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Nova Aetas

Nova Aetas Rulebook

Table of Contents

Table of Contents

  • Purpose of Game
  • Components
    • Components description
  • Basic Rules
    • The golden rule
    • Heroes, enemies and characters
    • The rule of success
    • Heroes
    • Enemies
    • Setting up the battlefield
  • Sequence of Play
    • Horologium
    • Action Points
    • Activation
    • Reaction
    • Actions
      • Movement (AP 1/Square)
      • Attack (AP 3)
      • Activate a skill (AP x)
      • Wait (AP x)
      • Skill cards
      • Search (AP x)
      • Use equipment (AP x)
      • Engage (AP 1)
  • Rule the Enemies
    • Artificial Intelligence
    • Threat Value (TV)
    • Perilium
    • Enemy activation
  • Combat
    • Hero attack
      • Attack test
      • Physical attack
      • Mental attack
      • Weapons and armour
      • Melee (hero)
    • Enemies attack
      • Physical attack
      • Mental attack
      • Enemy attacking priorities
      • Melee (enemy)
      • Knife fight
  • Status and Tokens
    • Tokens on characters
    • Objects
  • Game Examples
  • Campaign Missions
    • Campaign book
    • Side Missions
    • Map of Italy
  • Playing a Mission
    • Bounty Missions
    • Quest Missions
    • Hunt Missions
    • Money
    • Secondary mission rewards
  • End of Game
    • Free Company
    • Cities and villages
      • Inn
      • Surgeon
      • Master
      • Craftsman
      • Merchant
      • Barracks
    • Out of action
    • New Classes and Specialisations
  • Hero Classes
    • Squire
    • Novice
    • Scum
    • Apprentice
  • Enemy Skills
    • Papal States
    • Republic of Venice
    • Primaevi
  • Mission Tokens
  • Status Effects

Purpose of Game

In Nova Aetas players are called upon to dress the part of members of a Free Company involved in one of the typical power ploys of the Italian Renaissance.

At the beginning of each game, players must decide which mission to take on. There are two types of missions: the campaign, which features linked missions, and secondary missions acquired by visiting the villages and cities. Each mission has an objective that players must reach by challenging the Nova Aetas artificial intelligence system.

Remember, the main purpose of the game is for players to have fun.

Components

  • Rulebook
  • Plot book
  • 4 Miniatures of the heroes
  • 30 Miniatures of the enemy:
    • Papal States: 5 Swiss guards, 4 Papal guards, 1 Jiles da Viterbo
    • Republic of Venice: 5 Slavic mercenaries, 3 Slavic crossbowmen, 1 Gipsy, 1 Jacopo Adoaldi
    • Primaevi: 5 Fauns warrior, 2 Fauns musician, 3 Centaurs
  • 1 Horologium (clock)
  • 4 Modular game boards
  • 1 Map of Italy
  • 5 six-sided dice
  • 5 eight-sided dice
  • 4 Hero sheets
  • 4 Perilium (threat dial)
  • 2 Officer sheets
  • 26 Large cards: 20 Enemy cards, 6 Prey cards
  • 190 Small cards: 72 Skill cards, 36 Equipment cards, 14 Formula cards, 20 Element cards, 9 Secondary mission cards, 39 Hunting cards
  • 5 Punchboards, which include:
    • 2 Buildings (dimension 3x3)
    • 2 Buildings (dimension 4x2)
    • 4 Trees
    • 6 Bushes
    • 4 Crates
    • Wound tokens (1 wound, 3 wounds, bleeding)
    • Bonus tokens (bless, bonus 1, bonus 2, defence)
    • Malus tokens (hinder, blind, curse, malus 1, malus 2, sleep, stun, poison)

Components description

  • Game Boards: Composed of four double-sided square boards that can be arranged differently depending on the mission being played. The subsequent layout is then the base on which scenes are constructed, according to which models move to execute their missions.
  • Wound and status tokens: These are used to keep track of the status of characters in the field.
  • d6 and d8 dice: The dice are used to determine if an action has success or not.
  • 3D scenic elements: These are positioned on the game board to create continuously different scenes. Some of these elements can be assembled in different ways to ensure the best representation of the scene in which they are inserted. The 3D scenic elements have been designed to support the game's development at three different heights: characters can decide whether to climb up or down a level using objects and skills.
  • Plot book: This contains all the rules to play the missions, it includes the mission sheets.
  • 2D scenic elements: This includes scenic elements such as a well or stairs, which have specific uses during the various missions. Some of these can be moved and used by the heroes or enemies.
  • Mission tokens: These include all the objects or objectives that you need to play the various missions.
  • Horologium: Keeps the time during the game and helps to manage models' actions in the field.
  • Map: Represents Italy as it was during that era and indicates the paths that can be travelled by heroes to execute their missions, as well as the places they can visit.

Basic Rules

The first part of the rulebook contains all the basic rules necessary to play a game of Nova Aetas. Some optional rules are inserted in boxes; feel free to use these or otherwise. Some tips are inserted in their own boxes; they can help you to manage the game components.

The second part of the Rulebook contains the rules for the Nova Aetas campaign. Some rules elaborate on existing rules, others are necessary to manage new play situations such as the post-game or secondary missions.

The golden rule

If the effect of a card conflicts with the rules in this book, the card effect takes precedence.

Heroes, enemies and characters

In the description of the rules, we always refer to heroes to indicate characters managed by the players, enemies to generically indicate any type of opponent, and characters to indicate any model in the game. There are also other game categories such as monsters or persona; these are described in more detail in the relevant chapters.

The rule of success

In Nova Aetas, the simplest actions, for example moving, are not at risk of failing and are executed automatically; for more complex actions, the outcome is determined by the dice. When an action is executed that requires a test, a number of dice is rolled equal to the value of the Mastery characteristic involved. All dice rolled with a result of 5+ are considered a success. This rule refers to each "generic" roll; some skills or characteristics of characters may influence the roll, increasing or decreasing the useful result obtained.

Heroes

All information relative to a hero is shown on their sheet and on the cards describing their skills and equipment. Each hero has five characteristics (Rapidity, Mastery, Physical, Mind and Wounds), skills and equipment. Each hero is assigned values for characteristics, skills and special equipment, which influence the game tactics and style.

Hero sheet elements:

  • A - Hero class: represents the vocation or role. When a hero acquires sufficient experience in their class, they continue their career in one of their two specialist classes. Each career has a unique and distinctive path of development.
  • B - Rapidity (Ra): represents a character's speed, determines the order of activation and the number of Action Points (AP) available to a hero during their activation.
  • C - Mastery (Ma): represents the character's experience and determines their efficiency. The mastery value indicates the type of die to be rolled when an action is executed. Mastery values are D6 for basic classes and D8 for specialisation.
  • D - Physical (Ph): represents all that is entailed by a tangible action, such as throwing objects, shielding or fighting. The value of the physical characteristic determines the number of dice rolled by a character each time they undertake an action of this type.
  • E - Mind (Mi): indicates a character's knowledge and intelligence and the way the Ph is used for all tests entailing a mental effort. Also indicates a character's arcane ability and is used to both cast and resist spells.
  • F - Wounds (Wo): the value indicates characters' survival capacity. When the number of wounds inflicted reaches the value of this characteristic, the character is considered incapacitated.
  • G - Skills: the skill cards representing the character's skills are positioned on the left side of the hero sheet. These may correspond to an action, be activated in response to a certain play situation or always be active.
  • H - Equipment: the set of objects assigned to a character that can be used during the course of a mission. Weapons, armour, potions and tools all form part of the equipment.

Enemies

This category incorporates all the adversaries that heroes will encounter during their missions.

Enemy card elements:

  • A - Class and traits: the enemy class represents its vocation or role. Each model of the same type is referred to the same enemy card and to the same activation token. The traits represent its background and are used as reference by some cards or game effects.
  • B - Faction banner: this coloured banner represents the enemy faction. Venice is represented by a blue banner, Rome by a red banner and the Primaevi by a yellow banner.
  • C - Rapidity (Ra): represents an enemy's speed, determines the order of activation and the number of AP available to an enemy during their activation.
  • D - Control area (Ca): the enemies pay attention to everything inside this area. It is used to determine if a hero will trigger the enemy's AI.
  • E - Physical defence (Pd): indicates an enemy's ability to defend themselves against physical attacks. Indicates the difficulty of the attack tests that the target model is able to oppose.
  • F - Mental defence (Md): indicates an enemy's ability to defend themselves against mental attacks. Indicates the difficulty of the mind tests that the target model is able to oppose.
  • G - Wounds (Wo): the value indicates the enemy's survival capacity. When the number of wounds inflicted reaches the value of this characteristic, the model is removed from the game.
  • H - Main hero attack: this paper strip represents the main hero attack; it is used when a hero triggers the enemy's AI. It is red if it is a physical attack and blue if it is a mental attack.
  • I - Equipment: the red gear represents the enemy's equipment; each object has its own rules.

Setting up the battlefield

Before starting to play, the game board must be set up.

  1. Take the mission to be played from the campaign book (for the first game, we recommend the introductory mission found at the end of the basic rules) and set up the game board as per the figure.
  2. Position the scenic elements as indicated by the game layout and arrange the enemies in their starting positions.
  3. Position the Horologium next to the game boards, arrange the minute and hour hands as indicated by the mission and place the activation tokens in the relevant sectors.
  4. Select your character sheet and collect all the skill and equipment cards for that character.
  5. Arrange the tokens, dice and element cards in such a way that they can be easily reached by all.
  6. One player reads the introductory text and the mission rules on how to manage any special enemies or events that may be encountered.

Set-up legend: A - Game board and elements; B - Starting position of heroes and enemies; C - Horologium and activation tokens; D - Hero sheet; E - Perilium; F - Equipment cards; G - Skill cards (if any); H - Enemy cards; I - Wound and status tokens; J - Elements deck; K - Dice; L - Mission tokens.

Sequence of Play

Horologium

The Horologium is one of the main elements of Nova Aetas. It is used to determine the order of activation, the start and end of a game and to articulate the game events. The Horologium is composed of three elements: the dial, the hour hand and the minute hand. The Horologium works similarly to a standard analogue clock, however in this case the players are responsible for moving the hands.

The activation tokens for all playing characters are positioned on the Horologium. The position of these tokens indicates the order of activation. When the minute hand reaches a sector occupied by at least one character's activation token, it stops, making that sector "active". All characters that have an activation token in an active sector, act. When all characters in the active sector have acted, the minute hand will start ticking again until the next occupied sector, and so on until the end of the game session.

The players must manage the Horologium by performing the following tasks when necessary:

  • When an action is completed, they must move the activation token of the acting character forward by the same number of squares as the number of AP spent.
  • Each time the active sector is empty, they must move the hand to the next occupied sector.
  • Each time the minute hand reaches 12, they must move the hour hand forward by one.
  • They must pay attention to the activation of any events.
  • It is recommended to select a player responsible for managing the Horologium.

Action Points

One of the most important elements in Nova Aetas is time. Just like in reality, every action executed by the characters requires a certain amount of time to be completed. For this reason, all actions have a corresponding cost in units of time; this cost is called "Action Points" (AP). The Ra characteristic determines the number of AP available to the characters each time they are activated.

Activation

In Nova Aetas the characters do not act according to a strict series of turns, but rather according to a dynamic sequence of activations that take into account the passing of time.

The character whose activation token is in the "active sector" of the Horologium must act. If there are multiple tokens in the same sector, the order of activation is determined by the character's Ra (from highest to lowest); enemies always have priority in the event of an equal Ra.

When a character is activated, they have the same number of AP as their Ra. Each time a character completes an action they use up one of their corresponding AP and their activation token will move forward, in a clockwise direction, on the Horologium for a number of sectors equal to the cost (AP) of the total actions executed. It is never possible to execute an action, the AP cost of which is greater than the remaining AP. A character's activation immediately ends following the action that consumes the last available AP, or when a player decides to end their activation. The AP are automatically regenerated at the start of every new activation.

Heroes are not obliged to use all the AP provided by the Ra characteristic, however unused AP will be lost when activation is ended. In any case, a hero must spend their AP until the first sector occupied by an enemy has been passed, or until their available AP have all been used.

Enemies always use all their AP and always move forward for a number of sectors equal to the value of their Ra. Enemies with the same name move in groups; they are each represented by the same activation token on the Horologium.

When a hero is activated, before performing any actions the status tokens positioned on the hero sheet take effect. The effects of status tokens are all simultaneous. After completing this phase, the hero receives all the bonus tokens granted by skills or equipment.

Reaction

When a hero activation token moves on the Horologium, it can overtake an enemy activation token. If this happens, check to see if the active hero is in the Ca of one or more models linked to the overtaken activation token. All characters that satisfy these conditions are activated in response (reaction). As a consequence of a hero action, enemies with different activation tokens may be activated or only some enemies with the same activation token. Position a reaction token near the models that have reacted. When an enemy that has executed a reaction is activated, these will use up all their AP to discard the reaction token.

Actions

During their activation, a character may perform a series of actions for as long as they have available AP, or they may decide to terminate their activation. The character can perform different actions and the same action can be performed multiple times, even after having performed a different action.

Actions imply those acts that do not require training or particular knowledge in order to be performed. They are common to heroes and enemies. Following is a description of all the actions that can be performed during a character's activation, including their relative cost in AP.

Movement (AP 1/Square)

Each AP spent allows the character (hero or enemy) to move one square forward on the battlefield. Only horizontal and vertical movements are allowed; it is not possible to move a character in a diagonal direction unless by way of effects provided by skills or equipment. An enemy will always follow the path with the lowest AP cost.

Attack (AP 3)

Allows an attack to be made with an available weapon. Whether close combat or ranged, an attack is always considered physical.

  • Close combat: the attacking character identifies a target from the models in base contact and rolls a number of dice equal to the physical value indicated by the mastery. With each successful attack, the target is inflicted with one wound.
  • Ranged attack: the attacking character identifies a valid target and rolls a number of dice equal to the physical value of the type of weapon used. With each successful attack, the target is inflicted with one wound.

Valid targets: A target is considered valid when two requirements are met: distance and line of sight. The distance is the number of squares that separate two models; some weapons or skills have a range value that must be compared with the distance. The line of sight can be determined by using one free side of the square occupied by the marksman and a free side of the square occupied by the target. If the imaginary line combining the two squares is not obstructed by a blocking scenic element (see description of elements) or by an opponent character, it is declared as free, allowing the attacker to strike the target.

Numeric superiority (box): If the heroes involved in a battle are greater in number with respect to the enemies, the hero will have a bonus +1 die, valid only for this test.

Faster (box): If the Rapidity characteristic of the hero attempting to disengage themselves is greater than that of their opponent, they can re-roll. The comparison is always made with the enemy with the highest Ra.

Activate a skill (AP x)

A character may activate one of the skills learnt during the course of their career. The cost in AP and the effects of the skills are described in the glossary. Skills learnt by heroes are represented by the skill cards. Enemy skills are reported on their respective enemy card.

Wait (AP x)

A model may decide to stall and wait for the best time to act. X is the wait time, a value between 1 and the model's Ra; the character's token moves forward on the Horologium for a number of sectors equal to X.

Skill cards

Elements of a skill card: A - Skill (type); B - Description; C - Learning cost; D - AP cost.

Search (AP x)

A hero in base contact with a treasure chest can look inside. Choose the amount of time available to ransack the treasure chest and roll the same number of dice; with a success rate of at least one, you will receive a loot bag. In some missions you will need to search for a specific object. In this case use this rule, but if you are successful, you will need to turn the incognito token.

Use equipment (AP x)

A character may use an object from their equipment. The cost in AP and the effects of the objects are described in the glossary. Heroes' equipment is represented by the equipment cards. Enemy equipment is reported on their respective enemy card.

Elements of an equipment card: A - Object (type); B - Illustration; C - Description; D - Selling value.

Engage (AP 1)

Characters can attempt to block their opponents in base contact using this action. Characters blocked by an opponent must successfully perform an action to be disengaged and be able to move. An attacking character automatically engages the target.

Enemies and engaging: during their activation, an enemy must always execute the most convenient actions in line with their objective (see AI chapter). An enemy uses this action only when they are in base contact with a player whose TV is higher than that of their mission.

Disengage (AP 2)

If a hero is engaged, in order to move they must pass a test against their enemy. Only heroes need to disengage themselves; enemies on the other hand are automatically disengaged without needing to pass a test.

The action is considered successful with a result of 4+ after a dice roll; if successful, the hero moves forward one square. A hero can attempt to disengage themselves numerous times as long as they have available AP.

Rule the Enemies

Artificial Intelligence

Enemies are managed by an artificial intelligence system, which determines their actions during their activation. In the mission sheet, each enemy is assigned an objective. Enemies must follow their mission until such time as a hero is sufficiently threatening as to interfere with them. The mission objective is linked to a TV that will be compared with the TV indicated on the heroes' Perilium in order to determine the enemy's behaviour during their activation.

Each enemy has their own area of control specified in the enemy card. This is used to determine whether a hero is able to interfere with the enemy character.

Threat Value (TV)

Mission objectives, heroes and some game elements are linked by a Threat Value (hereafter TV). The TV indicates the level of priority afforded to that objective by the enemies; the higher the TV, the higher the priority. Nova Aetas artificial intelligence (AI) uses this value to determine which actions the enemies perform during their activation.

The TV can be fixed or variable: objectives with a fixed value are indicated in the mission sheet, those with a variable value are updated through the "Perilium". Other actions that influence a hero's TV are described in the missions in which they are used.

Perilium

At the beginning of the game, each hero receives a Perilium. This is used to keep the hero's threat value up to date. Various actions influence the Perilium:

  • Wound: +1 TV
  • Kill: +1 TV
  • Heroes out of action: -2 TV
  • Other actions or skills described in the missions also influence the TV.

Enemy activation

Activation of enemies takes place in four phases: status, equipment, skills and actions.

  • Status phase: the character is subjected to the effects of status tokens (bonus and malus), which are activated at the start of each turn. The effects are all simultaneous.
  • Equipment phase: the character receives all the bonus tokens granted by the included equipment. The activation of equipment does not have an AP cost and is automatic. The bonuses granted by equipment that do not need to be activated are always active and are applied each time the play situation allows.
  • Skill phase: all skills with a 0 AP cost take effect; these are executed only once per turn in this phase. Passive skills are considered as always active and are executed each time the play situation allows. Skills that cost AP are executed when requested by the play situation. These are always considered successful regardless of the type of skill.
  • Action phase: the enemy must determine whether there are heroes in their Ca. If so, the TV of their mission must be compared with the TV of the hero. If the hero's TV is lower than the mission's TV, the enemy ignores the hero. If it is the same or higher, the enemy considers the hero to be a threat.

If there are one or more threatening heroes in an enemy's Ca, the enemy character will temporarily abandon their mission to eliminate the threat presented by the hero. This happens even if the hero engages the enemy.

Combat

There are different ways to attack: with close combat weapons, with ranged weapons or through dark spells. Each attacking mode has its own particular features. An attack generally costs 3 AP. In any case, the game includes weapons and skills that may have different costs.

When a hero meets with an enemy, two distinct situations may arise: the hero may either attack or defend themselves against an enemy attack. Nova Aetas AI manages enemy battles; the players must follow the "Hero attack" or "Enemy attack" rules depending on the play circumstances.

Hero attack

When a hero impersonated by one of the players executes an attacking action on an enemy target, the hero attack rules must be followed.

Attack test

To check the outcome of the attacks, a test on the relevant characteristic is performed, the difficulty of which is determined by the enemy's equivalent defence value. The outcome of the action differs depending on the type of attack.

Physical attack

Each hero has the possibility to strike one of their opponents in close combat: nobody travels unarmed in times of war.

The player selects a valid target. In close combat this means any model in base contact, for ranged weapons this must be determined based on the range and line of sight.

The attack test is determined by using the Ph characteristic of the hero or weapon used, which must be compared with the Pd characteristic of the target. Each successful attack will inflict one wound on the target unless otherwise indicated by weapons or skills.

Mental attack

Some individuals have extraordinary mind skills; these characters use their skills to modify the outcomes of battles. Mental attacks require a valid target in order to be launched unless otherwise described in the spell description.

  • Spells: The attack test is determined by using the hero's Mi characteristic, which must be compared with the Md characteristic of the target. Each mental attack has its own level of difficulty, indicating the minimum success rate that must be obtained in order to cast a spell. If the success rate is equal to or greater than the difficulty of the spell, all of its effects are applied.
  • Prayers: The attack test is determined by using the hero's Mi characteristic, which must be compared with the Md characteristic of the target. Generally, prayers do not have a difficulty level but their effect is applied for each successful attack.

Some mind skills do not target enemies. This type of action does not require a comparison test, but only a generic test.

Weapons and armour

Weapons are all pieces of equipment that carry the writing "attack:"; the attack rule is considered an additional effect of the weapon. For example, when the squire attacks using the sword, he applies the "chase" effect in addition to the damage inflicted.

Armour is a wounds bonus for the characters wearing it; the card states the number of wounds the armour is able to withstand. The first wounds inflicted must be positioned on the armour card; when a hero wearing armour is healed, the wounds must be removed from the armour card after removing the ones on the hero sheet. For example, the squire suffers three wounds following an attack, he positions the first one on the lightweight armour, the other two on the hero sheet.

Bonuses granted by weapons and armour are integrated with the enemy profile.

Melee (hero)

If for whatever reason a hero has no more weapons with which to fight, they can attempt to strike an enemy with their bare hands. In this case, the values are Ph 1 and Pd 5+.

Enemies attack

When a hero poses a threat to enemies, the latter will interrupt their mission to attack them. When this happens, the enemy attack rules are followed. Unlike hero attacks, players will use their hero characteristics to defend themselves against enemy attacks.

Physical attack

Just like heroes, enemies too use their weapons to wound their opponents, both in close combat and ranged attacks. Each enemy uses the attack profile indicated in their reference card, the red glow indicates this kind of attack. Each attack is described by the following characteristics:

  • Name: the name of the weapon or skill used.
  • Range: the distance within which the attack is effective; a value of 1 indicates a close combat attack.
  • Strikes: indicates the number of hits caused by the enemy.
  • Physical attack: indicates the difficulty of the hero's defence test.
  • Status: indicates any statuses that must be applied in addition to wounds.

Each time a hero is the target of a physical attack, they are subjected to the number of hits indicated by the enemy's weapon. To resist the strikes, perform a Ph test with a difficulty equal to the value of the weapon's "physical attack". Each successful attempt cancels out a hit, each valid hit inflicts one wound on the hero.

Mental attack

Even among enemies, there are particularly gifted individuals able to damage heroes through their mind skills. The blue glow indicates this kind of attack and it is described by the following characteristics:

  • Name: name of spell.
  • Range: distance within which the spell is effective.
  • Contrast: indicates the success rate needed to contrast the magic.
  • Mental attack: indicates the difficulty of the hero's defence test.
  • Effect: indicates the wounds and/or status inflicted by the magic if it is not contrasted.

Enemy mental attacks, just like hero ones, can be contrasted. The targeted hero performs an Mi test with a difficulty equal to the value of the opponent's "mental attack". If the success rate is equal to or greater than the contrast value, the magic is contrasted. Otherwise the effects will be inflicted upon the target.

Enemy attacking priorities

An enemy will always attack a threatening hero in their Ca; in the case of an equal TV, the enemy will attack the closest hero; in multiple cases of equality, the enemy will attack the most wounded. If even in this case it is not possible to establish a priority, a random decision will be made by rolling a die.

Melee (enemy)

If an enemy has no more weapons with which to fight, they can attempt to strike a hero with their bare hands using the profile: Fist, Range 1, Physical attack 3+, Strikes 1.

Knife fight

Enemies that attack with a knife will have less chance of wounding the heroes using the profile: Knife, Range 1, Physical attack 4+, Strikes 1.

Characters out of action

When a hero accumulates a number of wound tokens equal to the value of their wounds, they are placed out of action. If an out of action hero is not treated prior to their next activation, they are removed from the game.

When an enemy accumulates a number of wound tokens equal to the value of their wounds, they are removed from the game and a "loot bag" token is positioned in their place.

Status and Tokens

There are different types of statuses; these can be positive or negative, can be applied to a character or object and can be suffered or earned. In each case, a status always refers to a corresponding token; the position and use of this token will determine the rule.

Tokens on characters

  • Bonus: a bonus positioned on a character can be used when the character performs an action; the effects are applied and it is discarded. A character cannot have more than one token of the same type, except for tokens +1d/-1d. A character cannot have a status greater than +2d/-2d.
  • Malus: a malus token positioned on a character indicates that the model is affected by that status. There is no limit to the number of malus tokens that a character can have.

Objects

  • Bonus: a bonus positioned on an object must be discarded when the object is used and the effects are applied.
  • Malus: a malus positioned on an object guarantees an additional effect; when the object is used, move the effect token onto the target. The target will suffer the effects of the status.

A token positioned on an object can be used only when the object in question is used. A single object cannot hold more than one token of the same type. The only exception is for tokens +1d/+2d and -1d/-2d; when an object with the status +1d/-1d earns the same type of status, replace the token with the corresponding +2d/-2d. An object cannot have a status greater than +2d/-2d.

Game Examples

Example 1. When the minute hand reaches sector III of the Horologium, that sector becomes active. The activation token of the Apprentice is the only one in the sector, the hero is activated and has 5 AP available. The player controlling the hero decides to move 2 squares to get closer to the Stratiote, so that the enemy model is also within the range of the "arcane bolt" magic. At this point, the Apprentice uses the remaining Paper to make a mental attack, after which his activation token will move 5 sectors.

Example 2. Sector V is occupied by 4 tokens: Gipsy (Ra 6), Apprentice (Ra 5), Squire (Ra 5), Crossbowman (Ra 4). When it becomes the active sector, the first to be activated will be the Gipsy.

Example 3. The Apprentice has moved 3 squares and spent 3 AP, his token has therefore reached sector VI. By checking the Horologium, we can see that the next sector occupied by an enemy token is VII. The Apprentice therefore needs to decide whether to use the "wait" action by moving his activation token from VI to VII, or spend one or both his remaining activation AP in some way.

Example 4. The Squire has just inflicted 3 wounds on a Faun Warrior and killed him, therefore his TV on the Perilium will increase by 2 points: one for having wounded and one for having killed.

Example 5. The Swiss Guard has a control area of 3. At the moment the Novice (TV 4) and the Scum (TV 6) are within this area. When activated, the Swiss Guard will compare the TV of his mission (TV 5) with that of the characters in his area of control. The Novice has an inferior TV with respect to the mission, so the enemy doesn't have to worry about him for the time being. The Scum on the other hand has a higher TV with respect to the mission, so for this activation the Swiss Guard's objective will be to eliminate this dangerous girl. During his activation, he will move in base contact with the Scum to attack her.

Example 6. The Scum is about to be attacked by the Swiss Guard. The Swiss Guard's halberd inflicts 2 strikes, the Scum rolls her three physical dice to protect herself, with a result of 3, 1 and 6. Given that the halberd attack characteristic is 5+, the Scum deflects only one strike and is therefore inflicted with one wound.

Example 7. The Gipsy is attacking the Novice with her Soulfire mental attack, which has Contrast 2 and Mental Attack 5+. The Novice rolls his 3 Mental dice to contrast the spell, with a result of 2, 4 and 5. Given that only one die obtained the necessary result, the Novice is unsuccessful in contrasting the mental attack and is inflicted with 3 wounds.

Campaign Missions

The main Nova Aetas Campaign is composed of a series of missions linked by a story, however between adventures, characters will have the opportunity to undertake secondary missions from which they can reap hefty rewards.

At the end of some missions, characters will find themselves in a city or village. It is here that players must decide whether to undertake one - and only one - secondary mission prior to throwing themselves into the main campaign again.

Campaign book

The campaign book contains all the available missions in the game, whether part of the campaign or secondary missions. Nova Aetas missions are set in specific locations that can be found on the map of Italy. Each mission creates a scene with its own distinctive features indicated on the relative sheet, such as the positioning of the scenic elements, the heroes' and enemies' deployment zones, and the time any events take place.

Side Missions

There are three types of side missions: bounty, quest and hunt. Each type of side mission has a pile of cards, and each card corresponds to one mission. You will find the rules of side missions in the campaign book.

Side missions are acquired by visiting places in the "end of game" phase (see "Cities and Villages" section). For each hero, it is possible to draw only one of the available "side mission" cards. Regardless of the quantity and type of card drawn, only one side mission can be undertaken. The others are mixed back into the pile and will be available during the next "end of game" phase. It is not possible to play two side missions one after the other. After completing one, the characters must undertake a new main campaign mission.

Map of Italy

The main Nova Aetas campaign unfolds in different locations throughout the Italian peninsula; to help you monitor your group's various movements, you can use the map of Italy.

The map illustrates the Italian peninsula and the various locations where the main events and secondary missions unfold. The locations may be the Cities and their environs (boxed in red) and the Villages and their surroundings (boxed in blue). You can trace your movements on the map of Italy so that you always know your whereabouts and the services offered by that location.

Cities are indicated by one symbol and villages by another. If a place of interest is not marked by either of these two symbols, it is not possible to stop for the end of mission phase. You will need to move on directly to the next mission.

Playing a Mission

The missions are the core element of Nova Aetas, and there are two different types: "campaign missions" and "secondary missions". The former develop the story of your Free Company, the latter are opportunities that present themselves along the way. Aside from this difference, the two types of missions work in the same way. Each mission has its own sheet providing instructions on how to set up the field, manage events and enemies.

Prior to beginning a game, you'll need to select which mission to play. Once this is done, find the mission in the campaign book. Now follow the rules to set up the field.

During the battle, heroes and enemies move on the game board and their activation tokens move on the Horologium. To make it easier to manage all the different game elements, we recommend various tasks be assigned to specific players. For example, moving the activation tokens or reading the mission rules for the activation of events. These are just a few examples, but feel free to manage the game as you see fit.

Enemies will have their own objectives to follow; with each game of Nova Aetas it will always be clear how to manage them. There may however be some events that the rules cannot entirely cover. In this case, the enemies will perform the action most convenient for them at that time.

The heroes can decide to abandon the mission before the goal condition occurs.

Once the heroes' or enemies' objectives have been reached, or when the available time for the completion of a mission has expired, the battle will immediately end. Check which location you have reached, check which activities are available, the next mission you need to undertake and claim your reward.

Bounty Missions

The scope of a bounty mission is to capture a wanted or rival character. Set up the field according to the basic rules described in the campaign book. If the wanted is assisted by various followers, the game will end with either the defeat of the bounty character or of the heroes.

Quest Missions

During Search missions the heroes must find someone or something on the battlefield before their available time runs out. Missions are normally devoid of high risks, however unexpected obstacles may occasionally cause various problems for the players.

Hunt Missions

During hunt missions, the heroes must contend with large animals or confront mythological beasts.

In every hunt game, one hero must be nominated as the huntsman, with his Perilium set at TV 3.

Prey card elements: A - Beast name and traits; B - Attack priority; C - Physical defence; D - Mental defence; E - Wounds; F - Illustration; G - Special rules.

Each hunt has its own set-up to prepare for the challenge. Hunt missions differ to standard missions in terms of the way the prey (enemy) AI is managed. Each prey has its own set of cards (prey action cards) that describes the type of movement or attack, and how many AP these consume. Attack cards have a numbered sequence. With each prey's activation, a new card from the pile is turned over and its effects are applied.

Prey action card elements: A - Action; B - Illustration; C - Description; D - Sequence; E - AP cost.

If the game ends with the prey's defeat, compare the number of remaining prey action cards with the prey's mission sheet: players will earn the corresponding number of element cards. In the case of victory, players will also draw one of the formulas associated with the prey.

Tip: For the first game, we recommend you leave the prey card pile in order (the lowest should be drawn first) without reading the effects. After the first battle, you can replace them in the same order and make the most of the experience, or you can randomly mix them up so as not to be aware of the prey's next moves.

Money

In the Nova Aetas world, the cost of objects and labour is expressed in "popolini", a currency typical of the Italian Renaissance. To simplify the reading of prices shown on cards, a second currency is used: the florin, whose value corresponds to 5 popolini.

All takings and expenses are made in the name of the Free Company; when money is earned or spent, the "treasure chest" section of the Free Company sheet must be updated. Costs and rules on how to use money in each single situation are reported in this rulebook in the relevant chapter.

Secondary mission rewards

Based on the number of secondary missions undertaken, the heroes accumulate experience as shown in the table.

Secondary missions undertakenSkills learned
1+1 skill
3+1 skill
6+1 skill
10+1 skill

End of Game

Once the scene is finished, whether it be a campaign or secondary mission, the heroes check the map of Italy to see whether they have reached a residential location where they can sleep and recover their strength.

During this pause, it will also be possible to visit different places in that location to buy and sell objects, be healed or learn new skills.

Free Company

The heroes are at the service of a Free Company; all missions, whether official or not, will always be commissioned by the State to which the Company owes their loyalty. Loyalty is often dictated by economic or prestigious interests at the time; loyalty can be sold to the highest bidder.

All earnings and resources of members of the Company are managed by the Company itself. Therefore all money, objects, elements and formulas in the possession of players are noted on the Free Company sheet. This is then used to keep track of the status of heroes, such as serious wounds, their level and secondary missions played. During the course of the campaign, new heroes can be enlisted and some may die, being eliminated from the game. Any variation to the status, class and the entry or exit of heroes to and from the Company will be noted on the sheet.

Cities and villages

At the end of each main mission, your company will have the possibility to visit a city or village. Looking at the map, based on the mission just undertaken, find the name of the place where characters can recover their strength. The map will indicate the size of the various residential areas and this will determine the range of possible activities; cities always offer characters more places; villages on the other hand do not offer all activities due to the fact they are smaller. Each hero in the company can visit one place only, however different heroes can visit the same activity and use the same service more than once.

Following is a description of the six available activities:

Inn

In the inn, characters can relax and meet local residents. Here it is possible to find a customer with a mission to offer, as dangerous as it is rewarding. For each hero that visits the Inn, it is possible to draw a secondary mission card from the search pile.

Surgeon

In the rustic Surgeon's office, heroes' wounds inflicted during the previous missions can be healed. Each hero that visits the surgeon can heal their wounds, further to payment. The cost of healing is written on the wound card; once the surgeon has been paid the hero can discard the card for which they paid.

Master

A hero that visits a master can acquire a skill in their current class. It is very useful to visit a Master for access to skills that are quite rare and more difficult to learn. The cost of learning is shown on the skill cards.

Craftsman

Craftsmen are skilled masters that combine the arts of the trades with alchemy; a hero that visits a craftsman can commission the creation of an alchemical object. There is no limit to the number of objects that a hero can commission to a craftsman. Heroes can access all alchemical objects in the formula pile. At the start of the campaign, this will be composed only of base formulas. Each time the hero finds a new formula, this will be added to the formula pile.

Alchemical elements. Various plants and materials have alchemical properties; the craftsmen have the ability to infuse these properties into the objects. Thanks to the discovery of the philosopher's stone, craftsmen can extract powerful alchemical elements from various materials, which when infused into the objects inject them with new skills. After having completed the cities and villages phase, update the list of ingredients on the company sheet.

Formula Cards. One side of the formula cards shows the list of elements and the relative quantity needed to create an alchemical object. The other side shows the alchemical object created along with its rules; this is used like any equipment card. When a hero visits the craftsman, the crafting pile must be turned over with the formula side facing upwards. The hero chooses which formula to produce and pays the relative price, both in elements and in money. Remember that heroes have access to both the newly drawn elements and those transcribed on the company sheet.

Temporary effects (box): Alchemical elements can also be extracted without permanently infusing them into an object. Paying for one element type, no philosopher's stone and the entire cost in money; it is possible to benefit from the alchemical object's properties for one game. At the end of the game, the object loses all of its alchemical properties.

Merchant

All types of goods can be found in the merchant's workshop. In addition, merchants are always willing to purchase from the heroes if it is a good deal. A hero that visits a merchant can purchase equipment and often even various alchemical elements. The merchant will buy equipment or elements from the heroes at half the sale price shown on each object's card (rounded upwards). Players can assign all negotiations to one hero, who can sell and purchase on behalf of all.

Furthermore, merchants are always looking for rare and exotic goods for their wealthiest customers, and may engage your company for a hunt mission. For each hero that visits the merchant, one card only can be drawn from the hunt pile.

Barracks

The barracks is where all recruits looking for an income meet, whether noblemen or mercenary captains, these individuals will place themselves at the service of the highest paying bidder. Each hero that visits the barracks and confers with the quartermaster can enlist a new mercenary to add to their company.

If one of the heroes has been killed or inflicted with too many serious wounds, you may decide to enlist a recruit to replace them. By paying the quartermaster a fee of 10 coins, you can acquire the services of a new recruit, who will begin their career from the base class of the replaced hero.

You may decide to enlist a trained recruit, in this case you can draw three skill cards and pay the relative fee. You can decide to purchase as many skills as you like from the three drawn, from this point forward the new hero will acquire skills according to the normal rules.

If a company composed of 3 or less heroes does not have enough money to enlist recruits, they can replace missing characters without paying the fee. In any case, it is not possible to enlist a trained recruit, so the new hero will therefore start without any skills.

The garrison quartermaster always keeps the noticeboard of wanteds in the area up to date. For each hero that visits the barracks, it is possible to draw a card from the bounty pile.

Out of action

When a hero is removed from the game due to having been driven out of action, it must be determined which effects will be endured for the wounds inflicted. Roll 1d6 and consult the following table:

ResultNameEffect
1Serious woundRandomly draw a serious wounds card.
2-5Minor woundThe hero must be healed by a surgeon before the next game; if not, they will need to roll on this table again at the end of the next mission with a malus of 1 on the die roll. A hero that continues without healing will continue to roll on this table at the end of every game accumulating penalties.
6UnharmedThe hero can continue to fight without any consequences.

New Classes and Specialisations

At the end of some missions, heroes may have gained experience. When this happens, heroes learn new skills (see the "end of mission" section for campaign games and "secondary mission rewards") or become specialised in a new trade (for campaign missions only). Each Nova Aetas class is characterised by a different skill pile; when a hero learns a new skill, they draw a card from the corresponding skill pile.

If the mission indicates that you acquire experience, and if you have already learnt 3 skills in your current class, you will be called upon to choose one of your specialisations. Once a specialisation has been chosen, it will not be possible to turn back and change it. When you begin a specialisation, you will have a new skill pile and you will receive the basic equipment for the new class; the previously acquired equipment can be saved and used or sold to the merchants.

Hero Classes

Squire

The squire is the brute force of your Free Company, often he is the second son of a noble family desirous to prove his worth. His role is to protect his fellows and face the enemies in close combat. His basic equipment is composed of a sword, the light armour and a shield, which he uses to deflect many of the hits he receives, increasing his survival chances.

His skills are oriented to combat, among these a really useful skill is "reckless charge". This allows him to quickly reach the enemies and to inflict a great amount of damage, the drawback is that he exposes himself to the attacks of the enemies. The abilities "insult" and "impress companions" are certainly very interesting and perfectly represent the features of this young warrior. A squire who has learned both these abilities will balance the offensive and defensive features of his profession.

At the end of his career as squire, this character can choose to either take the way to become a noble "knight" or, if his nature is more pragmatic, he can begin the "mercenary" career.

Equipment

  • Light armour: The light armour has 1 Wo.
  • Shield: At the start of the hero activation, earn a defence token.
  • Sword: Attack: chase.

Skills

  • Vicious (AP 1): The hero can spend one AP to increase their TV by one point.
  • Reckless charge (AP 5): The hero moves up to 4 squares, earns 1 extra die token and makes an attack. Discards all the hero's defence tokens.
  • Impress companions (AP 0): If at the start of their activation they have a hero within 3 squares, they earn a re-roll token.
  • Insult (AP 2): Choose an enemy within 3 squares, the target receives a -1 StCo (distracted) token.
  • Spot the weak point (AP 5): Take an attack, if the attack inflicts at least one wound, the target receives a bleeding token.
  • Pursue (AP 0): If play allows, the hero will push the target of their attack forward for a number of squares equal to the number of wounds inflicted.

Novice

The novice, with his unwavering faith, is the one who gives support to the fellowship. He cleverly combines curative abilities with prayers to ensure both defensive and offensive bonus to his companions. Being involved in close combat would not only be a threat to his health, but also to the mission. His utility is offset by his vulnerability, if left alone.

The novice is both a fervent believer and a liege studious, his skills reflect these two natures. "Aegis" is the perfect example of how his prayer can preserve his fellows' health, like the pragmatic "medical remedy". On the other side, "distill poison" and "holy light" represent his offensive soul.

Also his basic equipment is a perfect balance of his features: the "relic" is a valid help to succeed on his actions and the "medic bag" is really useful to heal his companions. Don't overlook the "studded glove", it can be a valid choice when he is involved in close combat.

At the end of the path as novice, you can decide to follow his believer nature, by making of him a "preacher", or to continue his studies as "plague doctor".

Equipment

  • Medic bag (AP 2): Test Mi: heal one wound, for each success, to a hero in base contact or to oneself.
  • Relic - Prayer (AP 2): Earn a blessed token.
  • Studded glove: Attack: stunned.

Skills

  • Aegis - Prayer (AP 2): Ra 4, Di 1, Ta: a hero. Ef: the target earns the defence token.
  • Divine fervour - Prayer (AP 4): Ra 0, Di X, Ta: Area 4. Ef: for each successful outcome, an ally model in the area, including oneself, receives a re-roll token.
  • Holy light - Prayer (AP 2): Ra 0, Ta: Area X. Ef: the area is 3 + number of successes. Each model in the area is blinded.
  • Healing - Prayer (AP 3): Ra 6, Di 1, Ta: a hero. Ef: heals one target wound.
  • Medical remedy (AP 2): Discards a negative status token from one model in base contact or oneself.
  • Distill poison (AP 1): The weapon of a hero in base contact or your own earns poison.

Scum

The scum's origins are those of who has survived on the road in poverty. Often this condition leads to death but, sometimes, an unexpected evolution generates powerful characters able to survive where the others cannot. The set of the skills learned by living in the shadows of the law, and the survival instinct, gives to this figure a unique eclecticism, for this reason each scum is well accepted among the soldiers of fortune.

In addition to raiding the battlefield, with her "pickpocket" ability, she supports the group with both ranged and melee attacks. She prefers light weapons such as daggers. With skills like "ambidextrous" and "aim", if well protected by her companions, she can be the most lethal element of the group.

The starting equipment is a set of daggers that allow her to be dangerous both in close combat and at distance. The grappling hook lets her climb easily on the buildings, while her whip is useful to hinder the enemies.

Her natural evolution will take her to fall deeper and deeper into the abyss of crime; she can only choose between becoming a shrewd "thief" or a lethal "assassin".

Equipment

  • Dagger: Attack: throw, Ph x2.
  • Grappling hook (AP 1): Climb 1 level.
  • Whip: Attack: reach 3, hinder, no damage.

Skills

  • Ambidextrous (AP 0): The hero can attack twice; the second attack will have a malus of -2 on the result.
  • Climbing (AP 3): The hero can climb up one level.
  • Pick pocket (AP 2): Take a Ph test compared with the Md of an enemy in base contact. At least one successful outcome will earn the hero a loot bag token.
  • Aim (AP 2): The hero earns 1 extra die; the hero can spend another AP to earn another 1 extra die token.
  • Slip (AP 0): The character rolls an extra die when they take a disengage test.
  • Disguise - Town level (AP 5): Once per game. All enemies consider their control area as halved (rounded up), when they check if the hero is in their control area. The hero loses the disguise token if it attacks or has attacked.

Apprentice

The apprentice is the brain of your Free Company. Her brilliant mind is starting to master extraordinary powers and the knowledge which she is learning from the books may be very useful to the group. Usually she comes from a well-off family that can be a great resource on dark days.

Her role during battles is to unleash spells against enemies, both to inflict extensive damage, as "arcane bolt", and to hinder the enemies, as "growing root". Anyway, the apprentice has not only offensive spells to make herself useful to the fellowship, she can give support by using her knowledge like "know your enemies", which ensures a bonus to the entire company when they fight a specific kind of enemy.

Her starting equipment includes a gem which is very useful to catalyse the powers overflowing from her mind, the "arcane bolt" scroll and a knife to be used as last chance.

When the time comes, the apprentice will have to decide whether to follow her ancestral spirit, undertaking the path of "mage", or to the weave of time attempting to rule them, by becoming a "chronomancer".

Equipment

  • Mana gem (AP 1): Put a +1 die token on a skill card or on an equipment card.
  • Arcane bolt - Spell (AP 3): Ra 6, Di 2, Co X, Ta: an enemy. Ef: 3 Wo.
  • Knife: Attack: Ph 1, Pd 4+.

Skills

  • Know your enemy (AP 0): Ra 0, Di 2, Co X, Ta: an enemy card. Ef: before the game starts, all heroes earn a re-roll valid for attacks against the enemies shown on the card.
  • Concentration (AP 2): The character earns a re-roll token to be positioned on a spell type skill or on a spell type equipment.
  • Hindering root - Spell (AP 3): Ra 4, Di 1, Co V, Ta: an enemy. Ef: the target is hindered.
  • Rolling stone - Spell (AP 2): Ra 4, Di 1, Co V, Ta: an enemy. Ef: the target suffers 1 Wo.
  • Charm - Spell (AP 2): Ra 6, Di 2, Co X, Ta: an enemy. Ef: The hero cannot be attacked by the target.
  • Haste - Spell (AP 1): Ra 0, Di 1, Co X, Ta: oneself. Ef: The hero can move two squares for each AP spent.

Enemy Skills

Papal States

  • Marksman (Passive): If engaged, the enemy always stands down from the battle. If the character's objective is a hero, they will be placed at the maximum distance allowed to perform the attack (see attack distance).
  • Lethal (Passive): Enemies with this ability nullify the opponent's defence token when they attack.
  • Phalanx (Passive): When two models with this skill find themselves in adjacent squares, they can execute a single attack by combining their dice.
  • Chivalry (Passive): A model with this skill can move up to 2 squares for each AP spent.

Republic of Venice

  • Soulfire (AP 3): D6, Co 2, Am 3+, 3 Wo, Fire.
  • Inspire (Passive): All enemies within 6 squares (including their own) force the heroes to re-roll a die when they defend themselves against their physical attacks.
  • Iron will (Passive): If the character is the target of a spell, the hero is obliged to re-roll a successful die.
  • Climbing (AP 2): The enemy can climb up to 2 levels (the roof of a home) by spending 2 action points, without the aid of ropes or ladders.

Primaevi

  • Healing (AP 0): At the start of a model's activation through healing, every ally within 5 squares has 1 wound healed. If there is a model without wounds within the range of Healing, it will have no effect.
  • Enchanting melody (AP 3): D5, Co 1, Am 5+, Stunned, Malus -1d. A target of this type of magic becomes stunned and loses one die in Ph and Mi upon their next activation. At the end of the activation, discard the stunned token.
  • Melody of war (AP 0): Each Primaevi model within 5 squares of the character playing the melody has a bonus of 1 strike on their physical attacks.

Mission Tokens

  • Fire: used as effect for specific missions.
  • Bucket: used as effect for specific missions.
  • Incognito: represents an unknown object; used when a mission requires the incognito rules.
  • Acted: The character ends its activation, without spending AP, then discards this token.
  • Loot bag: dropped by the enemies when they are eliminated. When a hero collects this token, he draws a card from the elements deck.

Status Effects

  • Weakness 1: The character must roll one less die, when it has to roll for a test, then discard this token.
  • Strength 1: The character can discard this token to roll an extra die, when it has to roll for a test.
  • Weakness 2: The character must roll two less dice, when it has to roll for a test, then discard this token.
  • Strength 2: The character can discard this token to roll two extra dice, when it has to roll for a test.
  • Distracted: The character must subtract 1 from "strike" and "contrast" from its next attack, then discard this token.
  • Re-roll: The character can discard this token, after it rolled for a test, to re-roll one die.
  • Cursed: The character must apply a -1 to all the dice of a roll for a test, then the token is discarded.
  • Blessed: The character can discard this token, before rolling for a test, to apply a +1 bonus to all the dice.
  • Blinded: The character cannot attack during its activation. Discard this token at the end of the character activation.
  • Defence: The character can discard this token to ignore one wound inflicted by a physical attack.
  • Hindered: The character must spend two AP, when it moves, for each space. Discard this token at the end of the character activation.
  • Disengage (AP 2)
  • Characters out of action
  • 3 Elementi 2d (wheel, ladder)
  • Fire tokens
  • Water bucket tokens
  • Loot bag tokens
  • Incognito tokens
  • Activation tokens: These are positioned on the Horologium and determine the order of activation for the models in the field. Each group of enemies is represented by one token only.
  • Skill cards: These represent the special skills that each hero learns throughout their career. Each card represents a skill and contains all the instructions on how to play it.
  • Hero sheets: These represent the heroes, their characteristics are indicated on the relative sheet. There are twelve different hero sheets, four for the basic classes and eight for their specialisations.
  • Equipment cards: These are the objects carried by the hero and are normally weapons and armour, but special objects can also be found or built.
  • Perilium: Indicates a hero's level of danger. This is used to manage the AI of enemies.
  • Element cards: These represent the elements that the heroes can find during the game. These elements can be used to build equipment or can be sold to merchants.
  • Officer sheet: Enemies may occasionally deploy important characters from their line-up who possess extraordinary talents. These characters have a special sheet that describes and characterises them in more detail with respect to their subordinates.
  • Formula cards: These represent the special objects that may be crafted by the artisans. One side indicates a type of formula along with the necessary elements and cost to create them. The other side shows the created object along with its rules.
  • Enemy cards: These are used as a reference for enemy profiles. They are also used in secondary missions to randomly generate enemies to be confronted.
  • Side mission cards: When the heroes visit the locations in a city or a town, they can acquire the secondary mission cards. Each card represents a mission that can be played between two campaign missions. There are three kinds of secondary missions: the hunt, the quest and the bounty.
  • Prey cards: These represent the beasts that the heroes can encounter during the secondary missions of hunting.
  • Hunting cards: These represent the action undertaken by the beasts at their activation. Each beast has its own deck.
  • Miniatures: These represent the characters on the game board. These include heroes (Apprentice, Scum, Novice, Squire), but also representatives of the Republic of Venice (Stratiota, Condottiere, Crossbowman, Gipsy), the Papal States (Cardinal, Swiss guard, Papal guard) and Primaevi (Centaur archer, Faun warrior, Faun musician), civilisations dating back to the world's origins.
  • I - Back pack: in the lower part of the hero sheet there is a space dedicated to the back pack. Element cards collected during the play sessions can be arranged here.
  • J - Wound and status area: use this space to place the wound tokens and the status tokens suffered by the hero.
  • J - Skills: the blue book represents the enemy's skills; each skill has its own rules.
  • Disguise: A character with this token changes its physical aspect, the rules are described on the skill card.
  • Fire: The character must spend one AP to roll a die. If the outcome is 4+, the flames are out. You must spend AP until the flames are off or until the AP runs out.
  • Wounds 1: These are used to mark the wounds inflicted to a character.
  • Stunned: The character must spend 2 AP to discard this token.
  • Wounds 3: These are used to mark the wounds inflicted to a character.
  • Poisoned: Each poisoned token counts as a wound.
  • Bleed: A bleeding character suffers a wound at the beginning of its next activation. Then the token is discarded.
  • Asleep: The character must spend all its AP to discard this token. The token is discarded also if the character is wounded.