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Sub Terra II: Arima's Light

Expansion for Sub Terra II: Inferno's Edge

Sub Terra II: Arima's Light Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Temple Mode: Intrepid
    • Setup
    • Tiles
      • Explosion (x3)
      • Snake (x3)
      • Pit (x2)
      • Rock Trap (x2)
      • Legion (x2)
  • Game Mode: Ark
    • Setup
    • New Objective
    • How to Play
      • Notes
  • Explorers: The Circle
    • The Magician
      • Transpose
      • Transform
    • The Beastmaster
    • The Dog
      • The Dog (rules notes)
      • Call
      • Direct
    • The Strongman
      • Support
    • The Escape Artist
      • Fade

Introduction

Sub Terra II: Arima's Light is the first expansion for Sub Terra II. Join the mysterious travellers of the Circle and face new dangers as you strive to destroy the evil beneath the mountain.

This expansion has three parts:

  • A new temple mode ("Intrepid")
  • A new game mode ("Ark")
  • Five new explorers ("The Circle")

The temple mode changes the hazards you'll face - it can be used with any game mode. The game mode changes your team's objective - it can be used with any temple mode. You can use any combination of explorers with any temple mode or game mode.

Core Game (Inferno's Edge)Expansion One (Arima's Light)Expansion Two (Typhaon Wakes)Expansions 1+2
Temple Mode (choose one)Core TilesIntrepidLegionIntrepid + Legion
Game Mode (choose one)Core ObjectiveArkTyphaonArk + Typhaon
Explorers (choose freely)1052-

Components

6 Explorer Cards, 1 Ark Card, 13 Tarot Cards, 5 Explorer Meeples, 1 Ark Meeple, 1 Dog Meeple, 15 Temple Tiles, 9 Snake Tokens, 9 Explosion Tokens, 2 Danger/Rubble Tokens.

Temple Mode: Intrepid

The Intrepid temple mode changes the hazards you'll face. It can be used with any game mode.

Setup

During set up, remove these twelve core-game tiles from the tile bag:

  • 5 x Lava
  • 3 x Ruin (1, 2, 3)
  • 1 x Dart Trap
  • 1 x Spike Trap
  • 1 x Guardian (corner)
  • 1 x Bridge

Then add these twelve expansion tiles to the tile bag:

  • 3 x Explosion
  • 3 x Snake
  • 2 x Rock Trap
  • 2 x Legion
  • 2 x Pit

Set the three Transform tiles aside - they belong to the Magician.

(Perform the other set-up steps as normal.)

Tiles

Explosion (x3)

These tiles start with three explosion tokens on them.

Whenever the explosion symbol is rolled on the hazard die, for each Explosion tile in the temple:

  • Remove an explosion token from that tile.
  • When the last explosion token is removed in this way, the tile explodes: all explorers on that tile or a connected adjacent tile lose 3 health, then destroy all enemies on those tiles.
  • If there were no explosion tokens on that tile to remove, all explorers on that tile or a connected adjacent tile lose 1 health instead.

Snake (x3)

These tiles start with a single snake token on them.

When an active explorer enters a Snake tile, remove all snake tokens from the tile. That explorer loses 1 health for each token removed this way.

Whenever the snake symbol is rolled on the hazard die, and the following die roll is 1, 2 or 3, all Snake tiles activate:

  • If there is an active explorer on that tile, one such explorer loses 1 health. (The current player chooses if there is more than one.)
  • Otherwise, if there are fewer than three snake tokens on that tile, put a snake token on that tile.

(There can never be more than three snake tokens on a single tile.)

Pit (x2)

Explorers enter pits as normal. However, they cannot Move or Explore out of a pit unless there's another active explorer on the destination tile.

Alternatively, explorers can use the Climb action to move out of a pit, even if no other explorers are nearby.

CLIMB (2 action icons) - Perform a Move action, ignoring Pits.

Rock Trap (x2)

If an explorer on this tile or a connected adjacent tile rolls on the hazard die, this trap is triggered:

  • If there's no warning token or rubble token on this tile, put a warning token on this tile.
  • If there was already a warning token on this tile, remove the warning token from this tile, and this tile collapses. Place a rubble token on this tile, then all explorers on this tile lose 5 health (as shown in the diagram).
  • If there was already a rubble token on this tile, do nothing.

These are normal rubble tokens - they stop explorers from moving onto the tile, and can be removed using the Dig action. Once the rubble token is removed, the Rock Trap can be triggered again.

Legion (x2)

These tiles start with three guardians on them. (If there are less than three guardians left in the supply, place as many as you can.)

Unlike "normal" Guardian tiles, Legion tiles do not spawn any more guardians for the rest of the game - after it's placed, this tile has no special attributes.

Game Mode: Ark

Setup

At the start of the game, place the Ark on the entrance tile crossroads. Put three health point tokens on the Ark card.

The Ark is not counted as an explorer when setting up the volcano track.

(Perform the other set-up steps as normal.)

New Objective

In this mode, you're no longer trying to steal the Artifact - instead, you're trying to destroy the evil inside this temple once and for all. To do this, you must deliver the Ark to the Sanctum before the volcano erupts.

  • If all three keys have been placed on the Sanctum tile, and the Ark is on the ledge half of the Sanctum, the explorers WIN.
  • If the volcano erupts, or all explorers are downed, the explorers LOSE.

How to Play

The Ark is considered to be an explorer, except:

  • It doesn't take a turn, perform normal actions, or belong to a player.
  • It cannot be moved off its current tile except by using the Push or Pull actions (see below).

When an explorer is on the same tile as the Ark, they can take the following special action:

PUSH (1 action icon) - If the Ark isn't downed, it performs a Move action. (You choose where it goes, but you don't move with it.)

When an explorer is on a connected adjacent tile to the Ark, they can also:

PULL (2 action icons) - If the Ark isn't downed, it performs a Move action to your current tile (if able).

Notes

  • The Aristocrat cannot Command the Ark to move by itself.
  • The Magician cannot use Transpose to switch places with the Ark.
  • The Fortune Teller cannot use tarot cards to move the Ark or give it action points to spend.
  • The Ark cannot be pushed out of a Pit tile unless there's an active explorer on the destination tile.
  • The Ark cannot enter a Bridge tile occupied by another explorer, and it will block Bridge tiles for other explorers (a Pull action will be needed to keep it moving).
  • Guardians will chase and attack the Ark as if it were a normal explorer.
  • Tiles, hazards, and abilities will cause the Ark to lose health as if it were a normal explorer.
  • The Ark can be Healed ("repaired") by other explorers on the same tile, as well as through certain character abilities (e.g. Healer, Priest).
  • The Ark falls to the ground when it loses its last life point. In this case, the Ark cannot be displaced until it heals.

Explorers: The Circle

This expansion contains five new explorers for you to play with. The Circle are a secret organisation of magical individuals - they are humanity's last line of defense against supernatural threats.

These characters work well as a team, but you can also mix and match them with explorers from the base game or other expansions.

This expansion brings a new explorer type: the Attacker. For a balanced team, consider the Attackers equivalent to the Defensers.

The Magician

  • Health: 5
  • Transpose (1 action icon) - Switch location with another explorer, unless either of you are holding the Artifact.
  • Transform (x3) (2 action icons) - Remove all tokens from your current tile, then return that tile to the bag. Put a Transformed tile in its place.

Transpose

  • You immediately move to that explorer's tile, and they immediately move to where you used to be.
  • This doesn't count as a Move action: it won't trigger Spike Traps, and guardians on either tile won't hit either of you.
  • You cannot use this ability to swap places with the Ark, because of the Ark's rule about movement.
  • However, you can use this ability to swap places with The Dog.

Transform

  • You cannot use this ability when standing on the Entrance, Sanctum or either of the Wings.
  • All tokens are removed, but items (key, artifact), guardians, and explorers remain where they are.
  • If this ability is used after the Sanctum has been placed, the Sanctum remains where it is, even though the bag is no longer empty.
  • The Transformed tile has no special abilities - once placed, it's just a normal tile.

The Beastmaster

  • Health: 5
  • Type: Attacker
  • Call (2 action icons) - Place The Dog on your current location with full health.
  • Direct (2 action icons) - The Dog performs a Dog Action (if able).

The Dog

  • Health: 3

The Dog may perform one Dog Action for free on the Beastmaster's turn, before the hazard roll.

When the Dog loses all health points, he runs away - remove him from the temple. (Call brings him back.)

Dog Actions

  • Perform up to three Move actions
  • Perform a Climb action
  • Perform a Dig action
  • Destroy an enemy on your tile
  • Regain one health point

The Dog (rules notes)

The Dog counts as an explorer, except he doesn't take a turn, and can't perform normal actions. (Most notably, he cannot Reveal, Explore or Heal others.)

  • The Dog starts the game in the supply, not on the Entrance tile.
  • Guardians will chase and attack him, and tiles/abilities can cause him to lose health.
  • If The Dog would run out of health and become downed, return him to the supply instead.
  • The Dog can take one free Dog Action at any point in the Beastmaster's turn before the hazard die roll, even if the Beastmaster is downed.
  • The Beastmaster makes all decisions The Dog would have to make.
  • The Dog is not counted when deciding the starting position on the volcano track, or when determining your final score (he always survives).

Call

  • Call moves The Dog around - it doesn't create a new Dog, so you still only get one free Dog Action in total that turn.
  • You can Call The Dog even if he's already in the temple. He immediately jumps to your location, no matter the distance, and is restored to full health. This does not count as a Move action.

Direct

  • Direct allows The Dog to perform a second Dog Action that turn.

The Strongman

  • Health: 7
  • Type: Attacker
  • Staunch (3 action icons) - Regain all your lost health.
  • Smash (2 action icons) - Destroy all enemies on your current tile.
  • Support - Your current tile cannot collapse for any reason.

Support

  • This applies to both Ruin tiles and Rock Trap tiles. In the latter case, the warning token remains on the tile.

The Escape Artist

  • Health: 3
  • Icon: eye symbol (as printed on the explorer card)
  • Fade - Enemies ignore you (they don't follow, attack or hurt you when you move). You ignore walls when moving.
  • Strike (1 action icon) - Destroy an enemy on your current tile. Until the start of your next turn, you no longer have Fade.

Fade

  • Enemies will activate as if you weren't there - they'll move past you and attack others. You won't get hurt by guardians while moving. However, Guardians will still appear if you roll Wake Guardian.
  • You can move between adjacent disconnected tiles as if walls weren't there. This also applies to actions that involve moving, such as Run or Climb. However, you still cannot Reveal or Explore through a wall.

Strike

  • Using this ability removes Fade until the start of your next turn, no matter how many times you Strike this turn. During this time, enemies are now able to chase and attack you, and you can't move through walls.

The Fortune Teller

  • Health: 3
  • Icon: eye symbol (as printed on the explorer card)
  • Scry (1 action icon) - Draw a tile from the bag. You may reveal it next to another active explorer. If you don't, return it to the bag.
  • Meditate (2 action icons) - Draw a random Tarot card from the deck.

Scry

  • You don't have to choose where to place the tile - or even if you want to place it at all - until you've drawn it and know what it is.
  • If you choose to place the tile, it must connect to a tile occupied by another active explorer.
  • Everything that would normally happen when that tile is placed still happens (e.g. tokens are placed, guardians appear).
  • If you decide not to place it, it's returned to the bag with no further effect.

Meditate

  • At the start of the game, shuffle the tarot deck.
  • Tarot cards grant you additional one-use abilities. You keep hold of the card until you want to use it.
  • To use one, pay the action point cost printed on the card and discard it. Then resolve the following effect:

The Tarot

NameCostEffect
I.The Quest2 action iconsAll other active explorers may perform an action that costs 1 action icon.
II.The Mountain2 action iconsRemove all rubble tokens from all tiles.
III.The Tower2 action iconsPlace a safety token on any tile. For the rest of the game, ignore all symbols printed on that tile. (It is considered "normal", and has no special properties.)
IV.The Heart2 action iconsAll other explorers regain 1 health.
V.The Betrayer1 action iconChoose another active explorer. They may perform up to three Move actions.
VI.The Inferno
  • Strike
  • The Fortune Teller
    • Scry
    • Meditate
    • The Tarot
  • 2 action icons
    Choose a tile. Destroy all enemies on that tile and on all connected adjacent tiles.
    VII.The Fall1 action iconChoose a tile. Destroy all enemies on that tile.
    VIII.The Darkness1 action iconUntil the start of your next turn, enemies cannot activate.
    IX.The Survivor1 action iconChoose another explorer. Until the start of your next turn, they cannot lose any health.
    X.The Return2 action iconsChoose another explorer. They regain 1 health.
    XI.The Void1 action iconDestroy any wall.
    XII.The King in Chains3 action iconsDestroy all enemies on all tiles.
    XIII.The Nexus1 action iconDraw three tarot cards, then discard two tarot cards.