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Odalin: Dungeons of Doom

Odalin: Dungeons of Doom Rulebook

Table of Contents

Table of Contents

  • Gameplay Overview
    • Dungeon Exploration
    • The Spirit Crystals
    • Soul and Corruption Tracks
    • Power Track
    • Decision Impact
  • Odalin Rule Sources
    • Quickstart
    • Rulebook
    • The Optimal Experience
    • The Golden Rules
  • Table of Basic Symbols
  • Chapter 1 - Introduction to Heroes
    • Heroes
    • Hero Tile and Character Tray
    • Table Setup — A Hero's Corner
  • Chapter 2 - A Hero's Turn — Action Cards "Upper Part"
    • Start of Round
    • Hero's Turn
    • Action Cards
    • Attacks and Auras (Action Card's Upper Part)
    • Reading and Executing an Action Card (Upper Part)
    • Auras
    • Higher Level Action Cards
    • Other Actions in Your Turn
    • Basic Actions
  • Chapter 2.5 - Instants and Abilities (Action Card's Bottom Part)
    • Instants (Action Card's Bottom Part)
    • Reading and Executing an Instant Card (Bottom Part)
    • Ability/Instant (Action Card's Bottom Part)
    • Reading and Executing an Ability Card (Bottom Part)
  • Chapter 3 - Equipment and Consumables
    • Reading an Equipment Card
    • Reading a Consumable Card
  • Chapter 4 - Power Track
    • Increasing the Power Track
    • Understanding Alignment Intensities
    • Consuming the Power Track
    • Power Track Levels and Gains
  • Chapter 5 - Demonic Form
    • Demon Lord Card
    • Losing Control
  • Chapter 6 - Villains
    • Placing the Villains
    • Villain Components
    • Reading a Villain's Initiative Card
    • Meaning of Villain Colors
    • Reading a Villain's Attack Card
    • Steps for Executing Villain Attacks
    • Special Villains
  • Chapter 7 - Effects
    • Duration
    • Conditions
  • Chapter 8 - Campaign
    • Difficulties
    • Campaign Phases
    • Beginning the Campaign
    • A - Journey Phase
    • Stat Tests
    • B - Dungeon Phase
    • Reading the Dungeons in the Campaign Book
    • Opening a Door
    • Defeating Enemies and Collecting Loot
    • Out of Combat
    • Resting at a Campfire
    • Extra Rules and Special Cases
    • Stopping your Play Session
    • Finding and Completing Quests
    • Finding Rare Villains and the Boss
    • Ending a Dungeon
    • If a hero is defeated
    • Campaign Log
    • Mystery Boxes
  • Chapter 9 - Elements of the Scenario
    • Rooms, Doors and Passages
    • Interactive Tokens
    • Terrains
  • Appendix A - Playing with fewer Players and Solo Play
    • Multi-Turn Mode (Recommended)
    • Simplified Heroes Mode (Solo Player)
  • Appendix B - Playing Single Scenarios
    • Choosing a Section to Play
    • Setup
    • Loot and Exploration
    • Victory Conditions
  • Appendix C - Hell Rifts
    • Exploring a Hell Rift
    • After a Hell Rift Combat
    • Returning to the Campfire
  • Appendix D - Glossary and Rules Clarifications
    • Target
    • Interpreting a difficult effect description
    • Target Descriptions
    • Stealth
    • Components and their Manipulation
    • Interpretation of Effects/Instructions
    • Squares and Spaces
    • Specific Effects
  • Class Unique Abilities
    • Cleric: Sacred Healing
    • Mage: Arcane Power (Max. 8)
    • Guardian: Guard (Max. 5) and Defender Resolve
    • Rogue: Stealth
    • Paladin: Holy Aura and Defender Resolve
    • Druid: Nature's Gift
    • Necromancer: Curse Mastery
    • Black Knight: Profane Strike
  • Balance Track (Alternate Mode)
    • Balance Mechanics
    • Demon Transformation (Adapted Rules for this game mode)

Gameplay Overview

In Odalin, you will explore dangerous dungeons, face many monsters, collect lots and lots of items, encounter challenges, and make tough choices in high-stake situations inside and outside the board, evolving your powers. The rules are intuitive, yet playing requires strategy.

Dungeon Exploration

You are free to explore the dungeons and manage the risks. Each room is a new surprise that will challenge your powers and ability to adapt to new situations. Whenever you open a door, check the corresponding page for that room on the Campaign Book and assemble the tile and map indicated there.

The Spirit Crystals

At the start of the campaign, your hero will take hold of the imprisoned souls of ancient Demon Lords, allowing you to harness their power to complement your own; this means you will combine your hero's Action Cards with those of your chosen Demon Lord. During each of your turns, you will have to choose between making your hero's action (attuned to order), or your demon's action (attuned to chaos) to defeat your enemies.

Soul and Corruption Tracks

Carefully manage your Soul and Corruption tracks. Soul allows you to temporarily transform into an aspect of the Demon Lord, granting immense power. Corruption, however, is the cost of using the Demon Lord's most powerful abilities—a creeping danger you'll need to handle within the dungeons. Defeating villains grants Soul (Order villains) or Corruption (Chaos villains) to adjacent heroes.

Be cautious, as exceeding your Corruption limit results in becoming Tainted. If your Taint level grows too severe, the Demon Lord may take control, turning you into a foe your allies must battle to save your soul.

Power Track

When you defeat an enemy using an attack of the opposing force (Chaos or Order explanation below), you advance on the Power Track. This grants the heroes access to a reserve of power, which can be used to resist Corruption or increase their Soul level.

Strategic use of attacks is essential to maximize power gain.

  • Demons and other unnatural creatures are beings of Chaos and it is best to defeat them with attacks of Order (hero's attacks).
  • Mortals and beasts, descendants of the Djinn's creations, are beings of Order and it is best to defeat them with attacks of Chaos (your Demon Lord's attacks).

Decision Impact

Outside of combat, many intriguing situations will test your will and determination, revealing what kind of hero you truly are. Your choices will impact which dungeons you explore, alter their challenges, and provide unique Objective Cards. The world's fate hinges on your decisions, making each one potentially far-reaching. They greatly influence the story and the ending of your campaign.

Are you ready to determine Odalin's fate? Start with the Quickstart for a basic rules overview, then dive into your first adventure as detailed on the Campaign Book. Use the Rulebook if you need to check the details of the rules.

Odalin Rule Sources

Quickstart

  • A quick-to-read, user-friendly material that overviews the combat rules.
  • We recommend reading it first, as a quick overview of the game improves your retention of its specific rules.

Rulebook

  • Contains all the official rules, including "corner cases" and examples for almost all situations you may encounter on the board.
  • You should read the rulebook once before playing; however, as the rules are intuitive, you don't need to memorize every detail and can refer to this book as needed.

The Optimal Experience

Every player has their preferred method of learning (and teaching) the game. Nevertheless, here's our recommendation:

  1. Read the Quickstart for an overview of the combat rules.
  2. Read the Rulebook to get an overall understanding of the rules.
  3. Begin the Campaign in the Campaign Book.
  4. If, during the game, you have questions the Quickstart doesn't answer, consult this Rulebook.

The Golden Rules

If two rules contradict each other, apply the most specific rule.

Example: If the Rulebook says "combatants only act once per round" and the Instruction of a specific room says "villains act twice per round," apply the later, because it is more specific (it applies only to that room, while the Rulebook applies in all other occasions).

Example: If, in a particular room, you play a card that says "leaving squares in [1] of enemies doesn't require using 2 movement points," you may apply this effect, as it is more specific unless a special rule Instruction specifically says that "no effect can prevent this."

Players decide all ties.

  • You can choose the option that benefits you the most, and the game is balanced around this principle.
    • When multiple actions are possible within the rules, you decide the outcome that favors you. This even applies to controlling the behavior of villains or neutral elements in the scenario.
    • This rule is designed for simplicity and speed.

Example: "At the end of a Round, the combatant closest to the metal rod is struck by lightning and takes 10 DMG."

If there are three heroes and one villain equally close to the metal rod, you may choose that the lightning attacks the villain (even though it seems like an element of nature that is out of your control).

  • Alternative Rule - Theme first, gameplay second: If you prefer, you can choose the option that makes more thematic sense. While this increases the game's difficulty and may add some extra processes, it will not break the gameplay.

Example: In the scenario described above, you could randomly select which combatant is struck or decide that the one wearing the most metal armor should be the target. You can choose what makes the most thematic sense when playing with this alternative rule.

Table of Basic Symbols

General symbols: Turn Sideways, Equipment, Consumable, Trap, Die, Flip, Tainted, Shield, Special Shield, Target, Ranged, Critical Hit, Interact, Action Point, Defense Shield, Damage (DMG), Hit Points (HP), Hits (to check against target's defense), Corruption, Soul, Movement Points, Aligned to Chaos, Aligned to Order, Range in squares (written as [X]; e.g. [1] means one square), HEAL X (recover X Hit Points; e.g. HEAL 2 means regaining 2 HP).

Hero Stats: Power (add DMG to your attacks), Vigor (adds extra HP to your hero), Agility (reduce DMG taken from attacks), Spirit (flip top half of an action card to a more powerful version), Mind (flip bottom half of an action card to a more powerful version), Luck (add extra DMG to your critical hits).

Condition Tokens: Weakened Condition Token (deal -2 DMG), Empowered Condition Token (deal +2 DMG), Slowed Condition Token (-2 Movement Points), Quickened Condition Token (+2 Movement Points), Poisoned Condition Token (take 2 DMG at end of turn), Invigorated Condition Token (HEAL 2 at end of turn), Vulnerable Condition Token (Take +2 DMG), Toughened Condition Token (Take -2 DMG).

Class Tokens: Arcane Power (used by Mages), Guard Token (used by Guardians).

Action Card Types: Attack, Ability, Aura, Instant Ability, Instant.

Chapter 1 - Introduction to Heroes

Heroes

A HERO is the Character you (the player) control. Through the hero, you will accomplish objectives, defeat enemies, and make decisions on and off the board.

  • All quests must be played by one Team. A Team is a group of between two and four heroes.
  • All heroes on a Team are each other's allies.
  • Not all allies are heroes: sometimes, other characters may join the party (for example, a combatant you need to save or escort, an NPC, or a Necromancer's Skeleton).

Definitions: Heroes vs. Allies

  • Heroes: A hero refers to any character controlled by a player. This term does not apply to non-player characters (NPCs).
  • Allies: An ally can be any character that supports another during gameplay, including NPCs.
    • For a hero, allies are the other heroes and all friendly NPCs.
    • For a villain, allies are the other villains.

Targeting Rules:

  • Effects on Allies: When an effect is meant to target an ally, it cannot target the character creating the effect. In other words, a character is not considered its own ally.
  • Effects on Heroes: When an effect targets a hero, it can target the character invoking the effect, as all player-controlled characters are considered heroes.
    • Because of that, an effect that targets a hero cannot target a friendly NPC, as it is not a hero.

Example: Using a card that says 'HEAL 1 a Hero,' it may target any player-controlled hero, including yourself, but never an NPC. When an effect says 'HEAL 1 an ally,' it may target any other hero or a friendly NPC, but not yourself.

Hero Tile and Character Tray

The Hero Tile and the Character Tray are the core components that bring your hero to life. The Hero Tile represents your hero's unique identity, while the Character Tray tracks your current stats.

Place the Hero Tile on the Character Tray; together, they hold the following information:

Hero Tile

  • Artwork: Your hero's appearance. This art corresponds to the miniature you'll use on the board.
  • Name: Each hero has a distinct name and a title that may suggest their role in the adventuring party.
  • Class: Your hero's area of expertise. It defines your starting deck of Action Cards and your available card upgrades.
  • Base Max HP (Hit Points): Indicates your hero's starting health. It may change with Equipment.
    • Use a Black Cube on the Character Tray to mark the limit of your HP.
    • Your current hit points will be marked in the HP Track with your HP Token.
  • Base Soul: Indicates your hero's starting soul. Resets after each rest (Campfire) and during the Journey Phase.
    • Use a White Cube on your Character Tray to track your current Soul throughout the game.
  • Passive Powers: Special abilities unique to your character are described here.
    • Some of them might activate only under certain conditions.
  • Stats (Power, Vigor, Agility, Mind, Spirit and Luck): Your hero's attributes. Initial Stat values are listed here, but equipment increases it. For example, if your hero starts with 2 Vigor and your equipment provides a total of +3 Vigor, your hero's Vigor becomes 5.
    • Use the Stat Tokens to mark your current value on the appropriate slots of your Character Tray.

Character Tray

  • Soul Track: It represents the souls you collected, which is important to allow you to transform into the Demonic Form.
    • To transform into a demon, you must spend 10 Soul (Costs no action).
    • Gaining Soul beyond the limit of 10 converts excess Soul into healing. Each point beyond 10 instead increases your current HP by 1 (up to your max. HP).
  • Corruption Track: This measures the corruption you have gained.
    • If at any time your Corruption total would rise above 10 (for example, from 9 to 11), immediately reset your Corruption to 0 and flip one of your Action Point tokens to its Tainted side. Important: Whenever a hero uses a Tainted Action Point, it receives 1 Corruption.
    • Many abilities, items, monsters, and unique dungeon features may increase or reduce your corruption.
    • One of your Basic Actions (Penitence) allows you to pay 3 Action Points to reduce your Corruption by 2.
  • Max HP: Tracks your maximum number of Hit Points. Use a cube to mark it based on your hero's initial max HP, its Vigor stat, and its equipped items.
    • Your current HP is tracked in the HP Tracker on a different pad. All heroes and villains will have their own tokens to mark their current HP there for easy access and visualization by all players.
  • Current Stats: Insert the numeric tokens to show the current value of the Stat (initial Stats plus Equipment). Stats are in color, their bonuses are in white.
  • Actions: This shows the core options for the hero to use its Action Points. By spending 1 Action Point the hero can choose to do one of the following:
    • Play Action Cards (Attack, Aura, Ability, Instant).
      • During your turn, as Standard Action, you can use:
        • One Attack. You can't use more than one attack even if you have Action Points remaining.
        • As many Auras and/or Abilities you can pay the Action Points for.
      • Out of your turn, you can use as many Instants you can pay the Action Points for.
    • Basic Movement: Gain 3 Movement Points to be used immediately (only on your turn).
    • Basic Attack: Make a simple melee attack (range [1] and 1 Hit), only once on your turn.
    • Penitence: Lose 3 Action Points and reduce your Corruption by 2.
    • Interact: Use while adjacent to an interactable object to INTERACT with it.
    • First Aid: Help a defeated ally adjacent to you to recover. It returns with half HP (rounded down).

Table Setup — A Hero's Corner

This section is a visual representation of all components through which your hero will perform their actions in combat. This is a mere overview — their rules are more thoroughly explained further ahead.

Where to find more about each component/element: Chapter 1 - Hero Tile and Character Tray; Chapter 2 - Action Cards; Chapter 3 - Equipment; Chapter 4 - Power Track; Chapter 5 - Demonic Form; Chapter 6 - Villains; Chapter 7 - Effects; Chapter 8 - Campaign Book; Chapter 9 - Elements of the Scenario.

Components are listed and numbered according to the order in which they are found in this rulebook.

  • Hero Tile and Character Tray: Each hero has a unique Hero Tile that must be attached to a Character Tray. It will be one of the most important components throughout your gameplay.
  • Hero Figure/Miniature: Miniatures placed on a Room Tile (see below) to indicate the position of a combatant or element of the scenario.
  • Hero Initiative Card: Place this card along with all other heroes' cards and villains' cards in combat to create the Initiative Track.
  • Action Deck: Each hero has a deck composed of 12 Action Cards. Each card is a merger of both your own Hero Action Cards and Demon Action Cards wrapped by the special sleeve.
    • When first building your deck, combine your chosen hero with your chosen demon lord cards based on the number marked on them. This restriction does not apply when leveling up, which will allow you to fully customize your deck.
  • Action Card (Available): They may have an Attack, Aura, Ability or Instant. Except for Instant, all others must be used during your turn.
    • At the start of each round of combat, you draw four Action Cards only if there are enemies on the board.
      • Before drawing, you must discard all Action Cards remaining on your hand (even if no enemies).
  • Discard Pile: When an action card resolves or is discarded, place it on the Discard Pile.
    • If you would draw a card but no cards remain in your Action Deck, shuffle the Discard Pile into a new Action Deck and draw from there.
  • Attack Dice Pool: Used when attacking. After rolling, compare your number of Hits against the target's Defense to determine if an attack hits or misses.
    • The roll can also provide your attack with additional bonuses such as extra damage, bonus Soul, or Corruption.
    • Your Attack Dice Pool is defined by your Weapons (see Equipment - Weapon, pg. 23).
      • Extra Dice on Equipment: Add any dice printed on equipped Weapons, Armor, and Accessories to your pools.
      • Green dice → Defense Dice Pool. All other dice colors → Attack Dice Pool.
    • If your attack achieves 3 more Hits than the target's Defense, you score a Critical Hit. This adds bonus based on your Luck Stat token.
  • Equipment: Each hero can equip an extensive range of different equipment, divided between Weapons, Armor, and Accessories. Equipment can provide bonus Stats (see Stat Bonuses, pg. 24), active powers (flipped to use), passive effects, and extra dice for attacking or defending.
    • Weapons (Melee or Caster): Each hero can equip 1 "Two-Handed" weapon, or 1 "One Handed" and 1 "Off Hand". Weapons give you Attack Dice Pool (D6s), which you will use when making attacks.

Chapter 2 - A Hero's Turn — Action Cards "Upper Part"

Start of Round

At the start of each round, you'll draw cards to begin preparing your strategy for the upcoming turn. However, with each passing round, Corruption creeps in as the heroes struggle to maintain control over the Demon Lord they are bound to.

At the start of the round, each hero:

  1. Discard all cards from their hand (if any).
  2. Draws four new cards.
    • If there are no cards left in your Action Deck, shuffle all cards on your discard pile to make a new Action Deck. Then, keep drawing your Action Cards.

IMPORTANT: You only draw cards if there are enemies on the board. You still discard your hand at the start of the round, even if there are no enemies.

  1. Regain its 3 Action Points (AP).
    • Place the three AP tokens on your Character Tray.
    • If AP tokens have been turned to the Tainted side, do not flip them (see Tainted, pg. 14).
    • When you use a normal or Tainted AP, remove it from your Character Tray.
  2. Receive 1 Corruption.
    • This happens at the start of all rounds during dungeon exploration, as the heroes struggle to keep control over the Demon Lords whose Spirit Crystals they hold.

Some Action Cards and other unique effects may allow you to draw extra cards. There is no limit to the number of cards in your hand, so you can accumulate as many cards as you want (up to the 12 cards that form your Action Cards Deck).

Hero's Turn

Your hero's main activity in a round. It is the primary way for you to reposition, damage villains, and use your attack's unique effects.

  • At each of your turns, you may use Action Points to:
    • Make an Attack by using an Action Card. You can only play one attack per turn.
    • Play an Aura by using an Aura Card. You can use multiple Action Points to play more Auras.
    • Play an Ability using an Ability Card. You can use multiple Action Points to play more Abilities.
    • Use a Basic Action: Basic Movement, Basic Attack, Penitence, First Aid. You can use multiple Action Points to use any of them multiple times (except attacks).
    • You can use a Tainted Action Point, but whenever you do so, you gain 1 Corruption.
    • You can always choose to not use it during the round to avoid this penalty.
  • To make an Attack you will often use an Action Card. They are marked with the Attack symbol on the upper left corner of the card.
    • Attacks are always on the upper part of a card.
    • Attacks allow you to move a number of squares shown on the card. They also contain the targets, DMG, effects, and alignment (if you defeat an enemy with that attack, see Power Track, pg 27).
    • You can use the movement points either after or before attacking. But you can't split it to move, attack and move again.
      • You can still use this move, attack, and use an Action Point to use a Basic Movement action to move again, or vice versa.
    • You can use an attack to move even if you don't have a valid target to attack after moving. With no valid target, do not apply any special trait or effect of the card.
  • After using an Action Card, you must put it in your Discard Pile.

Action Cards

Extreme situations require extreme measures, and taking the power of a Demon Lord, bound to a Spirit Crystal has grave consequences. Your essence is now mixed between your heroic spirit and the demonic powers. The variety of moves, targets, ranges, and effects creates endless possibilities for this component, but, as you'll see, it all works very intuitively.

Assembling the Cards

Each Action Card is a merger of two cards: A Hero Card and a Demon Card. At the start of a Campaign, you must choose a Hero and a Demon to control.

  • Get the Action Cards from the Hero and Demon you chose (check the card's owner below the action's name) and merge them by putting both of them in a single special sleeve (the Hero card at the back and the Demon Card at the front).
    • You must merge the initial Action Cards according to the number present before each action's name. This restriction does not apply when upgrading your cards.

Start with a deck with 12 Action Cards. As the campaign progresses, you will upgrade the Hero Cards to higher levels, becoming free to combine the new cards with any of the 12 Demon Cards you have.

Attacks and Auras (Action Card's Upper Part)

Attacks

Attacks are powers that heroes can use on their own turns.

  • Action Cards' upper part can be Attacks, marked with the Attack symbol, or Auras, marked with the Aura symbol.
  • Attacks can only be used on your turn, and only once per turn.

Reading and Executing an Action Card (Upper Part)

While the Action Cards involve many steps, in the vast majority of cases, they are intuitive. Besides Movement, which can be executed either before or after attacking, all other steps follow the sequence shown in the card.

If any doubt arises, the attack should be executed in the sequence presented here:

A. Attack's Name and Owner

Each attack is a unique way of power manifestation.

  • This is the attack's flavor, the thematic action your hero is taking in the game's universe. You can see the attack's owner below the attack's name.

B. Movement Points

Movement is essential to good performance in combat, as all attacks require Range and Vision of your target, and villains sometimes target one hero instead of another based on their positioning.

  • In your turn, you may spend the Movement Points indicated on the chosen Action Card to MOVE.
  • You can choose to spend the Movement Points before or after attacking.
    • You may NOT move partially, execute an attack, and then continue moving.

Example: If you have 3 movement points and you MOVE only one square and then declare a target or execute a "Special Instruction," the remaining 2 movement points are forfeited and cannot be used.

Moving

During your turn, you can spend movement points to traverse the battlefield. Each point allows you to move from the square you currently occupy to an adjacent free square. You are free to combine straight (orthogonal) and diagonal movements within the same turn, using multiple movement points.

  • You cannot enter squares occupied by Enemies, Barriers, or other Obstacles.
  • You can move through squares of allies, but you cannot end your movement on those squares.
  • You can move through and end your move on squares of terrains and Quest Tokens (unless specified otherwise).
  • To exit a square adjacent to a villain, you must spend 2 movement points instead of 1 (the same is true for villains exiting squares in [1] of heroes).

Diagonal Movement

While moving diagonally:

  • You cannot move through the corners of barriers, such as walls.
  • You may move diagonally through corners of obstacles (like barrels or anvils), combatants, and other types of tiles.
  • Terrain Effects: If your diagonal movement crosses the corner shared with a special terrain type, apply the effects of that terrain.
    • Example: Moving diagonally through a corner of a square containing Rubble costs an extra movement point as if you had entered and exited the rubble area.
    • Crossing a corner that contains Spikes results in taking damage in the same way.

"MOVE 1" = "Move 1 square" = "Move to an adjacent square."

"An enemy in [1] of you." = "An enemy in a square adjacent to yours."

C. Range and Target(s)

While most attacks target a single enemy (described in the Target field of the attack), some attacks can target areas or multiple enemies.

  • Attacks have a Range of 1 square and target 1 combatant, unless stated otherwise.
  • After choosing your attack and possibly spending its Movement Points, you must declare who you will attack.
  • You can only choose a target that is valid, which means that you see it (Vision) within a proper distance [Range] measured in squares.
    • The Range is always marked as a number inside brackets. Example: Range [3] means the target must be within 3 squares of you and in your Vision.
    • If no valid target is possible, the attack ends and none of its other effects are applied.

Vision

Vision determines whether you can see a particular square on the grid. If at least one straight line from your square to that square is unobstructed, you have Vision.

  • Two squares share Vision if you can draw a straight line from any corner of one square to any corner of the other square without interruption.
  • Only Barriers (Walls and Doors) block Vision.
  • Obstacles, Terrain, and combatants do not block Vision.
  • There is no square with partial vision, you either have Vision or don't for a square.
  • A large figure occupies multiple squares; having Vision to any one of its occupied squares grants vision to it.

Determining Your Vision

  1. Trace imaginary straight lines from each corner of your square to the corners of the target square. These lines cannot pass through, even at a corner, any part of a Wall or Door square.
  2. If at least one line reaches the target square's corner without interference, you have vision of that square.

Examples:

  • No Vision: The lines cross vertices or edges of squares occupied by Barriers.
  • Vision Granted: At least one corner of your square can trace a line that reaches at least one corner of the target's square without touching a barrier.

Tips for Difficult Cases

  • You don't have to rely strictly on corners. The four corners are simply the most extreme points from the square's center. If you can find any clear path to any part of the square, at least one corner is also reachable.
  • Props: Use a ruler, string, or any straight tool to check these lines for clarity and accuracy.

Targets Examples

To be valid, a target must be in vision and range, as well as meet any requirement described in the attack. For example, you cannot target an ally if the Action Card's target description states "1 enemy." Most attacks follow one of targeting types described below:

  • 1 Enemy: These are the most common attacks, targeting a single enemy of your choice.
    • For simplicity, attacks that target 1 enemy don't have any target specification.
  • 1 Ally: Some attacks, such as healing ones, target allies.
    • They typically require no roll, and the target does not roll for defense.
    • You cannot use effects that target an "ally" on yourself.
  • 1 Hero: Similar to the above, but these can target you.
    • However, these attacks cannot target NPCs as they are not considered heroes.
  • Multiple targets: Some attacks can target more than one individual. Make only one roll and compare it against each target's defense unless specified otherwise.
    • Example - 2 Enemies: choose one or two villains. (You can't attack the same villain multiple times with such attack.)
    • Example - 3 Heroes: choose one, two, or three heroes. (Again, you may attack each of them only once.)
  • Areas: Some attacks can target multiple combatants within a specific area or along a line. These attacks can affect allies, enemies, and even yourself.
    • Roll and Resolution:
      • Make a single roll and apply that roll to all targets within the area.
      • Determine whether each target is hit or missed before proceeding to the next step of the attack.
      • Always declare the attack's area and target order before rolling.
    • Area Rules:
      • All combatants within the specified area are affected, including enemies, allies, and yourself if you are within the area.
      • You cannot exclude squares in the area to avoid targeting certain valid combatants (e.g., allies).
    • Valid Area:
      • Range: Ensure all squares in the area are within the attack's range.
      • Vision: A square is valid if at least one corner of your square has a clear line (no barriers) to at least one corner of the target square.
      • If at least half of the squares (rounded up) in the area are visible, the area is valid—even if some squares are obscured by walls or barriers.
    • Example: For a 3x3 area attack, if you can see at least 5 out of the 9 squares and all 9 squares are within range, the attack is valid—even if some targets are behind walls or out of direct line of sight.
    • The area may include walls, objects, corners, and empty squares. Targets behind walls can still be affected if the area meets the visibility requirement.
    • Types of Areas
    • Area AxB: Defined by its dimensions, such as 2x2 (4 squares) or 3x3 (9 squares).

Rolling Against Multiple Targets

Remember to declare your target before rolling the attack, including the order you are attacking them before rolling the dice. Then, make a single roll, verifying whether each target was hit (or missed) before moving on to the next step of the attack.

D. Damage and Effects

An attack is determined by rolling a dice pool and comparing the result against the target's Defense stat. If the attack hits, apply the damage and any additional effects.

  • The attack begins once all declared targets are confirmed as valid.
  • Roll your Attack Dice Pool against the valid targets' Defense stat.
    • In combat, only attacks require dice rolls. Effects from items, passives, and other abilities apply automatically.
    • For attacks with multiple targets, make a single roll and apply it to all targets.
    • Some rolls may provide bonuses such as extra damage, Soul, or Corruption based on the dice results.
  • Attacks with Costs: Some attacks require a cost, such as losing HP or gaining corruption.
    • You can't use an attack if you can't pay the cost. For example, you must have cards in your hand to pay the cost of discarding cards or have enough HP to pay for an Instant that requires HP loss.
    • Costs are typically listed as the first effect on cards that include them.

A. Attack Hits

An attack hits when the sum of all Hits rolled (plus modifiers) meets or exceeds the target's Defense. If your attack hits, apply the following in any order (condition tokens gained on an attack do not apply to the same attack):

  • Damage: Adjusted by any modifiers that affect the attack's damage. (Example: Flanking, your Power Stat, Condition Tokens, Items, Dice Roll, and others.)
  • Effects: Apply any additional effects described in the attack.

Critical Hit. If you've rolled +3 than your target's Defense, you deal a bonus indicated on your Luck Stat token (for example: +2 if Luck 0).

B. The Attack Misses

  • If the final result of the roll is lower than the target's current Defense stat, the attack is a MISS. For multiple targets, it is considered a miss when all of them are missed.
    • A missed attack doesn't apply attack damage and its effects, but it still grants any Soul or Corruption from the faces of the dice you rolled to attack.
    • Costs paid to make the attack still applies.

Flank

Flanking occurs when two or more heroes approach a villain from different angles, compelling the villain to split its focus and weaken its defensive capabilities.

  • Positioning: To establish a flank, you and at least one ally must be adjacent to the same enemy. Additionally, you must not be adjacent to that ally.
  • Effect: Any villain that is flanked suffers 1 extra DMG from attacks made by any heroes participating in the flank.
  • Restrictions: You cannot flank an ally.

Defeating a Villain

In the last step of resolving your attack, you will check to see if the enemy was defeated, and if so apply the effects of Chaos or Order.

  • If an enemy (or hero) reaches 0 hit points, it is defeated. Remove its figure from the board.
    • If killed by an attack, it is considered defeated after the attack resolves.
    • If a hero was defeated by a villain, mark the place it died with its token so it can be resurrected.
  • If it was a villain, advance the Power Track by 1.
    • This happens even if the enemy was killed by environmental damage, or an Instant effect.
  • If the target is a villain, first check if the villain is aligned with Chaos or Order.
  • Order Villain
    • Soul Blast: At the end of turn of the villain's defeat, all heroes within [1] of it gain Soul equal to the villain's Order value.
    • Example: A villain with Order 2 grants 2 Soul to all heroes within [1] when it dies.
    • Extra Power Track Advancement: If the villain was killed by a hero's attack with Chaos value equal to or higher than the villain's Order value, advance the Power Track by 1 extra step.
  • Chaos Villain
    • Corruption Blast: At the end of turn of the villain's defeat, all heroes within [1] of it receive Corruption equal to the villain's Chaos value.
    • Example: A villain with Chaos 2 gives 2 Corruption to all heroes within [1] when it dies.
    • Extra Power Track Advancement: If the villain was killed by a hero's attack with Order value equal to or higher than the villain's Chaos value, advance the Power Track by 1 extra step.

Combatants that reach 0 HP cannot regain HP before checking if they are dead at the end of the Attack. No effect can give them HP between them reaching 0 HP and the time it is checked that they are dead.

Auras

Auras are unique actions that grant you a passive effect until the end of the combat, greatly allowing powerful combos.

  • Auras can only be used on your turn, but you can play multiple auras on the same turn.
  • They can be played on the same turn of an attack (in any order).

Duration:

  • Auras should be placed on the table close to your Character Tray, to mark that they are active.
  • While active, an aura is not be placed on the Discard Pile. It remains in the table to mark its continuous effect.
  • At the end of each combat, all auras a character has active will be placed on that hero discard pile, ending their effect.

Hero Auras:

  • Each hero begins with 2 Aura Cards on the initial deck exclusive to that hero. As you level up, you will have the option to learn Auras that are tied to your hero class, or upgrade their unique exclusive Aura.

Higher Level Action Cards

A. Card's Level (only on Class' and Hero's Upgrade Cards)

Your journey will grant you a great experience, which will manifest into great powers.

During the campaign, you will unlock new Action Cards based on your choice of hero and class.

  • Each of them has a specific level that goes from 1 to 20 (they will be further explained later in the Campaign's Chapter, pg. 34)

B. Demon Action Improvement (only on Class' and Hero's Upgrade Cards)

As your hero grows stronger, they can extract greater powers from the Spirit Crystal and the Demon Lord within it.

High-level hero attacks and aura grant you a bonus amount of Soul when you use the demon part of the Action Card it is tied to. The number showing on the window on the card is the amount of Soul your hero gains whenever using the demon Instant or Ability.

  • This makes your Demon Cards more powerful when they are attached to more powerful Hero Cards, allowing you to more quickly reach and use your Demonic Form.

Other Actions in Your Turn

Interact

Some rooms require or allow you to interact with objects for a variety of reasons, such as checking a barrel, opening a chest, or pulling a lever.

  • Spend 1 Action Point while adjacent to an interactable object to INTERACT with it.
    • Some Room instructions may require additional conditions, such as taking damage, gaining corruption, or possessing a key, etc.
    • Remove the object from the Room Tile after Interact with it (unless instructed otherwise).
    • You can spend multiple Action Points to use this more than once.

Scenery Tokens: Some objects in the game are characterized as "scenery," such as tables, altars, and other similar items. When interacting with a Scenery Token, find the letter on the bottom left of the token. Then, in the Campaign Book, go to the current Chapter and Section; at the end of that Section, you will find a special entry for each Scenery Token that you should read after interacting with it (see more on pg. 41).

Basic Actions

While heroes often use their great powers to perform their feats, sometimes simple actions are the most efficient.

There are three basic actions that your hero can always do on its turn besides using Action Cards.

On your turn, you can always spend Action Points to:

A. Basic Movement: Gain 3 Movement Points. This works in the same way as movement points gained on attacks from Action Cards.

  1. Can be used either after or before attacking.
  2. It stacks with Movement Points gained by using an attack card. (Example: You can use a Basic Movement, then play a card with 4 Movement Points. You can then use all 7 Movement Points to move and make your attack.)
  3. It can only be used on your turn.
  4. You can spend multiple Action Points to use this more than once.

B. Basic Attack: This allows the hero to make a simple melee attack against an adjacent enemy.

  1. This follows all rules for using an Attack.
  2. It can only be used on your turn.
  3. This attack has: Range [1], even for Casters; Damage: 1.
  4. Attacks can only be used once per turn (you cannot use this attack and an attack from Action Cards).

C. Penitence: This action allows you to reduce your Corruption by spending Action Points.

  1. When using this action, you must lose 3 Action Points and it will reduce your Corruption by 2.
  2. It can only be used on your turn.
  3. You can spend multiple Action Points to use this more than once.

A summary of these actions can be found in the Character Tray. Spend Action Points to: Play an Action Card; Basic Movement (3 Movement Points); Basic Attack (Attack, 1 Action Point); Interact (Action Point); Penitence (-3 Action Points, -2 Corruption).

Chapter 2.5 - Instants and Abilities (Action Card's Bottom Part)

Your hero's primary actions in combat are taken during your turn. However, this doesn't mean you'll remain idle during your enemies' or allies' turns. You can still participate actively by using Instants from your Action Cards outside of your turn.

The bottom half of the Action Cards are either Instant, Abilities or both.

  • Instants are cards that can be played only outside of your turn.
  • Abilities are cards that can be played only on your turn, before or after making your attack.
  • Some cards are both Instant and Abilities, this means that they can be used either on another combatant turn or on your turn.

Instants (Action Card's Bottom Part)

Instants are special powers that heroes can use outside their turn. When heroes coordinate and combine their Instants, they can unleash devastating effects within a single turn, opening up opportunities to create diverse strategies and powerful combos.

  • You CANNOT use instants on your turn.
  • You can use as many instant cards as you have Action Points to use them.
  • Multiple heroes CAN use instants on the same turn.
  • Some instants may describe additional restrictions, for example:
    • Start of turn: You cannot use it if the owner of the turn has already taken any action.
    • Before Roll: Use at any time between the start of the turn and an attack (i.e., dice pool roll).
    • After Roll: Use after the dice pool roll but before the attack proceeds further.

Reading and Executing an Instant Card (Bottom Part)

The Instants are very straightforward and clear, and their application is often intuitive. If in doubt, you must always execute them in the sequence presented here.

A. Instant's Name and Owner and Level

Each instant is a unique way of power manifestation.

  • This is the instant's flavor, the thematic action your hero is performing in the game's universe. You can see the instant's owner below the instant's name.
  • On higher level versions of these cards, you can see their level in this area too.

B. Instant's Effect

Instants apply direct effects that require no roll, making them reliable and strategically powerful tools.

  • Instants are used outside of your turn (on allies or enemy turns).
  • When you use an instant, its effects apply immediately.
    • Instants' effects last until the end of the turn in which they are applied (unless stated otherwise).
      • The effects often do not specify their duration, as its end as soon as the current turn concludes.
      • When an effect applies a Token, do not remove the Token at the end of the turn.
  • Instants with Costs: Some Instants require a cost, such as losing hit points or gaining corruption.
    • You can't use an Instant if you can't pay the cost. For example, you must have cards in your hand to pay the cost of discarding cards or have enough HP to pay for an Instant that requires HP loss.
    • Costs often are the first effect shown in a card that has them.

C. Demon Action Improvement (only on Class' and Hero's Upgrade Cards)

  • Hero's Instants and Abilities of higher level grant you a bonus damage whenever you use the Demon Lord attack it is tied to.
    • This makes your Demon Cards more powerful when they are attached to more powerful hero cards.

Instants And Abilities Are Not Attacks

Instants Ignore Attack Modifiers

For all rules regarding attacks, keep in mind that Instants and Abilities are not considered attacks. They do not require a dice roll, and effects that modify attacks do not apply to Instants or Abilities.

Example: A Weakened Token reduces the DMG of the next attack, but if you have this token applied to you, your Instant effect that deals DMG is not affected.

Instants and Abilities are still effects

This means they can be negated, increased, or reduced by traits that alter effects or general DMG (not specifically tied to attacks).

Example: An enemy has this unique trait "Reduce all DMG this villain takes by half". Because it does not mention "attack DMG" or "DMG from attacks", damage from Instants and Abilities will also be reduced by this trait.

Ability/Instant (Action Card's Bottom Part)

They always count as both an Ability and an Instant for all effects, no matter when it was played.

  • Dual Classification: These cards always count as both an Ability and an Instant, regardless of when they are played.
  • Effect Interactions:
    • If you play it during your turn as an Ability, it still counts as playing an Instant for any effect that tracks played Instants.
    • If you play it outside of your turn as an Instant, it also counts as playing an Ability for any effect that tracks played Abilities.

Reading and Executing an Ability Card (Bottom Part)

As with Instants, abilities are also very easy to understand. If in doubt, execute the actions in the sequence presented here.

A - Ability's Name, Owner and Level

Each ability is also a unique feat of power.

  • This is the ability's flavor, the thematic action your hero is performing in the game's universe. You can see the ability's owner below the ability's name.
  • On higher level versions of these cards, you can see their level in this area too.

B - Ability's Effect

As with instants, abilities also require no roll, being great strategical tools for you to set up more powerful attacks, finish a weakened foe, or prepare to defend yourself against future enemy attacks.

  • Abilities can only be used on your turn.
  • When you use an ability, its effects apply immediately.
    • Abilities' effects last until the end of the turn in which they are applied (unless stated otherwise).
      • The effects often do not specify their duration as they end as soon as the current turn concludes.
      • When an effect applies a Token, do not remove the Token at the end of the turn.
  • Abilities with Costs: Some abilities require a cost, such as losing hit points or gaining corruption.
    • You can't use an Ability if you can't pay the cost. (For example, you must have cards in your hand to pay the cost of discarding cards or have enough HP to pay for an Ability that requires HP expenditure.)
    • Costs often are the first effect shown in a card that has them.

C - Demon Action Improvement (only on Class' and Hero's Upgrade Cards)

  • Just as with Instant Cards, Abilities of higher level may grant you a bonus damage whenever you use the Demon Lord attack it is tied to.
    • This makes your Demon Cards more powerful when they are attached to more powerful hero cards.

Corner Case - Discard Pile Timing

When you use an Action Card, place it on the discard pile immediately after all of its effects are executed. Some cards have effects that influence future actions, provide bonuses for this entire turn, or even have temporary effects. Even if their effects persist and you use the card to track, it is still considered discarded right away.

This rule is important for effects that recover cards from your discard pile or for reshuffling triggered by drawing cards during your turn.

Corner Case - Triggered Effects and Timing

If one card's effect triggers another card's effect, fully resolve the first card before applying the triggered effect of the second card. Unless a card specifically says otherwise, always complete one card's resolution, including any conditions and checks, before moving on to the next.

Example:

  • Card A: "HEAL 3 an ally. If the ally has 6 or more HP, HEAL 2 yourself."
  • Card B (Equipment): "When you heal an ally, you may HEAL 5 and give that ally +1 HP."

If you use Card A on an ally who has 5 HP. You HEAL 3 it, but its HP remains 5. Since it does not have 6 or more HP, you do not HEAL 2 yourself.

After fully resolving Card A's effect, apply Card B's triggered effect. HEAL 5 more the ally and give it +1 HP, bringing the total to 6. However, this happens too late to affect Card A. Do not go back and apply the missed self-heal from Card A because that card's effect is already fully resolved.

Chapter 3 - Equipment and Consumables

As you embark on an adventure, you'll carry not only your set of Action Cards but also various Equipment, including Weapons, Armor, and Accessories. Equipment enhances your hero's stats and traits, making your character stronger with each new item discovered. Some Equipment even grants active powers, offering powerful abilities for combat. Additionally, you'll encounter a wide range of Consumables to aid you during challenging moments.

  • Each hero must always have at least one Weapon and one Armor.
  • Before each quest, each hero can equip Equipment and Consumables owned by the team, up to their slot limits:
    • Armor: 1 piece.
    • Weapons: 1 two-handed weapon OR 1 one-handed weapon and 1 off-hand item.
    • Accessories: Two different types (e.g., Amulet, Belt, Boots, Gloves, Helmet, or Ring).
    • Consumables: 2 items.
  • You can exchange Equipment and Consumables only in specific situations:
    • At the start of the Journey Phase (see Chapter 8 for more details).
    • When resting at a Campfire.
    • When new Equipment is acquired, a chosen hero may equip it. The Equipment used previously may be taken by an ally and equipped (which in turn can also pass the Equipment they had before to another ally).
      • There is no range or vision required for this.
  • Party Stash: Equipment not in use is in your party stash, carried with your group in the traveling bags.
    • These items can only be accessed at the Campfire or during the start of the Journey Phase.
    • Anvils: Interacting with an Anvil allows you to discard 4 unused Equipment to craft a new piece of Equipment (see pg. 41 for detailed Anvil rules).

Exchanging Equipment that are on "cooldown" (turned sideways) will remain turned if passed to an ally, only being turned back after a combat ends or your party rests (see Campfire, in Chapter 8).

A new piece of Equipment you gain will always be "active", even if the item you removed from that slot was on "cooldown".

Reading an Equipment Card

Although each piece of equipment has unique qualities, specific functions, and distinct abilities in gameplay, their cards share a standardized text box with similar features, as explained below.

A. Name and Illustration

Each piece of equipment you find on your journey is unique, featuring distinct abilities and passive improvements that allow you to build customized character combinations.

  • This is the equipment's flavor; each piece of equipment has a unique name and illustration.

B. Equipment Types and Heroes Allowed

Each hero has a specific combat style, but all can be summarized in Melee heroes, the ones that excel in frontline combat, and Caster heroes, the ones that rely on magic as their main source of power and prefer staying in the backline on combat.

  • Equipment is divided into three main types, each with subcategories that define which heroes can equip them (Refer to your Hero Tile to determine the types of equipment your hero can equip):
    • Armors: Heavy or Light. Each hero can equip 1 armor.
    • Weapons: Melee or Caster.
      • Each hero may equip one 2 Handed Weapon, or one 1 Handed and 1 Off-Hand.
    • Accessories: Amulet, Belt, Boots, Gloves, Helmet, and Ring.
      • Each hero may equip up to two Accessories and they must be of different types. Example: A hero cannot equip two rings but can equip a ring and an amulet.

C. Active Power

Many pieces of equipment have powerful magic enchantments that may be manifested to your advantage. However, choose wisely when to use them, as their magic requires time to recharge before they can be used again.

  • All Equipment start "active" (in its normal position).
  • Equipment that has an Active Power symbol may be turned 90° to use their ability.
    • If your Equipment is active, you may apply its Active Power at any time, unless stated otherwise.
    • Some Equipment has specific restrictions on when it can be used. For example:
      • Many weapons have effects that increase DMG only during an attack. Activating them outside of combat or when not attacking provides no benefit.
  • Cooldown State:
    • After using an Active Power, rotate the Equipment card 90° to indicate it is on "cooldown."
    • It only affects Active Powers. All Stat bonuses and Passive Powers remain the same.
    • Reactivation: At the end of combat or after a rest, you may reactivate all Equipment on cooldown by rotating them back to their normal position.

Note: Texts on items with no symbol are passive effects. They are always in effect while you are equipped with it.

D. Stat Bonus

Equipment not only aids you in combat but also boosts your stats, helping you tackle non-combat challenges more effectively.

  • Equipment grants additional Stat Points.
  • The total for each of your Stats is calculated as: Hero's Base Stat + Equipment Bonuses = Current Stat Value (max 12).
  • Tracking Stats:
    • Use Stat Tokens to mark your current values by placing them in the corresponding slots on your Character Tray.
    • Ensure that only your current Stat value is visible.
    • This eliminates the need to recalculate your total every time you use a specific Stat.

Stat Bonuses and Tracking

Bonus Display: Each stat has a bonus shown on its corresponding Stat Token, based on your current value.

No Memorization Needed: You do not need to remember these values manually—the Stat Token is placed on your Character Tray for easy reference.

  • Power: Gain bonus DMG to all attacks based on your Power Stat token.
  • Vigor: Gain bonus HP based on your Vigor Stat token.
  • Agility: Gain +1 to your defense rolls based on your Agility Stat Token.
  • Spirit: Flip Attack or Aura Cards (upper half of the Action Card - hero and demon) based on your Spirit Stat token.
    • You can change the flipped card at the end of a Journey Phase or after resting at a campfire.
  • Mind: Flip Ability or Instant Cards (bottom half of the Action Card - hero and demon) based on your Mind Stat token.
    • You can change the flipped card at the end of a Journey Phase or after resting at a campfire.
  • Luck: Critical Hits deal additional DMG based on your Luck Stat Token.
    • Example: With Luck 0, Critical Hits deal +2 DMG; with Luck 1, they deal +3 DMG.

E. Equipment Quality

There are many sorts of Equipment spread around the world, but they may be summarized into four qualities: Common; Magic: the ones that hold basic magical properties; Set: created together with a specific goal, making them work better as you equip more of them; and Legendary: the ones used by great people in the history to do great deeds and hold massive power.

The four qualities of Equipment are:

  1. Common: Basic type of items, the weaker ones.
  2. Magic: This equipment provides more stats or powerful activated magical effects.
  3. Set: If you are equipped with one of these, take its correspondent "Set Bonus" card. The more equipment from a corresponding set you equip, the stronger your Set Bonus will be.
  4. Legendary: The rarest and strongest type of Equipment. Most of those provide you with a unique passive ability that can shape your hero build in unique ways.

F. Equipment Bonus

Equipment not only enhances your hero's abilities in combat but also provides additional bonuses that are active as long as the Equipment is equipped—even when it is on cooldown.

Types of Equipment Bonuses (even when on cooldown):

  • Weapons:
    • Weapons determine the Dice Pool you use when making attacks (see Action Card, Chapter 2).
    • If you equip a 1-Handed Weapon and an Off-Hand Weapon, add the dice for both items to your Dice Pool when attacking.
  • Armor:
    • Armor determines the Dice Pool you use when defending against villain attacks (see Villains, Chapter 6).
  • Accessories:
    • Accessories may increase your Maximum HP, up to a maximum limit of 100.

IMPORTANT: Equipment bonuses apply at all times while it is equipped, even if it is on cooldown.

Increasing your Max HP

Your Max HP is the sum of your starting HP on your Hero Tile, any bonus granted by your current Vigor Stat, and all extra HP granted by your equipment (especially accessories).

  • Mark this value in your tray with a Black Cube.
  • Most often you will start a dungeon or leave a resting area with your current HP equal to your Max HP value.
    • Use the flipped side of your HP token to track initial HP above 50 on the HP Track.
  • If you take damage, you can heal up to your maximum HP.
  • If you increase your Max HP during a quest, your current HP also rises by that same amount. Likewise, if you lose Max HP, your current HP is reduced by the same amount.

G. Equipment Level (Card's Back)

The more dangerous the dungeon, the greater the rewards, offering more powerful Equipment.

  • Equipment can be Level 0 (the initial ones), Level I, Level II, Level III, or Level IV.
    • The level of Equipment you can loot is determined by the Dungeon Level you are exploring (see Chapter 8: Campaign).

Reading a Consumable Card

On your journey, you'll discover various potions and unique consumables that can aid you during critical moments. Always ensure you're carrying at least a few to prepare for unexpected challenges.

  • The level of Consumables you can loot is determined by the Dungeon Level you are exploring (see Chapter 8: Campaign)
  • Each hero can equip a maximum of two Consumables at the same time. Any extra Consumables must be discarded and are lost (return to the Consumable Deck).
  • Consumables can never be stored in the party stash. They must either be carried by a hero or discarded (returned to the Consumable Deck).

A. Name and Illustration

Consumables are a very common type of item you can find. You will often find the same kind of consumable more than once.

  • This is the Consumable's flavor; each Consumable has a unique name and illustration.

B. Use

When used, they are gone!

You may use Consumables only on your turn and for free, without expending Action Points. After applying its effect, shuffle the card back into the Consumables Deck (see Dungeon, Chapter 8).

  • You can use a consumable before or after attacking, but not during an attack.
  • You can also move before or after using the consumable, but you cannot use a consumable in the middle of your movement.

Chapter 4 - Power Track

In the world of Odalin, the eternal struggle between Chaos and Order permeates every aspect of existence. Heroes can harness its power by colliding opposite forces. Defeating a creature of chaos with the power of order, or vanquishing a being of order by using chaos, grants heroes Soul or reduces Corruption, offering critical advantage in their quest against darkness.

The Power Track is always present during your dungeon exploration. When you first enter a dungeon or leave a Campfire, set its value to 0.

Increasing the Power Track

Heroes gain Power by defeating villains.

  • Base Increase: Whenever a villain dies, increase the Power Track by 1.
  • Opposing Alignment Bonus: If the villain was defeated by an attack of opposing alignment (Chaos vs. Order) and the attack's alignment intensity is equal to or higher than the villain's alignment intensity, increase the Power Track by an additional 1.

REMEMBER: When defeating villains, they also grant Soul or Corruption to all heroes in [1] of them.

Understanding Alignment Intensities

  • Order 1 is equal in intensity and opposite in alignment to Chaos 1.
  • Order 2 is equal in intensity and opposite in alignment to Chaos 2.
  • Order 1 has lower intensity than Chaos 2.

Example: Defeating a Chaos 1 villain with an Order 2 attack grants an extra Power Track increase because the attack is of opposing alignment and its intensity is higher or equal.

Consuming the Power Track

After increasing the Power Track, heroes have the option to consume their accumulated power.

  • When to Consume: Immediately after the Power Track increases (typically after a villain is defeated).
  • Who Decides: The players choose TWO heroes to receive the benefit.
  • Choosing Gains: Each hero chooses to take either the Upper Gains or the Bottom Gains corresponding to the current Power Value.
    • They can choose the same or different benefits.
  • Resetting the Track: Once consumed, reset the Power Track to 0.
  • End of Combat: When combat ends, reset the Power Track to 0. Any unspent Power Points are lost (Power cannot be carried between combats).

Power Track Levels and Gains

The Power Track ranges from 0 to 6, with each level offering specific benefits.

  • Upper Gains: Focus on gaining Soul to empower demonic transformations.
  • Bottom Gains: Focus on reducing Corruption to avoid becoming Tainted.

Example Scenario

Situation: The Power Track is currently at Power Value 2. A hero defeats a Chaos 2 villain using an Order 2 attack.

Calculating the Increase:

  • Standard Increase: +1 (for defeating a villain).
  • Opposing Alignment Bonus: +1 (attack is of opposing alignment and equal intensity).
  • Total Increase: The Power Track increases by 2, moving from 2 to 4.

Consuming the Power Track:

  • The heroes decide to consume the Power Track.
  • They choose two different heroes to receive the benefit.
  • One hero chooses the Upper Gains at Power Value 4: +4 Soul; -1 Corruption.
  • That hero adds 4 Soul to their Soul Bar and reduces their Corruption by 1.
  • The second hero chooses the Lower Gains: -2 Corruption; +2 Soul.
  • That hero adds 2 Soul to their Soul Bar and reduces their Corruption by 2.
  • Then, the Power Track resets to 0.

Chapter 5 - Demonic Form

Subduing demons can grant great power, but beware—if you become too corrupted, the demon may subdue you instead. During the game, you may transform into your Demonic Form to unleash great power, but you must be careful to avoid the Taint, as you can lose control over your demon.

How to Transform:

  • Spend 10 Soul on your turn to transform.
  • Replace your Hero's figure with your Demon's figure (usually a 2x2 figure, except for Beelzebub).
  • You gain all the benefits listed on the Demon Card until the end of your next turn, after which you revert to your Heroic Form.

Transforming into a Large Figure:

  • When transforming from a 1x1 hero figure into a 2x2 figure, follow these rules:
    • One of the four squares of the Demon Figure must be where your hero was placed, unless that is impossible.
    • PUSH all combatants that would block your placement to the closest free square they can occupy.
    • You can't PUSH elements of the scenario such as Barrels, Chests, or Scenery Tokens.
  • Transforming does not cost Action Points. However, you cannot transform while performing another action.
    • You must fully complete any Attack, Ability, or Base Action you are performing before transforming.

Demon Lord Card

  • A. Demon Lord's Name and Illustration: Identifies the Demon Lord this card represents.
  • B. Transformation and Passive Powers: Lists the transformation instructions and any passive abilities, such as Flying Movement.
  • C. Special Abilities 1 and 2: Each Demon Lord has two special abilities. They function like other Action Card Abilities (Bottom Half), with these changes:
    • They cost no Action Points.
    • Usage: You may use only one Special Ability per turn.
      • On the turn you transform, you may use one Special Ability.
      • On your next turn, before reverting, you may use the other Special Ability or repeat the same one.

Losing Control

If your Corruption goes beyond 10, or if you die, flip one of your Action Point tokens to the Tainted Side, and reset the Corruption to 0. When the hero receives the third Taint, it loses control over its Demon Lord.

Rules for Losing Control

  • Remove the hero's miniature from the grid.
  • Place the Demon Lord figure in the closest square to where your character was occupying.
  • Find the Special Villain Initiative Card for your Demon Lord and add it to the end of the Initiative Track.
    • Find and shuffle the corresponding Villain Attack Deck.
  • The remaining heroes must now defeat the Demon Lord.
  • The fallen hero cannot be brought back in any way until the Demon Lord is subdued.
    • If the Demon Lord is defeated, remove its figure and place its hero token on one of the squares it occupied.
    • That hero is dead but can be resurrected (see First Aid, pg. 40). Its current HP becomes 0, its Corruption 0, and it will still retain 2 Tainted Action Point Tokens.
    • That hero is dead but can be resurrected (see First Aid, pg. 40), returning with half of its maximum HP.

Corner Case: If your own attack caused you to reach more than 10 Corruption and gain a third Taint, first finish resolving your attack before applying the Lose Control rules.

Flying Movement

  • Most Demon Lords have Flying Movement on their card. This means that when you move in your turn you can cross occupied squares, traps, and terrains during that attack.
    • You cannot stop at an occupied square.
    • You suffer no ill effects of terrains or traps you cross but not stop on.
    • You don't suffer the movement penalty from leaving a square adjacent to an enemy, except for the first square you start your movement on.

Chapter 6 - Villains

Villains are the adversaries encountered in dungeons, ready to vanquish any hero who dares to confront them.

Each villain has its Initiative card and a deck of 8 unique attack cards, creating unpredictable situations while allowing players to learn and adapt to the villain's strategies.

Placing the Villains

  • Prepare the Villain Components:
    • Gather the villain's Initiative Card, miniature, and their attack deck.
  • Set Up the Villain:
    • Place the Initiative Card into the Initiative Deck alongside all heroes and other villains (refer to Dungeon Phase, Chapter 8).
    • Place the villain's miniature on the board in the square indicated in the Campaign Book.
    • Shuffle the villain's attack cards and create a deck.
  • Shared Attack Deck:
    • All villains with the same name (regardless of color) share the same Attack Deck.

Villain Components

Villain's Turn

  1. Drawing an Attack Card:
    • At the start of the villain's turn, draw an attack card from their Attack Deck. If empty, shuffle all cards and draw one as usual.
  2. Executing the Attack:
    • Follow the instructions on the drawn card.
  3. Discarding the Card:
    • After the attack is resolved, place the used card in the villain's discard pile.
  • Each villain type must have its own discard pile. Do not mix discarded cards from different types of villains.

Reading a Villain's Initiative Card

A. Name and Illustration

Shows the enemy. This helps you to find the correct miniature and understand what kind of enemy you are fighting against.

B. HP (Hit Points)

  • This is the villain's maximum HP. Its current is tracked on the HP Track using a Villain Token that matches the shape and color shown on its card.
  • Tracking Damage: Whenever a villain takes damage, move its HP token along the HP Track to reflect their current HP. A villain is defeated when its HP reaches 0.
  • Special Cases:
    • Enemies with more than 50 HP: Some villains, like bosses, may use the flipped side of their HP Token to mark values above 50. Some of the most powerful bosses require an extra +50 token to be placed along their normal one to mark their current hit points.
    • Elite Enemies: In some situations, you may face Elite enemies. When these villains reach 0 HP, they are not defeated. Instead, they recover to their maximum HP value and their Elite Card are rotated 90° to mark that this effect is used. In addition to this trait, each Elite card has a unique Passive Power that is always active on the villain.
      • Effectively, these enemies must be defeated twice to be truly vanquished.
      • Damage that bypasses the first pool of HP does not go over to the second one.

C. DEF (Defense)

  • It indicates how many "hits" a hero must get in the dice to make the attack hit this villain.

D. Chaos/Order

Demons and other unnatural creatures are beings of Chaos and it is best to defeat them with attacks of Order (hero attacks). Mortals and beasts, descendants of the Djinn's creations, are beings of Order and it is best to defeat them with attacks of Chaos (your Demon Lord's attacks).

  • Each villain is aligned with Chaos or Order with an Intensity of 1 or 2.
    • Defeating a villain with an attack of opposing alignment and equal or greater intensity grants extra Power Track progression (see pg. 27).

E. Miniature

  • Indicates the figure that represents this villain.

F. Villain Number

  • Used during dungeon exploration to determine enemy placement. When this is shown on a map, it indicates that this villain appears.
  • Base Color: Attach a colored base to the miniature that matches the shape and color of the villain's number. This ensures proper identification during gameplay.

Meaning of Villain Colors

Villains in the game are categorized by the color of their bases, indicating their alignment and the effects they have upon defeat:

  • Chaos Villains: These are demonic creatures with bases colored Red or Purple. Defeating a Chaos Villain causes Corruption to all adjacent heroes at the end of turn that it died.
  • Order Villains: Descendants of the Djinns' creation, their bases are Blue or Green. Defeating an Order Villain grants Soul to all adjacent heroes at the end of turn that it died.

These color distinctions allow you with a glance to decide how to better position your hero and which enemies you should attack.

Reading a Villain's Attack Card

A. Attack Name and Villain's Owner

Each attack is unique and represents the villain's behavior.

  • It is the attack's flavor, the thematic action the villain is performing in the game's universe. Check the attack's owner at the bottom of the attack card.
  • Reminder: The opposite side of the card displays the villain's name and illustration for quick identification.

B. Target

Indicates the hero that the villain will prioritize for the attack.

C. Movement

Determines how many squares the villain can move before executing the attack.

Steps for Executing Villain Attacks

Step 1: Drawing an Attack

  1. Draw the Attack Card: Check the following details.
    • Favorite Target: The hero the villain prefers to attack.
    • Range: The maximum distance for the attack.
    • Movement Points: The number of squares the villain can move before the attack.
  2. Identify the Target:
    • Observe the Battlefield: Find the hero that best matches the Favorite Target description on the attack card.
    • Understanding Target Descriptions:
      • Basic Description: Simple descriptions like "Closest hero."
      • Characteristics: Descriptions may include characteristics in parentheses, e.g., "Closest hero (more Corruption)." This means:
        • The villain seeks the closest hero. If multiple heroes are equally close, it targets the one with more Corruption.
        • The villain prioritizes the description outside the parentheses. Use the characteristic in parentheses as a tiebreaker.
  3. Default Tiebreakers:
    • If multiple heroes equally meet the criteria, the villain targets the closest one.
    • If heroes are equally close, it attacks the one that is higher on the initiative track.
    • Default tiebreakers apply after considering any specific tiebreakers mentioned in parentheses.

Step 2: Check Line of Sight and Vision

  • Selecting Targets Beyond Immediate Vision:
    • The villain can target a hero outside its immediate vision if it can gain vision by moving.
    • Targets that cannot possibly be attacked after the villain moves are not considered.

Step 3: Villain Movement and Attack

  1. Determine if the Target is Reachable:

    • A target is reachable if the villain can move to a position from which it can attack the target, considering its Movement Points and Attack Range.
    • If its Favorite Target is reachable, proceed to movement.
    • If not, select the next best target based on the criteria, ignoring the prior target and repeat this step.
  2. Movement Toward the Target:

    • Moving to Attack:
      • The villain moves the fewest possible squares to reach the target.
      • If multiple paths exist, choose the safest path (the one dealing the least damage to the villain).
    • Movement Penalties:
      • Exiting a square adjacent to a hero costs the villain 2 movement points instead of 1.
        • The same rule applies to heroes exiting squares adjacent to villains.
      • This may prevent the villain from reaching its Favorite Target, forcing it to select a new target.
  3. Unreachable Targets:

    • If no hero can be reached or attacked, the villain moves twice its normal movement points toward the hero that best meets the Favorite Target criteria.

Additional Notes

  • Traps in the Safest Path:
    • Villains prioritize avoiding traps. They prefer to take terrain damage rather than entering a trap square.
  • Attack Consideration:
    • The villain only considers targets it can possibly attack after movement.
    • It ignores any targets that remain unreachable even after moving.

D. Damage and Effects

  • After the villain gets the range and vision of its target, it attacks its target (no roll required). It applies all the attack and effects without the need for a roll.
  • The hero targeted by an attack can roll its Defense dice to reduce damage and try to avoid the attack.
    • For each Hit, reduce 1 damage.
    • If TWO Hits are rolled, the hero evades the attack (it misses, dealing no damage and no effects). This is called a Perfect Defense.
  • If the hero did not evade, apply the damage and all the effects described on the villain's attack.
    • Even if an attack would deal 0 damage to a hero, the effects still apply, unless the hero rolled two Hits and thus evaded the attack.

Special Villains

1 - Elite

This special type of villains appears in the Campaign Book or during higher difficulty levels.

  • Use the regular villain card and miniature, but attach an Elite Modifier Card.
  • Place the Elite Card on the right of the initiative card of that villain.

Each Elite Card gives to the attached villain two effects:

  • Second Life: The first time the Elite Villain would be defeated, it instead recovers to its full HP (exceeding damage is lost). Rotate the card 90° to mark if this effect was already used.
  • It gains a unique ability described on the Elite Card. This ability remains active even after the card is rotated.

Boss Elite Cards

In higher difficulty settings, Boss Elite Cards are used for specific boss encounters.

  • Do not shuffle these cards with regular Elite Cards.
  • For details, refer to the Difficulty Levels section (pg. 34).

2 - Unique Villains and Bosses

Certain rooms feature Unique Villains or Bosses.

  • The Campaign Book will instruct you where to find these cards (usually in the Mystery Box I).
  • Usually, the reward for defeating them is a Legendary Equipment, but it may vary according to the villain.
  • Boss Villains act twice on the initiative. Shuffle the two boss cards (the specific and the generic ones) on the Initiative Deck and include both to the initiative track.
  • Additional steps and events for fighting Unique Villains or Bosses are detailed in the Campaign Book.

3 - Flying Villains

Some villains possess Flying Movement, allowing them to bypass certain obstacles.

  • They can cross occupied squares, traps, and terrains but cannot stop on them.
  • They do not suffer terrain or trap effects for spaces they cross and don't stop on them.
  • They don't suffer the movement penalty from leaving a square adjacent to a hero, except for the first square of their movement.

4 - Demon Lords (Losing Control)

Demon Lords are a special type of villain tied to a hero who has become bound to them.

  • The deck contains 6 Attack Cards, each representing one of the Demon Lord's attacks.
  • Defeating them gives no rewards. Instead, it returns the bound hero's token to the grid and allows to be resurrected, returning with: 2 Taint, half HP, and 0 Corruption.

Chapter 7 - Effects

Effects are special modifications to the circumstances of the game. Not always related to the loss or gain of Hit Points, they give combat a new layer of strategic depth and richness.

Effect is any text that may (or must) be applied in consequence of a specific situation or action. It changes the circumstances of a combatant or component in the fight (e.g., HP, cards, position).

  • All text on Action Cards, except for damage and costs, is considered an Effect. Other cards, like Items, may produce effects as well.
  • If an Effect has no stated duration, it is applied immediately and ends. (Example: "PUSH 2 an enemy.")
  • If an effect instructs to divide a number, always round down, unless specified otherwise.

Duration

Effects usually affect a target and end immediately. However, some may have different durations.

Effects typically apply instantly but may last longer when marked with the duration icon. Check the duration described on the Card.

  • Tracking Lasting Effects:
    • Check the duration specified on the card that produced the Effect
    • Place the card that applied the Effect on the affected combatant as a reminder. Note: For game purposes, this card is still considered in the Discard Pile.
  • Stacking Effects: There is no limit to the number of effects that can affect the same combatant at any time.
  • End of Effects: Unless otherwise specified, all Effects end at the end of combat.
    • Cards with this symbol last until the start of the next turn of the hero who applied it.

Conditions

Conditions are statuses applied to combatants as a result of certain Effects. These are represented by Condition Tokens, which provide ongoing modifications during combat.

Place the token on the affected combatant's Character Tray (for heroes) or their Villain Card.

Tokens remain until one of the following occurs:

  • Combat Ends: Remove all Condition Tokens when a combat ends (after the last enemy is defeated). Condition Tokens gained out of combat remain until the end of the next combat (or a Rest).
  • Combatant Dies: Remove All tokens on the combatant.
  • Opposing Tokens: If an opposing token is applied, both tokens are removed.

A combatant can only have one token of each type of Condition Token at a time.

  • If a second token of the same type would be applied, do not place it unless a special Effect explicitly states it ignores token limits.

If you gain multiple tokens at once, pair them off with any opposing tokens, removing both in each pair. Continue this process until only tokens of one type remain.

Example: A villain has 1 Poisoned token, which deals 2 DMG at the end of each of its turn.

  • You apply another Poisoned token using an attack that ignores token limits, leaving the villain with 2 Poisoned tokens (4 DMG at the end of its turn).
  • Later, the villain gains an Invigorated token (the opposite of Poisoned). Remove 1 Poisoned token instead of placing the Invigorated token, leaving the villain with 1 Poisoned token (2 DMG at the end of its turn).

Opposing pairs: Toughened ←→ Vulnerable; Empowered ←→ Weakened; Quickened ←→ Slowed; Invigorated ←→ Poisoned.

Condition Tokens List

  • Weakened: The combatant's attacks deal -2 DMG.
  • Vulnerable: The combatant takes +2 DMG from attacks.
  • Poisoned: At the end of each of the combatant's turn, it takes 2 DMG.
  • Slowed: The combatant has -2 Movement Points on its turn. If multiple move sources, reduce to reach a total of -2.
  • Empowered: The combatant's attacks deal +2 DMG.
  • Toughened: The combatant takes -2 DMG from attacks.
  • Invigorated: At the end of each of the combatant's turn, it HEALs 2.
  • Quickened: The combatant gains 2 Movement Points on its turn.

Special Tokens

Specific characters may have their own unique Tokens. These tokens are not Condition Tokens and do not follow the rules of limited stacking (check Class Abilities, page 51).

  • They are removed when used unless otherwise specified.
  • They follow specific rules contained in the Hero Tile of a character from a class they belong to instead of the rules for Condition Tokens.

Chapter 8 - Campaign

The Campaign section delves into the flow of your game and how you can begin to descend into the dungeons.

If you prefer to play single scenarios instead of a campaign, go for Appendix B (pg. 44).

Difficulties

At the start of the campaign, you will be prompted to choose the campaign setting that is most suitable for you. You can change it at any time to better suit the kind of experience you are looking for.

  • During the campaign, it is advisable to change the difficulty whenever you feel the game is becoming too easy or too difficult for your group. As a general rule, changes should be made after a rest in the Campfire or during the Journey Phase.

Casual

  • At the start of each round, heroes do not receive 1 Corruption, and instead gain 1 Soul.

This difficulty is suited for those who want to experience an immersive and fun dungeon crawler game without having to deal with the pressure of finding the most efficient movements and plays.

Normal

  • Standard rules.

The normal game uses all the rules as presented in this rulebook. It is suited to everyone who enjoys a tactical dungeon crawler game. We suggest playing this difficulty level.

Hard

  • At the start of each combat, add a random Elite Card to the first (non-elite and non-boss) enemy on the Initiative track.
  • If a Boss is present: Instead, the boss gains the "Elite Boss - Hard" card.

This is suited for those who want more challenge. This difficulty is advised only for people who have already played the game multiple times, or those who want to face a higher chance of being defeated.

Nightmare

  • At the start of each combat, add one random Elite Card to the two first (non-elite and non-boss) enemies on the Initiative track.
  • If a Boss is present: Instead, the boss gains the "Elite Boss - Nightmare" card.

If hard is not enough for you, nightmare is the next step. Advised only for those that know how to build the most powerful combos.

Hell

  • At the start of each combat, add a random Elite Card to the two first (non-elite and non-boss) enemies on the Initiative track.
  • All Elite enemies take an extra turn (in initiative order) at the end of each round.
  • If a Boss is present: Instead, the boss gains the "Elite Boss - Hell" card.

This difficulty is only suited for the truly insane or the most hardcore of the players, who enjoy struggling against daunting odds.

Campaign Phases

The campaign is divided into two phases:

Journey Phase

During the Journey Phase you will:

  • Decide how to equip your heroes.
  • Follow the Campaign Book to make story choices.

Dungeon Phase

During the Dungeon Phase you will:

  • Descend into the dungeon to explore and battle enemies.
  • Discover new quests, complete objectives, find Purifying Relics, and establish safe camp spots.
  • Ultimate goal: Locate and defeat the boss villain responsible for the dungeon's corruption.

Beginning the Campaign

  • To initiate a new Campaign, open the Campaign Book and start reading from the beginning. You will learn about the story and make the first setup of a dungeon. Heroes start at Level 0.

A - Journey Phase

(Step 1) Prepare your Heroes

  • Set up your Play Area: Gather the Character Trays, Hero Tiles, HP Tokens, Stat Tokens, Action Cards, and the available Equipment.
  • Equip your hero: Equip one 2 Handed Weapon (or one 1 Handed Weapon and one Off-hand Weapon), one Armor, and up to two different types of Accessories. Select up to two Consumables for your character.
    • You can equip any item your team has acquired, restricted only by the types your hero class can wear (refer to your Hero Tile).
    • You can swap items with other heroes at this time. After this step, equipped items cannot be transferred to another hero until the next Campfire or Journey Phase (except when acquiring new items; see Looting on pg. 37).
  • Place numeric Stat tokens on your Character Tray to reflect your current stat values: Add your Initial Stats (from your Hero Tile) to any bonuses from your equipped items.
  • Place the Corruption Cube at zero, the Soul Cube at the value indicated on your Hero Tile, and the HP Cube at your hero's current maximum Hit Point value.
  • Place the Power Track and set its cube at 0.
  • Separate the Consumables Deck and the Equipment Deck based on the Dungeon Level. They are used during the Journey and Dungeon Phases.
  • The Equipment and Consumable Decks are divided into four levels based on the chapter being explored:
    • 1st Chapter: Level 1 Deck.
    • 2nd Chapter: Level 2 Deck
    • 3rd Chapter: Level 3 Deck.
    • 4th Chapter: Level 4 Deck

More on Equipment Deck:

  • Cards drawn from the Equipment Deck should never be returned to it. (In contrast, used cards from the Consumables Deck must be shuffled back into the deck before drawing new cards.)

(Step 2) Follow the Campaign

  • Refer to the Campaign Log to identify the next step in your adventure.
  • Open the Campaign Book to the corresponding chapter and section, then begin reading the story and making the choices.
    • Follow instructions to move to a new entry in the chapter, if prompted. Example: If instructed to "go to [3]," navigate to entry 3 in the current chapter and section.
    • During this phase, you may be asked to make Stat Tests (see Tests on pg. 36) and to note or check Facts on your Campaign Log.
    • Facts are story milestones that influence future events.
      • When you gain a Fact, record it in your Campaign Log.
      • When asked to check for a Fact, verify its presence in your Campaign Log.
  • Transition to Dungeon Phase: The story will eventually lead you to a chapter indicating that the Journey Phase is over and the Dungeon Phase begins.

Odalin Campaign is structured into:

  1. Acts:
    • Act I: Dungeons of Doom - Core Game.
    • Act II: Sands of Destruction - Expansion.
  2. Chapters:
    • Heroes journey to new locations, advance the story, and face new enemies.
    • Divided into Sections.
  3. Sections:
    • Represent a portion of a dungeon or location for one "gaming day."
    • End with a rest spot or boss defeat, allowing you to "save the game."
    • Designed for optimal playtime; you can play multiple Sections consecutively.
    • Saving Progress:
      • Ideally, stop at the end of a Section.
      • If stopping mid-Section, note or photograph all positions, tokens, and character tray values.
      • Not necessary when ending at a Section's conclusion.

Stat Tests

Certain situations require completing challenging tasks or resisting harmful effects. This may range from sneaking past guards to resisting the effects of a poisonous mist.

  • Stat tests are made by rolling a d20 and adding the relevant Stat. If your roll meets or exceeds the test value, it is considered a success.
  • You add the whole stat value, not the bonus that is used to increase your combat features. (Example: Agility 4 will add +4 to an Agility test, but does only give you +2 to your defense rolls.)

Example of a Test: "A toxic mist spreads through the room. Each hero takes 6 DMG and can make a Vigor 10 Test to reduce this DMG to 3."

  • Each hero Rolls 1d20 + Vigor Stat.
  • Those who succeed (≥10): Take 3 DMG.
  • Those who fail (<10): Take 6 DMG.

B - Dungeon Phase

Explore dungeons and engage in combat. Each dungeon level corresponds to a Section in the Campaign Book.

Setup:

  1. Follow the instructions to place tiles.
  2. Hero Placement: Place the heroes as indicated in the Campaign Book.
  3. Place the door for the next room opened, and read the room's entry 1.
  4. Initiative Cards:
    • Shuffle heroes' and villains' (if any) initiative cards.
    • Place them in random order from left to right.

Reading the Dungeons in the Campaign Book

  • Room Number and Name
    • This indicates the name of the current location in the dungeon.
    • Whenever you are told to go to a new entry in the dungeon, go to the section with that number.
      • Example: You are told to "go to [3]" you should find Room number 3 in the section of the dungeon you are currently exploring.
  • Lore
    • Read this part aloud as it describes what the characters find upon encountering this new location.
  • Room Tile
    • Shows which tile to use (number and side A/B).
    • It also shows where the Door Tiles are placed, and the number of the door that must be used. That number will be used later to see which section you should go to if you decide to explore what is behind that door.
  • Enemies
    • In the tile, you will find the codes and the squares for enemies.
  • Elements of the Scenario
    • You will also find indications for other elements that need to be placed on the squares, such as chests, shrines, traps or furniture.
    • Before playing such elements, remember that chest, shrine, trap, and barrel tokens must be randomized so that you do not know what you will find on their backside if you reveal them.
  • Special Rules
    • This indicates the unique rules that apply to the situation present in this tile. These rules supersede any rule present in the rulebook and change the dynamics of the encounter in unique ways.

Opening a Door

If there are no enemies alive, a hero standing on a square adjacent to a door can open it using Interact using one Action Point (see Interaction rules in Chapter 2).

When you open a door, place the corresponding passage miniature (numbered 1-7) between the starting Room Tile and the new location you opened. It counts as open passage and adds a 1x3 grid between the two Room Tiles connecting them. Go to that number in the same Dungeon Chapter and Section in the Campaign Book and set the new tile.

  • Opening a new tile ends all Special Rules of the tiles you were previously in (unless stated otherwise).
  • Place the new tile, villains, and elements as shown on the map. Read the Lore out loud and the Special Rules.
  • Gather the villains' and heroes' Initiative Cards, shuffle them, and create a new Initiative Track.
    • A new initiative track is made whenever a new tile is opened. Always start a new round when it happens.
      • This may allow the hero that just opened the tile to take another turn immediately.

Defeating Enemies and Collecting Loot

After battling the enemies, collect rewards. They are determined in the "Rewards" entry in the Section you are in the Campaign Book.

  • Draw cards from the Equipment Deck and Consumables Deck prepared during the Journey Phase.
  • Reminder: Use the deck with the same level as the Chapter you are currently playing.

As soon as you gain a Equipment card, a character can immediately remove any number of Equipment it is using to equip that new Equipment. Any Equipment removed can be picked by another hero, who can do the same. This is the only way to exchange Equipment outside the appropriate step in the Journey Phase.

Out of Combat

No Enemies Alive

While there are no living enemies present, characters take turns as normal but do not draw cards at the start of the round. They can make any action as usual.

Finding a Campfire

Some doors on the map will display the keyword Sanctuary along with a location number. This means that behind that door is a location where the heroes can find a sacred altar. Bringing one of the Purifying Relics there will allow the players to use the place to rest and make a Campfire, cleansing and sealing the prior part of the dungeon behind them.

When you open the door to a Sanctuary, remove all other tiles from the game as those become sealed areas, follow the "Resting at a Campfire" rules (page 38). Do not place the Campfire tile yet.

Purifying Relic

To open the door to a Sanctuary, heroes must use a Purifying Relic to cleanse the corrupted altar, sealing the location from evil.

Purifying Relics can be found throughout the dungeons, though their condition may vary:

  • Some may be corrupted and require cleansing.
  • Others may be broken, requiring repairs.
  • Many are hidden or discarded by invaders and must be discovered during exploration.

Rules for Opening a Sanctuary

The door to a Sanctuary can only be opened if the heroes have a Purifying Relic.

  • To open the door, you must Interact with it, spend one Purifying Relic and discard its token.
  • Once the door to the Sanctuary is opened, all other dungeon tiles are removed, sealing off the rest of the dungeon.

Acquiring Purifying Relics

  • When you acquire a Purifying Relic, take its token.
  • Heroes may carry up to 3 Purifying Relics at a time.

Extra Purifying Relics

If you have more than one Purifying Relic token, you may discard one of them during your turn to reduce your Corruption by 5. This costs no action.

You can never discard your last relic, as that is required for the next Sanctuary.

Corrupted Relics

Sometimes you will gain Corrupted Relics. Use the other side of the Relic Token to mark them.

There are some opportunities during the campaign where they can be cleansed of their taint or used.

Resting at a Campfire

A. Recover all Hit Points of all heroes.

B. Discard all cards from your hand.

C. Remove all tokens (positive and negative) from all characters.

D. Reset Corruption and Soul to 0.

E. Reset the Power Track to 0.

F. Flip all Tainted tokens back into Normal Action Points.

G. End any effect from Special Rules from previous tiles (unless stated otherwise).

H. Remove all other tiles from the board.

I. (Level Up) Add +1 Level on Campaign Log - Level Track.

J. (Optional) Change your bound Demon Lord.

K. Upgrade one Action Card based on your new level (or lower).

Do not place the Campfire tile yet.

After resting, check if the Campfire tile displays a Hell Rift image (note: there is no separate token for this).

  • If a Hell Rift is present, you may choose to explore it or ignore it:
    • To explore, follow the rules on page 45.
    • To ignore it, proceed to the next section's room (Entry 1) and follow the instructions in the Campaign Book.

When setting up the new Campfire tile, it must:

  • Be connected to the next room tile.
  • Have its door open, allowing you to continue the adventure seamlessly (since you have already read the next room's instructions).

Changing Demon Lord Bind

If you want to change which Demon Lord your hero is bound to, that is possible during the campaign when you stop to rest.

Simply swap the 12 Demon Lord cards, for the cards of the same number of the new Demon Lord you choose, and swap the Demon Lord card and figure for the new one, storing the previous Demon Lord components.

How that happens and why you can do it is explained better in the beginning of the story.

Level up

Start the campaign at Level 0. Whenever you rest on a Campfire, upgrade the level of your group (gain 1 level).

  • Mark it on the Campaign Log.

Upgrading Action Cards

Whenever you rest at a Campfire or at any time you are specifically told to Upgrade an Action Card, you need to follow the rules below:

  1. Get the deck of upgraded Action Cards of your Class.
  2. Get your current deck of Action Cards.
  3. Get the decks of upgraded Action Cards that you have access to (according to your group's level) and find all cards of the next level (usually two, but a few levels have up to 4). Select one of them to add to your deck.
    • You can't select upgrades for your class that are specific to another Hero.
  4. Search on your current deck for a card you want to swap out of the deck.
  5. Remove the old card and put the new card in its place.
    • You can decide not to upgrade a card, but that is not advisable.
    • Differently from when you first built your Action Cards deck, when you upgrade a card, you have no restrictions of which upgraded card can be combined with any of your Demon Cards. This allows for a great variety of combinations and unique builds.

Extra Rules and Special Cases

Choosing Lower-Level Cards

  • You may choose a lower-level card instead of a higher-level one.
    • This is only recommended for experienced players when needed for specific combos.
    • Example: If you would gain a Level 5 card, you may instead choose a Level 3 card, even if your deck already contains two Level 3 cards.

Swapping Rules

  • You must always swap an Upper side card with another Upper side card, and vice versa for Bottom side cards.
    • Demon Lord Cards cannot be swapped out.

Higher-Level Card Versions

  • Some cards have higher-level versions, labeled "Greater" and "Epic."
    • You can have both versions of a card in your deck if desired.
    • There is no requirement to acquire the lower version before unlocking the higher one.

Stopping your Play Session

The dungeons of Odalin are vast, and exploring them often requires multiple gaming sessions.

Stop Your Session at a Campfire:

  • When you reach a Campfire, you can choose to end the gaming session.
  • Record the following in your Campaign Log:
    • The Chapter and Section number you just completed.
    • Apply all relevant rules for reaching a Campfire (see pg. 38 for details).

When you decide to play again: Open the Campaign Book in the entry related to the next Section of your current Chapter, or the next Chapter in case you finished the previous one, and follow the instructions there.

Preserve Your Inventory:

  • Keep all Action Cards, Equipment, Consumables, and Purifying Relics acquired so far in a designated area of the box.
  • These items are not lost and remain part of your saved game.

Stop Your Session after a room:

If you must stop playing after a combat between Campfires, use the save sheet to track your current HP, Soul, Corruption, and explored rooms.

Finding and Completing Quests

During your explorations, you will find many situations where your heroism is required. You will find defenseless commoners or secrets to be solved within the dungeons.

Where Quests Appear:

  • Quests can be discovered during the Journey Phase or Dungeon Exploration.
  • The Campaign Book will instruct you to retrieve a specific Quest Card when you encounter one.

Quest Cards

  • Unique Number: Each Quest Card has a unique number located on the top-right corner of its front side.
  • Front Side: Provides the story and context related to the quest.
  • Back Side: Should only be read after completing the quest objective.

Whenever you complete a Quest, you will receive extra rewards, story facts or even unlock new quests.

Some quests may be related to the current dungeon. Others may be linked to future dungeons, so always pay close attention to the specific quest objectives and instructions.

Finding Rare Villains and the Boss

In the deepest dungeon corners, you will find not only demons, cultists, and monsters. Much more maleficent beings lurk in the shadows.

  • In all dungeons, there is one Rare Villain and one Boss.
    • Whenever you kill a Rare Villain or Boss, you will be granted specific Legendary Equipment.
  • While the door that leads to a Boss is always marked on the Map as a Boss Room, those containing Rare Villains are always a surprise.
    • Combat against Rare Villains is always more challenging, so be careful!

Find more details about Bosses and Rare Villains on page 32.

Ending a Dungeon

The adventure continues…

  • Following the Boss' defeat, the instructions will lead you to the Chapter's closure, and the story will advance you to the next Chapter.
  • Resolve a Resting at a Campfire (page 38), including Level Up before starting the next Chapter.

If a hero is defeated

All battles have victims; some of them may even be you.

  • Whenever a hero is defeated in combat, turn one of its Action Point Tokens to the Tainted side. Place its token on the square where it was defeated, removing the miniature.
    • A defeated hero skips its turns until they are brought back by its allies, or they reach a Campfire.
    • If the third Taint would be turned, that hero will lose control over the Demon Lord bound to them.
      • Find the villain cards of that Demon Lord (attack card deck and initiative card); the other heroes must now subdue it (see more on Demon Lords, pg. 28).
      • Instead of placing the hero token on the grid, place the Demon Lord figure on the closest free squares of that position.
      • When the Demon Lord is defeated, return the hero's token to one of the squares the Demon was. Set its HP to 0, its Corruption to 0, and two of its Action Points to Tainted, keeping one on the untainted side. It can be resurrected as per the First Aid rules below.
  • A defeated hero cannot be healed. Only the First Aid action and similar effects that specifically resurrect a hero can allow it to return to play.
    • Heroes cannot resurrect until their Demon Lord is defeated by its allies.

First Aid

  • A hero can use 1 Action Point while adjacent to a defeated hero, to allow it to return to battle.
    • The defeated hero replaces its miniature in the closest free square.
    • It regains half of its HP.
    • It does not recover any Soul, nor unflip any Action Point flipped to Tainted, nor make any change to its current Corruption.

If you Lose

  • If all heroes are at 0 HP and/or in the Lost Control form at the same time, you lose this exploration day, and you must return to the last campfire you reached.
    • Any loot acquired remains with the heroes, but they must explore that Section again, the doors will be closed, and heroes will again need to defeat the enemies within.

Campaign Log

  • This log will be used throughout your campaign to track the group's level, record important facts, keep track of quests, and document your progress. For complete rules and details on how to use the Campaign Log, refer to Appendix A of the Campaign Book.

Mystery Boxes

During your exploration, you will uncover surprising secrets. When this happens, the Campaign Book will instruct you to retrieve a card, miniature, or other items from a specific Mystery Box.

Rules for Mystery Boxes

  • Do NOT open a Mystery Box unless instructed—doing so will spoil the surprises.
  • Mystery Boxes come in different shapes and are identified by numbers (I, II, III, IV).
  • Retrieving Cards:
    • If a Mystery Box contains cards, you will be instructed to take a specific card (e.g., Card 1).
    • Do not look at other cards inside the box unless explicitly told to do so.

Duplicate Rewards

  • You cannot gain the contents of a Mystery Box more than once.
  • If you replay a room where you previously opened a Mystery Box, ignore it and do not collect its contents again.

Chapter 9 - Elements of the Scenario

In the dungeons, many unexpected things will cross your path; here are some of them.

Rooms, Doors and Passages

Rooms are the representation of each dungeon section, the area where you will explore and fight. The only connections between Rooms are the Doors. Once a Door is opened, the connected room becomes accessible.

  • Each Room tile has a distinct shape. Room Tiles usually have Plastic Bases and Door Tiles (locked) connected to them. If no villains are alive in the current Room, you may Interact with a Door to open a new Room.
    • Whenever you open a new room, read the corresponding section of the Campaign Book and place the specified Room Tile adjacent to the door.
    • After placing the new Room, remove the Door Tile (or miniature). The plastic base now connects both rooms.
  • All the borders of a Room Tile are considered Walls.
    • You cannot move diagonally across the corners of squares occupied by walls.
    • Walls block Vision.
    • You cannot attack or move walls.
  • The only thing that connects two Rooms is a Door, and all squares occupied by an Open Door Tile (the plastic base) become free squares.
    • Doors have numbers. When opening a door, refer to the Campaign Book entry with the corresponding number to discover the Room behind it.

Interactive Tokens

Interactive Tokens represent objects within the dungeon that can be interacted with for unique effects.

You cannot enter a square occupied by an Interactive Token, but you can move diagonally across its corners.

  • You may interact with this token to trigger its effect (see Interact, Chapter 2).
  • Remove an Interactive Token from the board after it has been used, unless stated otherwise.

Anvil and Lamp (2 Tokens each)

Anvils allow you to craft new Equipment by repurposing items from your party stash. Lamps grants you a wish: a new equipment and a Consumable.

Using the Anvil:

  • Discard 4 Equipment cards from your party stash that are not currently equipped.
  • Draw 3 Equipment cards from the Equipment Deck.
  • Choose one card to craft, and place the others at the bottom of the deck.
  • Any hero may immediately equip the crafted Equipment, following the rules for equipping Loot.
  • Remove the Anvil Token from the board after using it.

Using the Lamp:

  • Draw one Equipment and one Consumable card.
  • Any hero may immediately equip them, following the rules for equipping Loot.
  • Remove the Lamp Token from the board after using it.

Random Tokens (Barrel / Shrine / Chest) (10 Tokens each)

Placing Random Tokens:

  • When instructed to place a Random Token, separate all unused tokens of the specified type
  • Randomization: Shuffle the tokens with their art face up (so you cannot see their backside). Randomly select one and place it on the specified square.

Interacting with Random Tokens:

  1. Flip the token to reveal its backside.
  2. Apply the effect described on the token.
    • Condition Tokens: If the token shows a Condition Token, the interacting combatant gains 1 token of that type.
    • Equipment/Consumables: If the token instructs you to gain Equipment or Consumable, draw the specified number of cards from the appropriate deck.
  3. After resolving the effect, remove the token from the board.

Traps (10 Tokens)

Placing Traps:

  • Traps are a special type of Random Token.
  • Randomization: Place traps the same way as other Random Tokens—shuffle them face up and place one randomly on the designated square.

Activating Traps:

  • Combatants cannot Interact with traps directly.
  • A trap is triggered the first time a combatant enters its square or crosses the corner of its square.
  • Free Squares: Traps are considered free squares that combatants can enter.

When a trap is triggered:

  • Flip the trap token to reveal its effect. Then, apply it to the combatant that triggered it.
  • After resolving the effect, the trap is disarmed and removed from the board.

Villains avoid stepping into traps if one of the shortest paths to their Favored Target allows them to bypass the trap.

Scenery Tokens (16 Tokens, double-sided)

These tokens are used to simulate many different things you can encounter in the dungeon. From levers to corpses or from magical circles to statues.

If a Scenery Token or Quest Token cannot be placed on a square (such as if one is missing), substitute it with any available Quest Token or similar replacement. Interactive Tokens are essential for each scenario and should be positioned during the setup of each room tile.

  • These tokens represent various objects, characters, and furnishings you can encounter in the dungeon. Each token has a unique image that matches a location on the dungeon map where it should be placed.
  • A letter in the corner of each token corresponds to an entry in the Campaign Book, which reveals what happens when a hero interacts with the token. This entry is always at the end of the current section.
    • Interacting with a token means exploring what it represents—you might find traps, puzzles, treasures, lore, or sometimes nothing at all (after all, a table in a dungeon sometimes may simply be a table).
    • By default, the Scenery Tokens block the square they are in, but do not block Vision (you can still move through a corner of a Scenery Token square).

Quest Tokens (6 Tokens)

These tokens are used to simulate many different things you can encounter in the dungeon that could not be represented by the Scenery Tokens. From pillars to relics or from crystals to torches.

Each one has a distinct color and will always be referenced by it.

  • Red Quest Token, Blue Quest Token, Orange Quest Token, Purple Quest Token, White Quest Token and Black Quest Token.
  • These tokens do not hold a general rule tied to them. Instead, they are used in different rooms to represent unique situations. Each room that uses them will specify a unique set of rules to apply.
  • By default, the Quest Tokens do not occupy a square, nor do they block Vision, but this may be changed by the specific rules of a Room to suit what they are representing.

Terrains

During your dungeon exploration, you will also find unique and hazardous terrains that may become a challenge or even a tactical advantage for your party.

Fire and Spikes

These tiles represent dangerous locations that can be harmful to those who enter them.

  • Whenever a combatant enters a square of Fire or Spikes, it takes 1 DMG.
    • Entering multiple times during a turn in one of such squares will apply the DMG each time, even if it is the same square.
  • Combatants that start their turn AND end their turn inside the same harmful square also take 1 DMG.

Rubble

These tiles represent squares that are harder to move into.

  • Entering a square of Rubble costs 1 extra movement point.
    • This can stack with the extra movement point required to leave a square adjacent to an enemy.
    • This does not affect PUSH or PULL effects.
  • If you don't have enough movement points, you can't enter that square.

Ritual (Order Runes and Chaos Runes)

These tiles represent areas with powerful magical forces attuned to either Chaos or Order. Killing enemies that are inside gives unique consequences:

  • Order Rune (Blue): Whenever an enemy dies inside of it, the hero that dealt the last DMG to it on this turn receives +2 Soul.
  • Chaos Rune (Red): Whenever an enemy dies inside of it, the hero that dealt the last DMG to it on this turn receives +2 Corruption.

Appendix A - Playing with fewer Players and Solo Play

YOU MAY SKIP THIS APPENDIX IF EXACTLY FOUR PLAYERS WILL PLAY THE CAMPAIGN.

This chapter explains the game systems developed for teams with less than four players. They introduce a small set of modifications you should implement to the game if you're playing "solo" or with fewer than four players.

Multi-Turn Mode (Recommended)

To balance playing with less heroes, you will receive the help of an Amulets of Power. Infused with demonic blood, its power can be tapped to gain great vigor and act with unsettling speed.

This mode allows 2 or 3 heroes to take the challenge of the Dungeons while keeping the game's balance.

  • Solo Player:
    • You control two heroes.
      • You can use the Simplified Hero for the second hero if you prefer.
    • When setting an initiative, add two Amulet of Power cards to it.
  • Two Players:
    • Each player controls one hero.
    • When setting an initiative, add two Amulet of Power cards to it.
  • Three Players:
    • Each player controls one hero.
    • When setting an initiative, add one Amulet of Power card to it.

Amulet of Power

  • When the turn of the Amulet of Power begins, you can choose any hero to take an extra turn.
    • At the start of an extra turn that hero regains all spent Action Points and draws 3 cards.
  • Once per Combat: At any time (including enemies' turns), a hero can turn the Amulet of Power to HEAL half of its maximum HP.
  • Solo and Two Players Only: The hero that takes an extra turn using the Amulet of Power cannot be the same one that already took an extra turn with it on the same round.

Simplified Heroes Mode (Solo Player)

If you prefer to play with four heroes, independently of the amount of players, you may decide to use this mode.

In this mode, you can play solo using two, three, or four heroes.

  • Suggestion: Play with four heroes, choosing one hero to be your Main Hero; the others will be Simplified Heroes.
  • You can also mix any number of normal heroes and Simplified Heroes as you prefer.

Simplified Hero Limitations

  • Card Handling: Simplified Heroes draw Action Cards at the start of their turn instead of the round.
    • They cannot use Instants or Abilities.
      • For Simple Heroes, you effectively ignore the bottom half of the card.
    • After completing its turn, the hero discards all its remaining Action Cards.
    • Simplified Heroes can't draw extra cards through effects. Instead, they HEAL 1 instead of each extra card they would draw.

Simplified Hero Benefits

  • Bonus to Attack Rolls: Roll 1 extra Blue die whenever attacking.
  • Spiritual Adaptation: Spirit flips the upper side of the card, like Mind, for simplified heroes, as they can't use the bottom half of the cards.
  • Concentrated Power:
    • Use 1 Action Point: Your next attack deals +1 DMG per dice rolled. You can use this up to twice on your turn.
    • Use 2 Action Points: HEAL 1 you or an ally in [1] for each dice on your weapons. Once per turn.

General Gameplay

In all other aspects, including Basic Actions, Demonic Form, using items, upgrading its Action Cards and movement rules, Simplified Heroes operate just like regular heroes. You, as the player, control their actions the same way you control your main hero.

Appendix B - Playing Single Scenarios

Choosing a Section to Play

In the Campaign Book, select a Chapter and choose any Section you like. Begin by reading Entry 1 of that Section and proceed as usual, following all standard rules except as specified below.

Setup

Each player selects a hero and Demon Lord as normal and equip its starting equipment. If the selected Section is from Chapters 2, 3, or 4, you will start with better equipment:

  • Chapter 2: Each hero receives one random Level 1 item for each equipment slot.
  • Chapter 3: Each hero receives one random Level 2 item for each equipment slot.
  • Chapter 4: Each hero receives one random Level 3 item for each equipment slot.

Heroes will also start with more powerful attack cards. Follow the rules for upgrading cards to build your deck if you are playing a Section of Chapters 2, 3 or 4.

  • Chapter 2: Make 4 Action Card Upgrades. You will have 8 starting cards, and one card of each levels 1, 2, 3 and 4.
  • Chapter 3: Make 8 Action Card Upgrades. You will have 4 starting cards, and one card of each level from 1 to 8.
  • Chapter 4: Make 12 Action Card Upgrades. You will have 0 starting cards and one card of each level from 1 to 12.

After equipping and leveling up your heroes, follow the normal preparation steps in the Journey Phase, such as placing Stat tokens and setting up the Power Track. Then, proceed to the Dungeon Phase.

Loot and Exploration

During exploration, follow all standard procedures, except:

  • Ignore any facts to be gained and any markings that need to be made in the Campaign Log.
  • Whenever you would draw Equipment Cards, draw and gain twice as many instead.

Victory Conditions

To achieve victory in this Single Scenario, you must find the Purifying Relic and reach the Sanctuary Door while ensuring no enemies remain on the board (or defeat the Boss if it is the end of Section).

If you have explored all rooms before opening the Sanctuary, you achieve a Flawless Victory. Congratulations!

Appendix C - Hell Rifts

Hell Rifts are gateways to the underworld, where you can explore to find extra loot. However, be cautious—greed lead to dangerous consequences.

A Hell Rift is represented by a Hell Rift image on the Sanctuary areas (Campfire) of the Campaign Book. When finding one, you must pick one of the two choices:

  1. Explore the Hell Dimension: Apply the "Exploring a Hell Rift Rules" presented below.
  2. Close the Hell Rift: Continue the adventure by reading the Room 1 of the next Section of the dungeon (entry 1) and placing the Campfire/Room tiles.

Exploring a Hell Rift

  1. Roll a d20 to determine the Room Tile you will appear in.
    • On a roll of 1-17, take the Room Tile of the same number and use its side A.
    • On a roll of 18 or higher, reroll. Now, you will use side B of the Room Tile. If you roll 18 or higher again, keep rerolling, but you will still use side B of the Room Tile.
  2. Set up the room:
    • If this is the first room, place the Hell Rift token on any edge of the new tile, and place all heroes in [2] of the Hell Rift.
    • Place a Door as far away from the Hell Rift as possible.
  3. Get villain cards according to the dungeon level by shuffling the appropriate deck and drawing cards:
    • Dungeon 1: Get 3 random villains from numbers 01 to 06.
    • Dungeon 2: Get 3 random villains from numbers 07 to 14.
    • Dungeon 3: Get 3 random villains from numbers 15 to 21
    • Dungeon 4: Get 3 random villains from numbers 22 to 30
    • Act II: Get 3 random villains from numbers 31 to 40.
    • If a villain card uses the same base color and shape as another villain, discard it and draw another villain card until all villains have unique base colors and/or shapes.
  4. Place the villains in [2] of the Room's Door, and always place them as far as possible from each other.
  5. Follow all remaining standard setup rules and begin combat.

IMPORTANT: Heroes don't gain level or Action Cards after defeating a Hell Rift, even if they rest again in the same Campfire.

After a Hell Rift Combat

  • After defeating all enemies of the first combat, draw 5 Equipment cards, choose 1 and place the other 4 at the bottom of the deck. Then, choose to return to the Campfire (following "Close the Hell Rift" instructions) or to keep exploring the rift.
  • To keep on with the exploration, Interact with the Door, and apply the "Exploring a Hell Rift Room Rules" again.
    • When you reach the third room, in addition to the standard villains, place one extra villain with a random Elite Modifier. After defeating these enemies and getting loot, return to the Sanctuary.

Returning to the Campfire

  • After the third room's combat, return to the Campfire and apply Rest Rules, except for gaining Level Up and getting Action Card cards.
    • You don't gain levels for exploring the Hell Rifts, but can find powerful loot and search for specific pieces of equipment you are looking for, including legendary items.
  • If you die during Hell Rift exploration, return to the Campfire and apply all Rest Rules except for gaining Level Up and getting Action Card.
  • You cannot re-enter the same Hell Rift, even if you die or choose to leave one.

Appendix D - Glossary and Rules Clarifications

The following is not for you to memorize or even read: merely consult a specific entry if questions arise during gameplay.

These lists are not exhaustive; we've merely compiled the words whose meanings have the highest probability of causing confusion.

Target

Effects may apply to the target of your action, other combatants, or even yourself, according to the effect's description.

  • Do not mistake the target of an action with the target of an effect:
    • The target(s) of an action is described in its own field in the Action Card.
    • The target of an effect is described in the effect's description.

When target of action = target of effect. If an effect description says "target" (Effect: PUSH 2 the target), it is saying that the target of the action is also the target of the effect.

  • If it says anything else (Effect: PULL 4 another enemy), it means that the target of the effect must be a different enemy.

Validating the target of an effect

  • An effect can apply on a target (no roll required!) if all these three requirements are met:
    • Description. The target fits in the text of the effect.
    • Range. The target is within any range specified on the effect (if any).
    • Vision. There is Vision between the target and the applier of the effect, unless the text describes another reference.

If there are no valid targets. The effect is lost, and the action that would have produced it resolves as if the effect didn't exist.

Interpreting target requirements. Implied meanings.

The diversity of effects is what makes this game so rich. But this comes with the need to interpret a variety of descriptions correctly. If you learn how to read them, most of your potential doubts will never arise.

  • The distance to (or position of) a target is always [1] when not specified.

Here are the most important rules and implicit meanings about the three target requirements that you should keep in mind:

"Hero" ALWAYS includes "you."

  • Whenever an effect's description describes its target as "you" or a "hero," the hero applying the effect may target itself (and, naturally, ignore vision/range requirements).

Example: "You MOVE 3" = Target restrictions are irrelevant because you're targeting yourself.

Example: "HEAL 5 a hero in [5]" = You may heal yourself or another hero in [5] of you.

Example: "HEAL 5 an ally in [4]" = You must heal another combatant (i.e., excluding you) that is not an enemy. This combatant must be in [4] of you.

Number between brackets [ ]. The brackets represent the edges of two squares, and the number in the middle is the distance between them. This always implies the need for Vision.

"In" = "within". The target doesn't need to be in exactly [X], but anywhere in that range.

Once an effect begins to apply, range and vision are no longer prerequisites.

Example: MOVE 3 the target in [3]. To begin to move the target, it needs to be in [3] of you and in your vision. However, you no longer need to verify these conditions after you begin to apply the effect. Even if the first move puts the target 4 squares away from you and the second move hides the target behind a wall, you may still move it a third square, as the description states "MOVE 3."

Consider that beneficial effects (especially regarding movement and targeting multiple enemies) are "up to" and "you may."

  • Damage is an exception to this, as you can't intentionally deal less damage than what is described in an action.

Example: The effect of one of your actions reads, "MOVE 5 an ally in [2]." This is something that you can use to your advantage in the fight, so it is a beneficial effect. You may choose not to move your ally if you don't want to. If you want to move it, you may move your ally up to 5 squares (i.e., you may move it 1, 2, 3, 4, or 5 squares).

Example: The target of one of your actions is "3 enemies." If there is only one enemy alive or in range, naturally, you can make this attack against this single enemy (striking it just once and forgoing the possibility of striking others).

Example: "You must MOVE 5, in a single direction at the end of the round." Even though it can be argued whether this is beneficial or harmful, you don't need to think about it. The description says you don't have a choice (and, by the way, you cannot choose to move less than 5 squares because "must" includes the whole sentence).

Consider that harmful effects against you and your Team are "exactly" and/or "you must."

Example: The effect of a villain reads, "MOVE 5 the target toward the closest Lava square." This is an enemy effect, so it is harmful. You must apply this effect: you must move your hero toward the nearest lava square, and you'll move less than 5 squares only if you have already reached the closest Lava square.

Example: One of your own actions has a Cost. That cost must be applied to its full extent.

Example: One of your own effects requires you to pay 5 HP. You must pay exactly 5 HP (naturally, you cannot pay "up to" 5 HP, and if you don't have enough HP to pay, you cannot apply the effect).

Interpreting a difficult effect description

Most effects are pretty intuitive. Let's see how to interpret a complicated one and learn a few KEYWORDS.

Imagine your hero has the following Attack Effect: "All villains in [5] MOVE 2 and take 5 DMG. Then, an ally in [3] of one of them HEALS 5."

(FIRST PART)

"All villains"

  • Since it says "villains in [5]," you can only apply this effect on villains within 5 squares of you. "Villain" is any enemy (all combatants that are not you or your allies).
  • You need to have Vision of a villain to begin to move it, but once it begins to move, you can move it outside of this range and outside of your vision.

"MOVE 2"

  • Since it doesn't say "must," you may decide not to move any of these villains in [5].
  • Since it doesn't say "exactly," each villain that you move may be moved just 1 square, or 0.
  • The owner of the effect (you) controls this movement.

"and take 5 DMG"

Since it doesn't say "if they do," you may apply this damage to villains in [5] that you decided not to move. But you can't deal less DMG than this amount, as damage cannot be intentionally reduced.

(SECOND PART)

"Then,"

  • This part of the effect must happen after the first but is independent of it (i.e., you don't need to move a villain to apply it unless it says "If you do").

"an ally" means a combatant in your Team that is not you.

"in [3] of one of them"

  • 1, 2, or 3 squares away from the current position of any of the villains mentioned in the first part (moved or not).
  • This is a specific distance (and reference); therefore, your ally can be more than 5 squares away from you and outside your Vision. It just needs to be in vision and at most 3 squares away from any of the villains encompassed in the first part.

"HEAL 5" means the chosen ally regains 5 HP (moves its HP Token on the HP track increasing it by 5).

Target Descriptions

"Area"

All combatants occupying a determined area of attack, including yourself and allies.

  • This will always include two numbers that form the area, such as 2x2 (two squares by two squares), or 3x3 (three squares by three squares).
  • To determine the area of attack, you must point to a group of squares that form the referred area (not diagonally). At least half of the squares must be in Vision, and all of them must be within Range (the area may include Walls, corners, objects and empty squares too). All combatants in this area will become targets of the attack.

"Line"

All enemies in one orthogonal or diagonal line from the square you occupy — the first square of the line must be a square adjacent to you (the attacker), the second square in the line must be [2] away from your figure, and so on.

  • This always includes a number that represents the number of squares the line will extend, such as Line 3 (three per one squares) or Line 5 (five per one squares)
  • Lines of larger creatures (2x2 base) are still one square of width, unless specified otherwise.
  • It only affects targets that are in your Vision.

There are eight possible directions: four orthogonal and four diagonal directions. (Think of how a Rook and Bishop moves on an empty chessboard.)

Stealth

Rogue-class characters possess cards that allow them to enter Stealth, rendering them nearly invisible and untouchable to enemies.

While a hero is in Stealth, enemies cannot choose them as a target unless no other hero is reachable. This protective shroud applies to all enemy attacks, including area attacks, secondary targets, and secondary effects.

Example: If a villain attack says, "All heroes within [1] of this villain take 5 DMG." or "Heroes within [2] of the target gain 2 Corruption." or even "Heroes in a 3x3 Area take 4 DMG.", none of those effects would affect a stealthed hero.

Exceptions:

Effects not generated by enemies—such as room hazards, terrain effects, or effects triggered by interacting with objects on the map—still affect Stealthed heroes normally.

Corner Case - Area-of-Effect (AoE) Attacks

Even if a Stealthed hero is within the AoE of an enemy attack targeting another hero, it remains unharmed. Imagine the hero as blending effortlessly into the shadows, too elusive for enemy eyes and swift enough to step aside from any threat from the confused enemies. This rule ensures Stealth abilities remain balanced and consistently useful.

Components and their Manipulation

Bear / Carry

To have a specific component on your card, usually one that may be lost or transferred to other combatants.

Choose (opposite of "randomly")

Unless otherwise stated, consider that every action with multiple options gives you a choice.

Example: "Draw 4 cards. You must put 2 cards in your hand and discard 2." This means you choose which cards to hold and which to remove.

Deck / Pile

A stack with one or more cards. They may be face-up (i.e., with the content of its top card revealed) or face-down.

Discard the Action Card

It can only mean putting the Action Card on the Discard Pile.

Draw

Pick the card on top of a pile.

Pick / Search

You may look at all available cards (even if they're facing down), and, contrary to the "draw" command, you're not restricted to picking the one on top.

Place/Put/Transfer (a figure/miniature)

This is not considered movement. The figure is simply removed from its square and placed in another as if it were already there. As such, it cannot suffer terrain DMG or any other consequences along the way it would take to its new square.

Interpretation of Effects/Instructions

-1, -2 (Negative sign before a number)

Reduce a positive number (indicated in the text), to a minimum of zero.

Example: An effect makes the next attack deal -2 DMG = the next attack will have its damage reduced by 2.

+X to HP Stat

This means that your Max HP (and therefore initial HP) is increased by X.

[X]

Single numbers in brackets represent a distance, in squares, to something. This always implies Vision.

All / each

There's no difference: sometimes we use "each" to make it abundantly clear that an effect applies, individually, to each element in a group.

  • Example: all heroes take 10 DMG = each hero takes 10 DMG. (i.e., this DMG must not be distributed.)

Even / Odd

These may apply to a die roll of Stat Tests (1d20) or to specific situations involving damage, HP, Corruption, and Soul values.

Halve all

Most area attacks includes this rule.

When calculating the total damage bonus for such attacks, combine the damage of all sources—attack damage, dice rolls, empowered tokens, ability effects, and any other extra damage. Then halve the total and round up.

Highest / Lowest

Interpret this relatively — that is, in comparison with other combatants. "Hero with lowest HP" is not a hero with 0 or 1 HP; it's the hero whose current HP is lower than that of all other heroes.

If you do / colon (:) / "to"

Sometimes there are two "effects" in the same text. The second part depends on the occurrence of the first only when:

  • Preceded by a colon (:) (Forgo your Move this turn: you may strike the enemy twice).
  • Preceded by "to" (Pay 2 HP to deal +5 DMG).
  • Preceded by "if you do" (You may discard a card. If you do, an enemy takes 10 DMG).

If preceded by "or," the second part depends on the first not occurring/being chosen.

In [X] of

Read "in" as "within"—the distance does not have to be exact.

  • Example: HEAL 5 an ally in [3] of you: You may choose an ally that is 1, 2, or 3 squares away, provided they are in your Vision.
  • In [1] of: Equivalent to "adjacent to."

Ignore Token Limits / Ignoring Limit

Some cards allow you to place Condition Tokens even if the target already has a token of the same type.

  • Effect: Tokens stack, and their effects combine.
    • Example: If a villain already has a Poisoned Token and you apply another while ignoring token limits, the villain now has 2 Poisoned Tokens. At the end of its turn, it will take 4 DMG instead of 2.
  • If a target has multiple tokens of one type and receives one opposite token, only one token is canceled.
    • Example: A villain with 2 Poisoned Tokens gains 1 Invigorated Token. One Poisoned Token is canceled, leaving the villain with 1 Poisoned Token and no Invigorated Tokens.

Otherwise

Appears after a condition description. If the condition is not met, apply what comes after "otherwise."

  • Example: If the target is Poisoned, it takes +5 DMG. Otherwise, it becomes Poisoned.
    • If the target is already Poisoned, it takes +5 DMG. If not, it gains the Poisoned condition.

Owner

Refers to the combatant taking the turn or the one controlling a component.

Place / Put

Used interchangeably to indicate applying something off the board to the game.

Example: If a rule says, "place a Scarab in [1] of a hero," do not move any existing Scarabs on the board; instead, place a new one. (See Transfer for on-board movement.)

Remove

From match = The component cannot be used until the end of the current phase.

From game = The component is permanently removed from the campaign.

Round up/down

Rounding is found in cases where a possibly odd number is halved. "Round up" means it becomes the closest whole number above the result, while "round down" means it becomes the closest whole number below the result.

  • For example, another enemy takes DMG equal to half your extra DMG (round down). If you dealt 17 extra DMG, half of that is 8.5. The enemy takes 8 DMG because the effect tells you to round down. If it said to "round up" instead, you would deal 9 DMG.

By standard, when a number is to be divided but no specifics are given, ROUND DOWN.

Test

See "Stat Tests" (Chapter 8).

Then

Contrary to "if you do," indicates a sequential effect that does not depend on the first part for the second to apply. (See Chapter 7 — Effects.)

Transfer

Indicates moving an on-board component (instead of an off-board component — see "Place/Put").

  • Key Rule: No other effects interfere during the transfer. For instance, a figure transferred across Spike does not take Spike DMG unless it lands on a Spike square.

Squares and Spaces

Adjacent

  • Equivalent to "in [1] of." Diagonal squares count.

Free / unoccupied / valid (square)

  • Free: No combatants, barriers (like walls), or interactive objects (e.g., chests, barrels).
  • Terrain: Squares with terrain (e.g., Fire, Rubble) are typically unoccupied unless stated otherwise.
  • Valid: May involve additional restrictions, like quest-specific rules (For example, if on a dungeon you can only step on a Room square after grabbing a Quest Token, these would not be a valid square to move onto or to transfer a figure, even if they're "unoccupied.")

Orthogonal / Diagonal

  • Orthogonal: Up, down, left, or right (like a Rook's move in chess).
  • Diagonal: Movement through shared corners (like a Bishop's move in chess).

Square

A single space in a Room. No two combatants can occupy the same square. Count squares when moving or checking distances.

Step on = Enter; (move) through

Typically, enemies cannot occupy each other's squares while moving (not even temporarily). = They cannot step on/enter enemy squares. Some effects allow you to move through an enemy's square but never end your movement on the same square.

Straight lines

Include diagonals unless it says "straight orthogonal line."

Specific Effects

The following is not an exhaustive list of effects. We've listed, in alphabetical order, those effect descriptions that require additional explanations or rules.

  • The following may appear in all kinds of moments and components: Attack Effects, Hero/Villain Cards, etc.

Cannot regain HP

  • Healing Effects may still target you; they just do not recover your HP.

FLEE X / PULL X / PUSH X / RUN X

RUN = Move yourself toward a destination (taking the shortest possible path).

FLEE = Moves away from a specific component (the opposite of RUN).

PULL = Move something in your direction.

PUSH = Move something away from you.

RUN 3 (to a villain) example: The hero takes the shortest path, moving 3 squares and taking the lava DMG, as there is no way to avoid it without moving more.

  • If multiple possible shortest paths are available, it always takes the safest one.

Common rules

  • The affected combatant must move, at most, X squares.
    • Example: If a pulled combatant is already in [1] of you, it stops moving.
    • Example: If a villain RUNS 6 toward a Barrel, it stops moving when it is in [1] of that Barrel, even if it has moved only 2 squares.
  • Each square moved must decrease (PULL/RUN) or increase (FLEE/PUSH/MOVE AWAY) the distance between the combatant and its described destination. When this is no longer possible, the effect ends.

HEAL X

  • This is the same as "(the combatant) regains X HP" — increase the HP Token of the affected combatant by X.
    • This can't put a combatant above its Max HP.
  • The amount of healing is followed by the description of the affected combatant (for example, "HEAL 5 a hero in [3]").
    • Sometimes, for the sake of clarity, the description of the combatant that must regain HP comes before this expression (for example, "You or an ally HEALS 5").
      • "An ally in [6] HEALS 5" means that the chosen ally regains 5 HP. It never means that the chosen ally chooses someone to regain 5 HP.
  • Dead combatants and combatants with 0 HP cannot regain HP.

Immunity to new effects from enemies

  • Enemies cannot apply effects on you. If you are their target, the effects are lost.
  • This effect only protects you against new effects. Do not ignore enemy effects that were already active on you when you received immunity. These function normally.

"Meanwhile, you may strike each target..."

  • This is present in Attacks that allow you to alternate between moves and strikes.
    • You may strike before beginning to move.
    • After one of your strikes is determined as either a hit or a miss, if the attack allows more attacks, you may continue to move and attack if possible.

MOVE X

  • You may move from zero to X squares. This is not considered spending movement points.
  • This movement is independent of the Movement Points granted by Attack Actions, which you can spend before or after attacking.
  • During this movement, you may step on squares occupied by allies but not those occupied by enemies. Other movement restrictions apply as usual.
    • You cannot end this movement on an occupied square.

No Attack or No Attack Roll

  • This only appears on attack cards.
  • It still counts as your "Attack Action" for your turn.
  • It means that using that attack will not use the normal dice roll and hit rules. The described effect happens immediately, with no risk of missing, but also no chance of critical hit or extra dice effects.
  • It still counts as an attack, and all affected enemies are considered under the effect of an attack.
  • The enemies affected are not considered "hit by an attack" as this attack required no roll to hit.

Pay X HP

  • Drop your HP by X to apply the rest of the effect in the description.
  • You cannot prevent the loss of paid HP by any means (for example, if you're required to pay 4 HP and you are under the Toughened Condition, this doesn't reduce the HP lost — you still need to pay 4 HP).
  • You cannot apply an effect that requires payment if you don't have sufficient HP to pay its cost and remain with at least 1 HP.

Pick an Action Card

  • It means to search for any card in a pile, even if it is shuffled and face-down. Otherwise, the effect would have said, "Draw a card."
  • Piles that are meant to be random must be shuffled whenever you resolve an effect that tells you to pick or search for a card in it.

Reroll

  • When an effect allows you to reroll a die you may choose any one of them to reroll, ignoring the previous face. You must keep the new one even if it is worse.
  • If you have multiple rerolls, apply them one at a time.
    • You can reroll different dice or the same die multiple times, as you prefer.

Revive a dead combatant

  • This is not a healing effect.
  • If the target is revived, it is not affected by any effects (they ended when it died).
  • The target's Items, Soul, and Corruption are not lost.
  • The target's Items keep their status (active or on cooldown).

"Start the first round of combat with…"

  • This happens at the start of each combat, before the first turn is taken.
  • If you must begin combat with a specific card in your hand, first draw your starting hand for the round as usual. If the required card is not among the drawn cards and is still in your deck, search your deck for that card, add it to your hand, then shuffle the remaining cards in your deck (ignore the effect if the card is not in your deck).
  • If you are instructed to gain tokens, Soul, Corruption, or any other resources, apply these changes now. Tokens follow normal stacking rules unless stated otherwise, and adjustments to Soul or Corruption simply modify your current values as indicated.

Class Unique Abilities

Each hero class wields unique powers and mechanics that go beyond the standard actions and cards. Unless stated otherwise, these abilities remain active throughout the combat and are not limited to a single use, though some consume tokens or resources you must manage carefully.

Cleric: Sacred Healing

Apply to attacks that have the Sacred Healing keyword:

Sacred Healing Attacks:

  • When performing a Sacred Healing attack, do not roll to hit against an enemy's defense. Instead, for every pair of Hit symbols obtained, HEAL 1 the chosen target.
  • Sacred Healing attacks still trigger Soul and Corruption results as normal, applying these effects as you would on a standard attack.
  • Since no defense check is required, you cannot deal damage with Sacred Healing; these special "attacks" are purely restorative.
  • Multiple pairs of Hits provide cumulative healing (e.g., HEAL 2 if you have a four result).
  • You can mix Hit types; 3 of one type and 1 of another will grant HEAL 2.
  • If no valid target can be healed (or no one needs healing), the action may still be used, but its effect will not benefit anyone.

Clarification:

Sacred Healing is considered an attack action for the purposes of your turn's limitations (such as "one attack per turn"), even if it does not roll to attack or deal damage to an enemy. Bonuses to Hits or DMG to attacks, such as those from Empowered Tokens, increase Sacred Healing effects.

Mage: Arcane Power (Max. 8)

Gain Arcane Tokens whenever your cards specify that you do. These tokens have the following effects:

Arcane Tokens:

  • Mages accumulate up to 8 Arcane Tokens. These tokens remain on the hero until used or until the hero rests (Campfire or end of a Chapter).
  • On your turn, you may discard any number of Arcane Tokens to gain benefits. These effects are separate and can be combined:
    1. Extra Damage: Discard X Arcane Tokens to add +X to your next attack.
    2. Selective Targeting: Discard Y Arcane Tokens to ignore up to Y allies in your area or line attack. This allows you to exclude friendly units from being affected by your area-based attacks.
  • You may split your tokens between these two effects in any proportion. For example, discarding 3 tokens could grant +2 DMG and ignore 1 ally.

Clarification:

Arcane Tokens give you flexible control, enhancing your offensive power or ensuring your spells harm only enemies. The decision is made when you declare your attack and before rolling dice. If you choose to ignore allies, those allies are simply not targets of the attack.

Guardian: Guard (Max. 5) and Defender Resolve

Gain Guard Tokens whenever your cards specify that you do. These tokens have the following effects:

Guard Tokens:

  • A Guardian may hold up to 5 Guard Tokens. These tokens represent layers of protection.
  • Damage Endure: When attacked, reduce the incoming DMG by 1 per Guard Token you have. After applying this protection, remove one Guard Token from your total.
  • Protect allies: Remove 1 Guard Token when an enemy will target an ally to force that enemy to target you instead (if positioning and rules allow). This lets you protect more vulnerable allies.
  • Guard Tokens remain until used or until you rest, meaning they persist through multiple combats as long as you have them available.

Defender Resolve (Guardian and Paladin):

  • The Guardian's Defender Resolve amplifies heals received by 50% (rounded down).
  • Example: HEAL 5 HP becomes 7 HP (5 + 50% of 5 = 7.5, rounded down).
  • This bonus applies only to healing targeting you directly, not healing you provide to others.

Rogue: Stealth

Apply whenever you play a card with the Stealth keyword:

Entering Stealth:

  • After playing a Stealth Card, you may MOVE 2 squares. If, after this movement, no enemy is within [2] squares of you, you become Stealthed.
  • Stealth ends at the start of your next turn, granting you +1 Hit and +1 DMG on your next attack. This bonus applies only to your first attack after leaving Stealth.

While Stealthed:

  • Enemies cannot target you if another hero is available as a valid target. You are effectively hidden in the shadows, making you a lower-priority target.
    • If there is no other valid hero to attack, enemies can attack you. You gain +1 Hit to your defense roll against that attack, but you immediately lose Stealth.
  • You lose Stealth at the start of your turn regardless, gaining the attack bonus but becoming fully visible once more.

Clarification:

Area attacks from enemies will still ignore you if you are in stealth, unless they have no other possible hero to hit.

See more on Stealth (pg. 47).

Paladin: Holy Aura and Defender Resolve

Apply whenever you play a card with Aura of Protection, Aura of Retribution or Aura of Sacrifice keywords:

Holy Aura Activation:

  • By paying 2 Action Points, you may activate one of your three Holy Auras. Once active, the aura remains until combat ends.
  • If an aura is active, you can pay 2 Action Points to change your aura and HEAL 5 HP as a side benefit (7 HP with Defender Resolve). You must choose a new aura when switching; you cannot reselect the same aura that is currently active.

Auras:

  1. Aura of Protection: Heroes in [2] gain +1 Hit against enemies' attacks.
  2. Aura of Retribution: Enemies that attack heroes in [2] of you take 2 DMG after the attack resolves.
  3. Aura of Sacrifice: You may transfer any DMG or effect dealt to allies in [2] of you onto yourself.

Defender Resolve (Guardian and Paladin):

The Defender Resolve ability enhances healing effects targeting the Paladin or Guardian by 50% (rounded down).

  • Example: If a healing effect would restore 7 HP, with Defender Resolve you instead heal for 10 HP (7 + 50% of 7 = 10.5, rounded down to 10).
  • This bonus applies only to healing effects targeting you, not healing you provide to others.

Druid: Nature's Gift

  • Apply whenever you play a card with the Nature's Gift keyword:

Nature's Gift Blessings:

  • When Nature's Gift is activated, the Druid can bestow one of four blessings to a hero in [4] squares. You pay a specific cost, and the target gains a corresponding boon.
  • You pay the costs, not the target.

Blessings:

  1. Blessing of the Wolf (Cost: -1 Soul): Target becomes Empowered ignoring token limits (+2 DMG) and recovers 1 HP.
  2. Blessing of the Bear (Cost: -2 HP): Target becomes Toughened (-2 DMG taken) and removes one Negative Token from it.
  3. Blessing of the Deer (No Cost): You MOVE that hero 2 squares, and it draws a card and gains Quickened (+2 Movement Points).
  4. Blessing of the Salamander (Cost: -1 Corruption): Target becomes Invigorated (HEAL 2 at end of turn), ignoring token limits.

Clarification:

Except for the Blessing of the Salamander and the Wolf, the other blessings do not ignore the token limits.

Necromancer: Curse Mastery

Apply whenever you play a card with the Curse Mastery keyword:

Choose a Curse: Select one enemy within 6 squares and apply one of the following curses:

  • Curse of Weakness: The target gains a Weakened token (-2 DMG).
  • Curse of Frailty: The target gains a Vulnerable token (+2 DMG taken).
  • Curse of Suffering: The target gains a Poisoned token (2 DMG per turn), ignoring the token limits.

Important: Only Curse of Suffering ignores normal token limits. Weakness and Frailty do not ignore token limits.

Additional Damage: After placing the curse token, the target takes 1 damage for each negative condition token currently on it (including the newly placed token).

Clarification:

Token Limits: If a target already has the maximum allowable tokens of a certain type (e.g., Weakened), you cannot add another one of that type—unless it's the Poisoned token from Curse of Suffering, which explicitly ignores limits.

Order of Effects: The "1 damage per negative token" is only applied after the new curse token is added.

An enemy already has 1 Weakened token. You use Curse Mastery. Because adding another Weakened might exceed the token limit, you choose Curse of Frailty instead, placing a Vulnerable token on the target. Now the enemy has 2 different negative tokens (Weakened and Vulnerable) and immediately takes 2 damage from Curse Mastery.

Black Knight: Profane Strike

Apply to attacks that have the Profane Strike keyword:

  • Optional Die Change: Before rolling, you may change one of your dice into a Black Die in your attack.
  • Corruption Bonus: For each Corruption result you roll during a Profane Strike, lose 1 Soul and deal +4 DMG.
    • Gain Corruption as usual for each Corruption rolled.
    • This bonus is in addition to the normal effects of rolling Corruption.

Clarification:

Even if you don't change the dice, you still lose 1 Soul and gain bonus DMG for each Corruption rolled. This is not optional.

Balance Track (Alternate Mode)

This optional mode for Odalin challenges you to keep Order and Chaos in balance while exploring the corrupted dungeons. It is more punishing than the standard rules, but offers a deeper level of strategy. We do not recommend to start playing this game mode.

Instead of using the Power Track mechanics, use the Balance Mechanics (Balance Track is the back of Power Track).

Balance Mechanics

1. Using Action Cards

Whenever you use an action card, move the balance track towards Order or Chaos (do not roll on the event table yet).

Attacks and Auras (upper part): Gain Order or Chaos Points equal to twice the card's Order/Chaos value.

Instants and Abilities (bottom part): Gain 1 Order if it's a Blue (Hero) card, or 1 Chaos if it is a Red (Demon Lord) card.

End of the current turn: cancel Order vs. Chaos points 1-for-1, then move the cube by spending the remaining points, paying the arrow costs printed on the Track (step-by-step). Unspent points are lost.

Chaos Event Table

RollChaosEffect
11 or moreThe hero with most Corruption is Empowered and takes 12 DMG. It can test Spirit 15 to reduce the DMG to 6.
21 or moreThe hero with most Corruption is Invigorated, gains 4 Corruption and loses 8 Soul. It can test Spirit 15 to reduce the Soul loss to 4.
31 or moreThe hero with most Corruption is Toughened and discards 4 Action Cards. It can test Mind 18 to discard only 1.
41 or moreAll heroes reduce Corruption by 1, take 2 DMG and are Poisoned. Each hero can test Power 18 to avoid the Poison.
51 or moreThe hero with the most Corruption reduces Corruption by 6. All other heroes gain 6 Corruption and can test Mind 16 to reduce it to 3.
62 or moreEach combatant takes 4 DMG. All heroes gain 2 Corruption. Each hero can test Agility 14 to reduce the DMG to 2 and the Corruption to 1.
72 or moreAll heroes are Empowered and Vulnerable. Each hero can test Mind 11 to avoid the Vulnerable.
82 or moreEach hero gains 1 Soul. Move all heroes to the end of the Initiative track (any order); Each hero can test Spirit 17 to avoid being moved on the track. Immediately start a new round.
92 or moreThe hero with fewer Soul gains 4 Soul. All other heroes lose 4 Soul. Each hero can test Spirit 14 to reduce it to 2.
102 or moreThe hero with the lowest HP takes 6 DMG. It can test Spirit 12 to take only 3 DMG.
113 or moreThe hero with the most Corruption and its nearest villain take 14 DMG. The hero can test Spirit 18 to reduce the DMG to 7.
123 or moreAll combatants are Vulnerable. Each hero can test Power 19 to avoid it.
133 or moreAll heroes are Empowered and discard 3 Action Cards. Each hero can test Mind 13 to discard only 1 instead.
143 or moreAll combatants HEAL 2. All monsters are Empowered, Toughened, and Invigorated.
154 or moreFor each villain alive, the last hero that acted draws a card and gains 2 Corruption. All villains take two turns instead of one until the end of the round.
  • Balance Check: If one or more villains were defeated this turn, after movement, resolve one check from the final position:
  • If on Order/Chaos: roll 1d20 on that side's table.
    • Only apply the effect if the Chaos/Order value matches the table requirement; else, ignore it.
  • If on 0: each hero gains 2 Soul (do not roll).

Event Table

  • Use the Event Table (using a d20 roll) based on the Balance Bar Position (Chaos or Order).

Demon Transformation (Adapted Rules for this game mode)

  1. Duration
    • Instead of lasting for 2 turns, the transformation now ends at the start of your next turn.
  2. Cost
    • Instead of costing 10 Souls, it now costs 10 Souls and 4 Corruption.
  3. Damage Bonus
    • While transformed, your attacks deal additional damage equal to your current Corruption value.

Order Event Table

RollOrderEffect
11 or moreThe hero with most Corruption takes 8 DMG. It can test Spirit 14 to reduce the DMG to 4.
21 or moreThe hero with most Corruption loses 5 Soul. It can test Spirit 14 to reduce the Soul loss to 2.
31 or moreThe hero with most Corruption discards 2 cards. It can test Mind 18 to discard only 1 instead.
41 or moreAll heroes are Poisoned. Each hero can test Power 16 to avoid this effect.
51 or moreEach hero gains 4 Corruption. Each hero can test Mind 14 to reduce it to 2.
62 or moreAll heroes take 2 DMG and gain 2 Corruption. Each hero can test Power 11 to reduce both by half.
72 or moreAll heroes are Vulnerable. Each hero can test Mind 14 to avoid this effect.
82 or moreEach hero takes 4 DMG; those that have not taken their turn yet are moved to the end of the Initiative track (any order). Each can test Power 15 to avoid both effects.
92 or moreEach hero loses 5 Soul. Each hero can test Spirit 13 to reduce it to 2.
102 or moreAll heroes gain 4 Corruption. Each hero can test Spirit 12 to reduce it to 2.
113 or moreThe hero with the most Corruption takes 8 DMG and is Slowed. It can test Agility 18 to avoid both effects.
123 or moreAll heroes take 4 DMG and are Weakened. Each hero can test Power 12 to avoid both effects.
133 or moreAll heroes discard 2 cards. Each hero can test Mind 13 to avoid this effect.
143 or moreAll villains are Empowered and Toughened.
154 or moreThe next (non-boss) enemy in the initiative takes two turns instead of one. Its attack ignores all damage reductions.
164 or moreAll villains regain half of their total HP.
174 or moreThe last (non-boss) living villain that acted immediately takes 2 extra turns.
184 or moreIf there are less than 4 Scarabs in play, Place a random Scarab (02) in [1] of the hero with the most Corruption. [If in Ch. 3+: Flesh-eating Scarab (17) instead]
  • Each hero has its own set of items it can equip (two-handed melee weapons, two-handed caster weapons, one-handed melee weapons, one-handed caster weapons, shields, off-hand melee weapons, and off-hand caster items).
  • If you have 2 weapons, sum both Attack Dice to your pool.
  • Armor (Heavy or Light): Each hero can equip only one Armor. Armor gives you a Defense Dice Pool (green D6s), which you will use when defending against villain attacks (see Villain Attacks, pg. 31).
    • As with weapons, your Hero Tile specifies which kind of armor it can equip.
  • Accessories (Amulet, Belt, Boots, Gloves, Helmet, and Ring): Each hero can equip up to two accessories (each one of a different type).
    • Some of them may increase your Max HP.
    • All heroes can equip any of the accessories, there are no restrictions.
  • Consumables: These are mainly found during looting encounters and are single-use items that you may use during your adventure to grant you combat advantage. You can have a maximum of two of them carried simultaneously.
    • You can use only one of them on a turn and only during your turn. They consume no action.
  • Twenty-sided Die: Rolled during Stat Tests to determine whether the hero succeeded on the given task.
  • Power Track: At the start of each dungeon or after resting, place a cube at position 0 of the Power Track.
    • Whenever a hero kills a Villain with an attack, increase the Power Track by 1.
    • If the attack is of the opposite alignment (Chaos/Order) and the hero's alignment value is equal to or higher than the Villain's, increase the track by an additional 1.
    • The track cannot exceed its maximum value.
    • Immediately after an increase, heroes may spend all accumulated points on the Power Track (always all or nothing) and choose TWO heroes to receive one of the two benefits (they may choose different options):
      • The top option grants a higher amount of Soul and a slight reduction of Corruption. Perfect for quickly gaining enough Souls to use the Demonic Form.
      • The bottom option reduces Corruption more significantly, helping the hero to avoid gaining Taint, at the cost of gaining less Soul.
  • Demon Figure/Miniature: When transformed into your Demonic Form, you must swap your Hero's Miniature with this one.
  • Demon Card: Shows all specific information that changes your gameplay while in your Demonic Form.
  • Villain Cards: Divided into Initiative Cards which contain the base stats of the enemy such as HP and Defense, and the Villain's deck of attack cards, unique for each kind of enemy you will face.
  • Defense Dice Pool: Rolled when attacked by a villain, determines if you will defend the attack or reduce the damage you will take. Your Defense Dice Pool is often defined by your Armor (see Equipment - Armor, pg. 25).
  • Condition Tokens: These tokens are used to mark effects on heroes and villains such as poisoned, slowed or empowered.
  • Campaign Book: Used to setup and explore the dungeons and advance your story.
  • Quest Cards: Acquired during your choices both in the Journey Phase and in the dungeons, they give you unique rewards if completed.
  • Passage Miniatures: Numbered from 1 to 7, used to connect new Room Tiles to an open door, adding a 1x3 grid between them.
  • Scenario Tokens, Interactive Tokens and Quest Tokens: These tokens represent unique objects, furniture and explorable locations you may find in the dungeon.
    • These will be placed on top of the Dungeon Tiles in specific locations given by the Campaign Book.
    • Most of these objects require an Interact action, costing 1 Action Point.
  • Room Tile: Where the fight happens. Place miniatures, Tiles, and Tokens on it. Having different sizes and shapes, each Room Tile is unique.
  • HP Tracker: Track the HP of all heroes and villains using their respective tokens.
  • Line [A]: Targets all combatants along a straight line extending from an adjacent square.
    • The line may extend orthogonally (up, down, left, or right) or diagonally (bishop's move in chess).
    • The line is 1 square wide, unless stated otherwise.
    • A Line's length is denoted by a number (e.g., Line [5] extends 5 squares).
  • IMPORTANT: Area attacks only cause half their total damage to each target. This is rounded up.
  • 164 or moreThe hero with the most Corruption loses 8 Soul and takes DMG equal to the amount of Soul lost. It may test Spirit 12 to lose 4 instead.
    174 or moreThe last (non-boss) living villain that acted immediately takes 3 extra turns, and then it dies.
    184 or moreThe enemy with the lowest HP dies, applying no death effects. Place two random Scarabs (02) in [1] it (or as close as possible). Ignore if all Scarabs are in play. [If in Ch. 3+: Flesh-eating Scarab (17) instead]
    194 or moreThe hero with the most Corruption draws 3 cards and recovers 1 Action Point. Place two random Thugs (14) in [1] it (or as close as possible). Ignore if all Thugs are in play. [If in Ch. 3+: Ruthless Outlaw (29) instead]
    205A hero takes DMG equal to half its total HP.
    194 or moreIf there are less than 4 Thugs in play, Place a random Thug (14) in [1] of the hero with the most Corruption. [If in Ch. 3+: Ruthless Outlaw (29) instead]
    205Revive the last (non-boss) villain that died in this room (with full HP).