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Night Class

Night Class Rulebook

Table of Contents

Table of Contents

  • Components
  • Each Turn
    • Plot Die
    • Hero Dice
      • MOVE
      • TRAIN
      • ABILITY
    • End of Round
  • Combat
  • Ritual Complete
  • Public Distrust
  • Endgame
    • Scoring
  • Enemies
    • Enhanced Thugs
    • Twister
    • The Goo
    • Drake Ling
    • Public Distrust
  • Ability Cards
    • Alien: Skills / Abilities
    • Cybernetic: Gear / Abilities
    • Radiation: Powers / Abilities
  • Notes on This Transcription

Components

(4) six-sided dice, pen or pencil.

Write your Hero Name and draw your Emblem on the sheet.

Each Turn

Roll 1 Plot die, resolve it. Then roll Hero dice.

Plot Die

Place the Plot die on the Plot slot. Check off either a matching Villain's box or a Public Distrust box. For example, if you roll a 6 you must check a Thug or Distrust box.

  • You may check boxes of defeated villains.
  • Check off boxes in order, starting at the top.

Hero Dice

Roll 2 dice (or 3 if unlocked). You MAY assign the results to MOVE, TRAIN or ABILITY slots, in any order.

  • At the start of the game you may only assign 1 die to each slot.
  • You can unlock more ABILITY slots with training.

MOVE

Start at the [icon] on the board. Move a number of spaces up to the die result. Mark the space you stop on with your Hero's Emblem.

  • You may not end on a space you have ended on earlier.
  • You may not move diagonally.
  • You MAY NOT move through or end your movement on undefeated Enemies or buildings.
  • You may not split a single move action.

TRAIN

Place a die on a slot with a result equal to or greater than the number shown on the slot. This permanently unlocks the Ability or Upgrade you wish to unlock (fill in the hex).

ABILITY

Place a die with ANY RESULT on a slot to activate an unlocked Ability that has not been used this turn. You start with one Ability slot, but you can unlock additional slots with training.

You may spend a die to Punch (1 damage) or Interact with an adjacent space.

End of Round

If your Hero is within an enemy's attack range, lose Stamina equal to the enemy's damage. Watch out. Bad guys can also attack around corners!

Combat

When damaging a Thug (Stamina: 1), cross it out. Otherwise, cross out a Stamina circle from the villain. Villains (and their effects) are defeated when their last Stamina is crossed out.

Unless an Ability says otherwise, you can attack around corners.

Ritual Complete

If you cross out Drake Ling's Ritual box, the city is destroyed by dark forces summoned by an ancient ritual. You lose!

Public Distrust

If you cross out the last Public Distrust box, the public demands that you be apprehended, like every other criminal. You lose.

Endgame

Defeat Drake Ling, The Goo and Twister. Then check your score.

Scoring

Final Score = Defeated Enemy Points + Each Unchecked Distrust box (2 points) + Relics Recovered (2 points each).

Enemies

Each enemy lists its Range, its damage (orange icon), the points it is worth when defeated, and any special rule. Its box column is checked off by Plot die results as described under Plot Die.

Enhanced Thugs

  • Range 3. Damage 1. Defeated: 1 Point.
  • Stamina: 1 (crossed out as a Thug).
  • Boxes: 4-6 (Range +1), 4-6, 4-6 (+1 damage).
  • They might not look bright, but they pack a wallup!

Twister

  • Range 4. Damage 2. Defeated: 10 Points.
  • Stamina: 4.
  • Projectiles: When this enemy attacks you, take +1 for each building/obstacle adjacent to your path (not diagonal).
  • Boxes: 3-5 (Projectiles), 3-5, 3-5, 3-5 (Projectiles).

The Goo

  • Range 5. Damage 2. Defeated: 14 Points.
  • Stamina: 5.
  • Bendy: This enemy ignores the first point of damage it receives each turn.
  • Boxes: 1-2 (Range 7), 1-2 (+1 damage), 1-2 (Range 10), 1-2 (Range 15).

Drake Ling

  • Range 4. Damage 2. Defeated: 22 Points.
  • Stamina: 5 (the last box is the Ritual box).
  • Powerful Sorcerer: Discard all 6s you rolled naturally this turn (ignore dice you increased to a 6).
  • Boxes: 2-4, 2-4, 2-4, 2-4 (the last box carries the Ritual icon). Each box is marked with a hand icon, as printed.

Public Distrust

  • Six boxes, each checked off by a Plot die result of 1-6.

Ability Cards

Abilities are grouped into three types. Each Ability has a die-result requirement (shown as a number with a plus sign); you may activate it by placing a die with a result at or above that number on its slot.

Alien: Skills / Abilities

  • 2+ Awareness (Ongoing): Reduce damage from enemies by 1 (to a minimum of 1).
  • 3+ Advanced Technology: Gear costs 3 less.
  • 4+ Unearthly Speed: 3 [icon].
  • 5+ Natural Armor (Ongoing): Gain additional Stamina: 3 circles.
  • 6+ Shapeshift (Ongoing): Cross this ability off to ignore an enemy's attack damage.
  • 7+ Alpha Predator: Deal 2 to an adjacent enemy, or 3 if they are not at full Stamina.

Cybernetic: Gear / Abilities

  • 2+ Perfect Face: You may check this box instead of a Public Distrust box: 1-6.
  • 3+ Leg Kit (Ongoing): You may spend two dice and use them together as a Move action.
  • 4+ Rapid Processing: Perform an Interact, then activate another unlocked ability.
  • 7+ Hacking: You may Interact at range 3.
  • 7+ Bionic Arm: Deal 3 to an adjacent enemy, or deal 1 and activate another ability.
  • 9+ Rapid Strikes: Deal 2 to an adjacent enemy. You may repeat this effect.

Radiation: Powers / Abilities

Energy Level: track from 1 to 5. Start at 1.

  • 1+ Absorb: Increase your Energy Level by one (fill in a [icon] above. You start with 1).
  • 3+ Shrug Off: Ignore 1 point of damage from an enemy, or 2 damage if this die is a 6.
  • 5+ Irradiated Stomp: Reroll all other unused dice.
  • 5+ Radioactive Aura: Deal 1 to all enemies within a Range equal to your Energy Level.
  • 8+ Mutant Limbs: Deal 2 to an enemy. If this defeats the enemy, deal 2 to an enemy within Range equal to your Energy Level.
  • 9+ Explosive Strength (Ongoing): All of your other attack abilities are +1 damage.

Notes on This Transcription

  • The second page of the PDF ("Ready to mix it up?") repeats the Alien, Cybernetic and Radiation Ability cards for use with other Night Class episodes. Its text is identical to the first page and is not transcribed a second time.
  • The sheet prints Hero dice track thresholds (MOVE, TRAIN, ABILITY 1-3, STAMINA) as icons above the slots; they are not reproduced here in full. See the printed sheet.
  • Symbols shown only as graphics (for example the Plot slot, Hero icon, Ritual box, and some Ability icons) are marked [icon] where the sheet has no text equivalent.
  • Credits, copyright and promotional text ("More Games", "Tip", "Join the Conversation") are omitted.