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HEXplore It: The Domain of Mirza Noctis thumbnail

HEXplore It: The Domain of Mirza Noctis

HEXplore It: The Domain of Mirza Noctis Rulebook

Table of Contents

Table of Contents

  • Welcome
    • The Object of the Game
    • Game Contents
    • Miniatures
    • Rune Stones
    • Cubes
    • Dice
    • Tokens
    • Critical Wounds
    • The Game Board
    • Terrain & Landmarks
    • Event Locations
  • Hero Creation
    • Which hero will you choose?
    • 1. Select your Role
    • 2. Select your Race
    • 3. Select your Aspect (Optional)
    • 4. Draw your Keepsake
    • Understanding your Hero
    • Gear Upgrade Rings
    • Backpack
  • Setup
    • Setup Overview
    • 1. Choose your Hero
    • 2. Set up the Game Board
    • 3. Roll Starting Village
  • Game Play
    • Game Turn Overview
    • 1. Move the Group
    • 2. Roll your Skills
    • 3. Roll a Circumstance
    • 4. Settle an Event
    • 5. Villain: Mirza Noctis
    • Noctis's Castle
  • The Dungeon
    • Dungeon Game Turn Overview
  • Investigations
    • Investigation Locations
    • Clues
    • Suspicion Level & Traps
    • Interrupt Investigations
    • Investigation Rewards
  • Combat
    • Opponent Types
    • Favored Opponents
    • Encounters
    • Bosses
    • The Battle Mat
    • Combat Round Overview
    • 1. Declaration Phase
    • 2. Opponent Phase
    • 3. Resolution Phase
    • Combat Example
    • Hero Death
  • Rewards
    • Power Up Deck
    • Familiars
    • Runes
  • Living Card Content
  • Cleaning the Dry Erase Mats
  • Keywords
  • Conditions

Welcome

Welcome to the Domain of Mirza Noctis, the fourth Volume in the HEXplore It gaming universe. We're thankful you've come to Krasvetelia to stand against the Night Lord. The people have grown terrified that it is too late to oppose him. Create powerful heroes to thwart his dastardly plans, if you can.

The Object of the Game

  • The heroes win the game when they defeat Mirza Noctis (the Level 10 Boss).
  • The heroes lose the game if Mirza Noctis is alive when all heroes in play die.

Game Contents

  • 1 Rule Booklet
  • 1 Play Styles Booklet
  • 1 Poster
  • 3 Reaper Minatures
  • 36 Rune Stones
  • 1 Rune Stone Bag
  • 1 Hex Bag
  • 1 Day/Night Coin
  • 24 Clue Cubes
  • 24 Critical Wound Cubes
  • 28 Dice (see next page)
  • 6 Dry Erase Markers
  • 9 Punch Boards
  • 27 Dry Erase Placards
    • 12 Roles
    • 1 Battle Mat
    • 9 Boss Placards
    • 5 Game Play Placards
  • 16 Dry Erase Familiars
  • 30 Cards (sized 70 x 110 mm)
    • 6 Keepsakes
    • 12 Races
    • 12 Aspects
  • 5 Tuck Boxes
  • 216 Cards (sized 63 x 88 mm)
    • 54 Power Up cards
    • 54 Encounter cards
    • 54 Day cards
    • 54 Night cards
  • 84 Cards (sized 44 x 67 mm)
    • 70 Dungeon cards (Red, Green, Blue)
    • 14 Blood Magic Spells

Miniatures

3 minis are included in the Domain of Mirza Noctis. Choose one of the two to represent your group while you play. The third mini represents Zelja the Banshee Queen. You'll use this mini when she appears on the board. Each of these minis are © Reaper Miniatures and used with their permission. For more awesome minis check out their site: www.reapermini.com

Rune Stones

There are 3 types of Rune Stones (Red Circle, Green Diamond, and Blue Triangle). These are used to mark Investigation locations on the map and while the group is in the Dungeon.

Cubes

White Cubes represent Clues you uncover during your adventure. Clues are placed on the Day and Night bars. Call them Clubes, we don't mind. Black Cubes represent Critical Wounds your heroes have suffered (see the Keywords placard for more detail).

Dice

Hex Die (1 purple, six-sided): Shared between all players, the Hex die is numbered 1 through 5, and the hex is considered to be a result of 6.

Core Dice (6 green, 6 yellow, 6 blue, ten-sided): Each hero receives three Core dice. They are each numbered 2 through 10, and the hex is considered to be a result of 1. Generally, you'll want to roll low on these (unless you're rolling for damage).

Moon Die (1 bone white, twelve-sided): Shared between all players, the Moon die is numbered 2 through 12, and the hex is considered to be a result of 1.

Villain Action Modifier Die (1 red, twelve-sided): Shared between all players, this die is used to count the Villain Action Modifier each Game Turn. It ranges from -5 to +6.

Collector Dice (7 red, three-sided): These dice are placed on Villages when Noctis's Collectors arrive there. They are numbered 1 through 3.

Dry Erase Markers: Six dry erase markers are included in the box. Please note that these are used to mark on only Placards and Familiars.

Placards: Placards define several mechanics, game locations, and opponents. These are all dry-erasable. Set these aside and consult them when you need them.

Roles (12): These are the Roles in Domain of Mirza Noctis. You may use Roles from any HEXplore It Volume in your adventures.

Bosses / Mirza Noctis's Placard (9): These are the 18 Bosses you may face in Domain of Mirza Noctis. Seventeen of them are contained on these placards. The back side of Raveziel is Mirza Noctis's placard which contains the Blood Pool and is used at the end of each Game Turn. The eighteenth boss is Mirza Noctis and is contained on a special Punch board (see page 43).

Battle Mat / Items Reference (1): This placard is used to track several game mechanics and to control combat with your adversaries. The back of this placard contains a reference of all purchasable items.

Game Turns, Conditions, & Keywords Reference (2): Two Game Turn placards contain information about the Game Turn sequence. Their back side contains a Conditions reference and a Keywords reference. For more info on Conditions and Keywords, see page 89.

Village / Collectors (1): This placard contains the items you can purchase in Villages and the initial item you gain at the beginning of the game. The back of this placard contains information about Collectors, who will begin appearing in Villages.

Monastery (1): This placard contains information about Monasteries. The back of this placard contains items that are purchasable there.

Crypt / Dungeon (1): This placard contains information about Crypts and Blood Magic. The back of this placard contains information about the Dungeon.

Familiars: Like placards, these cards are dry erasable. For more information on Familiars, see page 87.

Card Decks: Unpack and shuffle the card decks before play. In order of appearance below are: the Power Up, Encounter, Day, and Night decks. Below those are three Dungeon Decks and Blood Magic Spells.

Loose Cards: The cards bottom left are not contained in a deck box and not all will be used every game. They include the Races, Aspects, and Keepsakes.

Day / Night Coin: Each Game Turn the group will decide to act during the Day or Night. Use this coin to remind you of your decision each turn.

Punch boards: You'll find 9 Punch boards in your game box (on the top of the box). Take care when punching out your map tiles and tokens. Some tokens are small and may be easily missed. When complete, you'll have the following items:

  • 4 Bars (2 Day and 2 Night)
  • 4 Quadrants (A-D)
  • 10 HEXtiles (E-N)
  • 10 Blighted Lairs (see page 9)
  • 1 Castle Noctis (see page 9)
  • 26 Dungeon Tiles
  • 1 Dungeon Rune Compass
  • 6 Critical Wound Trackers
  • 1 Noctis Boss Punch board & 7 Boss Abilities
  • 1 Hero Death Reference
  • 44 Miscellaneous Tokens

Tokens

Be sure to check that you have each of these before you toss out your Punchboard cutouts.

Hex Token (25): These tokens represent fallen Bosses or other event locations that have been cleared. A location with a Hex token over it becomes a normal location.

Locked Crypt (4): These tokens are placed on Crypts as soon as you reveal them on the map. You may not enter the Dungeon until a Crypt is unlocked and the token is removed.

Desolate Village Token (7): These tokens represent Desolate Villages, Villages that have fallen to Noctis's Collectors. These locations are no longer Villages.

Tomb of Lord Argul (1): Day Deck card. This token represents the tomb of a former king.

Pantheran Blacksmith (1): Day Deck card. This token represents a blacksmith you may find.

Observation Tower (1): Day Deck card. This token represents a remote tower overlooking the land.

Hidden Crypt (2): Night Deck card. These tokens represent a lost entrance to the Dungeon.

Guild Headquarters (1): Night Deck card. This token represents a guild you may come in contact with.

Treasured Lodge (1): Night Deck card. This token represents an inn tucked away in the wilderness.

Waterfall of Transformation (1): Night Deck card. This token represents a mystic waterfall you may find.

Critical Wounds

Critical Wound Trackers (6): Heroes can use these counters to manage the Critical Wounds they've suffered.

Hero Death Reference Card (1): Death is not the end in Domain. Consult this whenever a hero dies (see page 82).

The Game Board

The Four Quadrants (A-D): These are the four main quadrants. When you begin the game, place these in any orientation you wish. You'll have a unique play experience with each different setup.

HEXtiles (E-N): There are 10 additional HEXtiles to explore. When you move to a border on the game board, draw a random HEXtile and place it adjacent to your position in any orientation you choose.

Dungeon Tiles: These small tiles are called Dungeon Tiles and create an area called the Dungeon (see page 46). The Dungeon may never connect to surface map tiles (A-N). The Dungeon is subterranean. When you move to a Dungeon Tile border, draw a random Dungeon Tile and place it adjacent to your position in any orientation you choose.

Dungeon Rune Compass: The first time you place a Dungeon Tile, you will also place the Rune Compass (see page 47).

Blighted Lairs: The game comes with several three and four hex tiles that look like larger Boss locations. These Blighted Lairs offer an optional play style that makes these locations more dangerous and rewarding. See page 9 in the Play Styles book for more information.

Castle Noctis: One map tile sized similarly to Dungeon Tiles is reserved for Noctis's castle. This is a special map piece that is used when playing the "Castle Noctis" play style. See page 13 in the Play Styles book for more information.

The group may unlock 2 map tiles at once if you are at a border allowing you to do so. In this case, draw 2 random tiles and place both in any orientation you choose. Placing a map tile does not end your movement. You may continue to move after you've placed one.

Terrain & Landmarks

The map contains many types of terrain and landmarks. Use the below guide to determine which type of terrain your heroes are located in.

  • Marsh
  • Forest
  • Grassland
  • Highland
  • Chasm
  • Water (Uncrossable)*
  • Mountain Range (Uncrossable)*
  • Great Tree — any tree that is nearly the same size as a hex
  • Cave
  • Waterfall
  • Road
  • River

*These locations are initially Uncrossable (see page 30).

Event Locations

Several Event locations are highlighted on the map. They are:

  • Village (7)
  • Monastery (4)
  • Crypt (4)
  • Boss (Various)
  • Noctis's Castle (1)

Hero Creation

Which hero will you choose?

Each player selects their hero by combining two character options: their Role and their Race. A player's Role is their profession while their Race defines their heritage and species. This combination drives their strengths and weaknesses, defines their special Abilities, and determines their play style. If you'd like to randomize this selection, see page 23.

Role Types. Each Role is assigned a Type ribbon. Role types are color coded to represent one of five categories:

  • Burgundy: Striker (Damage)
  • Green: Assist (Buffer)
  • Blue: Healer
  • Purple: Sapper (Debuffer)
  • Brown: Utility (Specialty)

1. Select your Role

You'll use your dry erase marker to record all of your hero's stats on your Role card. Select a Role randomly, or deliberately choose one. Next, select a Race (see page 14). Once you've chosen one of each, grab a marker and fill in your hero's name and Favored Opponent. Then, add your Stat Modifiers to your Base Scores (the small brown hexes adjacent to each stat on your Role Card). The example shown is the Warlock (Role) + Dark Elf (Race).

The Role card records: Abilities, Vital Type, Favored Opponent, Mastery Descriptions, Total Health & Energy (Vitals), Base Scores (modified by Race), Current Health & Energy, Mastery Notes, Mastery Energy Cost, Backpack, Gold, Skills, Starving Meter, Food Rating, and Food Carried.

2. Select your Race

Races offer unique bonuses which compliment your Role. Select a Race randomly, or deliberately choose one. Players may share the same Race if they'd like.

Favored Opponent - You excel against this foe. When facing it, you gain advantages over this type of opponent (see page 62). Record this on your Role card.

Stat Modifiers - These are the Vitals, Abilities, and Skills that are modified by your Race. When you're ready to create your hero, add your Stat Modifiers to your Role Base Scores (see page 13) and write the total in each stat hex.

Racial Ability - Each Race has a unique Racial Ability which consumes either Health or Energy to use. Racial Abilities may be used at any time (as specified), usually once per Ability per Game Turn.

Food Rating - This is how much Food you'll consume if you fail your Survival roll each Game Turn. Record this on your Role card.

3. Select your Aspect (Optional)

Aspects are unique augmentations for your hero. Domain of Mirza Noctis introduces two types of Aspects, regular Aspects and Greater Aspects. At the beginning of any HEXplore It game, players may choose any regular Aspect to apply to their hero. You may not choose a Greater Aspect. Players may share the same Aspect if they'd like.

Heroes may only have one Aspect (or Greater Aspect) at a time. If you gain a new one, discard the original (keep the old Aspect's Stat Modifiers, but retain none of its Abilities) and apply the new Aspect to your hero.

Stat Modifiers - These are the Vitals, Abilities, and Skills that are modified by your Aspect. Add or subtract to your Role Base Scores (see page 13).

Aspect Abilities - Each Aspect has unique special Abilities available to them. These Abilities are considered to be Racial Abilities and may be used at any time (as specified).

Food Rating Modifier - Modify your hero's Food Rating by this amount.

Gaining Greater Aspects - Certain game effects may cause you to gain a Greater Aspect. Additionally, when your hero dies, you may gain a Greater Aspect (see page 82). Unless otherwise specified, you may never choose to gain a Greater Aspect.

4. Draw your Keepsake

Keepsakes represent a fragment of your hero's soul in HEXplore It. When your hero dies, there is a chance your Keepsake will activate, spurring your spirit into action to help the other heroes who yet remain alive.

At the beginning of any HEXplore It game, draw a random Keepsake and place it under your Role Mat. Do not look at this card until it activates.

The moment your hero dies, if you do not gain a Greater Aspect (see page 82), roll the Moon die. If the result is equal to or lower than your Defend rank plus the number of Defend Gear Upgrades your hero possesses, your Keepsake will activate.

When your Keepsake activates, flip the card over and place it over your hero's Masteries. You will gain the abilities shown on the card.

While a hero's Keepsake is active, that hero may only use their Keepsake Abilities. They are considered to be dead (see page 82).

Keepsake Abilities - Keepsake Abilities are treated as though they are Racial Abilities and always require the expenditure of stat ranks to fuel their power. Each time you use a power, choose a stat that matches the Abilities requirement, and reduce the rank by the specified amount. The moment your hero cannot use either Ability, your hero's spirit departs and is removed from the game. They may no longer be Revived.

Hero Revival - While your Keepsake is active and so long as you can still use at least one Keepsake Ability, your hero may be Revived. Unless otherwise stated, a hero's activated Keepsake is removed from play after that hero is Revived.

Understanding your Hero

Stats. Each hero has the following stats: 2 Vitals, 4 Abilities, and 3 Skills.

Ranks. Ranks are the numbers you'll record inside each stat on your Role card. Each Rank evolves as the game progresses. Role ranks begin equal to the Role base score plus any Racial Modifiers. If an Ability or Skill rank is reduced to 0, you cannot use the Ability or Skill until it increases.

Stat Tests. Sometimes you'll be required to roll a Stat Test. Roll any Core die against the specified stat. If the result is less than or equal to the rank of that stat, the roll is successful.

When rolling Stat Tests against Vitals, you roll against the current value, not the total rank.

Critical Successes and Failures are possible (see page 31). Bonuses and penalties to Stat Tests may cause you to gain or lose Critical Successes and Failures. Unless otherwise specified, heroes may instead choose not to roll and gain a Critical Failure.

Abilities. Each hero has four Abilities which define the action choices available to them in combat.

Attack (red): This is your basic attack. It costs no Energy and damages an opponent's Vital score equal to the rank. Most Role's Basic Attack can only damage an opponent's Health, but some can damage Energy, Influence, or Outlast instead. Vital icons next to your Attack show which Vitals your Role can affect (see page 72). (Vitals: Health, Energy, Outlast, Influence)

Defend (orange): This is your basic defense. It costs no Energy and reduces each incoming attack equal to the rank. You may also use an item when you Defend (see page 73). Some Roles have a Gold symbol next to their Defend Ability, this is Bribery Proficiency (see page 74).

Masteries (purple & dark blue): These Abilities are unique to each Role. They each require one or more Energy to use. Some Masteries are also usable outside of combat.

Reading Mastery Descriptions: Each Role has two unique Mastery descriptions. The Warlock's Eldritch Siphon (Second Mastery) is shown on the next page.

A Mastery description shows: Target Type, Ability Names, Mastery Icons, and Keywords & Conditions.

Mastery Icons: You'll find a series of icons at the top of each Mastery. Numbers denote special unlocks (defined in the Mastery description) that will enhance the Mastery's power as its rank increases. The Ability symbols show which Abilities affect or are affected by this Mastery.

Target Types: Your Masteries affect specific targets, as written in the Mastery description. Look for references to heroes, allies, targets, and opponents (see page 73).

Ability Names: Ability Names are bolded and in light gray.

Keywords and Conditions: Keywords and Conditions are bolded in white (see page 91).

Skills. Each Role has three Skills and a Core die for each, matching each color.

Navigate (green): Your hero's skill at finding their way and getting out of tight situations.

Explore (yellow): Your hero's skill of perception and awareness in combat.

Survival (light blue): Your hero's skill at surviving in the wild and avoiding dangerous situations.

Vitals.

Health (indigo): Health is how much damage your hero can endure. If your Health drops to 0 after any adjustments are made, your hero dies.

Energy (gray): You consume Energy when you use your Masteries or Racial Abilities. Enemies can damage your Energy, just as they can damage your Health. You cannot use Masteries or other Abilities if you do not have the Energy required to activate them.

Recording Vitals: Record your maximum Vital rank inside your Vital stat (Max Vital). As you suffer damage, reduce the number in the "current" section (Current Vital). That way you won't forget what your total rank is.

Regen: You may have access to items or effects that grant a Regen value. Record the Regen value here to remind you to increase your Vital by the Regen amount.

Gear Upgrade Rings

There is a ring of numbers around the edge of each stat on the Role cards.

These numbers indicate the Gold cost to upgrade the stat rank.

Starting at the topmost edge, each increase becomes more costly, moving clockwise around the ring. Abilities begin at a cost of 4 Gold, Skills at a cost of 3 Gold, and Vitals at a cost of 2 Gold. In the example, the first Gear Upgrade would cost 4 Gold, then the next 5 Gold, and so on.

Heroes may only purchase a total of 6 Gear Upgrades for each stat. When your hero gains a Gear Upgrade, fill in the appropriate slot. You may not gain it again.

Gear Upgrades are unlike normal items and may not be transferred to another hero after they are gained.

Rank increases from Power Up cards (or other effects that increase your rank) are separate rewards that do not count against your Gear Upgrade limit.

Gaining Gear Upgrades: Gear Upgrades may be purchased with Gold in Monasteries, after the heroes have unlocked at least one Crypt. Each time you unlock a Crypt, the group may purchase higher ranked Gear Upgrades.

It is possible to obtain Gear Upgrades through other game effects. If you gain one, mark the applicable slot and increase your stat rank accordingly (do not reduce your Gold when you gain a Gear Upgrade this way). If your upgrade ring is completely filled and you gain a Gear Upgrade through an effect, you'll still gain the awarded upgrade rank.

Fusing Gear Upgrades: Sometimes a game effect will Fuse a Gear Upgrade to your hero. When this occurs, erase the appropriate filled in slot(s), but keep the rank bonus. This allows you to purchase more Gear Upgrades.

Backpack

Gold: Each hero may carry up to a total of 100 times their initial Food Rating in Gold. A hero with an initial Food Rating of 0 may carry up to 100 Gold. Each hero begins the game with 10 Gold.

Food: Each hero may carry up to 5 times their initial Food Rating, unless their Food Rating increases. For each increase, increase the carry capacity by 5. A hero with an initial Food Rating of 0 may carry up to 5 Food. Each hero begins the game with 3 times their Food Rating.

Heroes with a Food Rating of 1 or higher who fail their Survival roll during the Skill Phase will need to consume Food from their reserve. It is important to stock up.

Gold and Food Icons: Gold and Food icons can be found on many cards in the game. When you see icons on cards, each hero receives the Gold or Food reward.

Items: Items are written in blue on game cards. Keep track of items in the Backpack area of your Role mat. There is no limit to the number of items a hero may carry, though some items may have a carry limit described by the item.

Items with the Food subtype: Some items are a type of Food. Written under the "Use" column on item tables, these items may be consumed during the Skill phase instead of units of Food. When 1 of these items are consumed, your hero consumes Food equal to your Food Rating. These Food substitutes are independent of your Food Rating. Unless specified, you may consume these items before or after you roll Skills during the Skill phase.

Sharing Gold, Food, and Items - You may always share Gold, Food, and items (except Gear Upgrades) with other heroes outside of combat. During combat while Defending, you may give a single item to another hero (see page 73).

Setup

Setup Overview

1. Choose your hero, then fill in your Role mat

  • Each player selects a Role, a Race, an Aspect if you choose, and draws a random Keepsake. Place your Keepsake under your Role mat and do not look at its powers.
  • Fill in your Role mat, with scores modified by the Race (and Aspect) you selected.
  • Each hero begins the game with 10 Gold and 3 times their Food Rating in Food.

2. Set up the Game Board

  • Place the four quadrants (A-D) in any orientation you choose.
  • Shuffle and place each deck as indicated on page 24.
  • Draw 4 Day and 4 Night cards, placing each face up on their respective bar. Shuffle any "Interrupt" cards drawn back into the deck and redraw.
  • Place any Rune Stones on Investigation locations that are currently revealed.

3. Select Day or Night, roll starting Village, & make initial purchases

  • Decide to begin the game during the Day or during the Night.
  • Roll the Hex die to determine the heroes' starting position on the map. At Night, add 1 to this roll.
  • Gain the Initial Starting Equipment based on the Village you begin in.
  • Distribute 6 Gear Upgrades to the group.
  • Spend your Gold in the Village before the first Game Turn begins.

1. Choose your Hero

Each player creates their hero(es) at this time. See Hero Creation (page 12) for more detail.

It is suggested that each player controls only one hero during their first few multi-player games.

You may select any Role/Race/Aspect combination from any HEXplore It Volume.

Each hero begins the game with 10 Gold and 3 times their Food Rating in Food.

Randomize your selection. With so many selections available, it can be a daunting task to come up with your hero; but it doesn't have to be! Roll on the tables provided if you're having difficulty coming up with an initial combination.

HEXplore It App. For more randomization options, check out our app.

RollRoleRace
2Scourge EaterGutter Gnome
3EnchanterRatkin
4WitchDark Elf
5Cursed OneDhampir
6InquisitorMyskia
7MediumCorvus
8PhosromancerRona
9BardMirrorskin
10Shadow RiderBrightling
11MonkUmbral Shade
12ScoutPanteran

(Warlock and Reawakened are the example Role/Race shown outside the roll table.)

2. Set up the Game Board

Place the four map quadrants (pieces A-D), in any orientation you like in the middle of your gaming table (place the four quadrants as shown for your first play through).

Shuffle the HEXtiles and Dungeon Tiles and set them aside face down.

Place the Day and Night bars along the top and bottom of your map.

Gather the Day/Night Coin, the Hex tokens, the Discovery tokens, the Desolate Village tokens, and the Locked Crypt tokens and set in their respective locations on the bars.

Shuffle and place the Day and Night decks, then flip 4 cards for each, placing one card face up in each of the four slots on each bar. Shuffle any "Interrupt" cards (see page 35) drawn during initial setup back into the deck and redraw.

Shuffle and place the Power Up and Encounter decks and place on their respective slot.

Shuffle the three Dungeon decks and place beside the Dungeon Tiles.

Place a Rune Stone that matches the Investigation Rune Reward (Red, Green, Blue) on any Investigation location currently revealed on the quadrants (see page 54). Investigation Rune Stones on HEXtiles other than the starting quadrants are not placed until their matching HEXtile is revealed and placed onto the map.

Give each player a green, yellow, and blue Core die, as well as a Critical Wound tracker.

The red Collector dice will be placed in Villages during the Villain phase and the Clue cubes will be placed when the group rolls an Investigation during the Circumstance phase.

Each player should have: their Role and Race cards, their Core dice, and a Critical Wound tracker (plus an Aspect card, optional). The Moon, Villain Action Modifier, and Hex dice are shared between all players.

Game board layout (component placement): Power Up Deck and Day Deck sit above the Day Bar; the Day Bar holds the Clue track; the Quadrants and HEXtiles make up the central map, with the Rune Stones placed on revealed Investigation locations and Critical Wounds tracked to the side; the Dungeon Tiles and Dungeon Decks sit beside the map; the Shared Dice and Day/Night Coin sit centrally; the Night Bar sits below the map with the Night Deck, Encounter Deck, and Collector Dice nearby.

3. Roll Starting Village

Before the game begins, choose either Day or Night, and flip the Day/Night coin to that side to remind you of your decision. Then roll for a random Village (see below).

Random Village Selection - You may need to randomly determine a Village during play. To do so, roll the Hex die. If it is Day, the result becomes the selected Village. If it is Night, add 1 to the result. For instance, if you roll during the Day, the result is Village 6. If you roll at Night, the result is Village 7 instead.

Initial Gear Upgrades - The group begins play with a total of 6 Gear Upgrades (regardless of the number of heroes) to distribute to the heroes however they like. No stat may gain more than 1 Gear Upgrade at the beginning of the game.

Initial Equipment - The group also gains Initial Equipment at the beginning of the game, based on the Village they start in. Consult the bottom of the Village placard for more details.

Game Play

Game Turn Overview

1. Determine Day or Night, then move the group

  • Choose to move during the Day or Night. This decision will affect the rest of your Game Turn.
  • The group begins play moving at a rate of 4 hexes per turn.
  • Decide how you'll move this turn: Normal, Cautious, Reckless, or Camp. This decision will affect the Villain phase.
  • Consult the Game Play placard for details on each type of movement.

2. Roll Your Skills (each hero rolls their own Skills)

  • How you move affects which Skills you will roll as well as any modifiers you will gain.

3. Roll a Circumstance (one player rolls)

  • If you are on a Boss, Crypt, Monastery, or Village, skip this phase.
  • Roll the Hex die and consult the applicable bar (Day or Night).
  • If the result is 1-4, play the applicable card. If it is a 5 or a hex, draw an Encounter instead.

4. Settle an Event

  • If you are on a Village, Crypt, Monastery, Investigation, or Boss location, consult its corresponding placard or card and complete the Event.

5. Villain: Mirza Noctis

  • Increase Noctis's Blood Pool equal to the number of Collectors in Villages.
  • Roll the Moon die to see what the Night Lord does. Resolve any associated effects.
  • Next Game Turn.

The Game Turn is somewhat modified while the group is in the Dungeon (see page 50).

1. Move the Group

Choose to move during the Day or Night. This decision will affect the rest of your Game Turn.

Use the Day/Night Coin to remind you of this decision.

Your heroes travel the board together in one group.

You begin play moving up to 4 hexes per turn (you may move less if you choose).

There are four types of movement, defined on the Game Turn reference placard: Camp, Cautious, Normal, and Reckless.

The farther you move each turn, the harder it is for Noctis's agents to watch over you and the easier it is to defy him.

If you move to the edge of the board, add one (or more) new map tiles (see page 9). Placing a map tile does not end your movement.

Villain Action Modifiers. Noctis works to unravel what your heroes are doing each turn. This is represented by modifiers to the Villain Action roll (see page 41) based on how the group moves. The faster you move, the harder it is for his spies to report on your affairs. Consult the Game Turn reference placard for more detail.

Camping Stat Test Bonus. When Camping, heroes gain a -1 bonus to Stat Tests made during the Game Turn. This bonus stacks with itself and similar effects (for instance the longer you Camp), but is lost if you are moved to another location by any other effect.

Moving Cautiously. If you do not move, spend up to your entire movement following a river and/or road, or if you move only one hex during the turn, you are Moving Cautiously. Movement is considered following a road/river if each hex the group moves into contains a road or river. Moving in this fashion ensures you are in no danger of Wandering (see page 32).

While Moving Cautiously, you may also choose to discard the Circumstance card played during the Circumstance phase of the Game Turn (see page 35). This is the reward for moving carefully.

Uncrossable Terrain. There are some hexes that you may not move into (you may move out of these places normally). Mountain Ranges and Water hexes are initially uncrossable by the heroes. You may obtain Scaling Kit and the Canoe to allow movement into them.

2. Roll your Skills

During the Skill phase, each hero rolls their Core dice at the same time.

Skill rolls made during this phase are Stat Tests (see page 17). Roll results that are less than or equal to the hero's matching Skill rank are successful.

Stat Test Critical Successes & Failures. When rolling Stat Tests, a roll of a hex is a result of 1 and is a Critical Success. A Critical Success always succeeds. Starting at rank 12, and every rank thereafter, the Critical Success range increases by 1 (hex or 2 at rank 12, hex through 3 for rank 13, hex through 4 for rank 14, etc).

A roll of 10 always fails and is a Critical Failure.

It is possible to gain and lose a Critical Success or Critical Failure through modifiers. If a Stat Test roll is modified to a 1 (or less), then it is a Critical Success. If the roll is modified to a 10 (or more), then it is a Critical Failure. Certain game effects may also increase or decrease your Critical Success or Critical Failure range (like the Disoriented Condition).

For example, if your Stat Test roll is 4, but you have a -3 bonus to your roll, then your final roll result is a 1, which is a Critical Success! However, if your Stat Test roll is 9, but you have a +2 penalty to your roll, then your final roll result is an 11, which is a Critical Failure. Your roll will still be considered a Critical Failure even if your rank for the Stat Test is higher than 11.

Critical Success in the Skill phase. Heroes who Critically Succeed during the Skill phase also gain an additional bonus, along with the normal reward. For instance, you may gain extra Gold, a Clue, or even a Power Up. Consult the Game Play placard to find the bonuses your heroes gain when you Critically Succeed Skills during the Skill phase.

Navigate. Half of the heroes (rounded up) must succeed this roll to avoid Wandering. Alternatively, if any hero Critically Succeeds their Navigate test, they save the group from Wandering this turn.

If the group has Moved Cautiously (see page 30), the heroes are in no danger of Wandering.

Wandering - If the group Wanders, roll the Hex die. The group has missed their target, and now moves 1 additional hex in the direction indicated by the Wander Compass. For instance, if a 3 is rolled, the group Wanders into the hex south of their current position.

If the group Wanders into an Event location (Boss, Crypt, Monastery, Investigation, or Village), the Event is played normally. If the group's Wander result would reveal a new map tile, place one as usual. If it would place them at a hard map boundary (like on the edge of a Circumstance bar), or in Uncrossable terrain without the proper equipment (Water or a Mountain Range), they instead remain where they are on the game board.

Roaming - Some effects will force or allow the group (or other game pieces like the Banshee Queen) to Roam. Roaming replaces the heroes' movement for the turn and is considered to be Normal Movement unless otherwise stated. When this happens, roll the hex die twice.

The first result becomes the direction of movement (shown on the Wander Compass), and the second becomes the number of hexes moved.

Explore. If your Explore roll succeeds, your hero gains 2 Gold worth of treasure. If your Explore roll fails, you've found nothing but dirt.

Survival. If your Survival roll succeeds, you forage well enough in the wilderness and do not need to consume Food this turn. If your Survival roll fails, you must consume Food from your inventory equal to your Food Rating or one item with the Food subtype (see page 20). If your Food Rating is 0, you may choose not to roll the Survival die during the Skill phase.

Starving. If a hero fails their Survival roll and doesn't have enough Food for the turn, they begin to Starve.

After the Skill phase during the first Game Turn in which you have less Food than you need to eat, mark the first of three levels on the Starving meter indicated by the Energy symbol. After the Skill phase of each subsequent Game Turn with inadequate Food, cross off the next symbol (moving left) on the Starving meter. You may only gain one level of Starving per Game Turn, unless otherwise stated.

  • Starving Level 1: Your hero cannot use Energy. Place a mark over your current Energy as a reminder that you cannot use Energy.
  • Starving Level 2: Your hero cannot use Energy nor roll Survival (all Survival rolls Critically Fail). Place a mark over the Survival die graphic as a reminder that you cannot roll Survival.
  • Starving Level 3: Your hero dies.

Starving heroes must consume any Food they receive. To end a level of Starving, purchase or gain and immediately consume Food equal to your Food Rating or consume an item with the Food subtype.

In doing so you will lose one level of Starving. You cannot lose more than one level of Starving per Game Turn. If you are still Starving, next turn consume your Food Rating in Food again to shrug off the effect entirely.

Starving is not a Condition, and thus cannot be removed by items or effects that remove Conditions.

You can always share Food, Gold, and items freely to members of your group while outside of combat.

3. Roll a Circumstance

A Circumstance is rolled after the Skill phase, unless you end movement in a Boss, Crypt, Monastery, or Village (skip this phase in those cases).

If you moved during the Day, roll and resolve the die result on the Day bar. If you moved at Night, roll and resolve the die result on the Night bar instead.

In either case, if you roll a 5 or a hex during this phase, draw a card from the Encounter deck instead of resolving a Day or Night slot.

If the result is an Investigation (see page 52), place a Clue on the matching slot (up to 3 total).

Discard all resolved cards and refill any open slots after they are played.

Cautious Discarding - If the group Camped or Moved Cautiously this turn (see page 30), you've traveled carefully and may choose to discard the rolled Circumstance instead of playing it.

Interrupt Ribbon - Cards with the "Interrupt" ribbon are played immediately when they are drawn, even if you have played another card. Effects that allow you to look at cards do not trigger an Interrupt card. It is possible to play more than one Interrupt card per turn. Investigation Interrupts are played in a slightly different manner (see page 58).

Unavoidable Ribbon - Cards with the "Unavoidable" ribbon may not be avoided when you roll them during the Circumstance phase, even if you Moved Cautiously. You may use an item or effect to discard an Unavoidable card as long as you are not currently playing it.

Circumstance Types

Investigations: If you roll an Investigation card during this phase, place a Clue on the corresponding slot. The group must travel to a specific location to resolve the effects of Investigations in the Event phase. Unlike other Circumstance types, which are discarded when their result is rolled and their card resolved, Investigations are only removed from the Circumstance bar when the Investigation is completed or a game effect causes the card to be discarded.

Afflictions: Afflictions are negative Circumstances that affect the group. You may be affected by more than one Affliction at a time. Affliction cards remain active for a number of turns specified on the card, starting with the Game Turn they are drawn. They can also be removed if the group visits a Monastery. Some Afflictions will require you to draw an additional card.

Events, Discoveries, & Treasure Cards: There are several varied Events, Discoveries to uncover, and Treasure cards to gain in each Circumstance deck. Discoveries, unless otherwise stated, may be placed on top of one another on the same location.

Nature: Nature cards are environmental situations that affect the group. Only one may be in play at any time. Unless otherwise stated, newly drawn Nature cards supersede other ongoing Nature effects.

(The Circumstance bar layout: Clue Slots on the left, the rolled die result in the middle slots, and a "5 or hex" slot on the right that draws from the Encounter Deck, for both the Day and Night bars.)

Heroic Cards: Heroic cards are each tied to one Role in the Domain of Mirza Noctis. Before play begins, you may choose to remove any Heroic cards from either deck. During play, if the Role that matches a Heroic card drawn is in play, place the Heroic card in its slot. Otherwise, discard the card and draw again.

Whenever a revealed Heroic card is rolled, the matching hero may choose to place a Clue (up to 3) on the card or may choose to play it by rolling a Stat Test against the Mastery indicated on the card. Clues attached to these cards always reduce the Mastery roll result by 1. If the Stat Test succeeds, that hero gains the card's effect and may keep the card for reference. If it fails, discard the Heroic card.

The Encounter Deck. Encounters in Domain of Mirza Noctis are in their own deck, separate from the Day and Night deck. When you see a green enemy referenced on a card or placard with the Encounter symbol (for instance Fallen Army), it means that card is found in the Encounter deck.

Cards drawn from the Encounter deck are considered to be Circumstance cards, for any purpose that interacts with them, and are always drawn from the "5 or hex" slot, regardless if you moved during the Day or Night.

Boons: Boons are special cards that allow you to gain more treasure out of the next combat. When you draw a Boon, draw and play another Encounter. If it is another Boon, keep it and draw another Encounter. If it is an opponent and you successfully vanquish or Influence them, roll the associated die and gain the resulting item(s) in addition to your other rewards. If it is not an opponent or if you Flee combat, shuffle all Boons drawn back into the deck.

Menace: Menace cards are special cards that may increase the Game Difficulty. Before the game begins, choose how many of these cards you wish to include in your deck. We advise only 3 Menace cards per deck. Pull out any others, they will not be used during play.

4. Settle an Event

If you end movement on a Village, Monastery, Crypt, Boss, or Investigation location, resolve an Event by playing the card or placard. Sometimes Discoveries you have found will also prompt an Event.

If you do not end movement on any of the locations listed above, there is no Event this turn.

Unless otherwise specified, there is no limit to the number of Events you may play in a Game Turn.

Village - Villages sell meager supplies for your heroes. The heroes may rest at the Inn to Heal their Vitals equal to their Defend rank. Additionally, you may sell Runes you've obtained. If you moved during the Night, you may also attempt to confront Noctis's Blood Collectors here.

Monastery - Monasteries are holy places that offer hope and stability to the people of Krasvetelia. Purchase items here, Heal all lost Vitals upon entry, Impart Runes you've obtained and gain Graces. Monasteries sell Gear Upgrades and more valuable items as the group unlocks Crypts.

Crypt - Crypts are the crossroads between the living and the dead, offering forbidden power and hiding dark secrets. Crypts begin locked at the start of the game. The group may unlock a Crypt by expending a Crypt Key there. The group may Activate Runes they've obtained and learn Blood Magic Spells, or once unlocked, enter Krasvetelia's infamous Dungeon. Game Turns are played differently while the group is in the Dungeon (see page 50).

Investigation - The group will work together to attempt to complete Investigations, bringing them closer to unravelling Noctis's dark plans. If the group is on an Investigation location during the Event phase, pick up the card and play it (see page 52).

Boss Lair - There are several Boss lairs on the map. A Boss event occurs when the group ends Movement on a Boss Lair, triggering combat with a Boss (see page 65).

The heroes may move through a Boss Lair on the map without initiating combat with them. Defeating Bosses offers great rewards.

Random Bosses: Most Boss Lairs on the map are not numbered and contain the Moon die icon. When the group ends movement on one of these Lairs, select the Boss you're hoping to face, and pull its placard out. If that Boss placard contains the Random Boss Table (shown in the upper left of the card) you may attempt to find that Boss here. Roll the Moon die and consult the graphic. If your roll result does not have the Moon die icon, face that Boss. If your result does have the Moon die icon, roll for a random Boss again on that Boss's placard. So, be wary when seeking a random boss, as you may face a danger far different than you had imagined.

For example, the group is on a Random Boss Lair and intends to fight the Hellhound. Referencing its placard, you roll an 11, which shows: Nagaida's Machine. You would then go to Nagaida's Machine's placard and roll for a random Boss there.

Bosses with Map Locations: Some Boss Lairs on the map have a number inside them. These Bosses may only be fought in these locations. Find the Boss placard that shares the number and contains the same map icon and face it.

Hex Tokens: After you've defeated a Boss, place a hex token on the location which turns it into a normal hex that you can travel through.

5. Villain: Mirza Noctis

Mirza Noctis works behind the scenes to collect Blood from Krasvetelia's inhabitants. Consult the Mirza Noctis placard (opposite Raveziel's Boss placard) during this phase.

  • Add 1 Blood to the Blood Pool for each Collector in each Village (add the numbers on each die).
  • Use the Villain Action Modifier die to determine any bonuses or penalties you've gained during the turn.
  • The group rolls the Moon die and consults the Villain Action table. Apply any modifications to the roll (if any), and play the effect.
  • The end battle begins when either the Blood Pool reaches 100, or when the heroes end movement on Noctis's Castle.
  • Roaming Bosses and tokens Roam at the end of this phase, unless otherwise specified.

The Blood Pool - Noctis will gain Blood at many points during the game. When this occurs, increase the Blood Pool accordingly. Use the Battle Mat or the Mirza Noctis placard to track the amount of Blood in the Blood Pool. Noctis becomes more powerful as he gains Blood, gaining Aegis 2 (see page 61) for every 20 Blood he has. His type changes to Ascendent (see page 60) if he has 30 or more Blood. Noctis is always considered to be Level 10 regardless of his Aegis value.

Villain Action Modifier die - Use the Villain Action Modifier die to track any modifiers you gain during the turn. Look for the Villain Action Modifier icon on cards that are played to determine if you gain any (for instance if you have Camped or Moved Recklessly). These modifiers stack and are reset to 0 at the end of each Game Turn. It is possible to gain a range from -5 to +6.

Villain Action - After adding Blood to the Blood Pool, the group rolls the Moon die and resolves an effect on the Villain Action table. Modify this roll with the Villain Action Modifier you have this turn.

For example, the heroes moved Recklessly this turn. They receive a -2 Villain Action Modifier for moving in this manner (see page 29). Later that turn, two heroes gain a Power Up card with the Villain Action Modifier icon. One was a +1 and the other was -1. Adding these modifiers together, the heroes will have a final Villain Action Modifier of -2 (-2-1+1) this turn.

Collectors - Collectors are feared agents of the Night Lord who target Villages, harvesting blood for him. A result of a 9, 10, or 11 on the Villain Action table will place a Collector in a random Village (page 26).

Collectors are represented using the Collector dice (one for each Village). There may only be up to 3 Collectors (one die) on a Village at any time.

These dice are used in two ways:

  1. To count the number of Collectors in a Village. When a Collector enters a Village, a Collector die is placed there. The number on the die represents the number of Collectors and the amount of Blood Noctis gains each Game Turn from this Village. If this is the first Collector there, place the die showing a result of 1. If a Collector already exists there, increase the number by 1.
  2. To determine the type of each Collector the group faces in a Village. Before the group faces a Collector in battle, roll the Collector die a number of times equal to the number of Collectors in that Village. The result becomes the Collector types fought (see Facing Collectors on the next page).

Desolate Villages: The moment a Village would gain a fourth Collector, place a Desolate Village token on the location and leave the Collector die showing a value of 3. Noctis's agents have ruined this Village. It continues to produce 3 Blood for him each Game Turn. Heroes may no longer purchase items, Heal, sell Runes, or face Collectors here. It is no longer an Event location (face Circumstances here during the Circumstance phase).

Facing Collectors in Battle: There are three types of Collectors shown on the Collector placard. They are numbered 1 through 3. While in a Village at Night, you may roll Explore during the Event phase to attempt to find and face the Collectors. If at least half the group succeeds, face each Collector in combat (in one battle). If any hero Critically Succeeds, you Ambush each opponent! Roll the Collector die for each to determine the type you are facing. If you Flee, all Collectors return to the location (even if you defeated one or more).

Placing & Facing Collectors Example: For example, the group rolls an 11 on the Villain Action table and a Collector appears. The group rolls for a random Village (see page 26) and gets a 3. This is the first Collector to arrive in this location, so the group will place the Collector die showing 1, representing that 1 Collector is there. Later, they roll the same Village a second time and then increase the die to show a result of 2. They decide to do something about them, and face the two Collectors in combat. They succeed their Explore roll at Night and have found the Collectors! Now the group will roll 2 Collector dice. They roll a 1 and 3, so they will face the Clockwork Assassin and the Vampire Sanguimancer in combat as indicated on the Collectors Placard.

Noctis's Castle

Facing Noctis - The end battle with Mirza Noctis begins when either the Blood Pool reaches 100, or when the heroes end movement on Noctis's Castle (the center hex of HEXtile G).

When this occurs, gather the Mirza Noctis Placard and Punchboard, as well as his ability punchouts.

Noctis's Augmentations: Noctis gains a unique Augmentation for every 10 Blood in the Blood Pool. Before you face him in combat, randomly determine the Augmentations he possesses. Roll a Core die for every 10 Blood in the Blood Pool and consult the Augmentation table on Mirza Noctis's placard. Noctis cannot gain the same augmentation twice. If you roll the same result more than once, the players may select the next lower or next higher available ability he gains.

Noctis's Boss Punchboard: Use Mirza Noctis's Boss punchboard to build Noctis's unique powers. This punchboard is double sided. One side shows Noctis's normal form, and the other shows his Ascended form. Noctis's abilities are punchouts meant to be flipped over when the ability is Augmented.

For example, the heroes bravely enter Noctis's castle when the Blood Pool is 58. Next turn it would have risen above 60, high enough for Noctis to gain Aegis 6. Facing him now means Noctis has Aegis 4, and he will have 5 of the 10 Augmentations listed on his placard. The group randomly determines the augmentations by rolling their Core dice, one player at a time, until they have 5 unique results. The group rolls a hex, 3, 6, 8, and 8. They choose the second 8 to become a result of 9 instead. The group will face Noctis with those Augmentations.

The Dungeon

The small, seven-hex map tiles create an area called the Dungeon.

Dungeon Tiles may never connect to other surface map tiles (A-N).

The group may enter the Dungeon in an unlocked Crypt during the Movement phase.

While inside the Dungeon, the Game Turn is modified (see page 50).

The group may exit the Dungeon in a hex containing a Crypt icon. Play resumes in the Event phase.

The Crypt and Dungeon placards are each related to the Dungeon. Keep both nearby and refer to them when needed.

The first time a Dungeon Tile is placed, also place the Dungeon Rune Compass nearby.

Dungeon Entrances - Each Crypt, numbered 1 through 4, acts as an entrance into and an exit out of the Dungeon. Each time a Crypt is revealed on the map, place a Locked Crypt token on that location. Crypts may be unlocked (and the token removed) in one of three ways:

  1. Expend a Crypt Key there.
  2. Roll all Skills during the Event phase while in a Crypt. The Crypt is unlocked if one hero succeeds all 3 rolls.
  3. Exiting the Dungeon to a Locked Crypt unlocks it.

Each time you enter the Dungeon, if a matching entrance is not revealed in the Dungeon, search for a Dungeon Tile containing a matching entrance and place the group there. Any time the group ends movement on a Dungeon Entrance they may exit the Dungeon and emerge on the HEXtile that contains the matching Crypt. If the Crypt is not revealed on the map, search for the HEXtile that contains it and place it on the board in any orientation you choose. If you reveal a Crypt in this way, do not place a Locked Crypt token on the location.

Placing Dungeon Tiles - Each time the group moves to the edge of a Dungeon Tile allowing further movement from this tile, draw a random Dungeon Tile (or Tiles if you are able) and place it. You must orient the new Tile in a way that allows the group to move into the new hex.

Anytime a Dungeon Tile is placed (even if it is the first Tile), before the group miniature is moved onto it, the group rolls to place Rune Stones for that Tile.

Placing Rune Stones - Each Rune Stone type is assigned a die type. Roll two Core dice (for Red and Green) and the Moon die (for Blue), and consult the Dungeon Rune Compass. If you roll a 7 or less on any of the dice, a matching Rune Stone is placed on the Dungeon Tile in the matching location. No Rune Stone is placed on a result of 8 or higher.

Only one Rune Stone may be placed on each hex. If you roll the same number more than once, place the second Rune Stone on an adjacent empty space.

Day/Night in the Dungeon - It is always Night while inside the Dungeon.

Time - The passage of time feels distorted for the heroes while they are in the Dungeon. Each Game Turn, the group has an amount of Time equal to the highest Navigate and Explore rank combined, from one hero. Each hex of movement costs 1 Time. Additionally, Dungeon Cards also require the expenditure of Time. Record the group's Time on the Battle Mat and/or the Dungeon placard.

Dungeon Movement - Each Game Turn, the group may choose to either Move or Rest. Move any amount until you reach a Rune Stone, reducing Time by the number of hexes moved. The group must stop on a Rune Stone or when they run out of Time. After all of your Time has passed, skip to the Villain phase.

For example, the group is placing a new Dungeon Tile. One player rolls two Core dice and the Moon die. They roll a 6 on the Red Core die, another 6 on the Green Core die, and an 11 on the Moon die. They will place a Red Rune Stone on the 6 position. A Green Rune Stone is placed, but cannot be placed on the 6 position. Instead, the players will place it on either the 5, 7, or position. They will not place a Blue Rune Stone, because the result was over 8.

Dungeon Walls: The group may not move through Dungeon Walls. You must follow the paths and corridors that are revealed.

Resting: If the group Rests, use up all remaining Time. If there is 5 Time or more, each hero Heals Health and Energy equal to half their Survival rank. Then, skip to the Villain phase.

Secret Passages: Secret Passages allow the group to bypass and move through a Dungeon Wall. Secret Passages are represented on Dungeon Tiles by one of the nine stat icons. To attempt to pass through one, the group may spend 1 Time. All heroes roll a Stat Test against the matching stat. If at least half the group succeeds, they may move to the hex on the other side of the wall.

Dungeon Cards - Each time the group moves onto a hex containing a Rune Stone (even an exit), draw a corresponding Dungeon card and play it.

  • Red Rune Stones are dangerous scenarios
  • Green Rune Stones are a mix between beneficial and dangerous scenarios
  • Blue Rune Stones are usually beneficial scenarios

Rune Reward - Each time the group completes a Dungeon card, you may choose to gain the card as a Rune reward. Set it aside, Rune side up. The moment the group gains 2 cards of the same Rune type, discard both cards and gain 1 Rune of the matching type. Record the number of Runes you acquire on the Battle Mat (see page 68).

Boss Locations - There are a few Boss locations in the Dungeon. The group must stop and play a Boss Event if they move onto one. If a Rune Stone is also on a Boss location, do not play a Dungeon card. Face the Boss. If you vanquish it, the group gains a Rune of the matching type instead. If any Time remains after facing the Boss, the group may continue moving.

Reading Dungeon Cards

Card Name: The Dungeon Card's Name.

Time Requirement: Reduce the group's Time by this amount after playing the Dungeon card. If this reduces your Time to 0 or less, move to the Villain phase. It is possible to have no Time remaining to pay this cost.

Card Narrative: Unrelated to game mechanics, this narrative paints the picture of your journey.

Card Rules: Read this section and resolve the Dungeon card's effects when it is played.

Treasure Ribbon: Found only in the Dungeon Deck, Treasures are Items that contain the Treasure ribbon. The group would lose it (along with a second Dungeon card) in order to gain its Rune Reward.

Treasure Wielder Bonus: The hero who carries the treasure gains the Wielder Bonus shown on the card.

Trap Ribbon: Found only in the Dungeon Deck. After the group resolves a Trap, one hero may choose a stat to roll a Stat Test against. If the roll fails, suffer 2 Energy Drain. If the roll succeeds, that hero gains a Gear Upgrade matching the stat rolled against. If it Critically Succeeds, another hero may roll. The group may only ever gain up to 1 Gear Upgrade per hero per Trap.

Ambush Ribbon: Found only in the Dungeon Deck, the group may spend 4 additional Time before playing this card to Ambush the opponent(s) specified. You must have all 4 Time to use this option.

Dungeon Game Turn Overview

1. Move your Heroes or Rest (Movement phase)

  • Regain your Time.
  • Move: Move any amount, reducing Time by the number of hexes moved. The group must stop on a Rune Stone, a Boss location, or when you run out of Time. If the group stops on a Dungeon Entrance, you may exit to the appropriate Crypt. If all of your Time has passed, skip to the Villain phase.
  • Rest: Use up all remaining Time this turn. If there was 5 Time or more, each hero Heals Health and Energy equal to half their Survival rank. Skip to the Villain phase.

2. Resolve a Rune Stone (Event phase)

  • Each time the group moves onto a hex containing a Rune Stone, you must play a card from the corresponding Dungeon deck. Cards played may also reduce the amount of Time remaining.
  • After resolving a Dungeon card, the group gains it (keep the card face down).
  • 2 matching Dungeon cards are treated as a single Rune of the same type and may be turned in at Crypts, Monasteries or Villages normally.
  • If you have 1 or more Time remaining, return to the Movement phase. Otherwise, move to the Villain phase.

3. Villain: Mirza Noctis

  • The Villain phase resolves normally.
  • Next Game Turn.

Investigations

Investigations are drawn from the Day or Night Decks.

When drawn, place a Rune Stone that matches the card's Rune Reward on the matching map location, if it is revealed.

Investigations may contain the Interrupt ribbon. When one is drawn, resolve the top part of the card immediately, and then place the card in the applicable Circumstance slot (see page 35).

There are several types of Investigations:

  • Aid: White border. Usually requires you to bring an item or escort an ally, to or from, the location.
  • Bounty: Red border. Requires you to defeat a Boss.
  • Invasion: Purple. Requires you to save a Monastery from an invading foe.
  • Skill (3 variants): Green, Yellow, & Blue. Requires you to roll your Core dice.
  • Dual or All Skills: Like Skill, but require 2 Skills or all Skills to complete.

The group may attempt to complete an Investigation during the Event phase of the Game Turn if they end movement on an Investigation location.

When attempting an Investigation, check if you gain a Clue bonus, then read the narrative paragraph and perform any actions as specified.

After you complete an Investigation, gain the Rune Reward shown, discard that card, and draw a new card to refill the slot.

Reading Investigation Cards

Card Name: The Investigation's Name.

Investigation Type: Specifies if the Investigation is an Aid, Bounty, Invasion, Skill, Dual or All Skills card.

Clue Bonus: The bonus the group receives for Clues attached to this Investigation (see page 55). Often Clues will help the group reduce negative Trap effects or grant another bonus.

Investigation Location: The location on the map where the group may attempt to resolve the Investigation.

Card Narrative: Unrelated to game mechanics, this narrative paints the picture of your journey.

Additional Rules: There may be additional things that happen during or after you resolve the card.

Rune Reward: The group gains 1 Rune of the matching type after the Investigation is successfully resolved.

Suspicion Level:* Noctis has eyes and ears everywhere. Heroes who roll the Suspicion level or greater while resolving an Investigation will trigger the card's Trap (see page 57).

Trap:* Traps are detrimental events that occur if the group is not careful while resolving an Investigation (see page 57).

*These only appear on Skill type Investigations.

Investigation Locations

Most Investigations are assigned a location you must travel to. Consult the graphic in the upper right corner of each Investigation card to find the location.

When an Investigation is revealed, place a Rune Stone that matches the Investigation's Rune Reward on the matching Map Location, if that map tile is revealed.

If an Investigation location has been destroyed, cleared, or altered (a Desolate Village for example), you may still play the Investigation normally.

There are four map quadrants, labeled A through D, and ten HEXtiles labeled E through N. Look for the white filled-in hex in each Investigation Location graphic to specify the Investigation's location.

In the example, the heroes may travel to the three locations revealed to attempt the Investigation and gain the matching Rune reward. Furthermore, because the Falconer card is an Interrupt, the moment this card is revealed, the group would resolve the top part of that card. In this case, the Falconer joins the group as an Escort. To complete this Investigation, the group would need to take him to the location containing the Green Rune Stone.

Running out of Rune Stones. It is possible to run out of Rune Stones to place on your map. They are used in both the main map and in the Dungeon. If this occurs, the group must remove one Rune Stone from either location and place in the new location revealed. If you remove a Rune Stone from the main map, also discard the Investigation that matches it.

Clues

Clues may be placed on any open slot on either the Day or Night bars and are usually placed on Investigations during the Circumstance phase (see page 36). Up to 3 may exist on any slot at any time. Clues help the group in various ways and always affect the slot they reside in. When you play an Investigation, read and resolve the Clue Bonus. After the last card in the slot is played, all Clues are discarded. It is possible to place Clues on other types of Circumstance Cards.

Aid Investigations - Aid Investigations have a white border and require you to travel to a location and either pick up or deliver an item or ally.

Escorts: Escorts may be gained through an Investigation or another Circumstance card and require you to keep a target alive. When you gain an Escort, they become an ally (they are not a hero). The Escort graphic will show you the ally's Health (they have 0 Energy) and the action they perform each combat round.

Escorts may be Healed and do not receive rewards. Additionally, Escorts may roll Stat Tests against the stat(s) specified at any time during the Game Turn to assist the heroes.

The example shows an ally (Egore) that has 15 Health, Defends 4 each round of combat, and may roll Stat Tests against Health and Defend.

If an Escort dies, discard the Investigation card.

Bounty / Invasion Investigations - Bounties have a red border and Invasions have a purple border. These Investigations require heroes to defeat an opponent in combat. Travel to the location specified and face the opponent there. If you vanquish them, gain the card's rewards.

Completed Bounties: If a Boss has already been slain by your group, you may immediately mark the Bounty as complete, and claim any rewards.

Skill Investigations - If the Investigation is related to a Skill (Green for Navigate, Yellow for Explore, or Blue for Survival), each hero must roll the Core die or dice specified on the card (if they can). Travel to the location specified and roll the applicable dice. The group must gain a number of successes equal to half the number of heroes in order to complete the Investigation. Before rolling, check for any Clue Bonuses.

The group does not need to achieve all successes in one Game Turn, they are carried over subsequent Game Turns until the group moves or the Investigation is completed. All heroes may attempt to roll again in subsequent Game Turns, even if they have previously gained a success.

In the example, each hero would roll their Navigate Skill. For each Clue on this slot, each hero would gain a -1 bonus to their roll. If at least half the heroes succeed, the group completes this Investigation and gains 1 Rune. If not, note any successes, and the group may try again next turn.

Dual & All Skills: Some Investigations require you to roll more than one Skill. The group must gain successes equal to half the number of heroes for all Skills shown in order to be successful. For instance, a Dual Navigate/Survival Investigation requires a group of 6 heroes to roll both Navigate and Survival and gain 3 successes total for each.

Suspicion Level & Traps

Suspicion Level: Noctis works behind the scenes sabotaging attempts by those who seek to oppose him. This is represented by a Skill Investigation's Suspicion Level.

The lower this number is, the more likely a Trap will be triggered. An Investigation's Trap triggers when a hero's Skill roll result is equal to or greater than its Suspicion Level (as long as that result is not a Critical Success).

Traps may only be triggered once per hero per Game Turn unless otherwise specified.

Traps: Four types of Traps may trigger. Each is listed below:

  • Increase Noctis's Blood Pool by the amount shown for each hero who triggers this Trap. For Dual or All Skill Investigations, increase the Blood Pool only once for each hero (not per Skill that triggers the trap).
  • If one or more heroes trigger this Trap, the group draws and faces a single Encounter.
  • Each hero who triggers this Trap suffers Health damage equal to the amount shown (e.g. -3).
  • Each hero who triggers this Trap suffers Energy damage equal to the amount shown (e.g. -4).

Interrupt Investigations

Some Investigations contain the Interrupt ribbon (see page 35). When one of these cards are drawn, the group must play the top section of the card immediately. The card is then placed in the slot and the remainder of the card is played normally, when the group arrives on the location specified or when the Interrupt portion of the card is triggered.

Investigation Rewards

The moment the group completes an Investigation, remove the Rune Stone on that location (if one exists). The group gains 1 Rune matching the card's Rune Reward. Record the number of Runes you acquire on the Battle Mat.

Runes may be exchanged for Gold or Power Ups in Villages, Monasteries, or Crypts (see page 88). When you exchange a Rune in one of these ways, reduce the appropriate Rune the group carries on the Battle Mat.

Skill Critical Success Reward: In addition to the group Rune reward, heroes who Critically Succeed while attempting a Skill Investigation gain one rank to the stat of their choice.

It is possible to gain more than one Critical Success (in the case of a Dual or All Skills Investigation). In these instances, if you gain more than one Critical Success, gain a rank increase for each!

Combat

Combat occurs when the group faces an opponent. This can occur in any phase of the Game Turn.

Opponents are written in green on game cards and are either Encounters or Bosses.

Combat is straightforward, though several alternatives may arise. Skim through this section, check out the combat example on page 80, then use this section to guide you through your first few battles.

Unless otherwise stated, the group faces opponents together as one group.

Opponents have one or more of the following Vitals: Health, Energy, Influence, and Outlast.

Opponent Levels - Encounters range in Level from 1 to 5. Bosses are much harder and range in Level from 1 to 10. An opponent's Level is displayed as a shield in the upper left corner of the card or placard.

Opponent Types

Each opponent is assigned one (or more) of eight unique types. Some opponents may also be assigned one of two subtypes.

  • Construct - Constructs are given life through unnatural and unknown sources.
  • Creature - Creatures are natural animals and beasts.
  • Humanoid - Humanoids are sentient beings.
  • Monstrous Humanoid - Monstrous Humanoids are larger and more fierce than their humanoid cousins.
  • Magical - Nature Magical opponents have been touched by magic.
  • Spirit - Spirits are insubstantial beings.
  • Undead - Undead are cursed, they exist apart from life and death.
  • Ascendant - Ascendant beings are not a part of this world's pattern. They often hail from other planes of existence or have changed their form.

Opponent Subtypes

  • Swarm - Swarms are an enormous number of small opponents.
  • Horde - Hordes are an enormous number of large opponents.

Tenacious Opponents: The group may not Flee (see page 74) from Tenacious opponents.

Dangerous Opponents: Some opponents are Dangerous. Increase the Game Difficulty by one for these opponents (see page 68). It is possible to face opponents at different difficulties in the same battle. While uncommon, it is possible for an opponent to gain Dangerous more than once (and raise the Difficulty several times). The group gains the increased Game Difficulty Gear Upgrade bonus roll after facing this opponent (see page 70).

Opponents with Aegis: Opponents with Aegis are difficult to harm. Aegis is represented by an orange shield and often replaces the opponent's Level shield. Heroes may only deal Health damage to these opponents in one of two ways (other effects are unchanged):

  • If the opponent's Energy is 0 during the Declaration phase
  • If the hero has a number of Attack Gear Upgrades equal to or greater than half the Aegis value (rounded up)

The number of Attack Gear Upgrades needed to damage these opponents is shown, shaded in orange, under the Aegis shield. For example, an opponent with Aegis 3 would need 2 Attack Gear Upgrades to damage (3 divided by 2 rounded up). Sometimes this effect may be gained during play. In these cases, Aegis is shown using the Aegis shield icon. Unless otherwise specified, if an opponent gains Aegis, its Aegis value is equal to its Level.

Summoned allies (or Encounters) controlled by heroes use the controlling hero's Attack Gear Upgrades. Non-hero allies (such as Escorts) may not deal Health damage to opponents with Aegis unless specified.

Favored Opponents

Each hero has, or may gain, an advantage over specific types or subtypes of opponents (see page 60).

Heroes who face their Favored Opponent(s) in combat gain an additional effect every combat round against that opponent.

Each round during the Declaration or Resolution phase, choose one of the following options as your Favored Opponent bonus. This occurs in addition to your normal action:

  • Roll the Hex die. Reduce your opponent's Health or Influence equal to the result. This die may HEXplode (see below).
  • Roll the Hex die. Reduce your opponent's Energy equal to twice the result. This die may HEXplode.
  • Reduce or increase your opponent's Outlast by 1.
  • Heroes may gain and perform additional Favored Opponent options throughout play.

If your opponent has multiple Vitals of the same type (two Health values), choose only one to affect.

Favored Opponent damage is a unique damage source and may not be reduced or Negated.

It is possible for heroes to gain more than one type of Favored Opponent. If you face an opponent with two types (for instance a type and a subtype), gain the Favored Opponent effect multiple times. You may not gain Favored Opponent with the same type or subtype more than once.

HEXploding Dice: You may find certain Abilities, items, or other situations specify that a die can HEXplode. This happens when you roll a hex (or another number as indicated) on the die. When this happens you may roll again and add the new result to the total. There is no limit to how many times you may reroll a HEXploding die. For example, a hero rolls Favored Opponent damage and rolls a hex, which is a result of 6. She rolls again and gains another hex, which increases the result to 12. She rolls a third time and the result is a 2. Her final damage is 14.

Encounters

Encounters are opponents found in the Encounter deck (and sometimes on a placard) whose Level ranges from 1 to 5.

Before combat begins, read the Encounter's Passive Abilities (if any).

During the Opponent phase, one player rolls the Hex die and consults the Action Key on the left side of the Encounter card to determine what action the Encounter takes.

Encounters have three combat actions and some have Passive Abilities:

  1. Attack: This is the Encounter's basic attack action.
  2. Mastery: If the Encounter has an Energy Vital, the Mastery costs 1 or more Energy to use, denoted by the gray hex below the Mastery icon. For example, the Hanged Man's Mastery costs 2 Energy to use.
    • Default Action: If the Encounter doesn't have enough Energy, it cannot use its Mastery and its action defaults to the Attack action instead. The defaulted action's targeting type remains the same, but the numeric effects (Damage, Heal, Raise, Block, Defend, etc.) are reduced by half (to a minimum of 1).
  3. Special: The Encounter's Special action costs no Energy to use and is generally the strongest attack it can perform.
  4. Passive Abilities: Some Encounters have Passive Abilities that change combat in unique ways. Look over these Passive Abilities before combat begins. If you see the Day or Night icon, the Encounter gains the specified effect only during that phase of play.

Reading Encounter Cards. A card shows: Encounter Level, Bribe Icon, Opponent Vitals, Reward, Attack, Mastery, Special, Passive Abilities, Energy Required for Mastery, Action Key (roll hex die), and Encounter Name and Type.

Encounter Action Example. Each Encounter Action explains its targeting type (Individual Target or Group), Damage type (Health or Energy), any keywords associated with the attack, or other miscellaneous effects.

For example, suppose the group rolls a 4 on the hex die. If the Deranged Executioner has at least 3 Energy remaining, the heroes would face his Mastery: One target suffers 5 Health damage and gains 1 Critical Wound and if the target was below their max Health prior to the attack they would also become Wounded. If he does not have enough Energy, his action would default to Attack instead, which has its numeric effects halved. In this case, one target rolls the Hex die and suffers Piercing damage equal to half the result (rounded down). The Energetic effect would not apply in this scenario, because he would not have enough Energy to use his Mastery.

Bosses

Bosses are difficult opponents whose Level ranges from 1 to 10. They are found in various locations on the map, outlined in red.

If a Boss is vanquished, the hex location is cleared and the Boss cannot be refought.

During the Opponent phase, one player rolls the Hex die and consults the Action Key to determine what action the Boss takes. Bosses have six combat actions and one or more Passive Abilities:

  1. Attack: This is the Boss's basic Attack action.
  2. Defend: This is the Boss's basic Defend action. 3-4. Masteries: If the Boss has an Energy Vital, the Mastery costs 1 or more Energy to use, denoted by the gray hexes below each Mastery icon. For example, the Hellhound's Second Mastery costs 4 Energy to use.
    • Default Action: If the Boss doesn't have enough Energy, it cannot use its Mastery and its action defaults to the Attack or Defend action instead. The defaulted action's targeting type remains the same, but the numeric effects (Damage, Heal, Raise, Block, Defend, etc.) are reduced by half (to a minimum of 1). 5-6. Special: The Boss's Special actions cost no Energy to use and are generally the strongest attacks it can perform.
  3. Passive Abilities: Most Bosses have one or more Passive Abilities that change combat in unique ways. Look over these Passive Abilities before combat begins. If you see the Day or Night icon, the Encounter gains the specified effect only during that phase of play.

Reading Boss Placards. A placard shows: Opponent Name, Group Rewards, Boss Level (Normal or Aegis), Random Boss Table (see page 39), Action Names, Opponent Type, Vitals, Single Rewards, and rows for Attack, Defend, First Mastery, Second Mastery, Special 1, Special 2, Passives, and Difficult+ Passive.

Boss Action Example. Each action explains its targeting type (Individual Target or Group), damage type (Health or Energy), Stat Tests required, any keywords associated with the attack, or other miscellaneous effects.

In the example, suppose the group rolls a 4 on the Hex action die while facing the Hellhound. If the Hellhound has at least 4 Energy remaining, the heroes would face its Shadow Smoke action. If it doesn't have the Energy, its action would default to a basic Defend at half its potency. Each hero suffers 5 Energy damage and must roll their Navigate Skill. Those who fail deal no damage to the Hellhound this round. Additionally, the Hellhound gains Evasion 9 until the end of the next round.

The Battle Mat

Use the Battle Mat to keep track of Movement speed, group items, Game Turns, Combat Rounds, Escorts, your opponent's Vitals, and more.

You may modify the Game's Difficulty here.

How to use it: We recommend that one player keeps track of the Battle Mat throughout the entire game. During the Declaration phase of combat, players will note how much damage they're doing to their opponent(s). The player in charge of the Battle Mat will record this damage in one of two areas: the top area is damage that can be Defended against, while the bottom is reserved for damage that cannot be Blocked or Defended (like Favored Opponent damage). For an example of how the Battle Mat is used, see page 80.

Game Difficulty. You may choose to increase the Game Difficulty while outside of combat at any time (you cannot decrease the Game Difficulty once increased). Game Difficulty levels do not stack (you are affected by the current Game Difficulty) and cannot increase beyond Epic.

There are moments when the Game Difficulty automatically increases:

  • Defeating Collectors: For every 3 Collectors the group vanquishes in Villages, increase the Game Difficulty by 1. Use the Battle Mat to record when you vanquish one. Collectors are counted individually for this purpose and not counted in the final battle with Mirza Noctis. For instance, if the group faces 3 Collectors in a Village in one battle and they succeed in vanquishing them, the Game Difficulty will increase by 1.
  • Running out of Power Up cards: Each time the Power Up deck runs out of cards and you must reshuffle it, increase the Game Difficulty by 1.

Battle Mat tracking areas: Miscellaneous 1-12 tracker; Crypt Keys Accumulated; Gear Upgrade Slots Unlocked (Monastery); Hero Movement Normal / Cautious (hexes per turn); Blood Pool Tracker; Group Purchases; Collectors Vanquished; Runes Available to Sell, Impart, or Activate; Opponent Vital Tracking; Piercing & Favored Opponent Damage; Escort Tracking; Game Difficulty Modifiers; Graces Gained (Monastery); Dungeon Time; Blood Magic Tier Unlocked.

Game Difficulty Modifiers: Increasing the Game Difficulty alters the game in many ways. Your opponents gain bonuses and the group may gain penalties. Use the Battle Mat to adjust each combat accordingly.

Passive Abilities: While playing on Starter, opponents do not gain Block, Defend, or Evasion from their Passive Abilities. Their actions are otherwise unaffected. Starting at Difficult, Bosses gain an additional Passive Ability shown.

Opponent Vitals: Your opponent's Vitals are affected by the Game Difficulty. Outlast is affected differently than Health, Energy, and Influence. Reduce or increase all opponent Vitals by the amount shown. Ally and Escort Vitals remain unaffected, even if they are an Encounter.

Opponent Damage: Your opponent's damage is affected by the Game Difficulty. Reduce or increase all opponent damage by the amount shown. Encounters controlled by heroes also gain this bonus.

Stat Test Penalty: Starting at Difficult, all heroes gain a penalty to all Stat Tests equal to the amount shown.

Gear Upgrade Reward: Starting at Moderate Difficulty, the group has a chance to find Gear Upgrades after each combat. After vanquishing an opponent, roll the Moon die. If the result is equal to or less than the number shown for that Game Difficulty level, all heroes gain 1 Gear Upgrade of their choice.

Game DifficultyPassive AbilitiesOpponent Vitals (Health/Energy/Influence)OutlastOpponent DamageStat Test PenaltyGear Upgrade Rewards
StarterSee Rule BookReduce Vitals by...-2 (min. of 1)-1 (min. of 1)No changeNo change
EasyNo changeNo changeNo changeNo changeNo changeNo change
ModerateNo change+5 Vitals / hero+1+1No changeGear Upgrade 2 or less
DifficultBosses gain Difficult Passive+10 Vitals / hero+2+2+1Gear Upgrade 5 or less
HeroicNo change+25 Vitals / hero+4+4+2Gear Upgrade 9 or less
EpicNo change+50 Vitals / hero+6+6+3Gear Upgrade (automatic)

Combat Round Overview

1. Declaration Phase

  • Each player selects an action their hero will use during the combat round and spends any Energy necessary to activate it.
  • Player actions occur in any order, they interact at the same time.
  • You do not need to specify a target if your action requires one.
  • One player should record all numbers on the Battle Mat (see page 68).

2. Opponent Phase

  • The Encounter or Boss action is selected randomly, using the Hex die.
  • Determine the target(s) and damage dealt.

3. Resolution Phase

  • All actions occur in any order, they interact at the same time.
  • Determine any Favored Opponent effects this round.
  • Record damage dealt to both the heroes and their opponent(s).
  • Apply Conditions, if any.
  • Next Combat Round.

1. Declaration Phase

Each player selects an action their hero will use during the combat round and spends any Energy necessary to activate it.

You do not need to specify a target if your action requires one.

One player should record all numbers on the Battle Mat (see page 68).

The Four Abilities

Attack: When declaring the use of your Attack Ability, also choose a type of Vital to affect in the Resolution phase, as indicated by the Vital icons shown on your Attack Ability. If you choose to affect an opponent's Health, Energy, or Influence, your hero will inflict the chosen type of damage or Influence equal to your Attack rank. If you choose Outlast, you modify (raise or lower) the Outlast value by 2. You may choose the type of damage dealt each time you use the Ability.

For example, the Scout may use her Attack, Superior Tactics, to deal 5 Health, 5 Energy, 5 Influence, or reduce an opponent's Outlast by 2 (not all four at once).

Defend: When declaring the use of your Defend Ability, your hero gains Defend equal to your rank until the end of the round. You may also use an item while Defending (see next page).

Masteries: When declaring the use of either your First or Second Mastery, refer to that section of the Role placard. Each Mastery is unique to each Role and costs one or more Energy to activate. Masteries only deal the type of damage specified in their description (you may not alter the damage type, even if your basic Attack is used by the Mastery).

Some Abilities offer choices on how they can be used. In these situations you do not need to immediately specify how you're using the Ability. For example, the Shadow Rider can simply say "I'm using Tireless Shadowhorse" and wait to choose who he affects during the Resolution phase.

Target Types: Heroes and opponents all have various Abilities and actions that can affect each other in unique ways. The following list defines the various types of targets:

  • Hero: A hero is considered to be any living hero controlled by a player. An Ability or effect which targets a hero can only affect heroes.
  • Ally: An ally is any other member of a hero's group (i.e. other heroes, Escorts, or Summons). An Ability or effect which targets an ally cannot target yourself.
  • Group: All members of the heroes' group (including the heroes and all allies).
  • Opponent: Any foe who means to harm the group.
  • Target: A target can be any character involved in an aspect of game play, including (but not limited to): heroes, opponents, and allies.

Calculating Effects: During this phase of combat, you will be calculating the effects of your action. Heroes who are damaging an opponent will declare the damage dealt and record it on the Battle Mat (see page 68). Those who are not damaging an opponent will apply the effects of their Ability during the Resolution phase.

Rounding Numbers: Unless otherwise specified, anytime an action or result is halved or cut into a fraction, round down to a minimum of 1.

Additional Hero Actions

Racial Abilities during combat: Heroes may use Racial Abilities during any phase of combat, so long as they can pay its cost, without interrupting their action for the round.

Using an Item during combat: Using the Defend action allows heroes to use a single item on themselves, an ally, or give another ally a single item. Heroes who use or give an item are still Defending (it does not replace the Defend action). Heroes do not need to specify that they're using an item until the Resolution phase of combat. Food is considered an item, and a number of units up to your hero's Food Rating can be consumed in combat, if necessary.

Fleeing from combat: During the Declaration phase of combat, heroes who wish to Flee must roll their Navigate with a -2 bonus to the roll. If successful, they leave combat after the Declaration phase (and thus cannot be targeted). If unsuccessful, they may only Defend this round. Each round they attempt to Flee, they gain an additional -2 bonus to the roll (thus making it easier). Each hero must Flee in order for the group to Flee. Once all heroes have fled, or combat ends, the group Wanders (see page 32).

Heroes who Flee may not re-enter combat and do not receive any rewards, even if the opponent is defeated by other members of the group. If you face an opponent you've previously Fled from, their Vitals are reset to full.

Bribing Opponents: Some opponents may be Bribed before combat begins. These opponents have a Bribe icon next to their Vitals.

The number indicated in the icon is the Gold amount each hero must spend in order to avoid fighting the opponent. Successfully Bribing an opponent ends combat, though this does not defeat them; the heroes do not receive any combat rewards, however they do gain 1 Clue (you may place this in any slot). You may choose to shuffle Encounters the group successfully Bribes back into the deck.

Bribery Proficiency: Some Roles have a Gold icon displayed next to their Defend Ability. These Roles may roll a Defend Stat Test before combat begins. If the test is successful, they can reduce the total amount of Gold required to Bribe an opponent by their Defend rank (to a minimum of 0 Gold). If the Bribe is reduced to 0, the opponent is successfully Bribed.

These Roles from previous HEXplore It titles also have Bribery Proficiency: Historian, Illusionist, Minstrel, Scoundrel.

Facing Opponents with Influence: Some opponents may have an Influence Vital. Healing these opponents affect them in your favor. Sometimes this can take the form of damaging their pattern (for instance a Poltergeist) or repairing a broken pattern (for instance Raveziel).

In addition to reducing their Health to 0, you may vanquish an opponent with an Influence Vital by reducing their Influence value to 0.

To do this, Heal the opponent using your Abilities or items. When the group Heals (Health or Energy) an opponent with Influence, it will not restore their Health or Energy Vital. Instead, it reduces their Influence value by an equal amount of the Healing they receive.

Healing effects that Influence an opponent are not reduced by their Block or Defend. Unless otherwise stated, opponents cannot affect their own Influence value while Healing themselves. The group gains rewards normally for vanquishing an opponent using Influence.

Facing Opponents with Outlast: Some opponents may have an Outlast Vital. Outlast acts as a combat timer for certain events. For Swarms and Hordes, Outlast represents the length of time it takes the heroes to gain the upper hand in combat and achieve victory.

Stat Tests Available: Opponents with an Outlast value may have 3 stats shown under the Outlast value. During the Declaration phase as a hero's action for the round, heroes may choose one of these available stats to roll a Stat Test against in order to reduce (or sometimes increase) the Outlast value.

Stat Test Immunity: Each round of combat, each hero may choose to roll one stat that matches one of the 3 Stat Tests available (shown under the Outlast value). Rolling this Stat Test becomes the hero's only action for the round.

  • If the Stat Test is successful, reduce Outlast based on the type of success: Success = -1 Outlast, Critical Success = -2 Outlast. Additionally, each hero who succeeds on a Stat Test that matches the opponent's action is immune to the action that round.
  • If the Stat Test is unsuccessful, the hero will suffer the full effects of their opponent's action.

Using Other Abilities while Facing an Outlast Opponent: Heroes may choose to use their Defend or Masteries instead of rolling a Stat Test when facing an opponent with Outlast. If the opponent cannot suffer Health or Energy damage, effects that would normally damage them are ignored. All other effects may still apply (such as Defending damage, Healing or Raising Vitals, decreasing the damage your opponent deals, etc).

Automatic Outlast Reduction: Unless otherwise specified, opponents with Outlast lose 1 Outlast automatically during the Resolution phase of each round of combat.

For example, let's say the heroes are facing Vampire Bats. Each hero may decide to roll a Stat Test against one of the three stats shown: Navigate, Explore, or Survival. Each hero that succeeds a test reduces Outlast by 1. Heroes who Critically Succeed reduce it by 2 instead. Additionally, heroes who chose Navigate or Explore may become immune to the Vampire Bats action this round, should it use an action with the matching stat this round. Heroes who fail their chosen test will not be immune to the Vampire Bats action.

2. Opponent Phase

Opponents differ in the number of combat options available to them. Encounters have 3 options while Bosses have 6.

Roll the Hex die each round of combat and consult the action key to determine what action your opponent takes.

If the action rolled requires Energy, they spend the action's Energy cost this phase. If the opponent doesn't have enough Energy, their action defaults to another action (see pages 63 and 65).

If the group faces more than one opponent, roll the action die once for each opponent in any order.

Determine Individual targets, if any, during this phase.

Opponent Targeting - Opponent actions may target Individual (Single, Dual, Triple, or Multi-Target), or Group targets.

  • Individual Targets: Single, Dual, Triple, or Multi-Target - Actions that affect individual targets. Target dice are rolled to determine the target(s). In a Dual/Triple target attack, the highest 2 or 3 Target dice, respectively, are the attack's targets. Each target may only receive 1 individual attack per round per opponent, unless otherwise stated. Multi-Target attacks will specify how to determine the targets.
  • Group Targets - Actions that affect each hero and all allies. Target dice are not rolled for group attacks.

Target Dice - You may need to determine a target for an opponent's action (or in other situations). Each group member (heroes and allies) rolls a Core die and applies any applicable modifiers. Compare your result with the others. The one with the highest roll becomes the target of the game effect that called for one. In the case of a tie, the ones who tied roll again (without modifiers) until a target is chosen. When choosing multiple targets, the highest rolls become the targets; reroll as needed to break ties.

3. Resolution Phase

Group and opponent effects take place at the same time during this phase.

Heroes and opponents select any unselected targets (if any) for their actions as well as any unique choices provided by a Mastery that was used and all remaining action results are tallied (damage is dealt, Defended against, Healed, etc).

Resolve any/all actions in any order you choose.

When facing multiple opponents, each of their actions will resolve separately in any order.

Conditions are applied at the end of the Resolution phase after all damage is dealt.

Combat resumes with the start of a new round and continues until the opponent(s) or heroes are defeated.

Resolving Damage & Conditions - Effects that reduce damage are calculated first. Then all remaining damage and Healing are calculated into one total. The final result is then applied to the target. Resolve all damage to each group member and opponent(s) as necessary. Conditions are applied at the end of the Resolution phase after all damage is calculated.

Hero / Opponent Defeat - If a group member or opponent drops to 0 Health or less, they are in danger of dying. If the combat phase ends (and moves into another phase) and they remain at 0 Health or less, the hero or opponent dies. It is possible to drop below 0 Health and in the same combat phase be brought back above 0. For instance, if a hero is reduced below 0 Health and is Healed to 1 Health or more during the Resolution phase in the same round, the hero remains alive. In these cases the hero, or opponent, has escaped death. It is possible to suffer damage and die during any phase of combat.

Negative Vitals - When a combat phase ends, any negative Vital values are brought back to 0.

Combat Example

The Bard, Enchanter, and Warlock face Dangerous Imps and a Floating Eye at Night while playing on Easy difficulty.

Record their Vitals: 8 Health and 12 Energy for the Floating Eye, and 7 Outlast for the Imps (3 base + 1 per hero + 1 for Dangerous).

Look at their Passives: We see each opponent has a Passive Ability that triggers at Night. The players take note.

Declaration phase: The heroes each declare their actions, in any order they wish.

The Warlock chooses to use Arcane Bolt (her First Mastery). It costs her 4 Energy to use and reduces the Imp's Outlast by 3. She decides to use her Favored Opponent bonus to damage the Floating Eye (the Warlock has Favored Opponent against Magical Nature opponents). She rolls the Hex die and the result is a hex. She rolls again and the result is a 3, for a total of 9 damage. She applies this damage to the Floating Eye's Health.

The Bard uses Dirge of the Dead (his First Mastery). It costs him 1 Energy to use and may be used in one of two ways. He decides to use it to gain an Explore success to reduce the Imp's Outlast. He records a 1 on the Battle Mat.

The Enchanter uses Enchantment (his Second Mastery) to give a hero a Gear Upgrade and Raise their Health by 7. It costs 1 Energy to use and he does not declare the target yet.

At the end of the Resolution phase, the Imp's Outlast will automatically be reduced by 1, so they record that on the Battle Mat.

Opponent phase: The Hex die is now rolled for each opponent, in any order, to determine how they act.

The Imps roll a 3, an action tied to Explore. Heroes who failed or did not roll an Explore Stat Test to reduce their Outlast will suffer 5 Piercing Energy damage (base 2 + 2 for its Night Passive and + 1 for Dangerous).

Since none of the heroes rolled an Explore Stat Test, this would normally affect all three. Thankfully, the Bard's Dirge of the Dead ability allows him to treat his action as a Stat Test success, so he is immune to the Imp's attack this round.

The Floating Eye rolls a 3. This is a Mastery, which consumes 3 Energy to use (record this Energy reduction on the Battle Mat). One target will suffer 3 Energy Drain and must roll Explore with a +1 penalty to the roll (because of its Night Passive). Each hero rolls a Core die to determine the target. The Bard gains the highest result and is the target.

Resolution phase: Now the heroes discuss their battle plan and choose any of their unchosen actions.

The Enchanter decides to give the Enchantment to the Bard, who now receives a temporary Gear Upgrade and Raises 7 Health. The Bard is about to roll Explore, so he chooses Explore for his Gear Upgrade.

Damage is tallied. The Warlock and Enchanter suffer 5 Piercing Energy damage from the Imp's attack. The Bard suffers 3 Energy Drain from the Floating Eye's attack and rolls Explore. He fails the roll and will become Bound to another hero at the end of the round.

The Floating Eye suffers 9 Health damage and 3 Energy damage, enough to vanquish it. The Imps have suffered 5 Outlast, so they remain.

Finally, the Bound Condition is applied. The Warlock and Enchanter roll target dice. The Enchanter is the high result, so the Bard is now Bound to the Enchanter, and will now suffer any damage the Enchanter suffers. An opponent remains alive, so a new round now begins.

Hero Death

Set aside the Hero Death Reference card and refer to it when a hero dies.

When a hero dies, remove all of their Critical Wounds. Then, check if either their Keepsake or Greater Aspect will activate (choose one at a time, in any order).

If neither activates, the hero has died. Dead heroes are temporarily out of the game.

Other heroes who are alive gain access to a dead hero's backpack, Gold, and Food, at any time outside of combat, or during combat while performing a Defend action.

Gold, Food, or items a dead hero would receive as a reward are divided between the other heroes outside of combat. Power Up rewards are still taken by dead heroes, but they are kept face down until the hero is Revived.

Keepsakes - See page 16 for information on activating Keepsakes.

Greater Aspects - The moment your hero dies, if no other effect grants you a Greater Aspect and you do not gain a Keepsake, roll a Core die and consult the table: 2 = Ghost, 3 = Reanimated, 4 = Zombie, 5-10 = None is gained. If you gain a Greater Aspect, you are Revived to full Vitals at the end of the Villain phase and gain the Greater Aspect listed. A hero with a Greater Aspect is not considered to be dead. It is possible for multiple heroes to gain the same Greater Aspect. Heroes with a Greater Aspect who die are dead forever and can never be Revived.

Reviving heroes - There are a few ways of bringing a dead hero back:

  • Accursed Revival: A Blood Magic Spell (see the Crypt placard).
  • Awakening Brew: Awakening Brew are potions available in the Monastery.

Creating new heroes - Players may create a new hero if one has died or been removed from the game. The new hero begins with 10 Gold, 3 times their Food Rating in Food, and gains 2 Power Up cards per 10 Blood in the Blood Pool. They join the group after the Skill phase the next time they arrive in any Village, Crypt, or Monastery.

Rewards

Heroes will earn great rewards as they journey across Krasvetelia.

Unless otherwise stated, non-hero Escorts do not earn rewards.

Rewards come in two broad categories: Group Rewards and Single Rewards.

Group Reward - Determined by the reward type, a Group Reward may be given once to the group or once to each hero.

Single Rewards - Only one hero will receive a Single Reward. In single hero games, the hero gains all rewards listed.

Distributing Rewards - Anytime a Single Reward is earned, the group will roll target dice (see page 78) to determine who receives it. Some players enjoy distributing rewards after they've been drawn or to assign Single Rewards or drawn Power Ups to specific heroes. Feel free to adopt this rule in your games, if desired.

Power Up Deck

The Power Up deck contains many different types of Power Up cards. Heroes gain access to the Power Up deck by Imparting or Activating Runes (see page 88), battling Bosses, defeating certain Encounters, and in many other situations.

When the group gains access to this deck, each hero draws their own Power Up card (unless otherwise noted). Gain the bonus on the card and then place it in the discard pile (unless the card specifies to hold on to it). Each time the Power Up deck has been expended, increase the Game Difficulty by 1 and then reshuffle the deck to be used again.

Villain Action Modifier: Some Power Ups have the Villain Action Modifier icon. Make note of any adjustments you gain using the Villain Action Modifier die (see page 40).

Opponent Rewards - If the heroes defeat their opponent(s), they'll gain the reward shown on the card or placard. Opponent rewards may be Group Rewards or Single Rewards. If unspecified (for instance on Encounter cards), see the Rewards Type tables to determine what rewards the group has earned.

Example 1 (Encounter Reward): The group has vanquished the Lindworm. The group will draw and place one map tile of their choice and each hero in the group gains 9 Gold and 4 Food. Please note that the Bribe Gold icon next to the Vitals is not a reward (see page 74).

Example 2 (Boss Reward): The group has vanquished the Hellhound. The group gains 1 Crypt Key and each hero in the group gains 8 Gold, 3 Food, and 2 cards drawn from the Power Up deck. Additionally, each player rolls target dice. The player with the highest roll gains +3 Health ranks, and the second highest gains the Hellhound Pup Familiar.

Group Reward Types (each hero gains these rewards, unless otherwise specified):

  • Power Ups: Unless otherwise specified, each hero gains the number of Power Up cards shown.
  • Gold: Each hero gains Gold equal to the amount shown.
  • Food: Each hero gains Food equal to the amount shown.

Group Reward Types (the group gains one of this reward):

  • Rune: The group gains 1 Rune matching the type shown by the reward. Runes may be Sold in Villages, Imparted to Monasteries, or Activated in Crypts.
  • Map Tile: The group may draw and place one map tile of any size.
  • Crypt Key: The group gains one Crypt Key.
  • Clue: The group may place one Clue on any Circumstance Slot.
  • Blood Magic Tier: The group gains a Blood Magic Tier (and draws a single Blood Magic Spell).

Single Reward Types (roll target dice, see page 78, to determine who receives these rewards):

  • Stat Rank: These bonuses are stat rank increases and match one of the 9 hero stats. Unless otherwise specified, these are always Single Rewards.
  • Gear Upgrade: One hero gains a Gear Upgrade of their choice. Unless otherwise specified, these are always Single Rewards.
  • Item: An item or a number of items are gained. Unless otherwise specified, these are always Single Rewards.
  • Other: Sometimes a reward may be a specific card (like a Legendary card or Familiar). Unless otherwise specified, these are always Single Rewards.
  • Wielder Bonus: Sometimes a Treasure or Legendary card grants a Wielder Bonus (e.g. +1). These are always considered to be Items. While the wielder carries it, they gain the rank bonus shown. Unless otherwise specified, these are always Single Rewards.

Familiars

Familiars are helpful allies that assist their heroes.

Each Familiar is unique and may only be gained once per game.

Heroes may possess more than one Familiar at a time unless otherwise stated.

Familiars may not be given to other heroes, but may be bound to another hero if their owner dies.

A Familiar's rank begins equal to 1 plus one-third the receiving hero's matching stat rank. Its rank does not change if the Familiar is traded to another hero.

Unless otherwise stated, Familiars may not be targeted in combat.

Gaining Familiars: Familiars may be gained in a variety of ways. Some may be purchased and others found after vanquishing a Boss or playing a card. Each Familiar lists its gain requirement on the bottom of their card. If a Familiar in play is gained more than once, increase its rank by 3.

Heroes may also choose to gather Power Ups (and not gain their bonus) in order to draw a random Familiar. Gain and then discard 4 Power Ups of your choice. Doing so allows the hero to draw a random Familiar.

Familiar Stat: Each Familiar has one stat that matches one of the nine hero stats. If you gain a Familiar whose stat presents a choice, choose an applicable stat to assign and record it in the available space for reference. Once chosen, you may not reselect.

Familiar Ability: Each Familiar has its own unique Ability. These abilities are always active and may be played whenever they are triggered. Each Familiar card lists: Familiar Stat, Familiar Ability, and Gain Requirement.

Upgrading a Familiar's Rank: Each time a hero gains a Power Up with a stat bonus that matches their Familiar's, they may give any of those ranks to their Familiar instead of gaining the bonus themselves.

Gear Upgrade Ring: Heroes may also purchase Gear Upgrades for their Familiar in any location that sells them (or may give a found Gear Upgrade, so long as the stat matches). Unless otherwise specified, Familiars may only gain up to 3 Gear Upgrades.

Runes

Runes are the primary way the heroes gain power in the Domain of Mirza Noctis. You will gain Runes for completing Investigations, collecting two Dungeon Cards of the same type, and sometimes in other ways. Whenever the group gains a random Rune, roll the Moon die to determine the Rune reward (the Random Rune table is also found on the Game Turn placard and Battle Mat: for example, a roll of -4 or 5-8 or 9-12 range maps to a specific Rune type).

The group may travel to Monasteries, Crypts, or Villages to turn in their Runes and gain unique rewards. All Runes that are turned in for a reward are lost. Consult the table below (and each of the three location placards) for more information.

Tracked: This shows whether the group will track Runes by location. Runes are tracked separately in Monasteries, tracked in total in all Crypts, or not at all in Villages.

Matching Rewards: If yes, the group gains a bonus by turning in Runes of the same type here.

Set Rewards: If yes, the group gains a bonus for turning in a set of Runes. A set is one Rune of each type (Red, Green, Blue).

Main Bonus: Lists the main reward bonus for turning in Runes.

Additional Set Bonus: Lists an additional reward bonus for turning in a set.

Monasteries (Imparting Runes)Crypts (Activating Runes)Villages (Selling Runes)
TrackedPer MonasteryIn TotalNo
Matching RewardsYesYesNo
Set RewardsYesYesNo
Main BonusPower UpsPower UpsGold
Additional Set BonusGraceBlood Magic TierNone

Living Card Content

Continue your journey into the Domain of Mirza Noctis through our Living Card content to add even more variety to your adventures!

Two cards found in the Day deck and two cards found in the Night deck contain a website URL and QR code: www.hexploreit.com/vol4/living

When your group draws one of these cards, simply scan the QR code or head over to our website to see what new situation you'll face.

We'll release one new card for each, every month, until the game turns 1 year old. That is 48 new cards for your game!

The Living Card deck is not included in the Core game, but may be purchased separately.

Cleaning the Dry Erase Mats

Many cleaning problems begin with a dirty eraser. At the end of the game, we recommend you use a damp fiberless wipe to clean your game mats. That way the majority of the ink is kept off your erasers.

Clean your mats at the end of every game. If you leave your board dirty, the residue dries and is more difficult to wipe down.

Still have pesky stains? You can rewrite over the markings to reactivate the ink, this often allows the marking to wipe down like normal. Additional marker stains may be removed with Isopropyl Alcohol (90% solution), or Peroxide.

Keywords

Keywords appear bolded in white on various game components.

Aegis - Aegis is represented by an orange shield and often replaces the opponent's Level shield. Heroes may only deal Health damage to these opponents if they have a number of Attack Gear Upgrades equal to or greater than half the Aegis value (rounded up) or if the opponent's Energy is 0. Unless otherwise specified, the Aegis value is equal to the opponent's Level.

Ambush - Opponents who Ambush take an action before combat begins. The rolled action only affects a single target. Ambush may include alternate effects after the keyword. If the heroes Ambush an opponent, roll target dice. The target hero takes an action before combat begins.

Block X - Reduces total damage taken during the Resolution phase by the Block amount, beginning with Energy damage.

Boost - Temporarily increases a numeric effect as specified. If a Boost effect does not have a duration, its effects remain active until the end of a combat round (or phase if gained outside of combat).

Corrosive X - This damage cannot be Healed the round during which it is suffered. If suffered outside of combat, Corrosive damage cannot be Healed for the remainder of the current Game Turn. Corrosive damage prevents Vitals from being Raised above their maximum.

Counter Attack X - Counterattack occurs when a target suffers damage (unless otherwise stated). Heroes who Counterattack immediately gain a bonus Attack action against their opponent. This keyword may include a number in parenthesis. This is the number of Health damage that an opponent will deal to a target when they Counterattack. A Counterattack cannot be Counterattacked.

Critical - Anytime a hero suffers 1 or more Critical damage from a single source, they gain 1 Critical Wound (see below).

Critical Wound - Each hero may only sustain a number of Critical Wounds equal to 3 plus their initial Food Rating (max 6). If a hero suffers more than this, they immediately die. Critical Wounds may not be removed by items, abilities, or effects that Negate conditions. Each hero removes 1 instance of Critical Wounds from themselves anytime they Camp. Each hero may use a Critical Wound tracker to manage their Critical Wounds.

Dangerous - Dangerous opponents are played as though the Game Difficulty is increased by 1. This may stack with itself.

Defend X - Reduces each incoming damaging effect by the Defend amount during the Resolution phase.

Energetic - If an opponent has at least half their Energy remaining, that action gains an additional effect. If an opponent has multiple Energy values, check against the highest current Energy.

Energy Drain X - This is a type of Energy damage. If the damage exceeds the target's current Energy, the remainder is converted to Health damage.

Evasion X - Whenever a target with Evasion is targeted by an effect, roll a Core die. If the result is equal to or higher than the Evasion value, the target is unaffected by that effect. When a target with Evasion gains Evasion again, take the lower Evasion or decrease the current Evasion by 1.

Fuse - Erase the appropriate filled in Gear Upgrade slot(s), but keep the rank bonus.

Hatred - Opponents with Hatred are more likely to target and deal more damage to heroes of a specific type. Heroes of the specified type suffer a +2 penalty to their target die against attacks made from these opponents and those attacks deal additional damage to the Hated hero equal to the opponent's Level.

Heal X - Increases current Health and/or Energy (as specified) up to the target's maximum by the Heal amount during the Resolution phase of combat, or anytime outside of combat.

Negate - Stops and removes an effect or attack, and all of its side effects.

Nonlethal - Nonlethal damage cannot drop a Vital to 0, instead dropping it to a minimum of 1.

Piercing X - Deals damage which cannot be Defended or Blocked by the Piercing amount.

Raise X - As Heal, except the total Healing may exceed the target's maximum Vitals, temporarily increasing the current amount by the Raise amount. Unless otherwise stated, Raised Vitals remain through the duration of the Game Turn in which they were gained, or until lost.

Reflect X - Alters the target of an attack and/or effect back onto the attacker. An attack or effect may only be Reflected once.

Regen X - As Heal, except the Healing occurs during the Declaration phase of each round. Regen may only stack from different sources. Applicable only during combat.

Reinforce - Reinforce effects are only applied if the group consists of 4 or more heroes.

Revive - Brings back a deceased target and restores them to full Vitals unless otherwise stated.

Roam - Like Wander, but the distance moved is equal to the roll of the Hex die.

Strengthen - Permanently increase a numeric effect when specific criteria are met.

Summon - Creates an ally for the summoner. During combat, this ally acts on behalf of the summoner. It may become a target, and may be damaged and/or killed.

Sustain - You may spend 1 Energy each round to power the effect and may use other Abilities while the Sustained Ability continues throughout subsequent rounds. Unless otherwise stated, only one instance of the Sustained effect may be active at any time.

Teleport X - Instantly move to a new location up to the Teleport amount or where specified. Unless otherwise stated, Teleport may be used during any phase, but when used during the Movement phase, the group is considered to be Moving Normally.

Tenacious - The group may not Flee from Tenacious opponents.

Unyielding - Targets may be targeted more than once by this attack. Roll for targets for each attack made.

Wander - The group moves 1 hex in a random direction, as indicated by the Wander Compass.

Conditions

Many opponents do more than just cause damage. The Conditions below may also affect your group (or your opponents). Unless otherwise noted, damage dealt resolves before applying Conditions during the Resolution phase. Each Condition may also have one or more of the following qualities:

  • Affects Any: Conditions with this icon can affect your allies or opponents.
  • Persists: Conditions with this icon remain active after combat ends.
  • Stacks: Conditions with this icon may be gained more than once. Apply the numeric effects multiple times unless otherwise noted.

Bleeding - Bleeding targets lose 1 Health during the Declaration phase of each round. Bleeding continues until the target receives Healing or until combat ends.

Bound - Bound targets are tied to the life force of another being. Anytime the ally they are bound to suffers damage, Bound targets lose the equivalent type and amount of Vitals. Loss of Vitals due to being Bound is only applied once if two targets are Bound to each other.

Burned - Burned targets lose 3 Health at the beginning of the Declaration phase of each round and Heal 3 less Health each time their Health is Healed. The Healing reduction stacks but the Health damage dealt does not.

Charmed - Charmed targets must use their Attack against a random ally next round. If they are unable to, they suffer Energy damage equal to the opponent's Level instead. Afterwards they are no longer Charmed.

Cursed - Cursed heroes cannot be Healed. Roll all three Skills during the Declaration phase of each round and during the Movement phase of each Game Turn. If you succeed on all three rolls, you are no longer Cursed.

Debilitated - Heroes who become Debilitated must roll the Moon die (ranges such as -3, 4-6, 7-9, 10-12 map to a specific Ability). The rolled Ability may not be used. If there is a number specified in this Condition, you do not roll the die and instead lose access to the specified Ability. Heroes may only be affected by up to 3 instances of this Condition at any given time.

Diseased - Diseased heroes who wish to use Energy must first succeed on a Survival roll. In order to rid yourself of the Condition, you must Heal in a location that provides Healing (Village, Monastery, etc).

Disoriented - Disoriented heroes suffer an increased chance of a Critical Failure for Skill rolls. Their Critical Failure range increases by 2 each time they become Disoriented (8-10 for first, 6-10 for second, etc.).

Drained - Drained targets lose 3 Energy at the beginning of the Declaration phase of each round and Heal 3 less Energy each time their Energy is Healed. The Healing reduction stacks, but the Energy damage dealt does not.

Fatigued - Fatigued targets lose 1 Energy at the beginning of the Declaration phase of each round of combat.

Frightened - Frightened heroes may only use their Defend action and do so with a -3 penalty. Roll Survival during the Resolution phase of each round of combat. If successful, the Condition ends.

Poisoned - Poisoned heroes lose 1 Health at the beginning of the Declaration phase of each round of combat and at the beginning of each Movement phase. They must also roll and succeed on a Survival roll in order to use Energy. If you Succeed on any 3 Survival rolls, remove the Condition from yourself.

Tethered - Tethered targets will die if their Health and/or Energy drop to 0.

Wounded - Wounded heroes suffer a -2 penalty to all Ability and Skill ranks until they receive Healing.

Vulnerable - Vulnerable targets gain +2 to their target die result while in combat and suffer 1 extra damage when damaged.