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Paranormal

Paranormal Rulebook

Table of Contents

Table of Contents

  • Components
  • Overview
    • Winning and losing
  • Setup
  • Gameplay
  • Hero Turns
    • Hero Card anatomy
    • 1. Move
    • 2. Combat
      • Combat Abilities
    • Monster Cards
      • Monster Abilities
      • Defeat Conditions
    • 3. Interact
      • Using Items and Allies
    • 4. Resting
  • Other Hero Turn Details
    • Location Abilities
    • Gaining Tokens
    • Gaining Clues
    • Discovering the Lost Hero
    • Running out of health
    • Ending the Hero Turn
  • Enemy Turns
    • 1. Increasing Doom
    • 2. Activate Move and Spread Abilities
    • 3. Moving/Spawning Monsters
      • Spawning Assets
  • Bosses & Finales
    • Tanin the Witch (Difficulty: Normal)
      • Fighting Tanin
    • Baal the Demon King (Difficulty: HARD as hell)
      • Fighting Baal
    • Ramiel the Archangel (Difficulty: sonofabitch)
      • Fighting Ramiel
  • Quick Guide
    • Hero Turn
    • Enemy Turn (pre-finale)
    • Hero Tokens
    • Enemy Icons

Components

  • 35 Basic Monster Cards
  • 9 Spread Monster Cards
  • 25 Minion Monster Cards
  • 6 Hero Cards
  • 19 Clue Cards
  • 3 Boss Cards
  • 45 Asset Cards
  • 16 Location Cards
  • Dice: 17 Energy Dice, 2 Combat Dice, 2 Spawn Dice
  • 1 Summoning Ritual Card
  • 1 Opening the Rift Card
  • 4 Celestial Chain Cards
  • 3 Red Cubes
  • 1 Doom Track
  • 29 Tokens: 12 Health Tokens, 3 Reroll Tokens, 2 Wild Tokens, 5 Assist Tokens, 1 Ongoing Token, 6 Rift Tokens
  • 2 Boss / 6 Hero Standees

Overview

Paranormal is an action-point-allowance puzzle game for one, where the player takes on the role of a team of paranormal investigators attempting to discover the location of one monstrous entity or another, and to bring them down. During the game you will use your limited number of actions each round to fight Monsters, gain Assets, interact with Locations, and ultimately find the Clues you need to discover the location of the Boss, who you can be certain is up to no good. Your job is to take them down!

Winning and losing

In order to win the game, you must locate the Boss using Clues, reach their location, and defeat them before reaching the final space on the Doom Track. If ever you need to increase Doom but can't, or if all of your Heroes have been downed, you immediately lose!

Setup

  1. Randomly place all 16 Location Cards into a 4 by 4 grid on the table, with the light colored front sides of the cards facing up. Make sure the Home and Crossroads Locations are somewhere in the 4 central spaces of the grid. This grid is called the Map.

  2. Select 3 Heroes to start the game with and place their corresponding Standees on the Home Location Card.

  3. For each Hero in play: place their Hero card in front of you, place Health Tokens next to them equal to their Max Health, and place black Energy Dice on their card equal to their Energy Dice Allowance (note that one of Dan's dice should be a D8 instead of a D6). Then find their Starting Item (with their picture on it) among the Assets, and place it in your Inventory, next to your Hero cards. All unused Hero cards and Standees can be returned to the box.

  4. Select a 4th Hero to start the game Lost: set their Hero Card, Health Tokens, Energy Dice, Standee, and Starting Item card aside, to be Discovered using Clues later on.

  5. Place all Reroll Tokens, Wild Tokens, and Assist Tokens into a Token Supply.

  6. Choose a Boss to fight for the game (see Bosses & Finales on pg. 21), and follow the Start-of-game Setup instructions for your specific Boss. For your first game, we recommend fighting Tanin the Witch, who is the lowest difficulty Boss.

    The Asset card listed under each of the Bosses you aren't fighting remains in the game, but all other unused Boss components can be returned to the box.

  7. Place the Doom Track card near the Boss Card.

  8. Place the 3 different types of Spread Monsters into 3 separate face up stacks.

  9. Shuffle all remaining Asset Cards (aside from those in your inventory and the one required by your Boss setup), Basic Monster Cards and Clue Cards into separate face down draw piles, and place them within reach.

Gameplay

Paranormal plays over several rounds, each round consisting of a Hero Turn and an Enemy Turn.

Each Hero Turn, you will activate all of your Heroes in the order of your choosing, taking actions with them to accomplish various tasks around the Map, fighting off Monsters, and so forth.

Each Enemy Turn, the Enemies (Monsters + The Boss) will activate, increasing the amount of Doom on the Doom Track, and then new Monsters will spawn.

Hero Turns

Each Hero Turn:

  • Activate all your Heroes, one at a time, in any order you like. You may choose to skip a Hero if desired.
  • All actions must be taken with one Hero before moving onto the next.
  • Each Hero gets 3 Actions to use on their turn.

The available Hero Actions are:

  1. Move
  2. Combat
  3. Interact (with an Asset or Boss card)
  4. Rest

Combat Actions and Location Abilities require a Hero to spend Energy, removing an Energy Die from their card. Once an Energy Die is spent it can't be used again until regained. Whenever a Hero is at 0 Energy, actions requiring Energy can't be taken until that Hero recovers Energy (see Resting on pg. 13).

Hero Card anatomy

A Hero card shows: Max Health, Action (Energy) Dice Allowance, Hero Name, Passive Ability, and Combat Ability.

  • Each Hero has a Combat Ability, which may only be activated using a die during Combat, and a Passive Ability, which may affect Combat or other actions that they take.

1. Move

To Move the active Hero, move their standee up to 2 spaces orthogonally from its current location on the Map.

Heroes may move freely through each other, and through or off of Locations that contain Enemies. The Map does not "wrap around" and allow you to move directly from the leftmost Location to the rightmost.

2. Combat

To Combat a Monster (or the Boss) the active Hero must be at their Location, and then:

  1. Take all Energy Dice currently on that Hero's card, and roll them for combat.

  2. Lock any dice you wish to keep from this initial roll, setting them aside (you may keep them all).

  3. You may reroll any dice you haven't locked ONCE to try and get a more favorable result.

    Note: Some Asset cards and tokens may allow you to take additional rerolls.

  4. Compare your final roll results to the Enemy's Defeat Condition to determine success or failure.

  5. If successful, gain any Clue or Wild Token rewards and discard the Monster.

Example: Let's say you have 2 Energy Dice remaining on a Hero, and decide to take a Combat action against this Ghost. You roll the 2 dice and get a 1 and 3. The Ghost needs a sum of 6 or more to be defeated, so you reroll the 1, hoping to get at least a 3 instead. Lucky you, you get it, defeating the Ghost with a 3+3=6!

Whenever a Monster is defeated, place it in a discard pile next to the Monster deck. If you fail to defeat a Monster, it remains where it is and you must attempt to defeat it again using a separate Combat action.

Spending Energy for Combat: Whether or not you defeat an Enemy in Combat, one Energy Die is removed from the active Hero's card at the end of each Combat action (all others are returned to them).

Note: Any time Energy Dice are removed from a Hero, it reduces the number of dice they can roll during Combat until they regain Energy. You cannot take a Combat action with a Hero that has 0 Energy.

Combat Abilities

Each Hero (and some Assets) have a Combat Ability on them, which can be used by locking dice on them during Combat:

  • Requires a single die that meets or exceeds the specified number.
  • Requires a single die of the specified number.
  • Requires one or more dice that sum to meet or exceed the specified number.

A die that gets locked onto a Combat Ability cannot simultaneously be used to satisfy the Defeat Condition of an Enemy. Using a Combat Ability does not count as spending additional Energy.

Example: You're taking Brie's turn and roll 3 Energy Dice for a Combat action, resulting in a 2, 4, and 6. The 2 and 4 are enough to defeat the Vampire you're facing, so you can also use the 6 to activate Brie's combat ability and get a discarded item back!

Monster Cards

A Monster card shows: Monster Abilities, Defeat Condition, Defeat Rewards (Gain a Clue; Gain a Wild Token), and Monster Type.

Monster Abilities

Abilities with numbers above them are activated immediately each and every time the active Hero rolls any of the numbers during any Combat roll. Rerolling can't prevent these effects, but Assist Tokens can:

  • Damage - The active Hero takes 1 Damage (flip a Health Token to its damaged side).
  • Elusive - Dice with the specified numbers are lost. Set them aside. They cannot be used for the remainder of this Combat action.
  • Fear - Dice with the specified numbers are locked. They can still be used, but their values cannot be changed or rerolled.

Other abilities:

  • Doom - If still on the Map during the Enemy Turn, add +1 Doom to the Doom Track (in addition to the basic 1 Doom per Monster).
  • +1 Monster - As soon as a Monster with this icon is added to the Map, immediately draw and add another Monster and Asset to the Map (rolling for their position as usual).
  • Move - If still on the Map during the Enemy Turn, roll the Spawn Dice to reposition this Monster.
  • Tough - This Monster can only be fought if you spend an Assist token or use an ability that ignores Tough.
  • Spread - If on the Map during the Enemy Turn, add a Spread Monster of the same type to any adjacent Location (ignore if no valid Location is available or all same-type Monsters are out).

Defeat Conditions

These are the dice results you must get in order to Defeat a Monster. There are a few different types, and each Monster will list either 1 or 2 Conditions. If it has 2 Conditions, you must satisfy both in the same Combat Action, using different dice, in order to Defeat that Monster. Defeat Conditions may specify...

  • A number that you must get exactly on a single die.
  • A number that you must meet/exceed on a single die.
  • A value that you must meet or exceed using one or more dice.
  • A number of dice that you must roll with an EVEN result (2, 4, 6, or 8).
  • A number of dice that you must roll with an ODD result (1, 3, 5, or 7).
  • A number of consecutive roll results (ie. 1,2,3 or 3,4,5, etc.)
  • A number of dice you must roll of the same value (ie. 3 of a kind = 2, 2, 2 or 5, 5, 5, etc.)
  • A number of dice results that must all go up in value (ie. 1, 4, 6, but not 2, 4, 2)
  • Take # of damage with your active Hero (this is the only condition that does not require dice to satisfy)

If you fail to satisfy an Enemy's Defeat Condition(s), that Enemy remains on the Map, and you must attempt to Defeat them again in a future Combat.

3. Interact

When on a Location that has an Asset or Boss card on it, and that has no Enemies on it, a Hero may use an action to Interact with that card. There are 3 types of Asset cards:

  • Gain a Clue cards are resolved immediately, allowing you to draw and place a Clue card (see pg. 15).
  • Items are added to your Inventory when found. Each Item in your Inventory, including Starting Items, may be used by any Hero on their turn. Most are discarded immediately after use, but some bear the Ongoing icon, and may be used once per round by any Hero for the rest of the game.
  • Allies work the same way Items do - they get added to your Inventory and may be used/discarded on any Hero's turn. Some are also Ongoing. Allies are not considered Items.

Once Discovered, you must also Interact with the Boss in order to move onto the final chapter of the game. See Bosses & Finales (pg. 22) for more details.

Using Items and Allies

Item and Ally Cards have all sorts of different abilities on them, and they can be used at any time during any Hero's activation.

Unless an Item/Ally features the Ongoing icon, it is discarded as soon as you use it for its ability. If it is an Ongoing card, rotate it 90 degrees once used by any Hero. It cannot be used again this round, but will be refreshed at the end of the Hero Turn. In other words, Ongoing abilities are once-per-round abilities.

Some Items/Allies also have a Combat Ability with a specified die value on it. You must place an Energy Die of equal or greater value on the card during Combat in order to activate its ability. As with Hero Combat Abilities, dice used to activate these Combat Abilities cannot be simultaneously used to satisfy an Enemy's Defeat Condition, and are not considered spent Energy.

4. Resting

A Rest action can be taken at any Location to give the active Hero 1 of their Energy Dice back, placing it back on their Hero Card. However, if taken on the Home Location (becomes the Motel during the Boss Finale), they instead regain ALL of their Energy Dice.

Remember that as a Hero expends Energy, they will roll fewer and fewer dice for Combat Actions until their Energy is regained.

Other Hero Turn Details

Before moving on to the Enemy Turn, there are a few other things to discuss about what you might do on a Hero Turn.

Location Abilities

When on a Location that contains text at the bottom of it, you may activate it as a free action - with the exception of the Home Location (see Rest action), these don't count towards your action limit. Each Location Ability may be used once by each Hero per Hero Turn. They cannot be used during Combat.

  • Some abilities say "Spend 1 Energy" to activate: this ability cannot be used if the active Hero has 0 Energy.
  • Others say "Lose" a specified number of HP: lose that much Health in order to activate this ability.

Gaining Tokens

Rerolls: Whenever a game effect says "+X REROLLS", gain that many Reroll Tokens from the supply (limit 3). These may be used to take additional rerolls during any Hero's Combat. You may use as many Reroll tokens as you like in a given Combat, returning one token to the supply for each reroll.

Assists: "+X ASSISTS" effects grant you Assist Tokens from the supply (limit 5). Each Assist Token may be returned to the supply to ignore a Damage, Elusive, Fear, Move, Tough, or +1 Monster ability ONE TIME. Assist tokens cannot prevent Doom or Spread.

Wilds: "+X WILDS" effects grant you Wild Tokens from the supply (limit 2). Each Wild Token may be spent during Combat to count as a die of any number (even to activate Combat Abilities), and is then returned to the supply.

Once gained, all tokens may be used by any Hero on their turn, but you may not use a token in the same action it is gained.

Example: Sean is in a Combat action, and you decide to use one of your dice to activate his Combat Ability (5+, +2 Assists). You gain 2 Assist Tokens, but may not use them during this Combat. They will become available to you once the current action is over.

Gaining Clues

Whenever you "Gain a Clue," draw a card from the Clue Deck and place it below 1 of the 3 possible Discoverables:

  1. The Boss Card
  2. The Boss Asset Card, or
  3. The Lost Hero

Clue Cards help you narrow down the locations of Discoverables, which you will need to do in order to win the game. You MUST find the Boss and Boss Asset's whereabouts before you can Activate and Fight the Boss. Finding the Lost Hero is just, well, the most heroic thing to do... but it's optional.

There are 5 basic types of Clue Conditions:

  • Cannot be next to a Location bearing the symbol shown.
  • Must be next to a Location bearing the symbol shown.
  • Cannot be on a Location bearing the symbol shown.
  • Must be on a Location bearing the symbol shown.
  • Must be on one of the Locations marked with the highlighted squares in the grid diagram.

As you add more Clues to a Discoverable, its Clue conditions will stack together and bring you closer and closer to identifying a single Location on the Map that meets all conditions of the Clues you've added to it. Once you've done that, immediately place the Discoverable on the Map, then discard the Clue Cards used to find it.

When placing a Clue next to one of the 3 Discoverables, you must not create an impossible set of Clue conditions - the Clue conditions must make logical sense together, and must leave you with at least 1 possible Location that meets all of them.

For example, you cannot add a "must be on" Clue and a "cannot be on" Clue for the same symbol to the same Discoverable, because it isn't possible for something to both be and not be in a given Location.

Example: You've placed all 3 of these Clues on Tanin The Witch, and now know that she must be somewhere in the middle two rows of the grid, can't be next to a Location with one symbol, and can't be next to a Location with another symbol. By this point it's likely there would be very few possible Locations that meet all 3 of these conditions, but let's say there are still 2 of them. You would need to continue adding Clues to Tanin until you found a Clue that would eliminate one of the possible 2 Locations in order to find her!

Whenever a Clue cannot be legally added to any Discoverable, you may either choose an existing Clue to replace (altering an existing set of Clue Conditions), or discard the Clue instead of placing it.

Discovering the Lost Hero

When you Discover the Location of the Lost Hero on the Map, immediately draw and place one of the Boss' Minions on that Location as well (if there is already a Monster there, replace it). The Minion on this Location is guarding the Lost Hero, and once you defeat it you will automatically gain the Lost Hero, placing their Hero Card, Energy Dice, and Hero Asset in front of you.

Running out of health

Each Hero begins the game with only 3 Health, and if they take enough Damage from Enemy abilities, flipping all Health Tokens to their damaged side, they become Downed. Place their Standee on its side. You cannot take actions or do anything with a Downed Hero until they are Revived (using the Crossroads Location).

Ending the Hero Turn

Once you're finished taking up to 3 actions with each Hero, end the Hero Turn by rotating all Ongoing Assets back to the upright position. Leave each Hero's Energy Dice as is! - Energy is not regained automatically at the end of the Hero Turn.

Enemy Turns

Each Enemy Turn consists of 3 steps:

  1. Increase Doom
  2. Activate Move and Spread abilities
  3. Move/Spawn Monsters

1. Increasing Doom

Using the cube on the Doom Track, increase Doom equal to the number of Monsters currently on the Map, plus the number of Doom symbols visible on all Monster Cards and the Boss Card (counted even when it's not on the Map).

Doom is not to be trifled with! There are some things that can help you decrease it, but the best policy is to avoid gaining Doom in the first place.

Doom Example: Let's say the Enemies shown in the manual's example survived your last Hero Turn, and are still out there on the Enemy Turn: 1 for each Monster + 1 for each Doom icon visible = 5 Doom. You would then increase the Doom Track by 5. Remember, if Doom ever reaches 15, you immediately lose!

2. Activate Move and Spread Abilities

Activate any Move and Spread icons found on any monsters currently on the Map (see Monster Abilities on pg. 10).

3. Moving/Spawning Monsters

On each Enemy Turn you must Move Monsters with the Move ability and Spawn 3 new Monsters, using the Spawn Dice (a Row Die and a Column Die) to determine where they end up.

First roll both dice for each Monster with Move and reposition them. Assets do not go with them.

Then roll to determine the row and column position of each spawned Monster, and for each result draw a Monster from the deck and add it to the Map.

Spawn Example: If you were to roll row 2 and column 3, you would then draw and place a Monster at the Location in row 2, column 3.

Spawning Assets

For each Monster spawned this way, draw 1 Asset Card from the deck and place it face up on the Monster's location. That Monster is now guarding the Asset, and you will have to defeat them before you can collect it using an Interact action.

1 Asset, 1 Monster per location! A Location may only ever contain 1 Monster and 1 Asset card. Whenever you have to spawn a Monster or Asset on a Location and there's already one there, replace and discard the existing card. If you run out of Monsters or Assets in the draw pile, shuffle the respective discard pile to create a new draw pile.

Once you've finished Increasing Doom and Spawning Monsters, the Enemy Turn ends, and the next Hero Turn begins.

Turns will alternate back and forth this way until:

  1. The Doom Track reaches 15 (you lose)
  2. All Heroes are Downed (you lose)
  3. You Defeat the Boss (you win!)

Bosses & Finales

Once you've located the Boss Asset and Boss using Clue Cards, you must navigate to the Boss Asset and collect it using an Interact action, and only THEN do the same for the Boss. As soon as you Interact with the Boss, you enter the Boss Finale.

Each Boss and Boss Finale works a little differently and is set up a little differently. Follow each Boss' Start-of-game Setup when initially setting up, and then once you locate and Interact with them on the Map, triggering the Finale, come back to their Once the Finale Begins section and continue reading. Once set up, every Boss Finale begins with a Hero Turn!

Tanin the Witch (Difficulty: Normal)

Tanin the Witch is leading a summoning ritual to conjure an unspeakable evil from a different dimension. You must defeat an army of cultists to get to her, and if her ritual is successful, you'll have just one last chance to seal away the beast before it ravages the world.

Components:

  • 1 "The Python" Asset card (with an Ongoing token)
  • 10 "Cultist" Minion Monster Cards
  • 1 "Summoning Ritual" Location Card
  • 1 Tanin the Witch Boss Card

Start-of-game Setup:

  1. Place Tanin's Boss card face down next to your Lost Hero. Tanin is a Discoverable, so her Location will be determined later (see Gaining Clues pg. 15).
  2. Place "The Python" Asset card next to this, and put an Ongoing token on it. This Asset must also be Discovered during the game, and once you gain it, it counts as an Ongoing Asset.
  3. Set the Cultist Minion cards and Summoning Ritual card aside for now.

Once the Finale Begins:

  1. Remove and discard all remaining Monsters and Assets from the Map.
  2. Flip all Location Cards to their dark colored back sides. Do not change the positions of any of them.
  3. Place all Hero Standees on the Motel Location, which acts as the Home Location for each Boss Finale.
  4. Discard the top left Location card and replace it with the Summoning Ritual card.
  5. Draw and place an Asset on each location with the Asset icon (4 total). No other Assets will be added to Locations during the Finale.
  6. Place Tanin's Boss card face up to the left of the Summoning Ritual card.
  7. Shuffle and place Tanin's Cultist Minions in a face down deck on top of her Boss card.
  8. Draw 3 Cultist cards from Tanin's Minion deck, and place them face up on the 3 Location cards orthogonally/diagonally adjacent to the Summoning Ritual card. Do NOT add Asset cards to these Locations, but leave any if already present.

Fighting Tanin

You must defeat enough Cultists to reveal Tanin and then defeat her 2 times to win the game. Unlike with Monsters, her 2 Defeat Conditions can be met on separate Combat actions. Each time you satisfy one of these conditions, place a red cube on it to show it's been completed (see example below).

Cultists:

  • You may not move from a Location with a Cultist to the Summoning Ritual card.
  • Whenever you defeat a Cultist, remove the card from the game, and then immediately draw and place another Cultist on that same Location.
  • Once all Cultist cards have been removed from Tanin's card, and you have cleared a path to the Summoning Ritual, Heroes may then move to the Summoning Ritual to try to defeat Tanin.

Boss Combat Example: You're fighting Tanin with Lucy. Dan is also on her Location, so Lucy gets an extra red die. On her first roll, she gets a result (shown in the manual). Tanin's Defeat Conditions are shown on her card (one of them is "4 increasing numbers"). Lucy's roll already has "3 increasing numbers" (3, 4, and 6), so she locks these, and then rerolls the remaining two 4's to try and get "4 increasing numbers" instead. Her reroll results in a 2, 3, 4, and 6! She's done it! She then covers the Defeat Condition she completed with a red cube.

She or another Hero will still have to come back with another Combat action to complete the other Defeat Condition on Tanin in order to win the game.

Enemy Turns During Tanin's Finale:

  1. Increase the Doom track by 1 for each visible Doom icon (do not increase it by 1 for each Monster as well).
  2. If the Doom track gets to 15, flip the Summoning Ritual card over, and remove all Cultists from the board. You must now face the Unspeakable Horror!

The Unspeakable Horror: Once this monstrosity is spawned, you have one full Hero Turn to do 55 or more total damage and defeat it. If you are unable to do 55 or more damage, you lose the game. (Also, the world is consumed moments later... but no pressure...)

  • A hero must be on the Unspeakable Horror card to attack it.
  • When a hero attacks the Unspeakable Horror, the numbers on the dice indicate how much damage has been done (for example, a roll of 3, 4, 4, 6 would do 17 damage.). After each Hero's attack, leave their combat dice on the Horror to keep track of how much damage has been inflicted on it.
  • If you manage to deal 55+ damage, you immediately win, and do not need to also fight Tanin herself.

Baal the Demon King (Difficulty: HARD as hell)

Baal the Demon King is trying to open a rift between Earth and Hell to create a gateway for a legion of demons to pass through. You must defeat him to close the rift and save the world!

Components:

  • 1 "Demon Sword" Asset card (with an Ongoing token)
  • 8 "Demon" Minion Monster Cards
  • 1 "Opening the Rift" Location Card
  • 1 Baal the Demon King Boss Card
  • 1 Baal Standee
  • 6 Rift Tokens

Start-of-game Setup:

  1. Place Baal's Boss card face down next to your Lost Hero. Baal is a Discoverable, so his Location will be determined later (see Gaining Clues pg. 15).
  2. Place the "Demon Sword" Asset card next to this, and put an Ongoing Token on it. This Asset must also be Discovered during the game, and once you gain it, it counts as an Ongoing Asset.
  3. Set the Demon Minions, Opening the Rift card, Baal Standee, and Rift tokens aside for now.

Once the Finale Begins:

  1. Remove and discard all remaining Monsters and Assets from the Map.
  2. Flip all Location Cards to their dark colored back sides. Do not change the positions of any of them.
  3. Place all Hero Standees on the Motel Location, which acts as the Home Location for each Boss Finale.
  4. Discard the Doom track from play. It will not be used during this Finale.
  5. Place the Opening the Rift card on top of the Cemetery Location.
  6. Draw and place an Asset on each Location with the Asset icon (4 total). No other Asset cards will be added to Locations during this Finale.
  7. Draw 3 Demon cards from Baal's Minion deck, and place each face up on any Location card orthogonally or diagonally adjacent to Opening the Rift. Do NOT add Assets to these Locations, but leave any if already present.
  8. Place the Baal Boss card face up near the board.
  9. Place the 6 Rift Tokens near the board.
  10. Place Baal's standee on the Opening the Rift card.

Fighting Baal

You must defeat Baal three times to stop the rift from opening and win the game. As with Tanin, his 3 Defeat Conditions can all be met on separate Combat actions (see example above).

Enemy Turns During Baal's Finale:

  1. For every visible Doom icon, add a Rift Token to a Location either in the same row or column as Opening the Rift that doesn't already have one. If the sixth and final token is placed, the gates of hell are opened, and you lose the game!
  2. Roll to randomly move Baal's standee to a new location.
  3. Roll to randomly spawn 3 new Demons from Baal's Minion deck. If the draw pile runs out, shuffle the discarded Demons and create a new draw pile.

Ramiel the Archangel (Difficulty: sonofabitch)

Ramiel the Archangel has managed to break almost all the celestial chains that attach Heaven to earth. If he breaks the final four, Heaven's pearly gates will be closed forever. You must defeat him before he breaks the final chain!

Components:

  • 1 "Blessed Knife" Asset card (with an Ongoing token)
  • 6 "Angel" Minion Monster Cards
  • 4 "Celestial Chain" Cards
  • 1 Ramiel the Archangel Boss Card
  • 1 Ramiel Standee

Start-of-game Setup:

  1. Place Ramiel's Boss card next to your Lost Hero. Ramiel is a Discoverable, so his Location will be determined later (see Gaining Clues pg. 15).
  2. Place the "Blessed Knife" Asset card next to this, and put an Ongoing token on it. This Asset must also be Discovered during the game, and once you gain it, it counts as an Ongoing Asset.
  3. Set the Angel Minions, Celestial Chain cards, and Ramiel Standee aside for now.

Once the Finale Begins:

  1. Remove and discard all remaining Monsters and Assets from the Map.
  2. Flip all Location Cards to their dark colored back sides. Do not change the positions of any of them.
  3. Place all Hero Standees on the Motel Location, which acts as the Home Location for each Boss Finale.
  4. Discard the Doom track from play. It will not be used during this Finale.
  5. Draw and place an Asset on each location with the Asset icon (4 total). No other Asset cards will be added to Locations during the finale.
  6. Place a Celestial Chain card on each of the four corner Location cards, unbroken side up. Any Assets present on these cards remain there.
  7. Place the Ramiel Boss card face up near the board.
  8. Place the Ramiel standee on the top left Location card, and flip the Celestial Chain card at that Location to its Broken side.
  9. Draw 2 Angel cards from Ramiel's Minion deck, and place each on a Location card orthogonally or diagonally adjacent to The Motel. Do NOT add Assets to these Locations, but leave any if already present.

Fighting Ramiel

You must defeat Ramiel 3 times before he destroys the four Celestial Chains (again, track using red cubes).

Angels: Heroes may not pass through or leave a location with an Angel.

Enemy Turns During Ramiel's Finale:

  1. Move Ramiel three spaces clockwise to the next Location card with a Celestial Chain and flip the card to its Broken side.
  2. Move all Minion Angels one Location towards the nearest Hero (choose path/target if equidistant).
  3. Spawn 2 new angels from Ramiel's deck, and place them on any Location cards adjacent to the Motel in the middle of the board that don't already have an Angel (place randomly using spawn dice if all are currently occupied). If the draw pile runs out, shuffle the discarded minions and create a new draw pile.

Quick Guide

Hero Turn

Take up to 3 actions with each Hero, 1 Hero at a time:

  • Move: Move up to 2 Locations away
  • Combat: Roll dice to fight Enemies (costs 1 Energy)
  • Interact: Collect an Asset or Activate the Boss
  • Rest: Regain 1 Energy (or all Energy if on Home/Motel)

Enemy Turn (pre-finale)

  1. Increase Doom: 1 per Monster on Map +1 per Doom symbol visible on all Monsters/The Boss
  2. Activate Move and Spread abilities
  3. Move/Spawn Monsters: Roll Spawn Dice and place a new Monster and Asset card on resulting row/column (until 3 Monsters have spawned)

Hero Tokens

  • Reroll: use for an extra reroll in Combat
  • Assist: use to prevent one Damage, Elusive, Fear, Move, Tough, or +1 Monster ability (can't prevent Doom or Spread)
  • Wild: can be used as a Combat die of any value (return to supply after Combat action ends)

Enemy Icons

Elusive (Lose dice), Fear (Lock dice), +1 Monster (immediate), Damage, Tough, Doom, Spread (spawns Spread Monsters), Move (each Enemy Turn).

Rewards: Gain a Wild, Gain a Clue.

  • Draw and place 1 Monster and 1 Asset Card face up on each of the 4 corner Location Cards.

  • Place all remaining dice into a Dice Supply.