The Last Spell: The Board Game
The Last Spell: The Board Game Rulebook
Table of Contents
Table of Contents
PART 1: THE DAY
Components List
- 3 Terrain boards (double face), 1 Town board, 8 Mist puzzle frame boards, 3 Mist boards, 1 Shop board
- 14 Building standees: 1 Armor Maker, 1 Blacksmith, 1 Bowyer, 1 Magic Shop, 1 Shop, 4 Houses, 2 Gold Mines, 2 Scavenger Camps, 1 Seer
- 22 Wall section standees (11 Wooden Walls, 11 Stone Walls), 4 Gate standees (2 Wooden Gates, 2 Stone Gates)
- 1 Beacon: 4 Mage standees, 1 Magic Circle standee
- 12 Ruin bases, 6 Ruin building tiles
- 12 Defenses: 4 Ballistas, 2 Catapults, 4 Warp Gates, 2 Watchtowers
- 2 Line of Sight ruler tiles, 9 Low Obstacles, 4 Tree standees
- 30 Flame tiles (18 Single Flames, 12 Double Flames), 20 Gold tokens
- 18 Movement tokens, 4 Hurl tokens, 8 Potion tiles, 20 Materials tokens, 16 Action tokens (wooden tokens in the KS edition, cardboard tokens in the retail edition)
- 65 Monster figures (miniatures in the KS edition, standees in the retail edition): 17 Clawer, 10 Runner, 10 Archer, 10 Armored, 7 Winged, 7 Boomer, 3 Bulky, 1 Accursed
- 4 Hero miniatures, 3 colored miniature bases for Bulkies (only in the KS edition), 4 Character cards (double-sided), 42 Perk cards (6 decks of 7 cards)
- 6 Trait cards (double-sided), 30 Armor & Shield cards (+3 Epic Armor & Shield cards in the KS edition), 9 Scroll cards, 5 Spawn Direction cards, 54 Weapon cards (+3 Epic Weapon cards and +3 Blank Weapon cards in the KS edition)
- 15 Spawn Pattern cards, 31 blue Mana (acrylic gems in the KS edition, cardboard tiles in the retail edition), 40 red Wounds (acrylic gems in the KS edition, cardboard tiles in the retail edition), 1 Fate Coin, 1 First Player token
- 2 colored dice types (blue and orange), 4 Reroll dice reminder tokens
- 1 Corrupted Harpy figure, 3 Alerion figures, 1 Corrupted Harpy card, 1 Alerion card
- 1 Cetusia Head figure, 1 Cetusia Tail figure, 4 Cetusia Spawn Pattern cards, 1 Cetusia Head card (double-sided), 1 Cetusia Tail card (double-sided)
Goals
The Last Spell is a cooperative game set in a dark fantasy world, ruled by two twin Goddesses, Freude and Schaden, where players represent Heroes defending three towns from enemy hordes.
The game consists of Day/Night cycles. During the Day, players focus on strengthening the economy, Defenses, and Heroes, while during the Night they directly defend the town from enemies.
This rulebook only covers the Day Phase of the game.
Game Modes
The game features three different scenarios that can be played separately or as a campaign. Each scenario consists of three Day and Night cycles, with each scenario also featuring unique terrain boards and special rules.
The game offers a Save Mode, which we recommend using at the end of the second and third Nights. At the end of the second Night players must have solved at least one of the Twin Goddess objectives (Urban Quest), while on the third night they must defeat the Scenario Boss.
The three scenarios unfold as follows: Gildenberg is the first scenario, the second one is Lakeburg, then Glenwald.
Progress made with Heroes is kept at the end of the game session using the Status Notepad and the Chests. The game can be stored and resumed later with Heroes, Equipment Items, and Resources stored in their respective Chests (see "Save the Game" page 16, in the Night Rulebook).
Campaign
Playing this mode, players start with the first scenario and, once completed, they move on to the next one.
Single Scenario
Playing this mode, players can choose to play any scenario, without the need to play the previous ones.
If players decide to play this mode, Trait cards will indicate each Hero's starting Equipment (see "Starting Trait", page 10).
Important: If this is your first game, we recommend playing the Campaign mode first!
Main Concepts
Resources
During the Day Phase, there are three Resource types.
- Gold (cardboard tokens) is used to buy Weapons, Armors, Scrolls, Potions and build or upgrade Buildings and some Defenses.
- Material (wooden cubes) are used to build the Walls and most of the Defenses.
- Workers are virtual elements used to scavenge Ruins in order to gain Gold and Materials.
Equipment
Equipment is the range of items the Heroes can equip and use during the Night Phase: Melee, Ranged, and Magic Weapons; Armors & Shields; Potions; Scrolls.
Note: The Common Stash icon might be found next to Gold, Material, or Equipment icons. When this happens, the corresponding item is gained and is supposed to be added to the Common Stash, in the Shop Board. On the other hand, if the item appears with no such icon, the Resource/Equipment depicted represents a cost.
Adjacent and Area concepts
Throughout the rulebook, players will find two frequently used keywords: "adjacent" and "area".
Adjacent refers to an object positioned next to another, either vertically or horizontally. If two objects touch each other only on an edge, they are not considered adjacent.
Every object on the game board has its own Area. The area of any object is composed of the "ring" of spots surrounding the occupied ones.
Structures
Defenses are accessory Structures that help Heroes drive away the enemy's hordes. Defenses include: Watchtower, Ballista, Catapult, Warp Gate.
Walls are some of the Town's protective Structures that help slow down enemy's hordes. Walls include: Wooden and Stone Walls, Wooden and Stone Gates.
Buildings. There are 4 types of Buildings:
- Ruins: can be scavenged to gain Resources or Equipment items and they can be of different sizes: 1-spot-base, 2-spot-base and 3-spot-base Ruins.
- Production Buildings: Gold Mine, Scavenger Camp, House. Production Buildings grant Resources, fundamental for the economy of the Town.
- Equipment Buildings: Shop, Magic Shop, Armor Maker, Blacksmith, Bowyer. Equipment Buildings provide access to more advanced Equipment.
- The Seer is a special Building: the Seer is able to manipulate the purple mist and the Monsters' waves.
The Day
Set up
Gildenberg is the first scenario to play. You will find the set up rules for the other scenarios (Glenwald and Lakeburg) at the end of 'The Day' chapter (see "Set up Lakeburg" on page 17, and "Set up Glenwald" on page 18).
Set up Gildenberg
- Place the Town board in the middle of the table, with the A side facing up.
- Take all three Terrain boards and place them with the A side facing up to form Gildenberg and its Surroundings (any spot outside the central square board), as depicted in the image. Secure the map by assembling the 8 Mist puzzle frame around it.
- Place Low Obstacles on the map as illustrated on the Terrain boards.
- Place the Shop board next to the game board. The Common Stash is located on the right side of the Shop board; then place the three Mist tiles on top of the Mist Puzzle Frame as shown in the picture.
- Form the Armor & Shield, Melee, Ranged, and Magic Weapon Level I decks, identified by the green-circled icon on the back of the cards. Place these decks face up on the corresponding slots of the Shop board. Additionally, note that cards with blue-circled icons are Level II, while those with red-circled icons are Level III.
- Place the Potion tiles on the Shop board.
- Place the Scroll deck face up on the Shop board.
- Assemble the Magic Circle, along with the 4 Mages tiles, and place them into the appropriate cutouts, right in the center of the Town.
- Place 2 Houses and 1 Shop Buildings on the Town board, as depicted in the image.
- Randomly select 3 one-spot-ruins bases, 2 two-spots-ruins bases, and 1 three-spots-ruins base. Assemble the appropriate standees with the chosen Ruin bases, then position them on the Town board according to the configuration shown in the image.
- Place 7 Wooden Walls on the appropriate cutouts of the Town board as depicted in the image.
- Place 2 Gold and 2 Materials on the Common Stash.
- Place the remaining Buildings on the Shop board, as depicted in the image.
- Fill the Panic Area of the game board with Flame tiles (two tiles per spot).
- Take the Fate Coin and all the Defense dice, and place them next to the game board.
Heroes Setup
Each player chooses and takes one Hero card along with its corresponding figure, placing the card with Level I face up. Hero cards are double-sided, featuring Level I on the front and the upgraded Level II on the back. When your Hero levels up, simply flip the card to the Level II side. These cards show the Hero's main characteristics, including Movement Points (MP), Hit Points, and Mana Points (MC).
Mana Crystals and Movement Tokens. Players take as many Mana Crystals as depicted in their Hero card. Similarly, players take the Movement Tokens depicted in their Hero card and place them nearby, ensuring the number side is face up.
Action Tokens. Each player takes a number of Action Tokens depending on the number of players:
| Number of Players | Amount of Action Tokens |
|---|---|
| 2 | 7 |
| 3 | 4 |
| 4 | 3 |
Innate Hero Abilities. The lower part of the Hero card features three icons representing the abilities available to the Heroes:
- Fist (for Melee attacks against monsters),
- Obstacle Jump (for jumping over Low Obstacles and Wooden Walls),
- Armor Up (for shielding 1 damage dealt to the Hero).
The cost of these abilities is explained in "The Night" rulebook (see "Hero Phase" page 15 of the Night rulebook). Each Hero has their own Traits and Equipment items. Follow the setup steps below.
Starting Trait. Shuffle all the Trait cards (double-sided) and randomly give one to each player. Each player then chooses one side to play with.
Trait cards confer a positive ability and a limitation, both indicated on the top section of the card. In relation to the played scenario, Trait cards also indicate the following:
- A starting Perk that players acquire;
- A Scroll or Potion;
Additionally, depending on the starting scenario, players chose:
- A Weapon, chosen according to the appropriate level and type;
- Armors, one or none, as stated in the card.
Note: If you're playing the Single Scenario mode, Heroes start with a variable number of additional Perks, as indicated in the scenario setup (see "Player Area Setup": page 18 for Lakeburg, page 19 for Glenwald).
Perk Cards represent permanent advantages, describing how and when they should be applied. They are sorted into categories and divided into four levels, respectively. Each Hero gains the level I Perk depicted on the Trait card.
Note: All skills acquired through Perks and Traits overwrite the standard rules, including the addition or removal of limitations.
Starting Weapons and Armor. Each player might receive an Armor Card, a Weapon Card, and other Equipment cards, depending on what is shown on the Trait Card. Players take these cards (choosing them if not specified otherwise) from their respective decks, and place them face up next to the Hero Card.
When the Starting Traits are resolved, shuffle the Armor & Shield, Melee Weapon, Ranged Weapon, and Magic Weapons level I decks (all the green decks), and place them face up back on the Shop board.
Trade. Once every Hero has received their starting Weapon and Armor Cards, players can trade them with each other. The number of objects a Hero can wear is limited and defined by the Encumbrance rule (unless stated otherwise). Any unwanted object can be placed in the Common Stash.
Encumbrance
Heroes can equip:
- A maximum of one Low Armor, one High Armor, and one Shield.
- A maximum of one Scroll.
- A maximum of one Potion.
- A maximum of two weapons, with the following limitation:
- Either 2 One-handed Weapons.
- Or 1 One-handed Weapon and 1 Two-handed Weapon.
Note: you can never have 2 Two-handed Weapons at the same time.
Scenario Limitations
Playing the Gildenberg scenario, players can construct any Structure, but they can only upgrade Walls.
At the end of the setup, players should have a configuration similar to the one depicted in the rulebook image.
Whoever last cast a spell is the first player, taking the First Player token. The order of play follows clockwise.
Day Phase
Upkeep Phase
At the beginning of the Day Phase, players perform the following actions in this specific order:
- Mist Advances;
- Scout the Spawn;
- Day Production;
- Level up Heroes (skip in Day I).
1. Mist advances
Move each Mist tile one spot forward, starting from its current position.
2. Scout the Spawn
Shuffle the Spawn Direction cards to form a deck. Then, take the Spawn Pattern cards from 1 to 10 (removing cards 1b to 5b), shuffle them to form a deck, and put the remaining cards back in the box. At the end of the process, you should have a Spawn Pattern deck with 10 cards, which will be used for the scenario.
Note: For greater variability after the first game, cards from 1b to 5b can be used in place of basic cards from 1 to 5.
Then, place both decks on the upper Mist tile, on their respective slots, ensuring the Spawn Direction deck is face up.
Draw the first Spawn Direction card and place it on its designated slot. Spawn Direction cards determine where Monsters will spawn during the Night phase.
Then, regardless of whether you have performed the "Scout the Boss" sub-phase or not, take the Spawn Pattern deck and place two Spawn Pattern cards on each Mist tile slot indicated on the revealed Spawn Direction card.
Example: In this example, the revealed Spawn Direction card shows the following information: in their first Day phase, players follow the top Day/Night Cycle indications of the Spawn Direction card, placing 2 Spawn Pattern cards face down on the Mist tile slots 3, 4, and 5.
Note: When the Seer gains the Guess Who ability, flip all the Spawn Pattern cards face up (see the Seer Building, page 23).
Scout the Boss. Scout the Boss is a sub-phase of the Scout the Spawn phase, and it should be performed only if playing the third Day/Night Cycle of the scenario.
Each scenario features its own Boss, with unique rules. Please refer to the specific "Scout the Boss" section, which can be found in the setup instructions for each scenario.
- Scenario I: Gildenberg - Scout the Corrupted Harpy;
- Scenario II: Lakeburg - Scout Cetusia the Putrescent Wyrm (page 18);
- Scenario III: Glenwald - Scout the Putrefied Dryad (page 19).
If playing the Gildenberg third Day/Night Cycle, proceed with the Scout Corrupted Harpy below, otherwise skip it.
Scout the Corrupted Harpy. The Corrupted Harpy is the Boss of the first scenario, Gildenberg. The Corrupted Harpy carries three Alerion, which are depicted on some of the Spawn Pattern cards. Pay attention to them, as this indicates that they will be part of the next wave of spawns.
Flip the Fate coin to determine where to place the Harpy during the next Night, either on the left or right side of the Cliff behind the Town. Keep in mind that the Harpy always faces towards the Town.
3. Day Production
This action allows players to gain Resources from the Production Buildings currently in the Town.
Buildings' Production. Players go through the Production Buildings currently in the Town and collect Resources according to what's indicated on their standee bases. Then, gained resources are placed into the Common Stash.
Note: Players take gained Resources from the box.
Example: In this example, the Buildings' Production is: 2 Materials (from one Scavenger Camp), 4 Gold (from one Gold Mine and another upgraded one) and 4 Workers (from 4 Houses).
Then, on the Shop board, move the first card of each deck to the bottom of it.
4. Heroes Level up
If it is the first Day phase of the first scenario (Gildenberg), skip this part.
If it is the first Day phase of the second scenario (Lakeburg), each player flips their Hero card to the Level II side, upgrading the relative Mana Crystals and Movement Tokens.
Otherwise, perform Gain a Perk.
Gain a Perk. Players can choose Perk cards of a certain level only if they already own at least two Perks of the previous level. Heroes cannot have more than one level IV Perk.
Note: At the end of the Campaign mode, each Hero will have a total of 8 Perk cards.
Main Phase
During the Main phase, players take turns choosing to perform one of the following actions:
- Build / Upgrade Structures
- Repair Structure
- Take / Leave Equipment items
- Buy / Sell Equipment items
- Scavenge Ruins
- Perform Seer's Ability
Players continue taking turns until they cannot take any more actions or choose not to. Then, the Main phase is over.
Build/Upgrade Structures
Players can build or upgrade a Structure by spending Gold or Material Resources from the Common Stash.
Whenever a Structure is built or upgraded, players gain an immediate reward depending on the Structure itself. For more details about these rewards, refer to the Structure Description on page 20, or use the reference aid on the Shop board.
The placement of the Structure must follow the Placing Rules.
Placing Rules
Note: The Area of the Structure consists of slots surrounding the Structure (see "Adjacent and Area concepts", page 7).
- Structures cannot be placed on Terrains surrounding the Town.
- Buildings can be placed in the area of Walls and Defenses, and vice versa. Also, Buildings can be placed in the area of the Magic Circle. (In the image: The Houses and the Shop have been built in the area of the Magic Circle.)
- Production Buildings of the same type, can be placed on each other's area. (In the image: Two Gold Mines have been built in each other's areas.)
- Non-production Buildings cannot be placed in any other Building's area. (In the image: The Bowyer cannot be built in the Houses' area.)
- Walls can only be placed within the Town's inner perimeter, in the appropriate cutouts.
Repair Structures
Players can repair a Structure by spending Materials; in this way, they remove Flame tiles.
Example: Players spend 2 Materials to remove 1 Double Flame Tile and spend an additional Material to replace a Double Flame tile with a Single Flame tile.
Take/Leave Equipment items
Players can leave any Equipment item they own in the Common Stash, or decide to take one from it (always according to the Encumbrance limits, see page 11).
Buy/Sell Equipment items
Players can buy Equipment items from the Shop board. Melee, Ranged, and Magic Weapons, along with Armors & Shields, can be chosen from the revealed cards on the Shop board. Potions and Scrolls can be chosen by going through all of them on the Shop board.
Players spend the required Gold taking it from the Common Stash. Players can sell any number of Equipment items currently in the Common Stash.
The selling price will be determined by the sum of their initial cost, divided by two, and rounded down. The gained amount of Gold will then go into the Common Stash.
Scavenge Ruins
Players can choose to scavenge any number of Ruins, as long as the number of Workers currently available in the Town is greater or equal than the sum of the slots occupied by the chosen Ruins.
One Worker can scavenge a one-slot-based Ruin. Players need at least two Workers to scavenge a two-slot-based Ruin, and three Workers to scavenge a three-slot-based Ruin. Players cannot partially scavenge a Ruin.
Once a Ruin has been scavenged, players remove it from the Town and gain the Resources depicted on its base. The gained Resources will then go into the Common Stash. Place the removed Ruins back into the box. They are considered out of the game.
Example: There are three Houses in Town, providing three Workers. Players have three options:
- Decide to scavenge 1x 2-slot-based Ruin AND 1x 1-slot-based Ruin, or
- Decide to scavenge 1x 3-slot-based Ruin, or
- Decide to scavenge 3x 1-slot-based Ruin.
In the first example the Ruin provides 1 equipment item and 2 Gold. In the second example the Ruin provides 4 Gold and 4 Materials. In the third example the Ruin provides 1 equipment item, 2 Gold, and 1 Gold and two Materials.
Perform Seer's Ability
Players can choose a Seer's ability and spend the required Resource to trigger it. Seer's ability can be performed only if the triggering requirements are met. For more details see Seer page 23.
End of Day Phase
To complete the Day phase, players perform the following steps:
- Regeneration;
- Hero Deployment;
- Recharge Catapults.
1. Regeneration
Players restore all their Mana Points (MC) and remove one Wound Crystal (WC), if any, from their Hero card.
Players also restore any Armors, Shields, and Potions (flipping them, filled side face up).
2. Hero Deployment
Players deploy their Hero figure in a free spot of the Town (including over Watch Towers and Warp Gates), or its Surroundings. No Movement Points are required to deploy a Hero.
3. Recharge Catapults
Recharge Catapult's Hurls back to its maximum of 2.
As the Day ends, the Night comes.
Other Scenarios
To play the second scenario (Lakeburg) and the third (Glenwald), follow the rules below.
Lakeburg - Day
Set up Lakeburg
Follow the general setup of Gildenberg (page 8), with the exceptions below:
- Place the Town board in the middle of the table, with the B side facing up.
- Take the upper Terrain board and place it with the B side facing up at the top of the Town. Take both the Left and Right Terrain boards and place them with the A side facing up on the sides of the Town. Then, secure the map assembling the 8 mist frame around it.
- Place Low Obstacles on the map as illustrated on the Terrain boards.
- Place 2 Houses, and 1 Shop Buildings on the Town board, as depicted in the image.
- Randomly select 3 one-spot-ruins bases, 2 two-spots-ruins bases, and 1 three-spots-ruins base. Assemble the appropriate standees with the chosen Ruin bases, then position them on the Town board according to the configuration shown in the image.
- Place 5 Wooden Walls on the appropriate cutouts of the Town board as depicted in the image.
- If playing the Campaign mode and setting up the Lakeburg scenario upon completing Gildenberg's, players take back all Resources and Equipment items gathered from the Common Stash Chest (for more details please refer to the Shadow Network section in the Night rulebook on page 17). Alternatively, if starting a new game from Lakeburg, place 4 Gold and 4 Materials in the Common Stash.
Player Area Setup
If playing the Campaign mode and setting up the Lakeburg scenario upon completing Gildenberg's, players keep their Heroes and only 1 Equipment item. Shuffle the other Equipment items back into the appropriate decks.
Alternatively, if starting a new game from Lakeburg, players gain 3 Perks, including the Starting Trait's Perk. For a quick setup, take 2x Level 1 and 1x Level 2 Perks, otherwise follow the Gain a Perk rules, page 13. Players then gain Equipment items according to their Trait cards as usual.
Note: After the following day's Upkeep Phase, your Hero will level up.
Scout the Spawn
Follow the Scout the Spawn rules (page 12).
Scout the Boss. If playing the Lakeburg third Day/Night Cycle, proceed with Scout Cetusia, otherwise, skip it.
Scout Cetusia the Putrescent Wyrm. Cetusia is the Boss of the second scenario, Lakeburg. Players shuffle Cetusia Spawn Pattern cards and keep them beside the game board.
Important: Do not place any of the Cetusia Spawn Pattern cards onto any Mist slots.
Scenario Limitations
Playing the Lakeburg scenario, players can build any Structure, upgrade any Production Building and Wall. Players cannot build Walls in the northern-most border of the Town.
Glenwald - Day
Set up Glenwald
Follow the general setup of Gildenberg (page 8), with the exceptions below:
- Place the Town board in the middle of the table, with the A side facing up.
- Take the upper Terrain board and place it with the A side facing up at the top of the Town. Take both the Left and Right Terrain boards and place them with the B side facing up on the sides of the Town. Then, secure the map assembling the 8 mist frame around it.
- Place Low Obstacles and Trees on the map as illustrated on the Terrain boards.
- Place 2 Houses and 1 Shop Buildings on the Town board, as depicted in the image.
- Randomly select 3 one-spot-ruins bases, 2 two-spots-ruins bases, and 1 three-spots-ruins base. Assemble the appropriate standees with the chosen Ruin bases, then position them on the Town board according to the configuration shown in the image.
- Place 7 Stone Walls on the appropriate cutouts of the Town board as illustrated in the image.
- If playing the Campaign mode and setting up the Glenwald scenario upon completing Lakeburg's, players take back all Resources and Equipment items gathered from the Common Stash Chest (for more details please refer to the Shadow Network section in the Night rulebook on page 17). Alternatively, if starting a new game from Glenwald, place 6 Gold and 6 Materials in the Common Stash.
Player Area Setup
If playing the Campaign mode and setting up the Glenwald scenario upon completing Lakeburg's, players keep their Heroes and 2 Equipment items, but up to 1 Armor.
Alternatively, if starting a new game from Glenwald, players gain 5 Perks, including the Starting Trait's Perk. For a quick set up, take 2x Level 1, 2x Level 2 and 1x Level 3 Perks, otherwise follow the Gain a Perk rules, page 13. Players then gain Equipment items according to their Trait cards as usual. Then, flip their Hero card to the Level II side, upgrading the relative Mana Crystals and Movement Tokens.
Note: After the following day's Upkeep Phase, your Hero will gain an additional Perk.
Scout the Spawn
Follow the Scout the Spawn rules (page 12), with the exceptions below:
Scout the Boss. If playing the Glenwald third Day/Night Cycle, proceed with the Scout The Putrefied Dryad, otherwise, skip it.
Scout the Putrefied Dryad. The Putrefied Dryad is the Boss of the third scenario, Glenwald. Check the Spawn Direction card. The Putrefied Dryad will spawn in the Mist tile slot indicated by the Spawn Direction card. Keep in mind that the Dryad always faces towards the Town.
Scenario Limitations
Playing the Glenwald scenario, players can build and upgrade any Structure.
Structures Description
It is possible for players to build any Structure except for Ruins, and they can do so following the Placing Rules, page 14.
Any Structure can be damaged. When this happens, players pin one Single Flame tile per damage dealt on the Structure's standee. Use one Double Flame tile per two damages.
If a Structure is destroyed, it is removed from the game board.
Important: If the Town Shop is destroyed, remove its standee from the Town board and place it on the corresponding spot on the Shop board, flipping all equipment cards currently on the shop board face down. Players will no longer be able to purchase any equipment items until they rebuild the Shop!
Defenses
Defenses are accessory Structures that help Heroes drive away the enemy's hordes.
Ballista
Construction cost: Spend 2 Materials. Place the Ballista onto any free spot of the Town, following the Placing rules (page 14).
Ability: The Ballista can shoot a target in either the Current or Adjacent Sector, only once per Hero Phase. The Ballistas' shot have Armor Piercing and Vision abilities (page 21 on the The Night Rulebook).
Hit Points: As the Ballista receives any damage, it is considered destroyed.
Catapult
Construction cost: Spend 3 Materials. Place the Catapult onto any free spot of the Town board, following the Placing rules (page 14). Then place its 2 Hurl tiles on top of it.
Ability: The Catapult can attack in an Adjacent or Far sector by spending one of the Hurl tokens available on it. The shot of Catapult has No-dodge and Vision abilities. No-dodge is applied only to the Impact Spot.
Hit Points: As the Catapult receives any damage, it is considered destroyed.
Warp Gate
Construction cost: Spend 1 Material. Place the Warp Gate onto any free spot of the Town, following the Placing rules (page 14).
Warp Gates are considered a free spot for Heroes movement purposes.
Ability: The Warp Gate allows Heroes to teleport to another Warp Gate by spending 2 Movement Points and 1 Mana Point.
Hit Points: As the Warp Gate receives any damage, it is considered destroyed. Heroes on any Warp Gate that gets destroyed do not take any damage, and also take the place of the Warp Gate.
Note: Hero Perks cannot under any circumstances avoid damage dealt to the Warp Gate.
Watchtower
Construction cost: Spend 1 Material. Place the Watchtower onto any free spot of the Town, following the Placing rules (page 14).
Ability: Players' Heroes can climb onto, or leave a Watchtower. To do so, they spend 2 Movement Points. Watchtowers cannot be jumped. Heroes on top of a Watchtower gain Vision ability: their Line of Sight cannot be blocked by any game element (see "Line of Sight" page 7, and "Weapon Abilities" page 21, both in The Night rulebook).
Hit Points: As the Watchtower receives any damage, it is considered destroyed. Heroes on any Watchtower that gets destroyed do not take any damage, moreover they also take the place of the Watchtower.
Walls
Wooden and Stone Walls
Walls are some of the Town's protective Structures that help slow down enemy hordes.
Players can only build Walls in the inner perimeter of the Town, using the appropriate cutouts.
Heroes can jump over Wooden Walls only, and only if there is a free space to land on the other side.
Wooden Walls. Construction cost: Spend 2 Materials. Place the Wall into an available spot, following the Placing rules (page 14). Hit Points: If a Wooden Wall with 2 damages receives a third damage, it is considered destroyed.
Stone Walls. Construction cost: Spend 2 Materials. Choose a Wooden Wall currently in Town, upgrade it to a Stone Wall replacing it, and maintain any pinned Flame tile, if any. Hit Points: If a Stone Wall with 4 damages receives a fifth damage, it is considered destroyed.
Note: When facing the horde, remember to apply the Line of Sight rules for Heroes standing next to Stone Walls (see the Night rulebook, Line of Sight paragraph, page 7).
Wooden and Stone Gates
Wooden and Stone Gates are similar to their Walls counterparts. They also behave similarly.
Wooden Gates. Construction cost: Spend 2 Materials. Place the Gate into an available spot, following the Placing rules (page 14). Hit Points: If a Wooden Gate with 1 damage receives a second one, it is considered destroyed.
Stone Gates. Construction cost: Spend 2 Materials. Choose a Wooden Gate currently in Town, upgrade it to a Stone Gate replacing it, and maintain any pinned Flame tile if any. Hit Points: If a Stone Gate with 3 damages receives a fourth damage, it is considered destroyed.
Note: Gates are considered a free spot for Heroes movement purposes.
Buildings
Players can construct any Building, except for Ruins. To construct a Building, spend the amount of Resources depicted on the reference of the Shop board, then perform its triggered ability, if any.
Any Building can receive damage, Ruins included. As a Building receives any damage, players pin one Single Flame tile per damage dealt on the Building's standee. Use one Double Flame tile for every two damages.
If a Building accumulates a number of pinned Flames equal to the number of spots occupied in Town +1, it is considered destroyed.
Example: Houses occupy one spot in the Town. As a House receives a second damage, it is considered destroyed.
If a Building is destroyed, put it back on the Shop board. If it is rebuilt, it starts as base Building, losing any upgrade it had before.
Ruins
(1 spot-base Ruin, 2 spot-base Ruin, 3 spot-base Ruin.)
Ruins offer players the opportunity to boost the Town economy by Scavenging them (see "Scavenge Ruins", page 15).
Note: when the Scavenge a Ruin action grants an Equipment item, choose one of the Equipment decks, taking the first card, or one of the available Potions of your choice from the Shop.
Production Buildings
Gold Mine. Construction cost: Spend 2 Material. Then gain 1 Gold. Upgrade cost: Spend 4 Material, flip the Gold Mine base to the upgraded face. Then gain 1 Gold. Production Building: Each Gold Mine grants 1 Gold during the Day Production (page 13), or 3 Gold if upgraded. Hit Points: If a Gold Mine with 2 damages receives a third damage, it is considered destroyed.
Scavenger Camp. Construction cost: Spend 2 Gold. Then gain 1 Material. Upgrade cost: Spend 3 Gold, flip the Scavenger Camp base to the upgraded face. Then gain 1 Material. Production Building: Each Scavenger Camp grants 2 Materials during the Day Production, or 4 Materials if upgraded. Hit Points: If a Scavenger Camp with 2 damages receives a third damage, it is considered destroyed.
House. Construction cost: Spend 3 Gold. Production Building: Houses grant Workers. Players can scavenge Ruins depending on the number of Workers they have currently in Town (see Scavenge Ruins, page 15). Hit Points: If a House with 1 damage receives a second one, it is considered destroyed.
Equipment Buildings
Shop. The Shop is the only way to access new Equipment items for your Heroes. Construction cost: To build a Shop, spend 2 Gold. Hit Points: If a Shop with 2 damage receives a third damage, it is considered destroyed.
Building Ability: Refresh ability — Spend 1 Gold, then take the first card of the Melee weapon, Ranged weapon, Magic Weapon and Armor decks, and put them at the bottom of the corresponding deck.
Armor Maker, Blacksmith, Bowyer and Magic Shop. These Buildings have the same construction and upgrade costs. Each of them grants a free Equipment item when built or upgraded, also granting the access to a higher tier of Equipment items.
Each Town can have at most 1 Building for each type: Armor Maker, Blacksmith, Bowyer, and Magic Shop.
Construction cost: Spend 3 Gold. Shuffle the corresponding level II cards (respectively Armors, Melee Weapons, Ranged Weapons, Magic Weapons) to form a new deck, replace the previous Level I deck in the Shop (face down if the Shop is destroyed), then add the first card to the Common stash. (Example in the rulebook: Armor Maker built; place the first Armor Card in the Common Stash.)
Upgrade cost: Spend 4 Gold. Shuffle the level III cards (respectively Armors, Melee Weapons, Ranged Weapons, Magic Weapons) to form a new deck, replace the previous Level II deck in the Shop (face down if the Shop is destroyed), add the first card to the Common stash. (Example in the rulebook: Armor Maker upgraded.)
Hit Points: If an Armor Maker, a Blacksmith, a Bowyer or a Magic Shop with 2 damages receives a third damage, it is considered destroyed.
Seer. Construction cost: Spend 3 Gold. Then repel the three Mist tiles 1 spot back.
Hit Points: If the Seer with 2 damage receives a third damage, it is considered destroyed.
Building Ability: Repel Mist — Spend 3 Gold: push back the Mist tile of 1 slot (never more than 6 spots from the town Walls).
Upgrade cost: Spend 2 Gold, then flip the Seer base to the upgraded face.
Building Ability: Once upgraded, the Seer acquires two new abilities in addition to its previous one:
- Guess Who — During the "Scout the Spawn" action (Scout the Spawn, page 12) place the Spawn Pattern card face up.
- Guess Again — Spend 2 Gold to put one Spawn Pattern card from a selected pile on the Mist tiles onto the bottom of that pile.
PART 2: THE NIGHT
The Night
The Last Spell: The Board Game is Structured around Day and Night cycles. This rulebook specifically covers the Night phase of the game. In case you haven't already, we recommend referring to the "The Last Spell - the Day" rulebook first.
During the Night Phase, players, taking on the role of valiant Heroes, aim to safeguard the Town and its Magic Circle from the hordes of monsters emerging from the eerie Mist. This phase follows the Day Phase, in which the first actions of the game take place.
Aim of the game. The game consists of three Scenarios divided into two acts. It is recommended that you play the first act of each Scenario in one game session and, if you win, save the endgame information needed to continue with the second act (the Status Notepad that comes with the game serves this purpose). Alternatively, you can play the two acts consecutively, or even the entire campaign!
Keep these general rules in mind as you play:
Losing the game
- If even one hero dies, the game is lost for all players!
- At the conclusion of the second night in each Scenario, the first act concludes, and a review of the two Urban Quests will be conducted. At least one of the two Urban Quests should be solved; if not, you have lost the game!
Winning the game
- On the first and second Night of each Scenario, players win when all the spawn pattern cards are revealed, and the number of total Hit Points of the remaining Monsters is equal to or less than the number of heroes in play.
- On the third Night of each Scenario, players win immediately when the Scenario boss dies, concluding the second act of the Scenario.
Main Concepts
Sectors and Areas
Sectors
The game board is divided into Sectors. Sectors can be either within the Town or outside the Town.
Considering a Hero figure, a Sector is defined as:
- Current if the figure is in the Sector;
- Adjacent if it is a Sector adjacent to the current one, counting only orthogonal Sectors.
- Far if it is a Sector adjacent to Adjacent Sectors, excluding the adjacent and the current ones. In other words, two Sectors away.
Each Town is divided into 4 Sectors and the central Magic Circle.
The Magic Circle is considered Adjacent to any other Town Sector.
Areas
Each game component has its own Area, consisting of the "ring" of spots surrounding it, orthogonally and diagonally (see Adjacent and Area concepts, page 7, The Day rulebook).
Spots and Obstacles
Each Sector is divided into Spots. Spots are considered occupied if they hold any game element.
Any game element that occupies any spot is defined as an obstacle and cannot be passed through, unless otherwise stated.
Some obstacles are considered Low Obstacles and Heroes can overcome them through their Obstacle Jump action (see Actions, page 15).
One exception is the Warp Gate, which is not considered an obstacle.
The Cliff present in the first and third Scenarios is an Obstacle and no one can cross it unless stated otherwise.
Heroes
During the Night Phase, Heroes play a key role; their characteristics and role are described below: 1. Hit Points; 2. Mana Points; 3. Innate Hero abilities; 4. Movement Points.
1. Hit Points
Hit Points indicate the health status of the Hero. When a Hero's Wounds equal or exceed their Hit Points, they are considered dead.
Players remove one Wound from their Heroes during the Regeneration, in the End Phase of the Day (see page 16, The Day rulebook).
When a Hero dies, the game ends with the defeat of all players.
2. Mana Points
Mana Points are spent to activate certain Weapons or Scrolls that require them.
Heroes fully regenerate Mana Points only during the Regeneration, in the End Phase of the Day.
3. Innate Hero Abilities
Action Points or Movement Points are spent to activate abilities.
- Fist: Heroes can decide to spend 1 Action Point to perform a Melee attack against a Monster. There's no limit to the number of times this ability can be performed during each Hero Phase. Note: Fist ability does not activate any perks.
- Obstacle Jump: Heroes standing next to a Low Obstacle or a Wooden Wall can jump beyond it by spending 3 Movement Points.
- Armor up: Heroes can decide to spend 1 Action Point to receive 1 damage less during the next Monster attack. This ability can be performed once per Hero Phase.
4. Movement Points
Each Movement Token has a value ranging from 2 to 4. During their turn, players can flip Movement Tokens to their used side to acquire Movement Points. Movement Points are then spent to move the Hero by the corresponding number of Spots or fewer.
Hero Movement on the game board occurs only orthogonally. Heroes cannot move diagonally, stop, or pass through an occupied spot.
Important: it is not possible for a Hero to pass over, or end their Movement in a Mist spot.
Movement Points are fully regenerated at the beginning of each Hero Phase of the Night.
Weapons
Weapon cards have the following depicted elements: Encumbrance, Cost, Weapon type, Damage provided, Weapon image, Weapon Name, Limit per Hero Phase, Cost per use, Type of Attacks, Action Points slots, Range, Area of Attack, Secondary Effect.
Note: to effectively overcome Bosses or formidable Monsters, it's advisable to equip your Hero with powerful Weapons that possess multiple secondary effects. Remember that enhancing your Weapons by leveling them up, significantly increases your survival prospects during the Nights.
Encumbrance. Weapons with the two-handed icon are considered two-handed Weapons. Weapons with the one-handed icon are considered one-handed Weapons. When choosing Weapons, always refer to the Encumbrance rule (Encumbrance, page 11, The Day rulebook).
Damage provided. Except for a few types of Weapons that deal 2 damage with their attacks, all others deal 1 damage.
Weapon types
Weapons belong to one of the following types: Melee, Ranged, Magic.
Melee Weapons. Melee Weapons are the only that inflict 2 damage if two-handed.
Ranged Weapons. Ranged Weapons allow Heroes to hit a target in Current, Adjacent and/or Far away Sectors. They inflict 1 damage when hitting a Monster. A Ranged Weapon cannot under any circumstances target foes within the area of the equipped Hero.
Magic Weapons. Magic Weapons have a special ability: if a Monster is on the Impact Spot and the first attempt failed, players can roll the Defense dice again, spending an additional Mana Point. This ability can be performed only once per attack.
Types of Attack
Weapons feature different Type of Attacks.
To use a Weapon, players must select a Type of Attack and spend the required Action Points and the potential Mana Points and/or Movement Points indicated by its cost per use.
Each Type of Attack can only be used a limited number of times during each Hero Phase (limited to one per turn).
Example Type of attack: Rush. Note: to track the number of times players perform the same Type of Attack, they stack the spent Action Tokens on the Action Points slot of the card.
Example. With Magic Missile, a player can roll twice to target any of the three spots affected by this Type of Attack. With Fireball a player can roll twice in the area where this Type of Attack is centered.
Each Type of Attack features three attributes: a Range, an Area of attack, and a potential Secondary Effect.
- The Range represents the area that the type of attack can cover and can be measured in Spots or Sectors.
- Spots - commonly used for Melee Weapons.
- Sectors, which encompass multiple spots (see Sectors and Areas, page 3) - commonly used for Ranged Weapons.
- The Area of Attack is the set of spots actually affected by the attack. It extends from the Impact Spot to the indicated area (see Weapon Abilities in the appendix, page 21).
- The Secondary Effects are represented by a series of icons and indicate any additional effects (see Weapon Abilities in Appendix, page 21).
The Impact Spot can be an empty spot, a spot occupied by a Monster, or even a spot occupied by a Hero.
Attacks from Heroes and Defenses can affect friendly characters. They inflict the same damage they would deal to a Monster and can be mitigated with Armor & Shield cards.
Line of sight
All Ranged Weapons Attack Types require Line of Sight to the target, whether it be a Monster or a Hero.
Only some Magic Weapons Attack Types require Line of Sight, specifically those with a Range expressed in Sectors.
Melee Weapons Attack Types do not require Line of Sight.
To define the Line of Sight of a Hero, use the rulers provided and follow the rules below:
- Heroes' Sight is 360 degrees around themselves. However, Line of Sight may be partially obstructed when standing adjacent to Buildings, Stone Walls, and Trees. Wooden Walls, Wooden Gates, Stone Gates, Defenses and Low Obstacles do not block Heroes' Line of Sight.
- When a Hero is adjacent to one or more elements blocking their sight, place the two Rulers on their ends as shown in the example image. The Rulers are placed one spot inside the blocking element, and the rest extending outwards. From the perspective of the Hero looking towards the blocking element, the spots beyond the rulers are out of the Hero's Line of Sight.
- Heroes cannot attack Monsters that are out of their Line of Sight.
Example: the blue Hero is adjacent to a House that is in turn adjacent to two Houses. The rulers indicate the boundary of the Hero's field of vision. All Monsters and Heroes beyond that line are considered outside their Line of Sight (red color), while the others are considered within their Line of Sight.
Example: the Hero is adjacent to two Buildings, in turn perpendicular to each other. The Hero's Line of Sight is then evaluated as if the two Structures were contiguous, despite their connection at one corner.
Important: the Line of Sight of Heroes with Vision (see Vision ability, page 21) is never blocked by any game element.
Armors and Shields
Heroes taking damage from a Monster's attack can choose to use an equipped Armor or Shield to avoid the damage.
Note: Perks can be used to avoid Monsters' damage too.
All Armor & Shield cards feature a "use this" ability, while only some of them also include an additional ability.
To perform the "use this" ability, players turn the card horizontally. To be able to use the "use this" ability again, players must restore the card.
Note: some of the extra abilities let players restore the card. For further details on Armor cards restoration see Regeneration, page 16, The Day rulebook.
Additional abilities can always be performed by spending the required activation cost.
Potions
During their turn, players can use a Potion as a free additional action. Each Potion has its own effect based on its color.
- Green: Restores one used Movement Token.
- Red: Heals one Wound suffered by the Hero. Players discard the corresponding Wound crystal.
- Blue: Restores up to 3 Mana Points of a Hero. Players cannot accumulate more Mana Points than the Hero's maximum.
- Yellow: Restores 2 Action Points. Players choose which Action Points to restore.
Potions have a maximum of two uses. When purchased, players place them near their Hero card, full side face up. After the first use, players flip the Potion tile to show the half-empty side. After the second use, players immediately discard the Potion tile.
Note: Potions used once with the half-empty side face up are completely restored during the Restoration Phase (see Regeneration, page 16, The Day rulebook).
Scrolls
During their turn, players can use a Scroll as a free additional action. Each Scroll has its own effect, indicated on the card itself.
Scrolls perform Magic Attacks as Magic Weapons. They consume Mana Points and can be used multiple times, as long as Heroes have Mana Points available to spend.
Monsters
The base game features eight types of Monsters, divided into tiers:
- Tier 1: Archer, Armored, Clawer, Runner;
- Tier 2: Boomer, Winged;
- Tier 3: Accursed, Bulky.
Each Monster's characteristics are described on the Monster Reference cards, illustrated on the game board.
Important: the three Bulky and Accursed Monsters each have unique characteristics indicated on their respective detailed Monster Reference cards.
Monster characteristics
Each Monster has the following characteristics:
Hit Points. Tier 1 and 2 Monsters have a single Hit Point, while tier 3 Monsters (Bulky and Accursed) have a variable number of Hit Points.
Note: when a Monster with more than one Hit Point is hit (Tier 3 Monsters), players keep track of the number of Wounds received by placing the relative number of Wound crystals on its card on the game board.
Movement Points. This value indicates the number of steps a Monster can take during its Movement: 1 step corresponds to 1 Spot movement.
Attack. Monsters can perform two standard types of attack:
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Melee Attack. Whenever a Monster concludes its movement in a spot adjacent to a Hero or a Structure, it immediately attacks one of the four orthogonal spots.
Important: if a Monster ends its movement on a spot adjacent to both a Structure and a Hero, the attack always targets the Hero. If there are multiple Heroes, the attack always targets the one with the most Wounds taken; in case of a tie, the target is the Hero with the highest base Mana value.
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Ranged Attack. During the Attack Phase, Monsters with a Ranged attack hit the first Structure or Hero they are orthogonally adjacent to or that are within their Attack Range.
Example: A Monster with "Ranged 4" hits the first target they encounter on a range of 4 spots.
Priority of attack: Structures and Magic Circle. The Magic Circle is always the first target during an attack. A Monster adjacent to two Structures (excluding the Magic Circle) always attacks the weaker one (the one that would be destroyed with fewer attacks); in case of a tie it attacks Defenses first, then Walls, and Buildings at last. In case of a further tie, players can choose.
Damage Dealt. This value indicates the amount of damage a Monster deals to its targets during the Attack Phase, inflicting a number of Wounds equal to its strength.
Defense dice. There are two types of Defense Dice: blue and orange. Each die indicates the Monster's type of Defense, determining its vulnerability to specific Types of Attacks.
When a Monster is attacked, the player rolls the Monster's Defense Die as indicated on the Monster Reference Card on the game board. The result of the dice roll determines whether the Monster has been hit or not. The die faces are described below (face names are not printed; they are identified here by their icons):
- Hit icon (fist): The Monster is hit.
- Hit icon with stun stars: The Monster is hit. If the weapon has the Stun ability and the Monster has not been killed with the same attack, the Monster is also stunned.* Important: this effect does not apply to Bosses (See "Stun" in Weapon Abilities, page 21).
- Shield icon (plain): The Monster is not hit.
- Dodge icon: The Monster is hit only if the used weapon has the no-dodge ability. If the weapon has the Stun ability and the Monster has not been killed with the same attack, the Monster is also stunned.*
- Armor icon: The Monster is hit only if the used weapon has the Armor Piercing ability. If the weapon has the Stun ability and the Monster has not been killed with the same attack, the Monster is also stunned.*
*A stunned Monster cannot move or attack until the end of the next Monster Phase. The stun is applied to the whole attack, if not otherwise stated. To mark a Stunned Monster, place its miniature on its side.
To hit a Monster with two Defense Dice, both dice result must be Hit, keeping in mind the abilities of the current Type of Attack.
If the Type of Attack allows a Stun, this is applied if both dice results have the Stun icon (regardless the additional icons Hit, No-dodge, and Armor Piercing).
Monsters' special abilities
Some of the Monsters' feature special abilities:
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Resolute: If a Monster has the Resolute ability, it doesn't stop at Heroes and Structures; it proceeds in its movement instead, always complying with the Fate coin rule. Then the Monster attacks if possible. However, the Monster's movement stops when it becomes orthogonally adjacent to the Magic Circle.
Note: if a Monster with Resolute starts its movement phase standing on the Area of a Building, a Defense, the Magic Circle or a Hero, the Monster does not move at all.
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Fly: During its Movement, a Monster with the Fly ability ignores Defenses and Low Obstacles that it becomes orthogonally adjacent to within its movement, as if they were flying over the terrain. However, it cannot stop on an occupied spot. If the Monster isn't able to move to any spot beyond, it ends its Movement in the previous spot.
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Explosion: The Monster's Explosion ability replaces the Monster's attack and it affects all targets within its Area, including other Monsters. In this case, if one or more Monsters are involved in the attack, players choose one and use the usual Defense Dice against an attack with No-dodge. On the other hand, all Heroes within its area take 4 damage. This damage cannot be saved by using Armor and Shield cards. After the attack is resolved, the Monster figure with Explosion is removed from the game.
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Mana drain: The attack of a monster with Mana Drain, besides dealing damage to the target Hero, will also make them lose 2 Mana Points.
Night Phase
The Night Phase is composed of two sub phases alternating themselves, Monster Phases and Hero Phases. It ends when the total number of Hit Points of the Monsters is equal to or less than the number of Heroes on the field.
Monster Phase
The Monster Phase is divided into six sub-phases that must be performed in the following order:
- Spread the Panic;
- Flip Fate Coin;
- Boss Spawn;
- Monster Spawn;
- Monster Movement;
- Monster Attack.
1. Spread the Panic
Players check how many Monsters managed to make it into the Town, then they remove an equal number of Flame tiles from the Panic Track, starting from the leftmost tile.
2. Flip the Fate Coin
A player flips the Fate Coin and places it in a common Area within everyone's reach.
The Coin's result determines the Movement direction of Monsters throughout the Monster Phase.
3. Boss Spawn
During the third Night of the first Scenario, Gildenberg, The Corrupted Harpy will spawn. Before describing the Boss Spawn for the Corrupted Harpy, there are new concepts to be defined.
Corrupted Harpy & Alerion Monster Cards
Corrupted Harpy
- Health points: 7
- Movement Points: 5 + Fly ability
- Defense: orange and blue
- Attack:
- Dive Bomb: when the Harpy enters the battlefield for the first time, it deals 2 damage to all Heroes, Structures, and Monsters in its Area.
- Ravaging Fury: a normal Melee attack that deals 3 damage to a target.
Alerion
- Health Points: 1
- Movement Points: 3 + Fly ability
- Defense: orange and blue
- Attack:
- Lacerate: a normal Melee attack that deals 1 damage.
Kill the Alerion:
- When a Alerion is slain, set it aside.
- Once all three Alerion have been eliminated, the Harpy immediately enters the surroundings of the Town. Place the Harpy Reference card next to the other Monsters' information.
- Place the Harpy in the exact spot the last Alerion was killed. In case that spot is currently occupied (e.g. due to a Hero's follow up ability), place the Harpy in an adjacent free spot.
Boss Spawn: Corrupted Harpy. Perform the following steps:
- Alerion's Spawn:
- During the Monster Spawn phase, one or more Alerion may spawn.
- Place the Alerion Reference card next to the other Monsters' information.
- Cry of the Harpy (skip this step if the third Alerion was eliminated):
- Place the Harpy in any spaces, on either the right or left side of the Cliff behind the Town, depending on the Fate Coin flipped during the Day phase (see Scout the Boss, page 18, The Day Rulebook). The Corrupted Harpy cannot be attacked while on the Cliff.
- Imagine the entire game board vertically split in two, the left and right side of the game board (including the Town and its surroundings). The Cry of the Harpy affects all the characters currently positioned on the same side of the board as the Harpy.
- All affected characters will consume one Movement Token at player's choice in the next Hero Phase, after restoring their movement points.
Important: Please refer to the specific rule set for each Scenario's Boss spawn:
- Scenario I: Gildenberg, Corrupted Harpy;
- Scenario II: Lakeburg, Cetusia the Putrescent Wyrm;
- Scenario III: Glenwald, Putrefied Dryad.
See the rule set described above for the Corrupted Harpy Boss Spawn. The other rule sets related to Boss Spawn can be found in the Special Rules of Bosses, page 18. There, players will find the necessary details for each encounter with the other bosses.
4. Monster Spawn
At the beginning of the first of two Monster Phases, reveal the top Spawn Pattern card from each of the Mist tiles slots (these cards were placed during the previous Day Phase).
After revealing the cards, place the corresponding Monster figure on top of its own icon.
Important: The Scenario you are playing determines which figures in the Spawn Pattern Cards are to be placed and which are to be ignored. Players follow the diagram below (Spawn Pattern card backgrounds are color-coded):
- Scenario I, GILDENBERG: only green background Monsters;
- Scenario II, LAKEBURG: only green and yellow background Monsters;
- Scenario III, GLENWALD: all Monsters.
Note: some Bosses can add new Spawn Pattern cards with specific Monsters. These, such as Alerion, are considered full-fledged Monsters, whose characteristics are indicated on their Monster Reference cards.
The Spawn of Bulkies follows the additional rules below: The specific color on the Spawn Pattern Card indicates which type of Bulky is entering the game:
- Take the corresponding colored base and apply it to the Bulky's figure.
- From now on, track any damage dealt to the Bulky by placing a Wound crystal on top of its Monster Reference card on the game board.
5. Monster Movement
Monster Orientation. When Monsters are spawned, they exit the Mist, always oriented orthogonally towards the Town.
Monsters change their orientation at the end of their movement according to the imaginary arrows of the table printed on the game board.
Movement of the Monster's figure. Monsters in the game move according to certain rules:
- Monsters move in a straight line depending on their starting orientation. They advance a number of steps determined by their Movement value, indicated on the Monster Reference card on the game board.
- The Monster horde advances and players move each figure sequentially, starting with the first one in the far West and proceeding clockwise.
- If more than one Monster is in the same line towards the Town, the first one to make its movement is the closest to the Town. The one immediately after follows, and so forth.
Example: During the Monster movement, the two Clawers (blue and yellow) have to make a three-steps movement each. The blue Clawer moves first, and makes its movement following its orientation, or rather following the direction of the imaginary arrow on its starting spot of the map (see Monster Orientation section above). It stops at their second step as they become orthogonally adjacent to the City Wall. At the end of its movement it changes its orientation, turning to the direction indicated by the imaginary arrow on its finishing spot of the map.
Next, it's the yellow Clawer's turn, following the same rules: it completes its three-step movement, then change its orientation.
PECULIARITIES OF THE MONSTERS' MOVEMENT. The movement of Monsters follows specific rules depending on whether it takes place in the battlefield or in the Mist.
A. Monster's movement in the map:
- When a Monster becomes orthogonally adjacent to a Structure, a Hero, or the Magic Circle during its movement, it immediately stops.
- If a Monster has enough Movement Points, it can cross other Monsters it becomes orthogonally adjacent to during its movement; otherwise, it stops before reaching them.
- When a Monster becomes orthogonally adjacent to any other obstacle during its Movement, it bypasses it by making one step laterally, either left or right, depending on the current indication of the Fate Coin.
Important: the lateral Movement does not change the orientation of the Monster.
Right after the one lateral step, the obstacle is bypassed: the Monster then continues its movement in a straight line, maintaining its orientation.
Important: if the Monster cannot comply with the Fate Coin in its lateral move due to another obstacle, it moves laterally in the opposite direction. If the Monster cannot move neither left nor right, it stops.
B. Monster's movement in the Mist:
- When a Monster encounters a Hero or another Monster while trying to exit the Mist, it bypasses them by making one step laterally, either left or right, depending on the current indication of the Fate Coin.
Monsters in the Mist do not consume Movement Points when moving laterally. They always follow the Fate coin to determine their direction when encountering an obstacle.
Important: Monsters always move to exit the Mist, so they don't stop to attack adjacent Heroes if they're still in the Mist.
Example: In this example the Fate Coin indicates left. The Archer is the first Monster to move and it has two Movement Points; however, the first spot in front of it is occupied by a Hero. The Archer then makes one lateral step to its left, as indicated by the Fate Coin. The Monster can move laterally through the Mist without consuming Movement Points. As the Archer moves from point 0 to point 1, they incur no Movement Points cost. Subsequently, the Monster initiates its movement. Upon exiting the Mist, it encounters the Hero and halts immediately!
Important: at the end of the Monster Movements, discard the currently revealed Spawn cards!
6. Monster Attack
In this sub-phase, Monsters (including Bosses) use their attacks and special abilities.
When a Monster deals damage to a Hero, the respective player keeps track of it by adding Wound Crystals on the Hero card.
When a Monster inflicts damage on a Structure, players indicate it by adding Flame tiles to the Structure. Flame tiles assigned to Walls are taken from the box, while those for other Structures they are taken from the Panic Track.
For each attack targeting the Magic Circle, players must remove a number of Mages equal to the damage dealt. If there are no more Mages remaining in the Magic Circle, players lose the game.
Some Monsters have an area of attack that can affect multiple elements at the same time, like Boomer, Cetusia and Accursed Monsters. Both Heroes and Structures sustain damage with the same attack. All Monster attacks occur simultaneously.
At the end of the Monster Phase, the Hero Phase begins.
Hero Phase
At the beginning of the phase, players replenish any Action Point and Movement Point spent, but not Mana Point!
Actions
On their turn, players may perform one or more actions in any order: Attack (with a Weapon or Fist Innate ability), make a Movement, use a Perk, use an Equipped item, or use another Innate Ability of their Heroes.
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Attack - The attack can be performed only once per turn and it can be either:
- Weapon Attack: the player chooses a Weapon's Type of Attack, and spends the required Action Points to execute it. OR
- Use Fist Innate ability: Heroes can decide to spend 1 Action Point to perform a Melee attack against a Monster.
Note: Weapons Types of Attack have a limited number of uses per Hero Phase (see Weapon legenda, page 5 of the Night Rulebook). The Fist Innate Ability has no limit and can be used any number of times during the Hero Phase, always once per turn.
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Use Potion and Scrolls: these are free additional actions that do not require any Action Points.
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Use Perks: this action does not usually require any Action Points, unless specified otherwise by the Perk card itself.
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Make a Movement: this action does not require Action Points, but Movement Points instead.
Heroes have the Obstacle Jump innate ability, allowing them to leap over Low Obstacles or Wooden Walls on the game board.
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Use Obstacle Jump: at cost of 3 Movement Points the Hero can jump over Low Obstacles and Wooden Walls. It is not performable if the landing spot is occupied. This innate ability requires 3 Movement Points to be performed and results in the Hero landing on the spot after the jumped obstacle. If the landing spot is occupied, the Hero cannot perform the Obstacle Jump.
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Use Armor Up: this action requires 1 Action Point to be activated. Upon using this action, place the spent Action Token in its designated space. For the next Monster Phase, if the Hero sustains damage from a Monster, remove the Action Token to reduce the damage by 1.
Important: Players can spend Movement Points and Action Points in any order and as many times as they can. However, they may only perform one Weapon Attack (or use Fist) once per turn, excluding Scrolls.
Important: Players have the option to use their abilities or Weapon Types of Attacks to reroll the Defense die during an Hero attack. Some Abilities allow you to increase the number of dice rerolls. You can sum up the number of rerolls to a maximum of four for a single attack.
Use of Defenses
Players can decide to use their Town Defenses at any time during the Hero Phase as a free additional action granting them special abilities (Ballista, Catapult, Warp Gate, Watchtower).
Ballista. The Ballista can shoot a target either in the Current or Adjacent Sector, only once per Hero Phase. This Defense deals 1 damage to the target and possesses the Armor Piercing and Vision abilities.
Catapult. The Catapult can attack in an Adjacent or Far Sector by spending one of its available Hurl tokens. This defense has an attack area spanning 3x3 spots. Its attack deal 1 damage and have the Vision and No-Dodge abilities. The No-Dodge ability is only applied to the Impact Spot, while the attack also hits the surrounding 8 spots. Players are free to select any target Impact Spot, even if it is occupied by another game element, as long as it falls within the attack range of the Catapult.
Warp Gate. The Warp Gate allows Heroes to teleport to another Warp Gate by spending 2 Movement Points and 1 Mana Point.
Note: using a Warp Gate does not interrupt an already started Movement.
Watchtower. Heroes on top of the Watchtower gain the Vision Ability. To climb onto it, or to leave the Watchtower, Heroes must spend 2 Movement Points.
End of the Night Phase
If you are playing the first or second Night Phase of any Scenario: The Night ends when the number of total Hit Points of the Monsters is equal to or fewer than the number of Heroes on the field. Perform the following steps:
- Manage Town Panic;
- Urban Quest Check (end of the Second Night only).
Manage Town Panic
When the Night is over it's time to manage the Town Panic track. Collect the indicated amount of Resources indicated in the leftmost non-empty slot of the Panic Track and an Equipment item of your choice, and place them in the Common Stash.
If the Panic track is completely empty, no Resources nor Equipment items are gained. Then, replenish the Panic Track with Flame tiles, placing one single Flame tile per slot.
Urban Quest Check
If it is the end of the second Night of a Scenario, verify whether the condition of at least one of the two Urban Quests has been solved; if not, you have lost the game! Otherwise, claim the rewards related to the solved quests.
Players remove their Heroes' figures from the game board, and a new Day Phase begins!
If this is the third Night of any Scenario, this ends as soon as the players defeat the Boss.
- If you're playing the single Scenario mode and you made it through the final Boss, congrats! You won the game!
- If you're playing the Campaign mode, go to the Shadow Network, page 17, to save the state of your game for the next Scenario.
Save the Game
After completing any Day/Night Cycle, players can collect and store all the game materials gathered by their Heroes in their respective Hero Chests.
This ensures that for the next Cycle, players can reuse the same Heroes, including Traits, Perks, and any other Equipment items.
The Common Stash has its own Chest where players can store their loot.
To complete the Save the Game process, players should also record their current Town configuration on the notepad provided in the box, using the legend depicted on it.
Note: players should remember to check the notepad to see if a player has used the unique ability of their Trait!
Shadow Network
When playing in Campaign mode, after completing a Scenario, players save the game according to the instructions of the previous section.
Moreover, players collect resources from the Panic Track, placing them in the Common Stash Chest, along with all other resources.
Special Rules of Scenarios
Lakeburg
Water. This Scenario introduces a new element, Water, which is considered a special terrain. Monsters and Heroes that start their movement from a Water spot move two less spaces, with a minimum of one space. In the case of Heroes, this penalty is applied for each Movement Token spent while they are on a Water spot. This Scenario features two lakes: one to the North, in the upper Terrains, and the other to the South of the Town. Monsters with the Fly ability are not affected by this special terrain.
Glenwald
Trees. This Scenario introduces a new type of Obstacle: Trees. Within the area of a Tree, spots cannot be selected as the Impact Spot for any of the following attacks (the attack types are shown by icons in the rulebook; not reproduced in the text layer). However, these spots can still be affected by abilities with an area effect that target zones immediately adjacent to the Tree's area. This rule does not affect any Melee attack or attacks with Vision ability.
Note: this is an additional rule that is applied along with the Line of Sight rule.
Special Rules of Bosses
Cetusia the Putrescent Wyrm
Before delving into the Boss Spawn rules for Cetusia, it is necessary to introduce some new concepts.
Cetusia Head and Tail
- Head Health points: 8
- Tail Health points: 6
- Head & Tail Defense Stage I: orange
- Head & Tail Defense Stage II: orange and blue
- Attack: Cetusia attacks before any other Monster with its special features: Head first, then with the Tail. Cetusia always attacks following the Monsters' Melee attack rules (see Monster Characteristics, page 9), changing its orientation towards the target.
Cetusia Stages. Both the Head and Tail of this Boss have two Stages, the First Stage and a Second Stage. Each Stage includes two Types of Attack. The actions performed by Cetusia during the turn are determined by the Spawn Pattern card.
First Stage
Head:
- Skull Smash: This attack originates on Cetusia's Head (blue spot on Spawn Pattern Card) and deals 2 damage (during the First Stage) to all Heroes, Monsters, and Structures standing in the red area.
- Hydro Catapult: This attack originates on Cetusia's Head (blue spot on Spawn Pattern Card) and deals 1 damage (during the First Stage) to all Heroes, Monsters, and Structures in the red area.
Tail:
- Tidal Assault: This attack originates on Cetusia's Tail (blue spot on Spawn Pattern Card) and deals 1 damage (during the First Stage) to all Heroes, Monsters, Structures in the red area.
- Tidal Entrance: This attack originates on Cetusia's Tail (blue spot on Spawn Pattern Card) and deals 2 damage (during the First Stage) to all Heroes, Monsters, Structures in the red area.
Second Stage. When the Head receives its 8th Wound or the Tail receives its 6th Wound, remove any extra damage and flip both cards, Head and Tail, to the Second Stage. If the Tail receives its 7th damage, it is removed from the game, while the Head, if it is still in the game, continues to attack normally. If the Head receives its 9th damage, it is removed from the game, while the Tail, if it is still in the game, continues to attack normally.
Example: if the head has 7 wounds and takes 2 more, it will take only 1, then head and tail are flipped to the second stage.
Boss Spawn: Cetusia. Skip this phase if it is the first Monster Phase of the third Night. Draw a Cetusia Spawn Pattern card. This card indicates the location where the Head and Tail will spawn, respectively. If the spot where Cetusia is supposed to be placed is occupied by a Hero, move the Hero straight towards the Mist to the nearest available spot. Additionally, if the Boss' spot is occupied by any other game component, remove it to free up the spot.
Note: the Boomer does not explode.
When three Cetusia Spawn Pattern cards have been revealed, at the end of the current Monster phase, shuffle all four cards and place them face down to form a new Cetusia Spawn Pattern deck.
The Putrefied Dryad
Before delving into the Boss Spawn rules for the Putrefied Dryad, it is necessary to introduce some new concepts.
Note: any attack deals damage to a figure only once, even if its figure occupies more than one spot.
Monoliths. Monoliths are very similar to Town Walls as they defend the Putrefied Dryad from Melee attacks on specific sides. When attacked, Monoliths are always hit. Each Monolith is capable of hosting up to 3 Flame tiles. When a Monolith receives additional damage, it is destroyed.
Hatchery. Hatchery is a special two faced tile and comes into play during the Boss Spawn: Putrefied Dryad. The Hatchery does not attack. The Hatchery uses one orange and one blue Defense die and it is destroyed as soon as it takes one damage. (Faces: First Hatching face and Second Hatching face.)
Seed Mortar. Seed Mortar behaves like Archers with a range of 7, but it never moves. Seed Mortar uses one orange and one blue Defense die and it is destroyed as soon as it takes one damage.
Hatcheries & Seed Mortars Spawn Pattern. Hatcheries & Seed Mortars will spawn where the Spawn Pattern card is marked with their icons. (In the image, A indicates the Hatchery, while B the Seed Mortar.) Refer to the Putrefied Dryad's Growth Track (page 20) to define the number of spots to count towards the Town before the Hatcheries & Seed Mortars are to be spawned.
Putrefied Dryad
- Health points: 11
- Defense: orange and blue
- Movement: The Dryad does not move and is always considered to be facing in all four directions.
- Attack: The Putrefied Dryad attacks after any other Monster and inflicts 2 Damage. When it does, it attacks simultaneously all Heroes and Structures in its current Sector and any other adjacent Sector, depending on its Growth stage (see Growth Track below).
This Boss has a special Growth Track that determines its behavior during the Monster Phase.
When the Dryad is defeated, players win the third Scenario challenge.
The Dryad's current sectors depends on its area, not only the figurine's base.
Growth Track. The Growth Track illustrates the growth stages of the Dryad. Each stage determines the kind of attack the Putrefied Dryad performs.
- Sprout: The Putrefied Dryad does not attack, and can not take any damage.
- Growing: The Putrefied Dryad attacks in its current Sector(s).
- Mature: The Putrefied Dryad attacks in its current and adjacent Sector(s).
Boss Spawn: Putrefied Dryad. Skip this if the Spawn Direction card doesn't depict the Putrefied Dryad; otherwise follow these steps:
-
Check the Spawn Direction card and identify the spawn pattern slot number where the Dryad will spawn. Remove the first Spawn Pattern card from that slot.
-
Once identified which Spawn Direction Slot will spawn the Putrefied Dryad, and keeping into consideration that this Boss occupies two slots in width, place its figure in the exact center of the Spawn Pattern card (see image). Then, move the Putrefied Dryad three steps towards the Town.
If the placing area for the Putrefied Dryad and its Monoliths is occupied by a Hero, move the Hero straight towards the Mist to the nearest available spot. Additionally, if the placing area for the Boss is occupied by any other game component, remove it to free up the spot (including any Structures).
Note: the Boomer does not explode.
-
Then, place the 5 Monoliths all around the Putrefied Dryad, following the image in the rulebook.
-
Place the Putrefied Dryad Reference card next to the other Monsters' information.
-
Place a Mana Crystal on the Sprout slot of the Growth Track, on the Putrefied Dryad Reference card.
From now on, for each Boss Spawn sub-phase, repeat the following steps:
-
Skip this if it is not the third Monster phase (i.e. if there are still Spawn Pattern Cards in play). If the Growth Track reaches the Mature State, in addition to the Boss' attack, the putrefied Dryad deals 1 damage to the Magic Circle. Otherwise, move the Mana Crystal one step forward on the Growth Track.
-
Look for Hatchery tiles on their First Hatching face, flip them over to the Second Hatching face, then place an Armored figure on each. If a Hatchery tile is on its Second Hatching face, replace it with an Archer figure (discard the tile).
Note: if a figure is not available in any spawning circumstance, the next available one should be used in the following order: Armored, Archer, Winged, Boomer, Bulky, Accursed, Clawer.
-
Always complying with the Fate Coin direction, the Spawn Pattern cards (see Hatcheries & Seed Mortars Spawn Pattern) then spawn Hatcheries & Seed Mortars tiles (in any case, there will be no more than six in play), as they have just completed a movement, using the same rules to move Monsters. Once deployed, they will not "move" anymore.
-
If the Spawn Spot is occupied by a Hero: place the Hatcheries & Seed Mortars tile beneath them. This immobilizes the Hero, preventing them from using actions, and innate abilities (except for Fist), and inflicts one damage immediately and at the beginning of each Monster Attack sub-phase. Hatcheries & Seed Mortars tiles beneath a Hero won't perform any action.
A Hero will be immediately freed, removing Hatcheries & Seed Mortars tiles beneath them:
- A. When another Hero uses the Fist ability on them, without dealing any damage.
- B. When the entangled Hero uses the Fist ability on Hatcheries & Seed Mortars, obtaining a Hit on both a blue and an orange dice.
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If the Spawn Spot is occupied by any other game component: remove it, then place the Hatcheries & Seed Mortars tiles as usual (this includes removing Structures). The exception is the Dryad itself and its Monoliths; in this case the spawn happens on the first spot eligible toward the Town.
-
Appendix
Weapon Abilities
(Ability names are given where printed; several entries are identified in the book only by their icon.)
| Name | Effect |
|---|---|
| Current Sector | The Ranged Weapon can attack in the Current Sector. |
| Adjacent Sector | The Ranged Weapon can attack in an Adjacent Sector. |
| Far Sector | The Ranged Weapon can attack in a Far Sector. |
| Current & Adjacent Sector | The Ranged Weapon can attack in the Current Sector and/or in an Adjacent Sector. |
| Adjacent & Far Sector | The Ranged Weapon can attack in an Adjacent Sector and/or in a Far Sector. |
| Up two spots away | The Melee Weapon can attack one spot horizontally or orthogonally to Hero figure, up two spots away. |
| Melee | The Melee Weapon can attack one spot horizontally or orthogonally to Hero figure. |
| Self | The very spot a figure is standing on. |
| Hit Zone, 1 spot | Within the Range of the ability, attack a chosen spot. |
| Hit Zone, X spots |
Note: Whenever choosing a spot, it can also be selected from those that are unoccupied, if not stated differently.
Tip: Some Abilities allow you to increase the number of dice rerolls. You can sum up the number of rerolls of one die, up to 4 times per single attack. You can use the reroll dice reminder tokens to help you keep track.
Armors & Shields
| Name | Type | Level | Effect |
|---|---|---|---|
| Worn-out Pants | Low Armor | Starter | Use this: take 1 less damage. |
| Worn-out Armor | High Armor | Starter | Use this: take 1 less damage. |
| Wooden Shield | Shield | Starter | Use this: take 1 less damage. |
| Cloth Pants | Low Armor | Basic Shop | Use this: take 2 less damage. |
| Chain Pants | Low Armor | Basic Shop | Use this: take 2 less damage. |
| Cloth Armor | High Armor | Basic Shop | Use this: take 2 less damage. |
(The rulebook also includes a Monster miniatures reference page showing Archer, Armored, Runner, Winged, Clawer, Boomer, Accursed and Bulky.)
Solo Mode
Day Phase
Setup. The Solo Play game mode can be played in either Campaign or Single Scenario. Follow the standard set up of the mode you choose, with the following notes:
Heroes Setup. To set up for Solo Play, repeat the standard Heroes Set up 4 times: prepare 4 Heroes ready to play and choose one of them to start the game. The remaining heroes will be available to purchase later in the game (see the Recruit a Hero, later on).
Each Hero starts the game with 5 Action Points. Skip the Trade step of the Heroes Setup.
A game cannot have more than three Heroes playing simultaneously. The level of each new Hero entering the game should match that of the others in play. Each new Hero entering the game gains one fewer Perk than the Hero with the lowest number of Perks.
New end game conditions. When there are no more Heroes in play, the game is over. If a Hero dies, the game continues, and the player can continue recruiting Heroes during the Day phase.
Main Phase. In a Solo Play, you have an additional optional action:
Recruit a Hero. During the main phase you can recruit a new Hero by spending the following:
- 2nd Hero: 3 Gold
- 3rd Hero: 5 Gold
- 4th Hero: 7 Gold
Introductory Scenario Rules
Introduction. This scenario is designed to familiarize new players with the game's mechanics, focusing on a streamlined version of the standard rules.
Objective. Defend your town against waves of monstrous enemies using strategic planning and heroic might. Survive the onslaught until the end of the first night to be victorious.
Day Phase
In this introductory scenario all standard rules for the Day Phase are in effect except the following modifications:
Mist Advances. The mist does not advance towards the Town.
Scout the Spawn. Do not reveal any Spawn Direction card. Place the Spawn Pattern card 01 face-down on the Mist tile slot 1, and the Spawn Pattern card 03 on the Mist tile slot 2 face-down.
Scenario Limitations.
- Ignore Urban Quest cards.
- Structure Restrictions: Players are only permitted to build Houses and Wooden Walls. No other Structure type can be constructed in this scenario.
Night Phase
All standard rules for the Night Phase are in effect. This includes Monster Phases (Spread the Panic, Flip Fate Coin, Boss Spawn, Monster Spawn, Monster Movement, Monster Attack) and Hero Phases, as described in the main rulebook. The game lasts only one night.
End of Night Phase
The scenario concludes after successfully defending against the wave of enemies in the Night Phase. If you manage to survive until the end without losing your Magic Circle or all your Heroes, you win the introductory scenario.