The Hunters A.D. 1492
The Hunters A.D. 1492 Rulebook
Table of Contents
Table of Contents
-
- Game Overview
- The Beginning
- Hero Setup
- First Plot Card
- First Tutorial Mission
- Resolving Quests
- Hero Actions
- Enemy Turns
- Quest End
- Traveling around the Map
- Second Tutorial Mission
- Terrain Features
- Traits
- New Enemy Actions
- Morale
- Weapon Additions
- Task Cards and Tome of Tales
- Third Tutorial Mission
- Settlements
- Hero Development
- Wagon
- Resources
- Constructing Equipment
- The Hunters A.D. 1492 Rules Compendium
- Changing Number of Players During Campaign
- Difficulty Level
- Game Components List
- Glossary
- Accessories
- Action
- Action Card
- Action Cards Deck
- Activity
- Addition
- Ally
- Area
- Armor
- Attributes
- Backpack
- Basic Action
- Bottleneck
- Burn
- Collect
- Constructing Equipment
- Cover
- Defense
- Defense Tokens
- Difficult Terrain
- Effect Duration
- Enemy
- Enemy Action Card
- Enemy Card
- Enemy Special Abilities
- Enemy Turn
- Enemy Types
- Engagement
- Equipment
- Equipment Diagrams
- Finding
- Flight
- Golden Rule
- Grenades
- Heal
- Health
- Health Level
- Helmet
- Hero Development
- Hero Turn
- Hide
- Hiding Terrain
Game Overview
Hunters A.D. 1492 is a game for 1 to 4 players. It is a cooperative game, in which all participants fight together against common enemies during a campaign.
The campaign is comprised of a series of quests. Between each quest players may upgrade their wagon, gain experience, trade, construct new equipment, heal themselves or travel around looking for tasks or clues necessary to finish the main quest.
The goal of the game (i.e. the campaign) is to resolve all quests from the main plot and win the last of them before 60th day passes.
The rulebook is divided into two booklets. The one you are reading now (How To Play) describes all basic rules necessary to play the first three quests and the beginning of the main narrative plot.
The second booklet (Rules Compendium) describes all game rules in details. It also contains a detailed list of game elements.
The Beginning
Before your first game, perform the following basic steps:
- Find all map cards numbered from M01 to M20 and place them face-down (with their back visible) to create the region map. The card M01 should be placed in the upper-left corner, the card M02 next to it, etc. until you place the card M20.
- Reveal the map card M05 and place it face-up (keep all the other 19 map cards face-down).
- In order to facilitate the map setup and be able to add new cards later, you may use the ring binder for 20 cards included in the game by sliding 1 card into each compartment.
- Take all town cards from the box, shuffle them and form them into a pile.
- Take all level 1 road cards, shuffle them and form them into a pile. Place the road card named "The Beginning" on the bottom of this pile.
- Take all level 2 road cards, shuffle them and form them into a pile.
- Take all level 3 road cards, shuffle them and form them into a pile.
- Form all small plot cards into a pile (without shuffling).
- Form all large plot cards into a pile (without shuffling).
- Form all task cards into a pile (without shuffling).
- Set up the wagon board.
- Place the wooden cube on space "1" on the days track.
- Form all location cards, enemy cards and enemy action cards into piles (without shuffling).
Now, read together the letter you received from Duke Ulrich von Leiberich (the "Introduction" on page 2 of the Tome of Tales). Once you read the letter, return to reading this booklet.
Perform the following instruction after reading the letter: Place the Hunters marker and S001 face-down on M05.
The instruction above means that you should place the small plot card S001 (B) on the map card M05 (A). According to the instruction, this card is placed face-down (with its back visible). Look closely at its back. In addition to the number, it features a red triangle (C). This icon means that the moment the Hunters marker is placed on the map card with this plot card, it should be immediately revealed and read.
Next, find the Hunters marker (D) and place it on the revealed map card M05. Your group is in the forest, near the town of Penzberg, which has expanded over the last few years and is now the capital of this region. However, before we reveal the plot card S001, let's choose our heroes.
Hero Setup
Depending on the player count, you can choose 2 to 4 heroes. In a solo game, the player chooses 2 heroes. If there are 2, 3 or 4 players, each of them chooses 1 hero.
Each hero board is comprised of 2 main sections. The first one (1), placed to the right, features space for equipment. This section looks identical for each hero (however, not all equipment slots will be available to everyone).
The second section (2), placed to the left, is drawn depending on the chosen hero (it may differ from the others based on such things as artwork or attributes).
Now, look at the back of this section of the hero board (the one with the illustration). You can see the diagram of the equipment options available to your chosen hero. Based on this diagram, cover the equipment slots unavailable to particular heroes (3).
Then, place the starting equipment of your chosen heroes (4) on your boards (the equipment list can also be found on the back of each board). The equipment is divided into 7 types: weapons (melee weapon / ranged weapon / magic weapon) and shields (5), additions (6), armors (7), helmets (8), accessories (9) and backpack (10).
Your hero's attributes can be found next to its illustration (11): Strength, Knowledge, Perception, Agility and Health (it indicates your maximum Health level). Below, you can see your current Health level track (12) and the morale level along the left edge (13).
Now, each of you takes 7 wooden cubes. Place 1 cube on each attribute and one on morale (the highlighted spaces marked with dots). The last cube should be placed on the current health level space (12), exactly under the cube marking the maximum health level (each hero starts the game with full health).
First Plot Card
After setting up the hero boards, you return to the map card M05, on which you placed the Hunters marker and a small plot card. As already mentioned, if a plot card with the red triangle and quill icon is on the same map card as the heroes, you should immediately reveal a given plot card and read its text. Now, reveal the plot card S001 and read its text together. The main instruction you have just read says: "Resolve quest 1" Follow the instruction by opening the Tome of Quests and finding quest number 1. As the card S001 contains no additional instructions, we discard it after reading (by returning it into the small plot cards pile).
It is worth mentioning that there are plot cards featuring the "!" icon on their front (next to a particular narrative option). If you encounter such option, it means that a given option is necessary to complete the main quest.
Also the small plot card backs are marked if they belong to the main plot. Such cards have a red stripe instead of a blue stripe. Some red-striped card backs additionally feature another information marked as "xx". It means that a given card must be revealed (flipped face-up) before the end of day "xx". Otherwise, players will not be able to finish the main quest within 60 days.
First Tutorial Mission
Tome of Maps and Tome of Quests
At the top of the page in the Tome of Quests, you can find the quest title and number. The description of each quest is divided into the following sections: "Introduction", "Deployment", "Quest Goal", "Special rules", "Victory", and "Defeat". Now, open the Tome of Maps on the page with the proper quest number in its upper left corner and place it in the middle of the table. The map is comprised of square spaces, on which your heroes and enemies move.
Introduction
Let's return to the Tome of Quests now. Start by reading the "Introduction" together. Then proceed to the "Deployment" section, where you can find a list of all enemies appearing in a given quest and, optionally, additional board features. The number of heroes may affect the number of enemies - such information is always given in brackets next to it.
Deployment
- Each enemy type has a dedicated enemy card (1), which should be now found in the enemy card pile and placed next to the board. In this quest you only need one enemy card featuring the Wolf.
- Additionally, enemies have at their disposal action cards (2) (from 3 to 10, depending on the enemy), which should be placed face-down in a pile next to them (backs of those cards feature an illustration of their matching enemy). In case of the Wolf, the enemy action card pile contains 3 cards, which should be shuffled before forming them into a pile.
- Each player chooses their hero miniature and places it on any space within the deployment zone (3). There is no limit to the number of miniatures that can be placed on one space.
- Next, find the spaces on the board, where you should deploy your enemies (4). The number of spaces with enemies changes depending on the number of heroes in the game.
Each space features an illustration (5) and 3 icons to the right. The upper icon (6) is used in 4-hero games, the middle one (7) in 3-hero games and the lower one (8) in 2-hero games. If the icon is invisible (8), no enemy is deployed for a given number of heroes. If it is visible (6 or 7), 1 enemy is deployed on a given space. Additionally, future quests might feature an icon indicating a given enemy's number of damage at the beginning of a quest (9). The last element featured here marks a larger number of enemies to be deployed (e.g. "2x" or "3x") on a given space (10).
In quest 1, with 2 heroes you should deploy 2 Wolves, with 3 heroes - 3 Wolves, and in case of 4 heroes - 4 Wolves.
Action Deck Setup
During the first quest, you will only be using the first 10 action cards, starting from number 01 (e.g. for Landsknecht these are cards: 1xLK01, 2xLK02, 2xLK03, 2xLK04 and 3xLK05 - 10 cards altogether). During the next quest, you will add the remaining cards marked with "ST" letters, bringing your decks to their full 20 card sizes. These cards will be used to perform all actions during the current quest. Each hero has cards with a different illustration on the back. In time, as heroes gain experience, the number of cards available to them will increase, thus providing them with better starting choices. Once each hero has their 10-card deck ready in front of them, proceed to the next section entitled "Quest Goal".
Quest Goal
This section explains what you have to do in order to succeed in a given quest. It also explains the length of a given quest. During quest 1, you place the Round Marker on space "1" on the round track: the game ends with your defeat if you do not manage to eliminate all your enemies within this time limit.
Special Rules
Finally, read the section featuring special rules, which may modify the basic game rules or add completely new options.
Victory and Defeat
You need to check "Victory" and "Defeat" sections at the end of the quest in order to learn the consequences of your exploits during the quest. Do not read them earlier.
You have set up everything and you are ready to start your first quest. Time to start the fight!
Resolving Quests
Rounds
Each quest is divided into rounds whose number for the current quest is indicated in the "Quest Goal" section. Each round heroes play their turns by performing 2 actions each. Their enemies resolve their turns by performing 1 action each. Once each hero and each enemy resolves their turn, the current round ends. At the beginning of the quest, place the Round Marker on space "1". You will be moving it 1 space after each round.
Each round is divided into the following steps:
- Draw action cards (only heroes).
- Determine order.
- Hero and enemy turns.
Draw Action Cards
In the first round, once the deployment is done, each hero chooses any 5 action cards from those available to them, and takes them into their hand. The remaining 5 starting cards should be shuffled and placed in a pile next to the hero board. At the beginning of each consecutive round, you should draw new action cards into your hands, so that before you decide the order of hero turn resolution each hero always has 5 cards in their hand. If any action card pile is depleted during a quest, all used action cards should be reshuffled and formed into a new action card pile.
Determine Order
Once each hero has 5 cards in their hand, determine the turn order. The first turn is started by any hero or enemy with the highest Perception attribute. Then heroes or enemies resolve their turns based on their Perception going from the highest to the lowest value. If there are Perception ties between heroes and enemies, the players break them by choosing who should act first. Each hero may now decide if they want to delay their turn resolution, as if their Perception was lower, should they consider it beneficial.
Once the turn order is determined, the first hero or enemy starts resolving their actions. The order that has been just set cannot be changed until the end of the current round.
Hero Turns
Each hero and enemy resolves their turn now. First, we will describe heroes' turns.
The acting hero can perform up to 2 actions in their turn. They have 2 options when performing an action: they may choose any action card from their hand OR they may perform any basic action.
The acting hero's turn is fully resolved and once it ends, another hero or enemy starts their turn.
The acting hero may choose not to resolve any actions in their turn.
Action Cards
In order to perform an action, the acting hero chooses one action card from their hand and resolves the activities described in its upper half. A given card may allow the hero to perform one or a few activities as part of one action – you cannot change the order of activities listed on the card you use, but you can skip any activity from those listed on the card. The lower half enables the hero to resolve additional effects, but they will be explained as part of the next quest. Skip them for now.
All used action cards are discarded to a separate pile (the used action card pile).
Basic Actions
Instead of using an action card, the acting hero may choose any of the following 4 basic actions:
- Move 1
- Attack 1 (melee)
- Attack 1 (ranged)
- Interact
They are explained on the following pages. The acting hero choosing to perform a basic action chooses any 1 action card from their hand and discards it (they do not perform any actions featured on the discarded card).
Hero Actions
Move
The simplest available action is "Move x". This action allows a given miniature to move up to "x" spaces in any direction. Miniatures can move to any adjacent spaces both orthogonally and diagonally. Miniatures can move through spaces with their allies, but must immediately end their move when they enter a space with their enemy. A moving hero can, at any time, leave the board as if there were more spaces beyond the edge of the board. A miniature, which leaves the board for any reason, cannot return to the game until the end of the current quest. There is no limit to the number of miniatures which may occupy one board space. The move value cannot be lower than 1, even in case of multiple negative modifiers.
Move example: The acting hero uses the action card "Jump". Its upper half features the available action. This action is comprised of 1 activity: "Move or Parting Leap 2". This means that the hero may perform any move as shown in the illustration to the right. Move 2 enables them to move to any spaces (2). They may also perform a shorter move and stop on spaces (1).
Parting Leap and Engagement
Any miniatures resolving quests may find themselves in a very unique situation, which we call engagement. Each miniature on the same space with their enemy is considered engaged. Engaged miniatures can only perform the following actions: Parting Leap, Melee Attack or Magic Attack (assuming that it enables them to perform an attack while engaged as described on a given action card). The parting leap is a unique type of move action. It pertains to a situation when a miniature wants to disengage and move to a different space. The parting leap can be performed using normal movement or by using an action card, which only allows a miniature to perform the parting leap.
The hero performing the parting leap risks suffering a Penalty Attack. One enemy engaged with them (the one with the highest Strength) can immediately perform one additional (and free) Attack 3 action. Enemies cannot perform penalty attacks if they are outnumbered by heroes on a given space.
After performing the parting leap, a given miniature is no longer engaged (assuming that the parting leap has not resulted in sharing the same space with enemies) and can freely use any remaining actions available in their turn. They may also continue their move as long as the action card used enables them to move more than 1 space.
Melee Attack
A Melee Attack can only be performed by a hero engaged with their enemy.
When resolving Attack, perform the following steps:
- Choose an action card enabling you to perform an Attack. The acting hero may choose an action card from their hand or perform the basic action Attack 1.
- Choose weapon – The acting hero may choose to attack with any weapon featuring the attack icon that they have in their inventory. If the hero has no such weapon, they fight using an improvised weapon or fists. A weapon token often features additional icons along its right edge. Ignore them for now. We will describe them in more detail during the next quest.
- Choose target – The attacking hero chooses which enemy they attack. Any enemy on the same space may be targeted.
- Roll to hit – In order to determine how powerful the acting hero's attack is, start by checking the weapon token used. You can find the icon that shows the number of attack dice (D6) rolled during the attack at the bottom to the left. In order to learn what result on each die grants a successful hit, you need to check the action card used for the attack listing the phrase: "Attack x". Add or subtract from "x" the to hit modifier, which can be found on a weapon token next to the number of dice. Each die showing a result that is equal to or lower than the modified "x" is a success (a hit).
- Additional rolls – If, during the to hit roll, you obtained a "1" result, you may make an additional roll with all dice showing this result. The difficulty remains unchanged. If you obtain "1" again, you may make another roll. Keep rolling until no dice show a "1" result.
- Determine attack strength – Now, add all successes from your dice together. Then add the acting hero's Strength. The sum is the hero's overall attack strength.
- Target defense – Once the overall attack strength has been determined, check the enemy's defense. In order to do this, check the enemy card. It features the melee defense icon to the right of its attributes. The Wolf you are facing during this quest has the melee defense = 0.
- Damage – Now, lower the overall attack strength determined earlier by the enemy's defense. The final result is the number of damage dealt. Place the corresponding number of damage tokens next to the enemy miniature. If the enemy's health is lowered to 0, it is immediately considered eliminated and its miniature is removed from the board. Enemies' starting health can be found to the left of their attributes bar.
Golden rule: No matter the value, each "1" result on the dice is always considered a success. On the other hand, each "6" result is always considered a miss.
Unarmed combat If no weapon with Attack is used, the acting hero only rolls 1 die and adds half their Strength (rounding down).
Example of Melee Attack: The acting hero uses an action card with "Attack 2" (1). They choose to attack the Wolf standing on their space. They use a Longsword (2) to do it. At the bottom of the equipment token, to the left, you can see the number of attack dice used (3). In case of the Longsword, they roll 3 dice. As the Longsword has the to hit modifier +1 (4), the basic "Attack 2" chance to hit is increased to 3. The hero rolls (9) and gets the following results: "1", "3", and "5". According to the Golden Rule, "1" is an automatic success. "3" is also a success (equal to or lower than the modified Attack). However, "5" is a miss. One obtained result of "1" provides one additional roll. Therefore, the acting hero rolls 1 additional die, but this time obtains "4", which is a miss. Next, add the acting hero's Strength of 1 to the 2 successes obtained on the dice. The overall attack strength = 3. Now, check the Wolf's melee defense (7), which is 0. This means that the hero's attack strength is not lowered, so they finally deal 3 damage. This powerful blow eliminates the Wolf (its Health (8) has been reduced to 0) and its miniature is removed from the board.
Ranged Attack
A Ranged Attack can be performed by a hero who is not engaged and has a target in their Line of Sight (LOS) and within their ranged weapon's range. When resolving Attack, perform the following steps:
- Choose an action card enabling you to perform Attack. The acting hero may choose an action card from their hand or perform the basic action Attack 1.
- Choose weapon – The acting hero may choose to attack with any weapon featuring the attack icon that they have in their inventory. If the hero has no such weapon, they cannot perform Attack.
- Choose target – The attacking hero chooses which enemy they attack. Any enemy in LOS and the weapon's range may be targeted.
- Weapon range – Each ranged weapon token features the range value (see the example below – a Hunting Bow has a range of 1-3). If the acting hero was using the Hunting Bow, their target would have to be at least 1 space away, but no further than 3 spaces away from the hero.
- Line of Sight (LOS) – Besides the range, the target must also be in the attacker's Line of Sight (LOS). In order to check this, an imaginary straight line should be determined from the center of the space with the attacker to the center of the space with the target. If this line is not interrupted by a wall (see p. 15: the walls description), the attack can be performed.
- Roll to hit, determine attack strength, defense and damage. The attack strength, defense and damage are determined the same way as during any Attack. The only difference is taking into account the ranged defense and using Agility instead of Strength.
Range and LOS check example: Spaces (1) are within range 1. Spaces (2) are within range 2. Spaces (3) and (4) are within range 3. The acting hero uses a Longbow with range = 1-3. This means that all spaces (1), (2), (3) and (4) might be targeted by the Attack, but the wall on the board blocks both spaces (4).
Example of Ranged Attack: The acting hero uses an action card with "Attack 2" (1). They choose to shoot at the Wolf standing 2 spaces away from them, using the Hunting Bow (2) to do it.
The bow range = 1-3 (i.e. from 1 to 3 spaces), therefore the target is valid. At the bottom of the equipment token, to the left, you can see the number of attack dice used (4). In case of the Hunting Bow, they roll 2 dice. The bow used has no to hit modifier (5), so the basic to hit value of the "Attack 2" remains unchanged. The hero rolls and obtains: "3" and "5". Unfortunately, no dice show results equal to or lower than 2, which means there are no successes. Next, add the acting hero's Agility of 2. The hero's overall attack strength = 2. Now, check the Wolf's ranged defense (6), which is 0. This means that the hero's attack strength is not lowered, so they finally deal 2 damage. As the Wolf has 3 Health (7), it has been wounded, but is still a dangerous enemy.
Magic Attack
There are two types of Magic Attacks:
- A Magic Attack that can be performed while being engaged.
- A Magic Attack that can be performed while being at a certain range from the targeted enemy.
Any Attack is performed in a very similar way to Attack (ranged) or Attack (melee), with three exceptions:
- You take into consideration the target's magic defense.
- The Attack range is always listed on its action card and is not based on any weapon used ("0" indicates the possibility of performing a given attack while engaged).
- When counting successes, add the attacking hero's Knowledge attribute value instead of their Strength or Agility value.
It may happen during the game that a miniature wants to perform a Ranged Attack or Magic Ranged Attack against an engaged enemy. Resolve such an attack normally, with one exception. After choosing the target of the attack, roll D6. If "6" is rolled, a random ally in this engagement is hit instead of the original target. If there are more allies who can be affected by the attack, randomly determine the one that becomes the target of the unlucky hit.
Interact
The Interact action covers any and all remaining activities. They are as follows:
- Revive. A hero on the same space with their unconscious ally may cause them to recover 1 Health level. The revived ally can resolve their turn normally starting from the next round.
- Reload. Some ranged weapons in the game require reloading. At the beginning of a quest, place a reload token on such a weapon, with its "Loaded" side face-up. After attacking, flip this token to its "Empty" side. In order to ready the weapon again, the hero must perform the Reload action.
- Reorganize. The acting hero can freely rearrange different equipment on their board (e.g. swap a bow they are holding for a sword from their backpack). They can also freely exchange equipment with other heroes on the same space. The number of exchanges as part of 1 such action is unlimited.
- Set Trap. The acting hero who has a trap may set it on their space.
- Collect. The acting hero may collect all equipment, resources and/or findings on the same space. Remember that the current quest ends immediately after resolving the game round, during which the quest goal has been achieved. Any items not collected by the end of the quest can no longer be collected by your heroes.
Using Items Not Requiring Actions
No equipment elements (items) in your inventory besides traps, grenades and weapons require actions to use. You may use such items at any time before or after performing activity for your turn.
Heal
Some cards provide players with the opportunity to perform "Heal x". The acting hero can heal themselves or any ally on the same space by increasing the target's current Health by "x".
Some cards also allow to heal targets at a longer range, or to heal themselves, or just an ally (always check a given action card description). No hero can be healed beyond their maximum Health level. You can heal an unconscious hero the same way. An unconscious hero who has been healed cannot resolve their turn in the current round.
Spells
Besides Attacks, there are also other types of Spells cast using card actions. Usually, they do not deal any damage, but cause other effects, such as Immobilize or Stun. If a given card is not an attack, its effect does not require any roll or test. Once a given action is performed, its effect is automatically applied to all targets described on a given card.
Any Spells, which are not Attacks, but their description contains information that they target "All within range" do not require LOS and their range is not limited during nighttime quests.
Hide
Another action available to perform is Hide. While a hero is Hidden, they cannot be targeted by enemy movement or attacks.
The acting hero can only perform this action if 3 conditions are met:
- The board space with the acting hero features the Hide icon.
- The acting hero cannot be the only one within LOS of any enemy.
- The hero cannot be on the same space or on any adjacent space with their enemy.
A given hero may remain Hidden no matter the actions they perform until they attack any enemy. In that case, the moment the acting hero starts performing the attack, they immediately lose their Hidden status. The hero also stops being Hidden immediately upon entering a space without the Hide icon, or when they are on the same space with any enemy.
A Hidden hero places the action card played to hide on their board in order to remember their status. Now you know how to resolve your hero turns. It's time to learn more about enemy turns.
Enemy Turns
Enemy Cards
Before we proceed to the action overview, we present things featured on enemy cards (below you can see the Wolf card, which should be placed next to the board):
- Enemy action card numbers.
- Enemy Type (various types are described in detail below).
- Starting Health.
- Perception.
- Defense versus Melee Attacks.
- Defense versus Ranged Attacks.
- Defense versus Magic Attacks.
- Special Abilities.
- Attack (in this case Attack, which has strength 1 and uses two dice).
Enemy Turns
Each enemy may perform exactly 1 action during their turn. Enemies, just like heroes, use action cards. They act based on the template featured on their enemy action cards.
Whenever this rulebook mentions the word "hero" (e.g. when choosing a target by an attacking enemy), it can also be replaced by the word "ally" as some quests feature Non-Player Characters acting as such.
Enemy Actions
Let us proceed to the Wolf's actions. You created a pile comprised of its 3 action cards. Search the pile for the card shown below, which we will use as an example of resolving enemy activities. This will be the first action card used by the Wolves (all enemies of the same species, in this case Wolves, draw one common action card for a given round).
Example of enemy action resolution: Each enemy turn always starts by revealing an action card from the top of its action card pile. Then, you should check the distance between the enemy and the closest opponent. To the left of the description of the Wolf's actions, you can find a column with range values (1). If the Wolf is engaged with any hero, check the action described next to range "0" (2). However, if the Wolf is further away, check the actions described below, next to range "1+" (3). If the Wolf is engaged, it can only perform one action – Attack 2 (4). If the Wolf is further away (range "1+"), it can perform one of two available actions. You always resolve enemy actions going from top to bottom, and performing only the first one possible, ignoring the rest. The first action listed for range "1+" says: "Move 1 + Attack 4" (5) (the arrow icon is explained on the next page of this rulebook). It means that if the Wolf can close the distance allowing it to reach a hero and Attack, it should do it. If the distance is further than 1 space, this enemy skips the listed action and performs the next one from the list (6). The next action for range "1+" says: "Move 2". In this case, the Wolf moves 2 spaces in the direction of the closest target (and makes no attack, even if it engages any hero at the end of its Move).
It is worth adding that the enemy action, just like hero actions, may be comprised of one or more activities. Enemies perform all activities connected with a given action in the order listed on the action card, if possible. If performing one of the activities is impossible, it is skipped.
Enemy Move
Enemy Move is divided into two types. In case of Wolves, they always move "toward target", but in future quests you will also encounter enemies moving "away from target". At the beginning of a "toward target" Move action, the acting enemy chooses the hero it can reach by performing the shortest Move (take into account potential obstacles that might block or hinder this movement). If there is more than one hero within the same distance, the acting enemy chooses the one who has the lowest defense against its basic attacks (in case of the Wolf, this would be a hero with the lowest defense versus melee attacks). If there is still a tie, the target becomes the hero who acts earlier in the turn order this round. If the acting enemy can reach its target by following a few similar paths, players choose the enemy's Move path together. If the acting enemy moves "away from target", it performs its Move so that once it ends, the enemy is as far away from all heroes as possible. If the enemy can perform a similar Move in different directions so as to reach the same distance away from all heroes, it tries to get as close as possible to any of its allies. If the enemy's Move path cannot be clearly determined, players choose the enemy's path together. If Move "away from target" would not bring any benefit (i.e. the distance from heroes would be the same), the acting enemy performs the next action from its card instead of moving.
Example of enemy Move: The Wolf (1) performs the action "Move 2" (toward target). It starts by checking, which hero (or one of their allies) it can reach by performing the shortest Move. If there was no wall (2) on the board, the closest would be the hero (3). But after considering this impassable obstacle (you will read more about different terrain features later), the closest is the hero (4). Therefore, the Wolf moves toward them. Once the Move 2 is resolved, the enemy stops (5) and its turn ends.
Enemy Melee Attack
Melee Attack can only be performed by an enemy engaged with its opponent.
When resolving an enemy Attack perform the following steps. They are very similar to hero Attacks:
- Choose target – The acting enemy attacks a hero on its space. If there is more than one hero, the enemy chooses the one with the lowest melee defense versus its attacks (also considering weapon traits described further in this rulebook). If there is still a tie, the target becomes the hero who acts earlier in the turn order this round.
- Roll to hit – In order to determine how powerful the acting enemy's attack is, first check its card. At the lower left corner of the card, you can find the icon that shows the number of attack dice (D6) rolled during the attack. In order to learn what result on each die grants a successful hit, you need to check the action card used for the attack listing the phrase: "Attack x". Each die showing a result that is equal to or lower than "x" is a success (a hit).
Golden rule: No matter the value, each "1" on the dice is always considered a success. On the other hand, each "6" result is always considered a miss.
- Additional rolls – If, during the to hit roll, the acting enemy obtained "1", it may make an additional roll with all dice showing this result. The difficulty remains unchanged. If you obtain "1" again, you may make another roll. Keep rolling until no dice shows "1".
- Determine attack strength – Now, add all successes from the dice. Then add the acting enemy's Strength. The sum is the enemy's overall attack strength.
- Target defense – Once the overall attack strength has been determined, check the opponent's defense. In order to do this, check if the target has any equipment featuring melee defense icons. Sum them all up.
- Damage – Now, lower the overall attack strength determined earlier by the target's defense. The final result is the number of damage dealt.
Lower the hero's health by that many levels by moving the corresponding cube on the hero board. If the hero's health is now 0, they are immediately considered unconscious and can no longer resolve their turns until they are revived.
Quest End
When all heroes fall unconscious or all Wolves are defeated, finish the current round. The quest ends. If any hero is unconscious at the end of the quest, they automatically recover 1 health level. These two aforementioned rules pertain to all quests you get to play in the game.
Next, depending on the outcome of the quest, read the "Victory" or the "Defeat" section. The narrative may differ, but in case of quest 1 it ends with the same instructions:
"Each hero gains 1 Experience Point" This means that each hero can place 1 cube on the Experience Track of their hero board on space 1 to mark their first gained Experience Point.
You can read the second instruction below: "Place S002 face-down on M06" According to this instruction, you should place the small plot card numbered S002 face-down on the map card M06. Do not reveal either the map card, or the small plot card! You will have a chance to reveal them after your Hunters move to that area.
Road Cards
Draw a level I road card placed at the bottom of the pile and read it (that is where you put the especially prepared card "The Beginning" earlier). Take a look at the card in your hand.
At the top of the card, you can see its name (1) and the icon informing you that this is a level I card (2). Below you can see the narrative description (3), which you should read together now. Under the narrative text there are options to choose from for the players, a requirement to make a test, or information to read a passage from the Tome of Tales or some other card. "The Beginning" features a description of a test you need to take (4): "The hero with the highest Perception tests Perception 3" Now choose the hero from among the Hunters who has the highest Perception attribute. You can find the information about resolving tests on the next page.
If, during the game, you ever encounter a situation forcing you to make a choice and you cannot agree how to handle it (e.g. in this case 2 heroes could have the same Perception), the player whose hero has higher Knowledge decides. If there is still a tie, the player whose hero has higher Strength decides.
Traveling around the Map
At this point there is only 1 revealed map card on the table. Each travel action between map cards takes 1 day.
You can travel in any direction, orthogonally and diagonally. Additionally, when the Hunters marker travels between map cards, you may encounter a randomly drawn event. In order to check if anything happens to your heroes, right after moving the Hunters marker, roll the Travel Die (2 sides have the road icon, 4 others are blank). Each result with the road icon means that you draw and read a road card. As you can see, the road cards are divided into 3 separate piles. This reflects different difficulty levels of threats lurking in various areas or regions. Level I cards are the easiest, while level III cards pose a real challenge even to seasoned Hunters.
The level of the card drawn depends on the Roman number shown right above the number of the map card you travel to. Now, it's time to resolve your first travel on the map. For now, ignore the south and north directions. Travel to the east instead, where the long-awaited inn is located.
Move the Hunters marker to the card M06. Normally, after moving the Hunters marker, you would roll the travel die to check if you should draw a level I road card. However, for the sake of the tutorial and because we want to show you how to use road cards, let us assume that you rolled the die and obtained the road icon. Additionally, once you have finished your travel, advance the time marker by 1 day (do it whenever you travel around the map).
Attribute Tests
In order to test x, roll a yellow, 6-sided die with results between 0 and 3 on its sides. After making the roll, add its result to the value of the tested attribute (in this case Perception). The final result must be equal to or higher than the test difficulty level of "x". Each attribute is tested in the same way. As the test mentioned on the card has the difficulty level 3, the sum of the die result and the hero's attribute must be at least 3 in order to pass the test.
There are two options below: A and B. The right option should be chosen based on the outcome of the test. The description shown below explains that in order to learn what happens next, you need to flip the card.
- If you pass the test, flip the card and read choice A.
- If you fail the test, flip the card and read choice B.
There is an instruction at the end of the description for choice A: "Gain 1 mushroom" This means that the hero who passed the test should find the proper resource token (mushroom) and place it on their hero board. Congratulations! This is your first discovery.
More details about resources can be found a little further. If the test is failed, read the choice B. In this case, you do not find valuable mushrooms. If, after resolving a given choice, a given card's text does not instruct otherwise, the card should always be discarded by placing it on the top of its matching town card or road card pile.
Your Hunters have safely left the forest and reached a new map card with the small plot card S002 placed on it. Reveal the map card M06, then move the Hunters marker on it. Next, reveal the card S002 and read it together. Follow the instruction by opening the Tome of Quests and finding quest number 2.
Example of attribute test: As instructed, the hero tests Perception 3. They do it by rolling the test die and obtaining the following result = 1. They add the value of their Perception attribute = 1. The sum is now 2. It is lower than the difficulty level of the test, which means that the test is failed. If the hero rolled "2" or "3" on the die, they would pass the test.
Second Tutorial Mission
Read the Introduction, Deployment, Quest Goal and Special Rules from the Tome of Quests.
Open the Tome of Maps on the indicated page and place it in the middle of the table. It's time to play the huge, second quest! Start by updating your action card decks. In order to do this, add all your remaining action cards marked with the letters "ST" to your 10 action cards chosen earlier. Each hero should now have a full deck of 20 starting action cards.
Below you can find the description of new game mechanics necessary when playing the second quest.
Action Cards: Reactions
You already know how to resolve actions based on their descriptions in the upper section of each action card. Now, let us look an the lower section. It features descriptions of reactions, which enable you to interrupt someone's turn – your own, your enemy's or your ally's – in order to influence the action being currently resolved.
A card used to perform an action cannot be simultaneously used for its reaction. When playing a card, you have to choose if you use its upper half (action) or lower half (reaction).
Only 1 reaction can be played per 1 action performed by a hero or enemy. If more than one hero plans to play a reaction, they must choose together who will be the only one to use their reaction.
Besides a description of an effect for a given reaction (1), its card also features a heading that explains during whose turn it can be played (2). There are four options:
- "enemy turn" (red)
- "your turn" (green)
- "ally turn" (blue)
- "your turn or your ally's turn" (purple)
Finally, an instruction at the bottom of a card tells you when precisely to play a given card (3). For example, a card could say: "Play at the beginning of your attack", "Play on yourself when counting defense", "Play after counting successes", etc.
Example of reaction resolution: The description of reaction "+1 melee defense" (1) means that the reaction increases a given hero's melee defense by 1. Additional information at the bottom of the card specifies that the reaction is played on a hero and can only be used when counting defense (3).
Terrain Features
During this quest, you have the first chance to encounter terrain features, which affect miniature movement and Line of Sight (LOS):
- Wall (1) – Miniatures cannot move through a line marking a wall, and it also blocks the line of sight (LOS).
- Hiding terrain (2) – The Hide action can only be performed on spaces marked with this icon.
- Difficult terrain – Rough (3) – When a miniature enters a space through an edge marked with the rough terrain icon, its movement must immediately end. The icon is counted from the space into which the movement is performed, not from the space where the miniature starts its movement.
- Cover (4) – When a miniature attempts to hit an opponent on a space with the cover icon while performing a Range Attack or Ranged Magic Attack, it suffers a -1 To Hit modifier (modifiers are cumulative).
Example of movement resolution: Hero (A) performs Move 3. They choose to head for space (D). Despite moving through space (G) with a difficult terrain icon they do not have to stop because the icon is not located along the space edge crossed by the hero. Move diagonally to space (B) is not possible, because the hero cannot cross the wall. Hero (E) decides to reach space (F). As space (F) features a difficult terrain icon along both edges forming a corner, which the hero crosses, they have to end their Move immediately after entering space (F). If the icon was located only on one of these edges, moving diagonally would be possible and Move would not have to end on space (F). Hero (C) starts moving toward space (H). As the hero crossed an edge with a difficult terrain icon upon entering space (D), they must end their Move immediately after getting into space (D).
Other terrain features you will encounter in future quests:
- Difficult terrain – Water – Movement rules are the same as for rough terrain. Additionally, a given miniature halves their Agility and Perception (rounding down).
- Difficult terrain – Swamp – Movement rules are the same as for rough terrain. Additionally, a miniature's Agility, Perception, Knowledge and Strength are halved (rounding down).
- Obstacle – Miniatures cannot move through a line marking an obstacle, but it does not block the line of sight (LOS).
- Vantage point – Miniatures occupying a vantage point increase the range of their Ranged Attacks and Ranged Magic Attacks by 1. A miniature entering a vantage point space from a non-vantage point space must immediately end its movement.
- Bottleneck – If a hero on a space with a bottleneck uses a 3-slot weapon to attack, they suffer a -2 to hit modifier.
- Finding – At the beginning of a quest, a finding token is placed on each space with this icon. Heroes will have the opportunity to collect it.
Traits
As you can see, weapon tokens feature additional icons we have not explained so far. These icons represent traits that certain weapons may have. These traits usually have some effects by themselves. Additionally, some action cards enable a hero to gain additional effects, if they use a weapon with a particular trait. Some action cards may also add a trait to a weapon just for one particular attack. This way, a weapon may temporarily gain a trait. At the end of the quest, heroes remove all trait tokens they received except Mighty and Vulnerable. Below you can find the description of basic traits found in the game. The Poison trait is explained in detail in quest 3 along with enemy types.
- Reload – At the start of the game, place a reload token with its "Loaded" side face-up on any weapon with this trait. After attacking, flip the token to its "Empty" side. To make the weapon usable again, a hero must perform the Reload (Interact) action.
- Burn – When resolving a Burn attack, its target's defense is halved (rounding down).
- Immobilize – If a target is successfully dealt at least 1 damage with an Immobilize attack, it cannot move during its next turn. Place an immobilize token next to the target's miniature for the duration of its next turn.
- Stun – If a target is successfully dealt at least 1 damage with a Stun attack, it cannot perform any actions or Penalty Attacks on its next turn. Place a stun token next to the target's miniature for the duration of its next turn.
- Light – This trait has no special effect, but may provide bonuses in connection with certain action cards.
- Pierce "x" – Reduces the target's defense by "x". This trait is cumulative; for example, if you use a Pierce 2 weapon along with a Pierce 1 reaction, the effects will combine, resulting in a stronger Pierce 3 attack.
- Mighty – This trait works even if its corresponding attack deals no damage to its target. Effects of this trait are cumulative, but the affected miniature can never have more than 2 Mighty tokens. Any affected enemy permanently lowers all of its defense types by 1. Place a Mighty token next to it and leave it until the end of the quest. Any affected hero places a Mighty token on their armor. The token lowers all of its defense types by 1.
- Area – Targets all miniatures (including friendly ones) on a chosen space. Resolve the attack separately for each target in that space. Any reaction card used with this attack affects each targeted miniature. At the beginning of their turn, a hero may choose to ignore this trait if it does not benefit them.
- Push – Forces a targeted miniature to Move 1. The target is pushed in a direction chosen by the hero causing the effect, but it must always result in increasing the distance between the pushing and the pushed miniatures. At the beginning of their turn, a hero may choose to ignore this trait if it does not benefit them. Push effects are not cumulative.
New Enemy Actions
Enemies and Ranged and Magic Attacks
A Ranged Attack or a ranged Magic Attack can be performed by an enemy that is not engaged and has any target in their Line of Sight and within their weapon's range.
When resolving an enemy Ranged Attack or a ranged Magic Attack, perform the same steps as when resolving heroes' attacks, except for choosing target:
Choose Ranged Attack Target The acting enemy attacks the closest hero. If there is more than one hero at the same distance, the enemy chooses the one with the lowest ranged defense against its attacks (if a given attack has any traits, e.g. Pierce, they should be taken into consideration). If there is still a tie, the target becomes the hero who acts earlier in the turn order this round. Enemies never choose an engaged opponent as its target unless there are no other opponents to choose from.
Example of performing a ranged enemy attack: Any enemy turn always starts by revealing the top card from its pile. Then you check the distance to the closest opponent and check the column on the left side of the enemy card. The Crossbowman has three behavior options, depending on the distance from the closest opponent: for range "0", for range "1" and for range "2+". Let's assume that the closest opponent is 5 spaces from the Crossbowman. That is why you first check the action featured for range "2+". It is a ranged attack 3 with range 1-4 (1). As the closest opponent is 5 spaces away, this action cannot be resolved. In this situation, you look down on the next action (2) featured for range "2+". This action provides 2 defense tokens. This action is resolvable. This means that you place a double defense token next to the Crossbowman and end its turn.
Enemies and Parting Leaps
During this quest you will face for the first time a Crossbowman performing a new type of action: a Parting Leap. Like heroes, enemies can attempt to leave the engagement by using the Parting Leap. It is especially useful for all kinds of shooters or creatures with special powers. When an enemy is performing the Parting Leap, a hero can perform a Penalty Attack 3. If more than 1 hero is engaged with a given enemy, they choose who will perform the Penalty Attack. Heroes cannot perform a Penalty Attack if they are outnumbered by enemies on a given space. Besides this one rule, the Parting Leap performed by an enemy is resolved in the same way as Move "away from target".
Heal
Some enemies may have the ability to heal. The action "Heal x" allows a given enemy to increase their current health by "x" levels. No enemy can have more than its starting health level.
Offense and Defense Tokens
Both enemies and heroes may use two special types of tokens during quests – offense and defense tokens. When a miniature acquires such a token, it is placed next to it.
A hero may decide to use an offense token at the beginning of their attack. It provides a +1 to hit modifier (a maximum of 2 tokens may be used at once to enhance this effect). The token should be discarded after resolving the attack.
A hero may decide to use a defense token when counting their defense. Each used token increases defense by 1 (a maximum of 2 tokens may be used at once to enhance this effect). The token should be discarded after resolving the attack.
The tokens work in a similar way in case of enemies, but they use all their tokens during the next attack (as long as they bring them benefits, i.e. an enemy will not use a defense token if the attack they are targeted with deals no damage).
No miniature can have more than 2 offense tokens and 2 defense tokens at the same time (4 tokens in total).
Quest End
When all heroes fall unconscious or survive 5 rounds, the quest ends. As always, read the "Victory" or the "Defeat" section and follow its instructions. Besides gaining Experience Points, the heroes gain Morale points for the first time. See below for details.
Morale
Morale represents heroes' determination and resolve to act. High morale makes them more efficient, while low morale makes even the simplest activities challenging.
Look at the left side of your hero boards, right next to their illustrations. You can see a morale track divided into two parts. The two lowest spaces indicate low morale and have negative effects. All the upper spaces from 3 to 5 (varies by hero) make heroes act more efficiently and decisively. Whenever a hero spends 1 morale point, they slide the cube on the morale track down 1 space.
Now, as each of you has gained 1 morale, advance the cube on your morale tracks by 1 space (the starting space for the cube is marked with a dot).
Now let us learn what you can spend your morale points on (in each case you can only spend 1 morale at once):
- When performing a test, a hero may spend 1 morale to add 1 to the test result. This decision can be made after rolling the die.
- When performing an attack (after rolling to hit), a hero may spend 1 morale to increase their Strength, Agility, or Knowledge by 1.
- When performing a Move, a hero may spend 1 morale to increase their Move by 1.
When a hero's morale level reaches the first negative space, they lower all of their attributes (Strength, Agility, Knowledge and Perception) by 1 when resolving quests, starting from their next action. No attribute can go below 0. If a hero's morale level reaches the lowest point, they lower all of their attributes (Strength, Agility, Knowledge and Perception) by 1, both while resolving quests and during all other tests between quests. Whenever a hero with the lowest morale would be forced to lower it again, they lose 1 Health instead.
Weapon Additions
Another reward you get at the end of this quest is the HUMANOID GREASE, your first weapon addition in the game. The instruction: "You gain a HUMANOID GREASE" means that you get only 1 copy of the listed equipment for your group (if each of you was to gain 1 copy, the instruction would read: "Each hero gains a HUMANOID GREASE"). Decide together whom to assign the item.
Now, find the proper token. There are two types of greases – with a semi-round notch for melee weapons and a triangular notch for ranged weapons. You can choose your preferred version.
Look at the token more closely.
- The name of the item can be found at the top.
- Next to it you can see the equipment type icon. Weapon additions are divided into the following types:
- Melee weapon additions (with single semi-round notches)
- Ranged weapon additions (with single or double triangular notches)
- Runes (with double semi-round notches)
- Some tokens feature an enemy type icon meaning that a given element works only against this particular enemy type.
- The effect is featured at the bottom.
- Right under the equipment type icon there is an icon marking how long a given element works. There are 4 options:
- Single-use – It can be used once, then its representing token is taken from a hero board and discarded.
- Once per quest – A token marked this way can be used once during each quest.
- For an entire quest – If a hero chooses to use this type of equipment, it stays active from its first use until the end of the current quest. Once the quest ends, its representing token is taken from a hero board and discarded.
- Permanent – This equipment is constantly active and is never used up.
Task Cards and Tome of Tales
In the description of the quest end, you can find a new type of card, which you should find in the task card pile and place on card M06. These are task cards J001 and J002. You always place them face-up. You can read both sides of them at any point of the game, no matter where the Hunters marker is located.
First, check the front of the card J001. At the top of the card there is a title (1). Below the title is the difficulty (2) of a given task (there are 3 difficulty levels). The card number (3) is featured in the upper-right corner. Also, there is a short narrative description (4) in the center. Once you read it, flip the card.
The back of the card features instructions how to undertake the offered task (5). In this case, you should read entry 1.01 from the Tome of Tales. As for the task, card you have just read, discard it back to the task cards pile.
Below you can find the description of a reward (6) offered for completing the task (this is just a promise for the moment – you do not get it immediately!). In case of J001, the reward is 1 mushroom and 1 gold coin for each hero after resolving the quest. You can also read the task card and leave it on the board for now. You will be able to return to the inn any day later and undertake the task then.
Now it's time for you to decide which task you want to do first. Later in the game, you will be free to choose any task, but now, as you are learning the rules, it is a good idea for you to do both tasks, before you move forward to your destination – Penzberg. Below you can find two sections pertaining to both tasks. Read them in the same order in which you plan to resolve them.
J001
Open the Tome of Tales and read entry 1.01 together. There are 2 options below the narrative description. You have to choose one of them: A. If you accept the offer, place S003 face-down on M02. B. If you have no time to collect wood now, place J001 back on M06. In case of option B, you should find J001 and place it back on the card M06 so that you can return to it later. In case of option A, you should find S003 and place it face-down on M02.
Now you can travel toward the clearing where you are supposed to work. In order to do this, you have to move the Hunters marker on M02, which will force you – as you probably remember – to roll the travel die to check whether you have a random encounter (a road card) and advance the day marker by 1 day. Next, after you have entered the new map area, reveal and read S003.
This card features new game mechanics forcing you to roll a 6-sided die. Depending on the roll result, you have to read a specific entry from the Tome of Tales. The roll result may end with you gaining Experience Points, getting different kinds of resources, or becoming wounded. Remember that whenever you read "you gain", the group gets only 1 common piece of a given resource. On the other hand, if you read "each hero gains", then each hero gets their own piece of the resource.
Additionally, at the end of each of the aforementioned 3 entries, there is one common instruction, according to which you should place on the indicated card 1 gold coin and 1 knowledge point for each hero in the group (e.g. 3 knowledge points and 3 gold coins in case of 3 heroes). The moment you enter the indicated map card, you will be able to collect the rewards placed there, thus taking your pay for the fulfilled task. You do not have to return for your rewards immediately – they will stay on the card until you choose to collect them.
J002
Open the Tome of Tales and read entry 3.01 together. There are 2 options below the narrative description. You have to choose one of them: A. If you accept the offer, place S004 face-up on M07. You gain a FRAG BOMB. B. if you don't feel strong enough, place J002 back on M06.
In case of option B, you should find J002 and place it back on the card M06 so that you can return to it later.
In case of option A, you should find S004 and place it face-down on M07. Additionally, you gain a FRAG BOMB. Choose together who will take this item. As this is a piece of equipment, it has to be placed on a free blue slot on a hero board. Once you find a FRAG BOMB token and place it in the inventory of the chosen hero, you can head toward the endangered bridge.
In order to do this, you have to move the Hunters marker to M07, which will force you – as always – to roll the travel die to check whether you have a random encounter (a road card) and advance the day marker by 1 day. Next, enter the new card M07, reveal it and read card S004. This card will instruct you to find the proper entry in the Tome of Tales.
Third Tutorial Mission
Follow the instruction by opening the Tome of Tales and finding entry 18.01. This quest has two ways of resolution, depending on your choice. Remember that in the future you will encounter quests that can be resolved peacefully without the need to start any combat (e.g. through bribery).
Now is the time to open the Tome of Maps to the indicated page and place it in the middle of the table. Due to earlier narrative choices, setting up the starting components differs depending on each quest variant. Read the Deployment, Quest Goal and Special Rules. Time to play the last tutorial quest.
Below you can find the description of new game mechanics necessary when playing your third quest.
Traps
Before the quest, you received from your employer your first trap token: FRAG BOMB. Traps, as marked with the icon in the upper-right corner, are placed on blue equipment slots. Additionally, there is also the aforementioned single-use icon below marking this equipment as single-use only. In order to set a trap, a hero must be on a space where the trap is to be placed. Next, the hero performs the interact action by taking the trap token from their hero board and placing it on the board space with their hero miniature. At this point, the trap is not activated yet! It will be activated once the hero leaves the space. From the moment the hero leaves the space, any miniature – enemy or ally – who enters the space with the trap will set it off.
In case of the FRAG BOMB, the effective range is "0" (it only affects the area of 1 space where it is placed) (1). Next to the range icon, there is information about the number of dice (3) you roll when dealing damage and the strength (2) of the attack resulting from the trap. When the first miniature enters the space with the trap, resolve an automatic Attack 3 targeting all miniatures in range (i.e. in case of the FRAG BOMB the ones standing on the same space). Take the trap token from the board and discard it after resolving the attack.
Enemy Types
Look at the enemy card you set up at the beginning of the quest. Its upper-left corner features an icon indicating an enemy type. The enemy types in the game are as follows:
- Humanoids
- Demonic
- Monsters
- Shapeshifters
When attacking an enemy in a normal way, it does not matter for a hero what type of enemy they are facing. However, there are some action cards and special equipment enabling you to use additional, special effects against certain types of enemies.
Enemy Special Abilities
Some enemies you might encounter have special traits. They represent all kinds of special abilities, such as flying, magic immunity, lightning-fast reflexes or unique armor. All these traits and abilities are described in detail on enemy cards.
The Megaloptera you will have to face during this quest has 3 special abilities:
- Slime-covered
- Entanglement
- Aquatic Creature
Nighttime Quests
In this quest overview – more specifically, in its special rules – you can find information about all-encompassing darkness. In case of the quest in its A variant, the game is resolved in a lair devoid of daylight. In case of the quest in its B variant, the combat is resolved at night. The darkness around you limits your Line of Sight to 2 closest spaces. This rule pertains to the whole quest you are about to play and to all future quests resolved in darkness.
Poisons
Some equipment elements and enemy abilities can turn normal attacks into poison attacks. There are 4 types of poisons in the game:
- Against Humanoids
- Against Monsters
- Against Demonic
- Against Shapeshifters
Each poison works in the same way but is only effective against one enemy type. If an attack with the poison trait deals at least 1 damage to its target, the victim suffers 1 additional damage at the beginning of each of its turns, starting from the next turn. The effects of multiple poison wounds do not stack, even if the same target is wounded more than once by a poison attack. Place a poison token next to the miniature affected by this condition.
Temporary Terrain Features: Traps
Besides the permanent terrain features described earlier, such as walls, vantage points or covers, you may also encounter temporary terrain features – traps. They are represented with dedicated terrain tokens. Their rules are always described in detail in the special rules of a particular quest. Traps can range from primitive snares to typical bear traps or sophisticated fire bombs. The general rules for traps are similar to those used for traps set by heroes – their activation occurs when a miniature enters a space with a set trap. These traps are active from the beginning of a quest.
Repairing Armor
If a hero's armor is damaged during the game as a result of enemy attacks or other unexpected events, you may repair it in your wagon between quests. The repair cost is 1 gold coin per each damaged armor piece. The damage extent does not matter.
Cards with Delayed Effects
As you progress through the game, you will encounter event cards you won't be allowed to reveal immediately, but only after a set number of days. The best way to show how this works is to quote an actual instruction from a card: "Place S002 face-down on M06 with the time token in 3 days". In this case, take the card S002, place it face-down on M06 as instructed, then place on it a time token with the letter "A", "B", "C" or "D" (choose one not placed on the board yet). Place its matching, identical copy on the time track as many days ahead of the days marker as instructed by the card (in this case, 3 days). The card cannot be revealed as long as the time token is placed on it. Once the days marker reaches the space with a given token (in this case in 3 days), remove both copies of the token. From now on, the covered card is available according to normal rules.
Quest End
When all heroes fall unconscious or their enemy is defeated, the quest ends. As always, read the "Victory" or the "Defeat" section and follow its instructions.
This time, besides Experience Points, you gain (as a group) 1 monster blood and 1 monster bone. You will be able to sell them or use them to construct equipment. More details about this can be found later in the rulebook.
In case of victory, additionally resolve the following instructions:
- The hero who has dealt the monster the killing blow (i.e. whose attack has taken the enemy's last Health) gains 1 morale point.
- Place 3 gold coins for each hero on M06 – you will be able to receive the reward (i.e. take the tokens from the card) as soon as you get to this card.
- If you have collected any findings, you can roll D6 to determine what random resources you have found.
In case of defeat, you get a chance to resolve this quest again. You may also resign from this option and immediately travel to Penzberg. Next, place S005 face-down on M10.
Settlements
Penzberg, your destination, is within your reach! There's no sense to waste any more time. You head straight toward the towers barely visible in the distance.
Here comes the last passage of this tutorial and this How To Play rulebook, along with the last batch of rules.
As always, move the Hunters marker to the adjacent map card (M10). Then advance the days marker by 1 space. Also remember to roll the travel die for a potential random event (a road card).
Once you actually reach M10, reveal it, then read the text from the card S005.
The card S005 gives you two options. Depending on your choice, once you discard the card, you get to read entry 4.02 or 4.03.
Both entries end with the same instructions:
- Place L01, L02, L03, L04, L05 and L06.
- Place S006 face-down on L01.
The location card icon represents all kinds of buildings, squares and other interesting places that can be found within larger human settlements, towns or cities. The location cards are placed next to the map within easy reach of all players.
Now, find these 6 mentioned cards and lay them out face-up.
In order to facilitate the card setup, you may use the ring binder for the 6 cards included in the game by sliding 1 card to each compartment.
Finally, place the card S006 face-down on card L01.
Moving between Locations
Moving within settlements differs from traveling around the map by roads. The first and most important difference is that you do not have to advance the days marker. As long as you stay inside a settlement (and also when entering or leaving it), all your activities take place within one and the same day (unless the game tells you otherwise). Additionally, locations do not correspond to actual, real-life positions of different buildings in a given town. You can freely move between different locations, e.g. from L01 straight to L04. However, this kind of movement may still result in random events. Upon entering each new location card inside a settlement, you have to roll the travel die in the same way as if you were traveling around the map. Instead of drawing a road card, you draw a town card. Town cards have no levels – they are always drawn from one pile.
As you enter the settlement, you can immediately place the Hunters marker on any location inside you like. You are expected by the Duke, so it's only natural that you head straight to his home. Move the Hunters marker to L01 (checking with a roll whether you encounter a random town card, or not). Remember – as long as you stay in the town, you do not advance the days marker. Reveal S006 placed there and read its text.
The How To Play rulebook is almost over. Below you can find a few more rules and game component overviews, but we will no longer lead you by the hand. Time to plunge into the heart of adventure! If you have any questions or problems with the rules, you can find detailed descriptions of all aspects of the game in the Rules Compendium.
Example of location cards within town Penzberg is composed of 6 locations (1) (more may be added as the game progresses). The heroes on the map card M10 (2) may move to any location card without advancing the days marker. They roll the travel die (3) during this movement to check whether they have to draw a town card. Once within the town walls, the heroes can freely move between the locations, always rolling the travel die.
Traveling by River
Besides the typical way of traveling by roads, there is an option for a much faster and safer travel by rivers. This type of travel is only possible if the Hunters marker is placed on a map card with the Port icon. Instead of moving normally, you may move to any other map card with this icon (it does not have to be the closest port). Such movement takes 1 day. However, a river barge is not as cheap as using your own two legs. Whenever you travel by river, you have to pay half a gold coin for each hero in the group.
Trade and Services in Settlements
Let us take a closer look at L04. Just below the name of the town (1) and location (2), you can see a product list. It features all items and resources that can be bought or sold in a given place. The first column lists equipment names with icons matching their type (3). The second column lists the purchase price of a given item (4) and the rightmost column shows its sale price (5), in case you had some extra equipment and wanted to get rid of some. You may buy or sell any number of equipment elements and/or resources as long as such transaction has a listed price and corresponding tokens are available. At the bottom, below the available equipment list, there are also two different positions (6). The first one enables you to do some simple, poorly paid, but safe chores when you really need this extra coin to survive. Each day spent working in the inn brings 1 gold coin to each hero from the group. For example, 3 heroes working for 2 days would earn 6 gold coins altogether (2 gold coins per hero). This kind of work may last any number of days (just remember that you have 60 days to finish the main plot, otherwise you lose). The second available option allows you to rest. If heroes choose this option, each of them has to pay 1 gold coin for each day of rest, but they will gain 1 morale point in return.
Hero Development
During the game, you have many occasions to gain Experience Points (XP). You mark them on your hero boards on the Experience Points track shown next to your equipment. Experience Points represent constant growth and development of your heroes.
Attributes
The most obvious way to spend your hard-earned XP is by increasing basic attributes. On each hero board, to the right from the cube marking your current attribute level, there are some empty spaces. Each space shows the number of XP required to increase a given attribute by 1. Once XP are spent, the cube is advanced to the next space on the right. Heroes differ from each other both in their maximum attribute levels and their increase costs.
Right below the basic attributes, there is the maximum Health level characteristic. If you choose to increase this attribute, you advance the cube to the right. As the maximum Health level increases (by value x), so does your current Health level (by value x). A hero's current Health can never be higher than their maximum Health characteristic.
Action Cards
Another way to spend XP is to buy new cards for heroes' decks. At the beginning of the game, each hero has 20 basic cards. If you choose to buy a new card, you simply add it to the basic deck of 20 cards. However, remember that at the beginning of a new quest, you can only choose 20 cards from all those available to you and these 20 cards will constitute your deck for the current quest. The cost of each new card is shown in the lower-right corner (starting cards feature "ST" instead of a cost).
Equipment Slots
Heroes may also expand the number of equipment slots for all kinds of items or equipment elements. Tokens covering unavailable slots come in two types. The first one has a printed XP cost, which has to be paid to make a slot available to a given hero. Once the 10 XP is spent, the hero discards the covering token from their board. The second token type has no XP cost, which means that such a slot will never be available to the hero.
Example of Landsknecht development Let us assume that all in all you have gained 25 XP. As nothing has been developed yet, there are many options to choose from. It is possible to spend 5 XP to increase the Landsknecht's maximum Health level (1), which will also cause the cube indicating his current Health level to advance (and the same thing will happen to the second cube indicating his maximum Health level, of course). 15 XP enables the Landsknecht player to increase their hero's attributes that have starting values of 0 (in this case Knowledge or Perception) (2). 20 XP give this hero an option to increase his Agility from 1 to 2 (3). On the other hand, spending 30 XP would result in the hero's Strength to increase from 2 to 3 (4). Next, it is possible to unlock a new equipment slot for 10 XP (5). Finally, the hero could buy a new action card, e.g. LK22, which costs 12 XP (6).
Wagon
The Wagon board you set up at the beginning of the campaign features 5 Upgrade Slots, which are empty at the beginning of the game. In time, as you gain new resources, you will be able to cover them in order to construct new equipment. The Wagon is shared by all heroes. You upgrade it together and it serves all heroes to the same extent. Each Wagon upgrade to level 1 costs 2 gold coins, to level 2 3 gold coins and to level 3 5 gold coins. You may upgrade the Wagon at any point between quests as long as heroes discard the required gold coins. Once the cost is paid, you choose a space and place a matching cube representing the upgrade you have chosen.
The Wagon can be upgraded in the following categories:
- Armorer's Tools (armor, shields)
- Alchemist's Lab (concoctions, herbs, potions, gunpowder)
- Bowyer's Table (bows, arrows, crossbows)
- Workshop (clothes, traps, jewelry, shafts)
- Blacksmith's Tools (arrowheads, melee weapons, firearms)
One additional, yet important, function of the Wagon is storing equipment and resources. It accommodates an unlimited number of them. At any point between quests, any hero may store or take any game component from the wagon. Remember that from the moment you start a quest (to be precise – from the moment you open the Tome of Quests) you can no longer exchange any equipment on your hero boards nor take anything from the wagon until the end of the current quest.
Resources
During the campaign, you will often find various kinds of resources, which can be used to construct new equipment, or to trade in one of the settlements. Resources are divided into the following categories:
Materials: Steel, Yarn, Leather, Silver, Diamond, Saltpeter Plants: Mushroom, Leaf, Flower, Fruit, Root, Stalk Trophies: Monster Venom, Monster Bone, Monster Blood, Monster Fur, Monster Fat, Monster Egg
Constructing Equipment
The best way to utilize resources is to construct equipment with your own hands. In order to construct new equipment, you need to have proper Wagon upgrades and all required resources. The list of all available equipment elements, which you can make by yourselves, can be found on a separate card named "Equipment Diagrams". Next to each equipment name there is information about the cost of constructing 1 piece and all required Wagon upgrades.
Once you choose something of interest, check if your Wagon has all required upgrades. Next, spend all required resources. The newly constructed equipment can be immediately placed on a chosen hero board (or on the Wagon). You cannot construct a given item or equipment if no tokens representing it are currently available. It is only possible once some of the used tokens (copies) are returned to the pool.
Example of constructing Plate Armor In order to construct Plate Armor (1) you need to have the Armorer's Tools at level 3 (2) and discard 6 Steel, 2 Silver and 2 Monster Fur (3).
Armor
| Item | Cost | Wagon Requirement |
|---|---|---|
| Plate armor | 6 Steel, 2 Monster Fur, 2 Silver | Armorer's Tools 3 |
| Breastplate | 6 Steel, 2 Monster Fur, 2 Leather | Armorer's Tools 2 |
| Brigantine | 3 Steel, 1 Monster Fur, 2 Yarn | Armorer's Tools 2 |
| Chain Mail | 2 Steel, 2 Monster Fur, 1 Yarn | Armorer's Tools 2 |
| Gambeson | 3 Monster Fur, 1 Yarn | Armorer's Tools 1 |
The Hunters A.D. 1492 Rules Compendium
If you are about to play for the first time and want to learn the rules, set this rulebook aside and open the How To Play introductory rulebook.
The compendium you are reading now is divided into a few sections:
- Rules description enabling you to change the number of players during an ongoing campaign.
- Difficulty level description.
- Full list of game components found in the game.
- Glossary – the most important part of the compendium. The glossary contains all the rules, terms and traits found in the game in alphabetical order.
- Appendix 1 which describes in detail examples of equipment tokens.
- Appendix 2 which describes in detail examples of action cards.
- Index enabling you to quickly find any problematic rule or term.
Despite the fact that we describe many situations and variant actions, you might still encounter many unique situations not covered in the How To Play Rulebook or in this Rules Compendium. Remember that all disputed issues should be resolved by players.
Changing Number of Players During Campaign
When playing a campaign, you may encounter a situation when one of the players resigns from the game. In that case one of the remaining players takes control of that hero. The second solution to solve this problem is to completely remove the hero from the game – the remaining heroes may share among themselves any equipment, resources and gold belonging to such a hero. However, this may affect the game balance negatively, making the campaign more difficult. On the other hand, you may encounter a wholly different situation – one of your friends may wish to join a campaign in progress. In this situation the new hero immediately gains Experience Points equal to the least advanced hero participating in the campaign (add all upgrades acquired earlier and unspent Experience Points a given hero has). Unfortunately, they do not receive any additional equipment except their starting equipment. However, a welcoming and supportive party will surely share some of their hard won spoils!
Difficulty Level
If you like challenges, or after playing a few quests you feel that the game seems too easy, you may increase its difficulty level by introducing a few changes to the gameplay:
- Level 2 - professional - On this difficulty level, each encountered enemy increases all of its defense types by 1.
- Level 3 - master - If you feel that you are not only professionals, but also deserve to be called true masters, you may introduce another difficulty. On this difficulty level, each encountered enemy increases its Strength, Agility and Knowledge by 1.
- Hero elimination - Besides the two difficulty levels described above, you may also choose to play the campaign in the "Hero Elimination" variant. In this variant, a hero that would fall unconscious according to normal rules is killed instead. The remaining heroes may continue the campaign with fewer heroes or return to the last game save they have. The "Hero Elimination" variant may be used on the normal professional or master difficulty level.
Game Components List
The game includes 4x Reference Sheet, 2x Equipment Diagram, 10x Save Sheet and 1x Letter.
Boards and Equipment Tokens: 5x Hero Board, 4x Equipment Board, 1x Wagon Board, 186x Equipment Token (132x taking 1 slot, 44x taking 2 slots, 10x taking 3 slots).
Books: 1x How To Play Rulebook, 1x Rules Compendium Rulebook, 1x Tome of Maps, 1x Tome of Quests, 1x Tome of Tales.
Hero Miniatures: 1x Landsknecht, 1x Man-at-arms, 1x Huntress, 1x Medic, 1x Sorceress, 1x Hunters Marker.
Enemy Miniatures: 4x Murderer for Hire, 6x Bandit, 4x Crossbowman, 4x Handgunner, 1x Leader/Mercenary Captain, 2x Raubritter, 8x Rat, 6x Wolf, 1x Werewolf, 2x Wraith, 1x Seer, 2x Flammeum, 2x Hound, 1x Megaloptera, 1x Androctonus, 1x Adephaga, 2x Nasicornis, 1x Blattaria, 1x Lucanus.
Cards: 5x 45x Action Card decks (63x88mm), 76x Town and Road Card (70x120mm), 27x Enemy Card (70x120mm), 16x Large Plot Card (70x120mm), 16x Task Card (41x63mm), 82x Enemy Action Card (41x63mm), 102x Small Plot Card (41x63mm), 11x Location Card (70x120mm), 27x Map Card (70x120mm).
Tokens: Plot Token 5x, Quest Token 6x, Time Token 8x (2xA, 2xB, 2xC, 2xD), "Peter's Friends"/"Sabine's Friends" Marker 2x, Damage Token (value I and II) 15x, Damage Token (value V and X) 8x, Armor Destruction Token (value 1 and 2) 8x, Defense Token (value 1 and 2) 8x, Offense Token (value 1 and 2) 8x, Reload Marker 4x, Immobilize Marker 5x, Poison Marker 5x, Stun Marker 5x, Finding Token 10x, Trap Token 6x, Round Marker 1x.
Resource Tokens: Yarn 14x, Leather 14x, Steel 14x, Silver 9x, Saltpeter 8x, Diamond 7x, Mushroom 11x, Fruit 11x, Leaf 11x, Root 11x, Stalk 11x, Flower 10x, Monster Blood 8x, Monster Bone 8x, Monster Venom 6x, Monster Fur 6x, Monster Fat 6x, Monster Egg 5x, Ducat Token (face value of 10) 6x, Ducat Token (face value of 5) 14x, Ducat Token (face value of 1) 22x, Ducat Token (face value of 1/2) 8x.
Other Components: Landsknecht Marker 10x, Man-at-arms Marker 10x, Medic Marker 10x, Huntress Marker 10x, Sorceress Marker 10x, 5x Snap on Hero Bases, Attack Die (D6) 6x, Test Die (D4) 1x, Travel Die (D2) 1x, 1x Beast Miniature.
Glossary
Accessories
Accessories are one of the equipment types. Usually they represent rings, necklaces, amulets, cloaks and similar apparel elements, which are not armor. Each accessory token takes 1 slot on a hero board. Each hero has 1 or 2 slots on their board to place accessories. No action or reaction is required to use accessories. A given hero can have as many accessories as they have matching slots. Optionally, additional accessories can be placed on backpack slots. Some infusions may negatively affect a given hero's Health. If a token features suffering x damage at the end of the infusion effect duration (usually at the end of the current quest), a given hero suffers x damage once.
Each accessory token features a few unique elements:
- Name
- Type
- Effect Duration
- Effect Description
token effect (4) – each Melee Attack targeting a hero suffers a -1 to hit modifier (4) (if this is an area attack, this effect only affects the hero, other heroes are attacked according to normal rules)
Action
Action comprises the most important part of hero and enemy turns when resolving quests. Each hero performs 2 actions on their turn and each enemy performs 1 action on its turn. The acting hero has 2 options when performing an action. First of all, they may choose any action card from their hand. Secondly, they may perform any basic action. The acting hero may choose not to resolve any actions on their turn. The acting enemy resolves its actions using its enemy action card. Whenever rules mention an "action", you should read it as "action or activity".
Free action Some cards feature the expression "Free action". It marks an action, which is not counted against the 2 actions normally performed by a given hero in their turn.
Action Card
Action cards are used to perform actions and reactions during quests. Each hero has their own set of 45 action cards with a unique illustration on the back. Each deck is divided into two parts: starting action cards marked "ST" in the lower-right corner (20 cards) and advanced action cards along with their point value instead of the "ST" icon (25 cards). In order to perform an action or a reaction, the acting hero chooses one action card from their hand and resolves the activities described on it. A given card may allow the hero to perform one or a few activities as part of one action – you cannot change the order of activities listed on the card you use, but you can skip any activity from those listed on the card. In order to expand their basic 20-card deck using advanced action cards, heroes will spend Experience Points during the campaign.
Each action card is divided into two parts.
- The upper half features its available action (sometimes comprised of many activities).
- The lower half features its reaction.
Action cards might feature the following elements:
- Hero class icon indicating the deck a given card belongs to.
- Hero class name.
- Card name.
- Card effect description.
- A turn when a given reaction can be played.
- Reaction effect description.
- A detailed reaction trigger.
- A number of available copies.
- An action card reference number.
- Point value (or "ST" for starting cards).
Action Cards Deck
Before starting a quest, but after reading its description, heroes prepare their action card decks. An action deck is always comprised of 20 cards. During the first few quests these are simply starting action cards marked with "ST" in their lower-right corner. As heroes progress, they may buy new action cards using their gained Experience Points. Because of this, their pool of available action cards can be much larger than 20 cards. In this situation, each player will have to choose exactly 20 cards from their available pools before each quest. They will build their action card deck for the upcoming quest. At the beginning of a quest, each hero chooses 5 action cards for their starting hand. The rest should be shuffled and placed as an action card pile. If an action card pile is depleted during a quest, all used action cards should be reshuffled and formed into a new action card pile.
Activity
Many action cards (both enemy and hero) enable them to perform a few activities as part of one action. Each activity is always described in detail on a given action card. You cannot change the order of activities listed on an action card, but any of those activities can be skipped. Whenever rules mention an "action", you should read it as "action or activity".
Addition
An addition is one of the equipment types. It is used to enhance a weapon.
Additions are divided into 3 categories:
- Melee weapon additions (with single semi-round notches),
- Ranged weapon additions (with single or double triangular notches),
- Runes (with double semi-round notches).
Each addition token takes 1 slot on a hero board. Each hero has from 2 to 4 slots on their board to place additions. In order to place an addition in its matching slot, a proper weapon token with a protrusion matching its notches must be placed next to it. No action or reaction is required to use additions.
Runes are the only additions which cannot be freely removed from weapons. Once a rune is forged on a weapon, it stays on it until the end of the game.
If a single-use addition supports an action comprised of more than one Attack activity, it works only during one of these activities. If a given weapon can be used to perform 2 types of attacks (e.g. a Melee Attack and Ranged Attack), any addition attached to such weapon only affects the basic attack type.
Each addition token features a few unique elements:
- Name
- Type
- Enemy type icon against which a given addition can be used (only some additions feature it)
- Effect Duration
- Notches enabling a given addition to be used with certain weapon types
Ally
The term "Ally" can have 2 meanings:
- in case of descriptions of enemy activities or capabilities (special abilities, quest descriptions or enemy action cards) it indicates each other enemy.;
- in case of descriptions of hero activities or capabilities (hero action cards, quest descriptions or equipment) it indicates each other hero or Non-Player Character (NPC) allied with the heroes (e.g. an Innkeeper).
A heroes' ally is always described in detail in the quest in which it appears. Usually they have their own set of available actions and unique attributes. If a given ally can only perform particular action types (e.g. Move), heroes cannot force them in any way, either using cards or other special rules, to perform action types, which they normally could not perform. An ally's actions can be enhanced with reactions by any heroes as normal, as if a given ally was just another hero.
Area
Area is one of the traits. Targets all miniatures (including friendly ones) on a chosen space. Resolve the attack separately for each target in that space. Any reaction card used with this attack affects each targeted miniature. At the beginning of their turn, a hero may choose to ignore this trait if it does not benefit them. If a hero targeted by such an attack has a piece of equipment or plays a reaction enabling them to modify any characteristic of an area attack and its description does not say otherwise, a given modifier only pertains to this hero. Attacks against other heroes on the same space are resolved normally.
Armor
Armor is one of the equipment types which increases a hero's defense against enemy attacks during quests. Each armor token takes 2 slots on a hero board. Each hero has 2 slots on their board to place an armor. Some armors negatively affect a hero's attributes. If a given token features any negative Agility modifier, it pertains both to quests and to tests made between quests. If an armor modifies Knowledge, the change only affects Magic Attacks performed by a hero (it does not affect, e.g. Knowledge tests between quests). If an armor modifies Move, it pertains to Move performed during quests. All modifiers as well as other equipment traits are not active if an armor is carried in the backpack. If a hero's armor is damaged during the game as a result of enemy attacks or other unexpected events, you may repair it in your wagon between quests. The repair cost is 1 gold coin per each damaged armor piece. The damage extent does not matter.
Each armor token features a few unique elements:
- Name
- Type
- Defense characteristics: Versus Melee Attacks
- Versus Ranged Attacks
- Versus Magic Attacks
- Negative modifiers (only selected armors)
Attributes
Heroes and their allies, as well as enemies, have a few attributes describing their strong and weak points: Strength, Agility, Perception, Knowledge and their maximum Health level. Each attribute has a value from 0 to 4 (Health from 0 to 5) which is indicated on a hero board. The higher the attribute, the better a given hero is at its corresponding field of expertise. Depending on their attack types, enemies may have only some attributes. They are described on enemy cards. No attribute can ever fall below 0. If such thing would happen, ignore an effect resulting in it.
Backpack
The backpack category comprises all equipment elements which are not a weapon, armor, shield, helmet or apparel. Usually, these are items such as medicines, potions or traps. Each token takes 1 slot on a hero board. Each hero has from 2 to 4 slots on their board to place equipment from the backpack category.
Some equipment elements, especially infusions, may negatively affect a given hero's Health. Once a hero imbibes such infusion, they are affected by a long-lasting weakness. It is represented in the game by lowering a given hero's current Health level after the end of the quest during which such infusion was used. No action or reaction is required to use equipment, with the exception of traps and grenades. Additionally, you can place any other kind of equipment elements on the slots for equipment (e.g. weapons or armor).
Each token from the backpack category features a few unique elements:
- Name
- Type
- Effect Duration
- Effect Description
- Health modifiers (only selected infusions)
Basic Action
Instead of using an action card, the acting hero may choose any of the following 4 basic actions: "Move 1", "Melee attack 1", "Ranged attack 1" or "Interact". The acting hero choosing to perform a basic action chooses any 1 action card from their hand and discards it (they do not perform any actions featured on the discarded card).
Bottleneck
This is one of the terrain features appearing during quests. If a hero on a space with a bottleneck uses a 3-slot weapon to attack, they suffer a -2 to hit modifier.
Burn
Burn is one of the traits. When resolving a burn attack, its target's defense is halved (rounding down).
Collect
Using this Interact action, the acting hero may collect all equipment, resources and/or findings on the same space.
Constructing Equipment
It is possible to construct new equipment if heroes have proper resources and proper Wagon upgrades. The list of equipment and items which you can make by yourselves can be found on a separate card named "Equipment Diagrams". Next to each equipment name there is information about the cost of constructing 1 piece and all required Wagon upgrades. The newly constructed equipment can be immediately placed on a chosen hero board (or on the Wagon) after its construction. You cannot construct a given item or equipment if no tokens representing it are currently available. It is only possible once some of the used tokens (copies) are returned to the pool.
Cover
One of the terrain features appearing during quests is cover. When a miniature attempts to hit an opponent on a space with the cover icon while performing a Range Attack or Ranged Magic Attack, it suffers a -1 To Hit modifier (modifiers are cumulative).
Defense
Defense is used in all attack types. It enables the target to lower its enemy's attack strength. Defense is ignored when a miniature suffers damage as part of a card, ability or equipment effect not connected with any attack. In order to calculate the total defense, you must check the performed attack type. Depending on a given attack, there are 3 defense types: defense against melee attacks, defense against ranged attacks and defense against magic attacks. Once the appropriate defense type is chosen, you should check its value. The basic defense value of any hero is 0. In order to increase it, a given hero must add all "+X defense" modifiers. They are usually featured on armor, helmet, accessories or reaction cards increasing defense. Once you add all those modifiers, you obtain a given hero's total hero defense. If any equipment element or reaction features "x2" instead of a standard value "+X", it means that once the whole defense is added it should be doubled. If any equipment element or reaction features the text: "x melee / x ranged / x magic" it means that all 3 defense types should be increased.
Enemy defense is much easier to calculate. This is always one characteristic featured on the bottom of an enemy card. It may be further modified by enemy special abilities or hero reactions.
Defense Tokens
Both enemies and heroes may use defense tokens during quests. When a miniature acquires such a token, it is placed next to the miniature.
A hero may decide to use a defense token when counting their defense. Each used token increases defense by 1 (only 2 tokens may be used at once to enhance this effect). The token should be discarded after resolving the attack. The tokens work in a similar way in case of enemies, but they use all their tokens during the next attack when counting defense (as long as it brings them benefits, e.g. an enemy will not use a defense token if the attack they are targeted with deals no damage).
No miniature can have more than 2 defense tokens at the same time (tokens are double-sided, so this could be 2 tokens with a value of "1" or 1 token with a value of "2").
Difficult Terrain
This is one of the terrain features appearing during quests. There are 3 difficult terrain types:
Rough – When a miniature enters a space through an edge marked with the rough terrain icon, its movement must immediately end. The icon is counted from the space into which the movement is performed, not from the space where the miniature starts its movement.
Water – Movement rules are the same as for rough terrain. Additionally, a miniature's Perception and Agility are halved (rounding down).
Swamp – Movement rules are the same as for rough terrain. Additionally, a miniature's Strength, Perception, Agility and Knowledge are halved (rounding down).
Effect Duration
Some equipment elements trigger effects with a certain duration.
There are 4 options:
- Single-use - They can be used once, then the representing token is taken from a hero board and discarded.
- Once per quest - A token marked this way can be used once during each quest. Once used, the equipment stays inactive until the end of the current quest.
- For an entire quest - If a hero chooses to use this type of equipment, it stays active from its first use until the end of the current quest. Once the quest ends, its representing token is taken from a hero board and discarded.
- Permanent - Such effects are constantly active and are never used up.
Enemy
Enemies are miniatures which oppose heroes during a quest. Enemies are divided into types, they have their own enemy cards and enemy action cards. If any enemy starts a quest with any damage, it cannot increase its Health level above its starting value (e.g. using a heal or regenerate effect). If new enemies are supposed to be deployed at the beginning of a new round during an ongoing quest, such enemies can perform their actions in the same round according to normal rules.
Enemy Action Card
Each enemy has its own action card deck. Basic enemies use 3 cards, more advanced enemies use 4 or 5 cards and the most powerful ones use 10 cards. Even if a given enemy appears in 2 variants (e.g. a Crossbowman and a Veteran Crossbowman), both use the same enemy action card deck. Whenever an enemy starts their turn, it draws the top card from its action card pile. All enemies of the same species (e.g. all Wolves) draw one common action card for a given round. If a card allows an enemy to perform a few activities as part of one action, you cannot change the order of activities listed on the card, but any activity from those listed on the card can be skipped if a given enemy cannot perform it. If a given distance lists descriptions of a few actions (just like with the Wolf and the distance "1+"), only the first action should be performed. If it is impossible, a given enemy performs the next action from the list for a given distance.
All action cards feature the following elements:
- Name of an enemy matching a given card.
- Card reference number.
- Column indicating the distance to the closest opponent - in case of the Wolf it features the distance "0" (engaged) (A) or the distance "1+" (B).
- Wolf's action description when engaged (Melee Attack 2).
- Wolf's action description when at the distance 1+ (this action is comprised of 2 activities – Move and Attack).
- Wolf's alternative action description - if the action above cannot be performed.
Enemy Card
Each enemy has its own card. Its card features a given enemy name, its type, numbers of action cards used, attributes, starting Health level, defense, special abilities and types of performed attacks. If a few identical enemies appear in a quest, e.g. a few Wolves, they all use 1 common enemy card.
Enemy Special Abilities
Some enemies have special abilities described on their enemy cards. These abilities introduce special rules during quests, in which such enemies participate. Such abilities are constantly active unless their description says otherwise. If a special ability description says: "This ability is activated with an action card", such ability stays inactive until an enemy action card is drawn and it mentions the ability's name. Such abilities usually refer to a single activity, such as summoning an ally or healing. So, for example, a Mercenary Captain / Leader activates a special ability "Parry" using the enemy action card A16.
Enemy Turn
During every quest round, each enemy resolves their turn comprised of 1 action. The acting enemy's turn is fully resolved and once it ends, another miniature starts their turn.
Enemy Types
Enemies are divided into 4 types: Humanoids, Demonic, Monsters, Shapeshifters.
When attacking an enemy in a normal way, it does not matter for a hero what type of enemy they are facing. However, there are some action cards and special equipment enabling you to use additional, special effects against certain types of enemies.
Engagement
Any miniatures resolving quests may find themselves in a very unique situation, which we call engagement. Each miniature on the same space with their opponent is considered engaged. Engaged miniatures can only perform the following actions: Parting Leap, Melee Attack or Magic Attack (assuming that it enables them to perform an attack in range 0 – such information is always featured on a given action card).
Equipment
All equipment pieces are featured on tokens. New tokens can be bought in towns, from encountered travelers, or gained during quests. You can also produce them in your wagon. If you want to get rid of excess equipment, besides throwing it into a ditch, you may also sell its token in one of the visited towns.
Equipment is divided into the following categories:
- Weapons (including melee, ranged and magic weapons)
- Shields
- Additions (including melee weapon additions, ranged weapon additions and runes)
- Armor
- Helmets
- Accessories
- Backpack (including traps and grenades)
Equipment is placed on a hero board on its designated slots (every equipment type has separate, matching slots). Weapons, shields, additions, armor, helmets and accessories can also be placed on backpack slots, but in such case they are only carried, cannot be used and any special traits or abilities they normally provide are ignored.
Equipment Diagrams
Equipment diagrams can be found on a separate card. They inform players what cost they must pay during production and what wagon elements must be upgraded first.
Finding
One of the temporary terrain features that appear during quests. At the beginning of a quest, a finding token is placed on each space with this icon. Heroes will have the opportunity to collect it.
Flight
This is a special type of the Move action. If a miniature performs the Flight action, they ignore all terrain features except for walls (and it cannot hide). Once a flying miniature's Move ends, it always lands and is treated just like any other miniature. If it lands on a space with a terrain feature, a given feature affects it normally (e.g. a vantage point would increase the range of Ranged Attacks and Magic Ranged Attacks by 1).
Golden Rule
When performing to hit rolls, you should always use the Golden Rule both during enemy and hero attacks. No matter the value, each "1" on the dice is always considered a success. On the other hand, each "6" result is always considered a miss.
Grenades
Grenades are a special kind of equipment. Grenades are carried in the same way as other backpack items. A hero must perform an attack action in order to use them.
Each grenade token features a few unique elements:
- Name
- Type
- Effect Duration
- Grenade effect – usually it is an attack described with the following characteristics: Strength / Agility / Knowledge (A), number of attack dice (B), to hit modifier (C) and range (D)
- Grenades can also have traits (just like weapons)
Some grenades do not have any characteristics used for attacks. They do not deal any damage, but cause other effects instead, such as Immobilize or Stun. If a grenade has no attack characteristics, its effective use does not require any roll or test. Once an action is performed, its matching effect is automatically applied to all targets described on a given token.
Heal
Some cards provide players with the opportunity to perform the action "Heal x". The acting hero can heal themselves or any ally on the same space by increasing the target's current Health by "x". Some cards also allow to heal targets at a longer range, or to heal themselves, or just an ally (always check a given action card description). No hero can be healed beyond their maximum Health level. You can heal an unconscious hero the same way. An unconscious hero who has been healed cannot resolve their turn in the current round.
Health
A hero's Health level is shown on a hero board. It indicates if a hero is wounded and how severely. The Health level can decrease or increase as a result of suffered damage or healing. If the Health level reached 0, a given hero is considered unconscious. The Health level is shown on two tracks. The first one indicates a hero's maximum Health level, while the second one – the current Health level. The cube indicating the current Health level can never be placed to the right above the maximum Health level. A hero's Health can never fall below 0. Heroes ignore all events during a quest which would lower their Health below 0.
If a hero's Health falls to 0 between quests and would be further lowered by "x", e.g. effects of road or town cards, or a poison token owned by any hero, the party must immediately advance the days marker by "x" (heroes must spend more time taking care of their severely wounded companion).
An enemy's maximum Health level is always shown on its card. An enemy's Health is lowered by damage it suffers during a quest. When an enemy's Health level falls to 0, a given enemy is removed from the board.
Health Level
See: Health (on this page).
Helmet
A helmet is one of equipment types. It increases a hero's defense against enemy attacks during a quest. Each helmet token takes 1 slot on a hero board. Each hero has 1 slot on their board to place a helmet.
Some helmets negatively affect a hero's attributes. If a given token features any negative Perception modifier, it pertains both to quests and to tests made between quests. If a helmet modifies Knowledge, the change only affects Magic Attacks performed by a hero (it does not affect, e.g. Knowledge tests between quests). All modifiers as well as other equipment traits are not active if a helmet is carried in the backpack.
Each helmet token features a few unique elements:
- Name
- Type
- Defense characteristics: versus Melee Attacks (A), versus Ranged Attacks (B), versus Magic Attacks (C)
- Negative modifiers (only selected helmets).
Hero Development
There are no hero levels in the game. Heroes gain Experience Points instead and you may use them to develop the following character aspects:
- Attributes
- Available action card pool
- Equipment slots
Attribute Development – Each hero board features a track matching each attribute. Each space of a given track shows the number of XP required to increase a given attribute by 1. Once XP are spent, the matching cube is advanced right to the next space. Heroes differ from each other both in their maximum attribute levels and their increase costs. As the maximum Health level increases (by a value of "x"), so does a hero's current Health level (by a value of "x"). This means that when you pay for the increase of the maximum Health level, you advance 2 cubes by the same number of spaces – the one on the maximum Health level track and the one marking the current Health level. A hero's current Health can never be higher than their maximum Health characteristic.
Available Action Pool – Heroes may buy new action cards to expand their decks. When you choose to buy a new card, you add it to the basic deck of 20 cards. The cost of each new card is shown in its lower-right corner (starting cards feature "ST" instead of a cost).
Equipment Slots – Heroes may also expand the number of equipment slots for all kinds of items or equipment elements. Tokens covering unavailable slots come in two types. Some have a printed XP cost required to make a given slot available for a hero. Once paid, the hero discards the covering token from their board. The second token type has no XP cost, which means that such slot will never be available to the hero.
Hero Turn
During each quest round, each hero resolves their turn comprised of up to 2 actions. Once the acting hero's turn is fully resolved then another miniature starts their turn.
Hide
While a hero is Hidden, they cannot be targeted by enemy movement or attacks. The acting hero can only perform this action if 3 conditions are met:
- The board space with the acting hero features the Hide icon.
- The acting hero cannot be the only opponent within LOS of any enemy.
- The hero cannot be on the same space or on any adjacent space with an enemy.
A given hero may remain Hidden no matter the actions they perform until they attack an enemy. In that case, the moment the acting hero starts performing the attack, they immediately lose their Hidden status. The hero also stops being Hidden immediately upon entering a space without the Hide icon, or when they are on the same space with any enemy.
Hiding Terrain
This is one of the terrain features appearing during quests. The Hide action can only be performed on spaces marked with this icon.
Immobilize
Immobilize is one of the traits. If a target is successfully dealt at least 1 damage with an immobilize attack, it cannot move in its next turn. The target's next turn can take place in the same or in the next round (depending on the order of hero and enemy turns). Place an immobilize marker next to the target and leave it until the end of their next turn. Immobilize can also result from playing an action card which is not an attack. In such a situation, dealing 1 damage is not required, and the immobilize effect is applied automatically.
Interact
The Interact action covers all activities listed below:
- Revive
- Reload
- Reorganize
- Set Trap
- Collect
During some quests the Interact action is required to achieve special quest goals (e.g. opening a gate).
Light
Light is one of the traits. It has no special effect but may provide bonuses in connection with certain action cards.
Line of Sight (LOS)
Line of Sight (LOS) is used during Ranged Attacks and ranged Magic Attacks. Such an attack can only be performed if its target is in LOS of the miniature performing the attack. In order to check this, an imaginary straight line should be established from the center of the space with the attacker to the center of the space with the target. If this line is uninterrupted by any wall, the attack can be performed. No other terrain features or miniatures block LOS.
Location Card
Location cards are comprised of towns or settlements where heroes may find new quests, buy or sell equipment, buy or sell resources they do not need and use local services. In order to move to a location card, the Hunters marker must be placed first on a proper map card with the name of the same town or settlement. As you enter a settlement, you can immediately place the Hunters marker on any location inside you like. Traveling between location cards is resolved differently from traveling between map cards. The first and most important difference is that you do not have to advance the days marker. As long as you stay inside a settlement (and also when entering or leaving it), all your activities take place within one and the same day (unless the game tells you otherwise). Additionally, locations do not correspond to actual, real-life positions of different buildings in a given town. You can freely move between different locations without any restrictions. However, this kind of movement may still result in random events. Upon entering a new location card inside a settlement, you must roll the travel die in the same way as if you were drawing a road card. You can leave a settlement from any location card. In order to do this, move the Hunters marker on the map card corresponding to a given location (it does move the days marker).
Magic Attack (Enemy)
There are two types of Magic Attacks:
- Magic Attack that can be performed while being engaged;
- Magic Attack that can be performed while being at a certain range;
A Magic Attack is performed in a very similar way as a Ranged Attack and a Melee Attack, with two following exceptions:
- the target's magic defense is taken into consideration;
- when counting successes, add the attacker's Knowledge attribute value instead of their Strength or Agility value.
Magic Attack (Hero)
There are two types of Magic Attacks:
- Magic Attack that can be performed while being engaged;
- Magic Attack that can be performed while being at a certain range;
A Magic Attack is performed in a very similar way as a Ranged Attack and a Melee Attack, with the three following exceptions:
- the target's magic defense is taken into consideration;
- the attack range is always listed on its action card and is not based on any weapon used (range 0 indicates the possibility of performing a given attack while engaged);
- when counting successes, add the attacker's Knowledge attribute value instead of their Strength or Agility value.
Staff A Staff is one of the weapon types. It is used to perform Magic Attacks during a quest. If the Staff has some attached additions providing traits (e.g. Immobilize), they can only be used when resolving Magic Attacks, not any spells used by a given hero. So, for example, they couldn't be used when resolving a spell causing an enemy to be Poisoned (considering that a given spell is not an attack).
Map Card
The whole realm where heroes travel outside of quests is shown using 20 map cards placed in 4 rows of 5 cards. Map cards are initially placed face-down, but as the campaign progresses more and more are revealed. Each map card has a unique number and threat level affecting any road cards drawn (there are three threat levels: I, II and III). Each move of the Hunters marker (i.e. travel) between map cards takes 1 day. You can travel in any direction, orthogonally and diagonally. Additionally, when the Hunters marker travels between map cards, you may encounter a randomly drawn event. In order to check if anything happens to your heroes, right after moving the Hunters marker, roll the Travel Die (2 sides have the icon, 4 others are blank). Each result with the icon means that you draw and read a road card. Some face-up map cards also feature the Port icon, which enables you to travel by river.
Melee Attack (Enemy)
A Melee Attack can only be performed by an enemy engaged with its opponent.
When resolving this attack, perform the following steps:
- Choose target – The acting enemy attacks a hero on its space. If there is more than one hero, the enemy chooses the one with the lowest melee defense against its Melee Attack (including any traits, e.g.. if a given attack has Pierce, it should be taken into consideration). If there is still a tie, the target becomes the hero who acts earlier in the turn order this round.
- Roll to hit – The acting enemy rolls attack dice (their number is listed on its enemy card). The efficiency of the roll is defined by the enemy action card used "Attack x". Each die showing a result that is equal to or lower than "x" is a success (a hit). The Golden Rule applies during this roll.
- Additional rolls – If, during the to hit roll, the acting enemy obtained "1", it may make an additional roll with all dice showing this result. The to hit difficulty remains unchanged. If it obtains "1" again, it may make another roll. The acting enemy should keep rolling until no die shows "1".
- Determine attack strength – All successes from the dice should be added. Then add the acting enemy's Strength. The sum is the enemy's total attack strength.
- Target defense – Subtract the target's melee defense from the total attack strength.
- Damage – The final result is the number of damage dealt to the target of the attack. Lower the hero's current Health by that many levels by moving the corresponding cube on the hero board. If the hero's Health is now 0, they are immediately considered unconscious and can no longer resolve their turns until they are revived.
Melee Attack (Hero)
A Melee Attack can only be performed by a hero engaged with their enemy.
When resolving a Melee Attack, perform the following steps:
- Choose an action card enabling you to perform a Melee Attack – The acting hero may choose an action card from their hand or perform the basic action "Melee Attack 1".
- Choose weapon – The acting hero may choose to attack with any weapon featuring the Melee Attack icon, that they have in their inventory. If the hero has no such weapon, they fight using an improvised weapon or fists.
- Choose target – The attacking hero chooses which enemy they attack. Any enemy on the same space may be targeted.
- Roll to hit – The acting hero rolls attack dice (their number is listed on their weapon token). The efficiency of the roll is defined by the action card used "Attack x". Add or subtract from "x" the to hit modifier of the weapon. Each die showing a result that is equal to or lower than the modified "x" is a success (a hit). The Golden Rule applies during this roll.
- Additional rolls – If, during the to hit roll, the acting hero obtained "1", they may make an additional roll with all dice showing this result. The to hit difficulty remains unchanged. If they obtain "1" again, you may make another roll. The hero should keep rolling until no die shows "1".
- Determine attack strength – All successes from the dice should be added. Then add the acting hero's Strength. The sum is the hero's total attack strength.
- Target defense – Subtract the target's melee defense from the total attack strength.
- Damage – The final result is the number of damage dealt to the target. Place the corresponding number of damage tokens next to the enemy's miniature. If the enemy's Health is lowered to 0, it is immediately considered eliminated and its miniature is removed from the board.
Unarmed Combat If the acting hero uses no Melee Attack weapon, they only roll 1 die and add their Strength, halving its value (rounding down).
Mighty
Mighty is one of the traits. The effect works even if its corresponding attack deals no damage to its target. Effects of this trait are cumulative, but no miniature can have more than 2 Mighty tokens (tokens are double-sided, so this could be 2 tokens with a value of "1" or 1 token with a value of "2"). The effect starts from the next activity.
If an enemy is the target: A given enemy permanently lowers all of its defense types by 1 (to a minimum of 0). Place 1 destruction marker next to it and leave it until the end of the current quest.
If a hero is the target: Place 1 destruction marker on their armor. Each destruction marker permanently lowers all of a given armor's defense types by 1 (to a minimum of 0). If a given hero gets rid of a given equipment piece in the future, they discard all destruction markers along with it. Repairing a damaged armor is possible in the wagon used by heroes to travel (the repair cost is 1 gold coin for each destruction marker).
Miniature
Indicates every hero, ally or enemy appearing on a quest map (all of them are represented by miniatures).
Morale
Morale represents heroes' determination and resolve to act. The morale track showing the current morale level can be found on any hero board. High morale makes heroes more efficient, while low morale makes even the simplest activities challenging. The morale track is divided into 2 sections. The two lowest spaces (red) indicate low morale and have negative effects. All the upper spaces (from 3 to 5 varying by hero) make heroes act more efficiently and decisively. Whenever a hero spends 1 morale point, they slide their morale cube 1 space down the track. A hero can only use 1 morale point at a time.
Morale can be spent in the following ways:
- When performing a test, a hero may spend 1 morale to add 1 to the test result. This decision can be made after rolling the die. If this is a group test, each hero may use morale.
- When performing an attack (after rolling to hit), a hero may spend 1 morale to increase their Strength, Agility, or Knowledge by 1.
- When performing a Move, a hero may spend 1 morale to increase their Move by 1 (increasing Move does not cause a miniature to stop upon entering a difficult terrain or a vantage point).
When a hero's morale level reaches the first negative space, they lower all of their attributes (Strength, Agility, Knowledge and Perception) by 1 when resolving quests, starting from their next action. No attribute can go below 0. If a hero's morale level reaches the lowest point, they lower all of their attributes (Strength, Agility, Knowledge and Perception) by 1, both while resolving quests and during all other tests between quests. Whenever a hero with the lowest morale would be forced to lower it again, they lose 1 Health instead.
Move (Enemy)
Thanks to the "Move x" action, a given miniature can move up to "x" spaces in any direction. Miniatures can move to any adjacent spaces both orthogonally and diagonally. Miniatures can move through spaces with their allies, but must immediately end their Move when they enter a space with their opponent. An enemy which (for any reason) leaves the board, cannot return to the game until the end of the current quest. There is no limit to the number of miniatures which may occupy one board space. Moves can be limited by terrain features. The Move value cannot be lower than 1, even in case of multiple negative modifiers.
An enemy move is divided into two types: "toward target" or "away from target".
- Moving "toward target" – At the beginning of a toward target Move action, the acting enemy chooses the hero it can reach by performing the shortest Move (take into account potential obstacles that might block or hinder this Move). If there is more than one hero at the same distance, the enemy chooses the one with the lowest defense against its basic attacks. If there is still a tie, the target becomes the hero who acts earlier in the turn order this round. If the acting enemy can reach its target by following a few similar paths, players choose the enemy's Move path together.
- Moving "away from target" – If the acting enemy moves away from target, it performs its Move so that once it ends, the enemy is as far away from all heroes as possible. If the enemy can perform a similar movement in different directions so as to reach the same distance away from all heroes, it tries to get as close as possible to any of its allies. If the enemy's movement path cannot be clearly determined, players choose the enemy's path together. If moving away from target would not bring any benefit (i.e. the distance from heroes would be the same), the acting enemy performs the next action from its card instead of moving.
Move (Hero)
Thanks to the "Move x" action a given miniature can move up to "x" spaces in any direction. Miniatures can move to any adjacent spaces both orthogonally and diagonally. Miniatures can move through spaces with their allies, but must immediately end their Move when they enter a space with their opponent. A hero performing a Move can, at any time, leave the board as if there were more spaces beyond the edge of the board. A miniature, which (for any reason) leaves the board, cannot return to the game until the end of the current quest. There is no limit to the number of miniatures which may occupy one board space. Moves can be limited by terrain features. The Move value cannot be lower than 1, even in case of multiple negative modifiers.
Nighttime Quests
Some quests are played during the night. It is always indicated in their special rules. During such quests, all heroes' Line of Sight is limited to the 2 closest spaces.
Obstacle
This is one of the terrain features appearing during quests. Miniatures cannot move through a line marking an obstacle, but it does not block the line of sight (LOS).
Offense Tokens
Both enemies and heroes may use offense tokens during quests. When a miniature acquires such a token, it is placed next to it. A hero may decide to use an offense token at the beginning of their attack. It provides a +1 to hit modifier (2 tokens may be used at once to enhance this effect). The token should be discarded after resolving the attack.
The tokens work in a similar way in case of enemies, but they always use all their tokens during their next attack.
No miniature can have more than 2 offense tokens at the same time (tokens are double-sided, so this could be 2 tokens with a value of "1" or 1 token with a value of "2").
Opponent
The term "Opponent" can have 2 meanings:
- In case of descriptions of enemy activities or capabilities (special abilities, quest descriptions or enemy action cards) it indicates each hero or Non-Player Character (NPC) allied with the heroes (e.g. an Innkeeper);
- In case of descriptions of hero activities or capabilities (hero action cards, quest descriptions or equipment) it indicates each enemy.
Parting Leaps (Heroes)
The Parting Leap is a unique type of the Move action. It pertains to a situation when any hero wants to disengage and move to a different space. The parting leap can be performed using a normal Move or using an action card, which only allows a hero to perform the Parting Leap. A hero performing a Parting Leap risks suffering a Penalty Attack. One enemy engaged with them (the one with the highest Strength) can immediately perform one additional and free action: Melee Attack 3. Enemies cannot perform a Penalty Attack if heroes and their allies outnumber enemies on a given space (add the hero performing the Parting Leap to their number). After performing the Parting Leap, a given hero is no longer engaged (assuming that the Parting Leap has not resulted in sharing the same space with enemies) and can freely use any remaining actions available in their turn. They may also continue their Move as long as the action card used enables them to move more than 1 space.
Parting Leaps (Enemies)
The Parting Leap is a unique type of Move action. It pertains to a situation when any enemy wants to disengage and move to a different space. The possibility to perform a Parting Leap is always indicated on an enemy action card. An enemy performing a Parting Leap risks suffering a Penalty Attack. One of the heroes engaged with a given enemy can immediately perform one additional and free action: Melee attack 3. If more than 1 hero is engaged with a given enemy, they choose who will perform the Penalty Attack. Heroes cannot perform a Penalty Attack if they and their allies are outnumbered by enemies on a given space (add the enemy performing the Parting Leap to their number). After performing the Parting Leap, a given enemy is no longer engaged (assuming that the Parting Leap has not resulted in sharing the same space with an opponent) and can freely use any remaining activities available on its turn. Besides the rules described above, the Parting Leap performed by an enemy is resolved in the same way as a Move away from the target.
Pierce
Pierce "x" is one of the traits. Its "x" value can be from 1 to 3. Reduces the target's defense by "x". This trait is cumulative; for example, if you use a Pierce 2 weapon along with a Pierce 1 reaction, the effects will combine, resulting in a stronger Pierce 3 attack. Pierce can never be higher than 3, even in case of cumulative effects.
Plot Card
There are two types of plot cards in the game:
- Small cards marked "Sxxx"
- Large cards marked "Fxxx"
Small cards are placed on map cards when a description or effect instruct you to place such a card. They can be placed face-down (with the back of a given card visible along with a card number) or face-up (with the text of a given card visible). Heroes can flip a face-down plot card whenever they travel to a map card with a plot card placed on it. However, flipping a card face-up is not mandatory. Heroes may not want to read it at a given time for various reasons. The exception are plot cards featuring the icon of a red triangle with a quill. If heroes encounter a plot card marked this way, they must read it immediately after entering a given map card.
Large plot cards are placed next to the map and they usually appear when heroes talk with Non-Player Characters (NPC), enabling them to choose various dialogue options.
Some plot cards feature the "!" icon on their front (next to a particular option). If you encounter such an option, it means that a given option is required to complete the main quest. Of course, other options might be useful, too, but they are not mandatory to finish the campaign. Also, the small plot card backs are marked if they belong to the main plot. Such cards have a red stripe instead of a blue stripe. Some red-striped card backs feature additional information marked as "xx". It means that a given card must be revealed (flipped face-up) before the end of day "xx". Otherwise, players will not be able to finish the main quest within 60 days.
Poison
Some equipment elements, action cards and enemy abilities can turn normal attacks into poison attacks. There are 4 types of poisons you might encounter in the game:
- Against Humanoids
- Against Monsters
- Against Demons
- Against Shapeshifters
Each poison works in the same way but it is only effective against one enemy type. Place a poison token next to the miniature affected by this condition.
- Effect during quests – If any attack with the poison trait deals at least 1 damage to its target, the victim suffers 1 additional damage at the beginning of each of its turns, starting from the next turn. The effects of multiple poison wounds do not stack, even if the same target is wounded more than once by a poison attack. If the poison effect affects its target during actions other than attacks (e.g. when using a spell), dealing damage to its victim is not required for this effect to work.
- Effect between quests – If a hero has a poison token at the end of a quest or gets such a token in the period between quests (e.g. as a result of a road card), they lower their Health level by 1 at the end of each day. It is possible to remove a poison token by using an ANTIDOTE or playing a proper action card during a quest.
Push
Push is one of the traits. Forces a targeted miniature to Move 1. The target is pushed in a direction chosen by the hero causing the effect, but it must always result in increasing the distance between the pushing and the pushed miniatures. At the beginning of their turn, a hero may choose to ignore this trait if it does not benefit them. Push effects are not cumulative. Moving to the chosen space must be possible according to normal rules. The target can be pushed to a space with other miniatures or traps. It is possible to push both an enemy or an ally as long as the performed action allows it. The pushed target can suffer a Penalty Attack. Pushing is resolved at the end of the performed action.
Ranged Attack (Enemy)
A Ranged Attack can be performed by every unengaged enemy who has a target in its Line of Sight (LOS) and in their weapon's range.
When resolving this attack, perform the following steps:
- Choose target – The acting enemy attacks the closest hero. If there is more than one hero at the same distance, the enemy chooses the one with the lowest ranged defense against its Ranged Attacks (including any traits, e.g. if a given attack has Pierce, it should be taken into consideration). If there is still a tie, the target becomes the hero who acts earlier in the turn order this round. Enemies never choose an engaged opponent as its target unless there are no other opponents to choose from.
- Roll to hit – The acting enemy rolls attack dice (their number is listed on its enemy card). The efficiency of the roll is defined by the enemy action card used "Attack x". Each die showing a result that is equal to or lower than "x" is a success (a hit). The Golden Rule applies during this roll.
- Additional rolls – If, during the to hit roll, the acting enemy obtained "1", it may make an additional roll with all dice showing this result. The to hit difficulty remains unchanged. If it obtains "1" again, it may make another roll. The acting enemy should keep rolling until no die shows "1".
- Determine attack strength – All successes from the dice should be added. Then add the acting enemy's Agility. The sum is the enemy's total attack strength.
- Target defense – Subtract the target's ranged defense from the total attack strength.
- Damage – The final result is the number of damage dealt to the target of the attack. Lower the hero's current Health by that many levels by moving the corresponding cube on the hero board. If the hero's Health is now 0, they are immediately considered unconscious and can no longer resolve their turns until they are revived.
Ranged Attack (Hero)
A Ranged Attack can be performed by a hero who is not engaged and has a target in their Line of Sight (LOS) and within their ranged weapon's range.
When resolving this attack, perform the following steps:
- Choose an action card enabling you to perform a Ranged Attack – The acting hero may choose an action card from their hand or perform the basic action "Attack 1".
- Choose weapon – The acting hero may choose to attack with any weapon featuring the Ranged Attack icon that they have in their inventory. If the hero has no such weapon, they cannot perform a Ranged Attack.
- Choose target – The attacking hero chooses which enemy they attack. Any enemy in LOS and the weapon's range may be targeted.
- Roll to hit – The acting hero rolls attack dice (their number is listed on their weapon token). The efficiency of the roll is defined by the action card used "Attack x". Add or subtract from "x" the to hit modifier of the weapon. Each die showing a result that is equal to or lower than the modified "x" is a success (a hit). The Golden Rule applies during this roll.
- Additional rolls – If, during the to hit roll, the acting hero obtained "1", they may make an additional roll with all dice showing this result. The to hit difficulty remains unchanged. If they obtain "1" again, you may make another roll. The hero should keep rolling until no die shows "1".
- Determine attack strength – All successes from the dice should be added. Then add the acting hero's Agility. The sum is the hero's total attack strength.
- Target defense – Subtract the target's ranged defense from the total attack strength.
- Damage – The final result is the number of damage dealt to the target of the attack. Place the corresponding number of damage tokens next to the enemy's miniature. If the enemy's Health is lowered to 0, it is immediately considered eliminated and its miniature is removed from the board.
Ranged or Magic Attack Against Engaged Miniatures
It may happen during the game that a miniature wants to perform a Ranged Attack or ranged Magic Ranged Attack against an engaged opponent. Resolve such an attack normally, with one exception. Once the target of the attack is chosen, roll D6. If a "6" is rolled, the attacker's ally in this engagement is hit instead of the original target. If there are more attacker's allies who can be affected by the attack, randomly determine the one who becomes the target of the unlucky hit.
Reaction
The lower half of action cards feature a description of the available reaction. A reaction enables the acting hero to interrupt someone's turn (their own, their enemy's or their ally's) in order to influence the action being currently resolved. A card used to perform an action cannot be simultaneously used for its reaction. When playing a card, a player has to choose if they use its upper half (action) or its lower half (reaction).
Only 1 reaction can be played per 1 action performed by a hero or enemy. If more than one hero plans to play a reaction, they must choose together who will be the only one to use their reaction. The upper part of a reaction description explains when it can be used, i.e. during whose turn it can be played.
There are four options:
- "enemy turn" (red),
- "your turn" (green),
- "ally turn" (blue),
- "your turn or your ally's turn" (purple).
Additionally, the bottom of the description explains in detail when to play a given reaction. For example, a card could say: "Play at the beginning of your attack", "Play on yourself when counting defense" or "Play after counting successes", etc. If a reaction is played during an action comprised of many activities, it affects only 1 activity chosen by a player (unless the reaction description says otherwise). If a reaction (in rare cases even an action) provides a few bonuses divided with "/", it means that all such bonuses are added simultaneously. So, for example, a reaction described as "+1 Strength / +1 Agility" increases both Strength and Agility.
Regenerate
A miniature with the ability "x (regenerate)" regains "x" Health levels at the end of their turn. The regenerate ability only works when a miniature has damage. Regeneration only works during quests.
Reload
Reload is one of the traits. Some ranged weapons in the game require reloading. At the start of the game, place a reload token with its "Loaded" side face-up on any weapon with this trait. After attacking, flip the token to its "Empty" side. To make the weapon usable again, a hero must perform the Reload (Interact) action.
Reorganize
When performing the Interact action, the acting hero can freely rearrange different equipment on their board (e.g. swap a bow they are holding for a sword from their backpack). They can also freely exchange equipment with other heroes on the same space. The number of exchanges as part of 1 such action is unlimited. Heroes with whom such an exchange is performed may be unconscious.
Repairing Damaged Armor
See: Armor.
Resources
Resources are represented by over a dozen kinds of tokens and used to construct new equipment elements or to trade. Resources are divided into the following categories:
Materials: Diamond, Yarn, Saltpeter, Leather, Steel, Silver Plants: Mushroom, Root, Flower, Leaf, Stalk, Fruit Trophies: Monster Venom, Monster Egg, Monster Bone, Monster Blood, Monster Fur, Monster Fat
Revive
A hero on the same space with their unconscious ally may perform an Interact action to cause them to recover 1 Health level. The revived ally can resolve their turn normally starting from the next round.
Road Card
Road cards are drawn when traveling between map cards. In order to check if anything happens to your heroes, right after moving the Hunters marker, roll the Travel Die (2 sides have the icon, 4 others are blank). Each result with the icon means that you draw and read a road card. Road cards are divided into 3 separate piles. This reflects different difficulty levels of threats lurking in various areas or regions. Level I cards are the easiest, while level III cards pose a real challenge even to seasoned Hunters. The level of the pile a given card is drawn from depends on the Roman numeral shown right above the number of a map card you travel to. A road card should always be drawn from the bottom of the proper pile. If, during the game, all cards from a road card pile are depleted, instead of drawing from this pile draw from the pile with a higher difficulty level (e.g. drawing a level II card instead of a level I card). If it is impossible, reshuffle a given pile and use it again.
Round
Each quest is divided into rounds whose number for the current quest is indicated in the "Quest Goal" section. Each round heroes play their turns by performing 2 actions each. Their enemies resolve their turns by performing 1 action each. Once each hero and each enemy resolves their turn, the current round ends. At the beginning of the quest, place the round marker on the space of the round track indicated in the quest description (round 6 for quest 1). You will be moving it 1 space after each round.
Each round is divided into the following steps:
- Draw action cards (only heroes).
- Determine order.
- Hero and enemy turns.
Runes
Runes are one of the weapon additions. They are the only addition which cannot be freely removed from weapons. Once a rune is forged on a weapon, it stays on it until the end of the game. Once a rune weapon is sold or lost, its rune token returns to the pool of available equipment tokens.
Services in Settlements
Certain location cards list available services described in detail below. If a given location offers a few various services, each hero may use a different one, e.g. If there is an Inn enabling heroes to get work or rent a room to rest for 1 day, some heroes may choose to work and some to rest.
- Simple work – Each day spent working in the Inn brings x gold coins to each hero from the group. This kind of work may last any number of days.
- Rest – The second available option allows heroes to rest. Each hero has to pay x gold coins for each day, gaining 1 morale in return.
- Heal – The third available service is healing. It is possible to regain x Health for 1 gold coin. Alternatively, by paying the same cost, a hero may remove a poison token.
Set Trap
A hero who has a trap token may perform the Interact action to set (place) it on their space. More details can be found in the Traps entry.
Settlement
Settlements (towns) are special places on the map. Once entered, they enable heroes to explore their corresponding location cards.
Shield
A shield is one of the equipment types. It is used for defense during a quest. It is divided into 2 sizes: taking 1 or 2 slots on hero boards. Each hero has from 2 to 4 slots on their board to place a shield. These are the same slots as the ones for weapons. A shield can be used whenever a hero becomes the target of a Melee Attack or a Ranged Attack. No action or reaction is required to use a shield. During an attack, a defined enemy Strength or Agility value is changed into an equal number of attack dice (e.g. an attacker lowers their Strength by 2, but in exchange gets 2 additional attack dice). Some shield types negatively affect a hero's Move. All modifiers as well as other equipment traits are not active if a shield is carried in the backpack. A hero can have only one shield on its matching slots. Optionally, additional shields can be placed on backpack slots.
Each shield token features a few unique elements:
- Name
- Name
- Effect description: change "x" Strength into "x" attack dice (A) and "y" Agility into "y" attack dice (B)
- Negative modifiers (only selected shields)
Stun
Stun is one of the traits. If a target is successfully dealt at least 1 damage with a stun attack, they cannot perform any actions or Penalty Attacks, or play any reaction cards in their next turn. The target's next turn can take place in the same or in the next round (depending on the order of hero and enemy turns). Place a stun marker next to the target and leave it until the end of their next turn. If all opponents on a given space are stunned, the other miniatures are considered as if they were not engaged. Stun can also result from playing an action card which is not an attack. In such a situation, dealing 1 damage is not required and the stun effect is applied automatically.
Task Card
Task cards introduce players to side quests not linked with the main campaign plot. Heroes can always read all task cards on the map no matter where they are currently located. Each task card front features narrative text. Additionally, a given card indicates its difficulty: easy, medium or hard. Each task card back features an instruction informing players what they should do in order to undertake a given task. Below there is also a description of a reward offered for finishing a given task (this is just a promise for the moment - heroes will gain it once they successfully end a given task).
Temporary Terrain Features - Traps
Besides permanent terrain features, such as walls, vantage points or covers, you may also encounter temporary terrain features during quests – traps. They are represented with dedicated terrain tokens. Their rules are always described in detail in the special rules of a particular quest. Traps can range from primitive snares to typical bear traps or sophisticated fire bombs. The general rules for traps are similar to those used for traps set by heroes – their activation occurs when a miniature enters a space with a set trap. These traps are active from the beginning of a quest.
Terrain Features
They are shown on maps during quests.
The following terrain features can be found in the game:
- Wall
- Obstacle
- Hiding terrain
- Difficult terrain: rough / water / swamp
- Cover
- Bottleneck
- Finding
- Vantage point
Time Tokens
Time tokens are used to temporarily block the possibility to reveal certain event cards. An instruction forcing you to place a time token always states in how many days a given token can be removed, thus "unlocking" a given card.
Tome of Tales
Often you will be instructed to use the Tome of Tales which contains a few hundred entries numbered as follows "X.XX". Each entry describes a particular situation or consequences of actions and players will be directed to it through quests, cards and other entries.
Town Card
Town cards are drawn when traveling between location cards. In order to check if anything happens to your heroes, right after moving the Hunters marker, roll the Travel Die (2 sides have the icon, 4 others are blank). Each result with the icon means that you draw and read a town card. Town cards have no levels. They are always drawn from the bottom of the pile. If all town cards have been used during the game, reshuffle the pile and use it again.
Trade in Settlements
Each location card enables you to buy and sell equipment or resources. There are 2 columns next to names of equipment/resources. The first one lists the purchase price of a given item and the second one its sale price. You can buy any number of equipment elements or resources as long as such a transaction has a listed price and corresponding equipment tokens are available.
Traits
Traits are additional effects imposed upon a miniature as part of attacks affecting it. Traits usually appear on weapon tokens, but they are also found on trap tokens, grenades or additions. Often enemy attacks are enhanced by traits.
Most trait effects are applied automatically, heroes or enemies cannot simply resign from using them while performing their attacks. There are only two traits that heroes can choose not to use: Area and Push.
Traits may not always be connected with attacks. There are actions (spells in particular) which are not attacks, but they automatically inflict some trait effects on their target.
These are the traits in the game: Light, Area, Pierce "x", Burn, Poison, Mighty, Stun, Immobilize, Push, Reload.
If a given action triggers a few different trait effects, they should be resolved in the following order (starting from the first applicable): Light » Area » Pierce » Burn » Poison » Mighty » Stun » Immobilize » Push » Reload.
At the end of the quest, heroes remove all trait tokens they received except Poison and Mighty.
Traps
Traps are a special kind of equipment. Traps are carried in the same way as other backpack items, on blue backpack slots on a hero board. A hero must perform the Interact action in order to use them. Besides characteristics typical for any equipment (name, type and effect duration), the lower part of a token features the way a given trap works – this is usually an attack described using the following characteristics: attack type, Strength/Agility/Knowledge, number of attack dice and range. All trap attacks are treated as Attack 3. Traps can also have traits (just like weapons).
Traps are set in the following way:
- A hero with a trap performs the Interact action.
- The hero leaves the space with the trap.
- The trap becomes active.
During the game you will encounter quests enabling heroes to place traps during the quest setup. In such situations, all traps are active from the beginning of a given quest except for the ones on spaces occupied by heroes. They will be activated during the quest once a hero (the original owner of a given trap) leaves the space with the trap. Some traps do not have any characteristics used for attacks. They do not deal any damage, but cause other effects instead, such as Immobilize or Stun. If a trap has no attack characteristics, its effective use does not require any roll or test. Once an action is performed, its matching effect is automatically applied to all targets described on a given token.
Traveling by River
Besides the typical way of traveling by roads, there is an option for a much faster and safer travel by rivers. This type of travel is only possible if the Hunters marker is placed on a map card with the Port icon. Instead of moving normally, you may move to any other map card with this icon (it does not have to be the closest port). Such movement takes 1 day. However, a river barge is not as cheap as using your own two legs. Whenever you travel by river, you have to pay half a gold coin for each hero in the group. Players do not draw road cards during such travel.
Vantage Point
This is one of the terrain features appearing during quests. Miniatures occupying a vantage point increase the range of their Ranged Attacks and ranged Magic Attacks by 1. A miniature entering a vantage point space from a non-vantage point space must immediately end its movement.
Wagon
The Wagon board you set up at the beginning of the campaign features 5 Upgrade Slots, which are empty at the beginning of the game. The Wagon is your common good. You upgrade it together and it serves all heroes to the same extent. Each Wagon upgrade to level 1 costs 2 gold coins, to level 2 costs 3 gold coins and to level 3 costs 5 gold coins. You may upgrade the Wagon at any point between quests as long as heroes discard the required gold coins. Once the cost is paid, you choose a space and place a matching cube representing the upgrade you have chosen.
The Wagon can be upgraded in the following categories:
- Armorer's Tools (armor, shields)
- Alchemist's Lab (concoctions, herbs, potions, gunpowder)
- Bowyer's Table (bows, arrows, crossbows)
- Workshop (clothes, traps, jewelry, shafts)
- Blacksmith's Tools (arrowheads, melee weapons, firearms)
One additional, yet important, function of the wagon is storing equipment and resources. It accommodates an unlimited number of them. At any point between quests, any hero may store or take any game component from the wagon. Remember that from the moment you start a quest (to be precise – from the moment you open the Tome of Quests) you can no longer exchange any equipment on your hero boards nor take anything from the wagon until the end of the current quest.
Wall
This is one of the terrain features appearing during quests. Miniatures cannot move through a line marking a wall, and it also blocks the line of sight (LOS).
Weapon
Weapons are one of the equipment types. They are used to perform attacks during a quest.
They are divided into 3 categories:
- Melee weapons
- Ranged weapons
- Magic weapons
Additionally, weapon tokens are divided into 3 sizes: taking 1, 2 or 3 slots on hero boards. Each hero has from 2 to 4 slots on their board to place weapons. If a chosen weapon enables a hero to perform two types of attacks, all weapon traits and negative modifiers only pertain to the basic attack type (e.g. when using an Arquebus to Melee Attack it has no Piercing and Reload traits). Heroes can have any number of weapons as long as they fit into their available slots (excess weapons can be placed on backpack slots). Some weapon types negatively affect a hero's Perception. Such a modifier is only used during quests. Outside of quests, e.g. when performing attribute tests, it should be ignored. All modifiers as well as other equipment traits are not active if a weapon is carried in the backpack.
Melee Combat with 2 Weapons Usually, if a hero has 2 melee weapons in their inventory, it does not affect their attack actions. Before they perform an Attack Action, they must choose the weapon to attack with. However, there are some action cards in the game providing bonuses to a hero using 2 weapons. In such situations, both weapons must be placed in slots provided for melee weapons, and they cannot be placed in the backpack.
Each weapon token features a few unique elements:
- Name
- Type
- Basic attack type
- Number of attack dice used
- To hit modifier.
- Attack range.
- Traits (their number differs, there are also weapons with no traits)
- Protrusions enabling heroes to use additions
- Alternative attack type (only chosen weapon)
- Negative modifiers (only selected weapons).
Appendix 1: Equipment
Stunning Arrows – Name: Stunning Arrows; equipment type: ranged weapon addition; effect duration: used 1 per each quest; notch enabling to attach to a ranged weapon; token effect: adds the stun trait to a Ranged Attack.
Monster Grease – Name: Monster Grease; equipment type: melee weapon addition; enemy type icon against which it can be used: monsters; effect duration: for an entire quest; notch enabling to attach to a melee weapon; token effect: adds the poison trait to a Melee Attack.
Headscarf from Anglesey – Name: Headscarf from Anglesey; equipment type: helmet; effect duration: permanent; token effect: a hero gains regenerate 1.
Plate Armor – Name: Plate Armor; equipment type: armor; defense against Melee Attacks +4; defense against Ranged Attacks +4; defense against Magic Attacks +2; negative modifiers: -1 Move during quests, -1 Perception, -2 Agility and -2 Knowledge when performing Magic Attacks.
Pavise – Name: Pavise; equipment type: shield; token effect: an enemy changes 1 Strength to 1 attack die or 3 Agility to 3 attack dice; negative modifier: -1 Move during quests.
Sagacitate Rune – Name: Sagacitate; equipment type: rune; effect duration: used 1 per each quest; notch enabling to attach to a melee weapon or a magic weapon; token effect: adds the immobilize trait to a Melee Attack or a Magic Attack.
Vita Rune – Name: Vita; equipment type: rune; effect duration: used 1 per each quest; notch enabling to attach to a melee weapon or a magic weapon; token effect: heals 2 Health.
Formido Rune – Name: Formido; equipment type: rune; effect duration: permanent; notch enabling to attach to a melee weapon or a magic weapon; token effect: -1 to the number of attack dice used by an enemy during each attack against a hero (if this is an area attack, this effect only affects the hero, other heroes are attacked according to normal rules).
Zweihänder – Name: Zweihänder; equipment type: weapon used for Melee Attacks; basic attack type: Melee Attack; number of attack dice used: 6; modifier +1; attack range 0; trait: area; trait: mighty; protrusions that enable an attachment of up to 3 additions at the same time; negative modifier: -1 Perception during quests.
Net – Name: Net; equipment type: weapon used for Melee Attacks; basic attack type: special; token effect: at the beginning of a Melee Attack activity roll D6 dice, if the result is higher than the target's Strength, the target is immobilized; trait: area.
Arquebus – Name: Arquebus; equipment type: weapon used for Ranged Attacks, additionally this weapon is used for Melee Attacks; basic attack type: Ranged Attack; additional attack type: Melee Attack; number of attack dice used: 4; modifier -1; attack range 1-3; trait: requires reload; trait: pierce 2; protrusions enabling to attach up to 2 additions at the same time.
Stun Grenade – Name: Stun Grenade; equipment type: grenade (backpack); effect duration: single-use; attack range 0-1; token effect: ranged attack, requires no to hit roll, the target is automatically immobilized; trait: area; trait: stun.
Fearless Infusion – Name: Fearless Infusion; equipment type: backpack; effect duration: single-use; token effect: increases a hero's number of actions by 1 during 1 turn (normally from 2 to 3); negative effect: at the end of the quest during which this token was used the affected hero suffers 1 damage once.
Cobalt Pendant – Name: Cobalt Pendant; equipment type: accessory; effect duration: permanent; token effect: lowers the pierce trait by 1 during all enemy attacks and when triggering traps.
Avicenna Necklace – Name: Avicenna Necklace; equipment type: accessory; effect duration: permanent; token effect: permanently increases a hero's hand card limit by 1 (normally from 5 to 6).
Appendix 2: Action Cards
LK13: Blade Dance Action: the Landsknecht can perform a Melee Attack 3 and additionally this attack can be enhanced using any number of reactions (e.g. the Landsknecht could play 2 reaction cards and each of his allies 1 card). All effects of the played reactions are cumulative. Reaction: the Landsknecht gains +1 attack die during a Melee Attack. If his attack has the Mighty trait, it gains +2 attack dice instead of +1 attack die. This reaction is played after rolling to hit. This allows the hero to decide whether to use the reaction or not once he knows the roll results.
HT08: Sense of Danger Action: each enemy on the board with at least 2 damage (including damage with which a given enemy started the quest) becomes the target of this action played by the Huntress. Each targeted enemy is immobilized. Reaction: the hero may play this reaction at the end of any enemy attack to ignore this attack's immobilize trait. If the immobilize trait is not connected with any attack, this reaction cannot be used.
MA01: High Jump Action: the Man-at-arms can perform a Move or a Parting Leap 2. Reaction: this card can be played as a reaction in an enemy's turn. It targets each Man-at-arms' ally on a space adjacent with the space occupied by the affected enemy. Each targeted ally may immediately perform an additional, free Move or Parting Leap action 1. Any resulting Penalty Attacks are resolved according to normal rules.
SR17: Magic Venom Action: this spell targets any humanoid or monster enemy within the Sorceress' range 1-3 and LOS. The target immediately becomes poisoned (without the need to deal any damage). Reaction: an enemy performing an attack suffers a -2 modifier to hit. If this attack has the area trait, this reaction also affects all other miniatures on the same space.
MA07: Positioning Action: The Man-at-arms can perform 2 activities as part of this action. The first one is a Melee Attack 1. Once the attack has been resolved, as part of the second activity 1 ally chosen by the Man-at-arms gains 1 defense token. Reaction: the Man-at-arms gains +1 attack die during a Melee Attack. If he uses a shield (i.e. he has it in his equipment on the slots provided for shields) he gains +2 attack dice instead. This reaction is played at the beginning of an attack, before rolling to hit.
MC19: Acid Attack Action: the Medic can perform a Magic Attack 3 which requires no weapon. Instead of using weapon characteristics, during this attack the Medic uses his Knowledge attribute plus 4 attack dice (without any modifiers). Any enemy within range 0-2 and LOS can be targeted and additionally this attack has the area trait. If the Medic targets an enemy in range 0, he becomes one of the target's of his own attack. Reaction: the Medic may re-roll any dice during an attack. The re-roll is performed after the first roll, but before any additional rolls for obtaining a "1".
SR22: Shatter Action: the spell causes any enemy within range 1 to gain 2 destruction tokens. Reaction: when resolving this reaction, the Sorceress performs a free action causing stun. It affects all miniatures on the same space as the hero (range 0 with the area trait).
SR21: Gust of Wind Action: this spell causes push affecting all enemies within range 1-3. LOS is not required. The enemies may suffer Penalty Attacks because of this. Reaction: the Sorceress may play this reaction during an enemy's turn when it is about to start performing any activity (e.g. an attack) on herself or on any ally. This reaction enables the target to ignore the pierce trait.