifier is x3 instead of x2.