The Legend of Zelda: Clockwork Realm
The Legend of Zelda: Clockwork Realm Rulebook
Table of Contents
Table of Contents
- Overview
- Contents
- Campaign Setup
- Playing a Campaign
- Setting up a Level
- Playing a Level
- Actions and Effects
- Enemies
- Rolling for Damage
- Killed Heroes
- Cogs
- Special Rooms
- Hero Cards
- Ending a Round
- Ending a Level
- Ganon's Tower
- Other Rules
- Card Clarifications
- Glossary
- Shattered Lands Expansion
- Shards of the Triforce Expansion
- Dungeon Layouts
- Reference Sheet
Overview
The Legend of Zelda: Clockwork Realm is a cooperative, campaign-based game designed to be played over four sessions of approximately 1 to 2.5 hours each. A campaign is split into four levels, with a single level designed to be played in a single session. The first three levels each feature the heroes exploring a different dungeon in search of the broken Shards of the Triforce. They will then use these to face the evil Ganon in the fourth and final level. The objective for the heroes is to defeat Ganon in the final level; if they do this, all players win together. If they fail, all players lose together.
Contents
Dungeon Tiles
- 21 Generic Tiles
- 60 Temple-specific Tiles
- 11 Special Room Tiles (4 Generic Tiles, 7 Temple-specific Boss Room Tiles)
- 7 Entrance Tiles
Hero Cards
- 36 Skill Cards
- 45 Item Cards
- 30 Treasure Cards
Tokens
- 20 Triforce Shards
- 36 Heart Containers
- 16 Hero / Inactive Tokens
- 6 Medallions
- 8 Pieces of Heart
- 12 Water Tokens
- 4 Hero Figures
Other Components
- 72 Enemy Cards
- 1 8-sided Die
- 1 Reference Sheet
Campaign Setup
Each player takes a Hero figure to represent their hero on the board.
Each player receives the following number of each of the three types of Skill cards, depending on the number of players:
- 2 players - 6 of each type
- 3 players - 4 of each type
- 4 players - 3 of each type
Each player then shuffles their cards together and places them facedown near themselves to form their Hero deck.
Shuffle the Item cards, the Tier 1 Treasure cards and the Tier 2 Treasure cards as separate decks and place them facedown to the side of the play area.
Each player takes 3 Heart Containers and 1 Triforce Shard and places them in their own play area. The Heart Containers should be full side (red side) up.
Place all other tokens, Enemy cards and the dungeon tiles to the side of the play area.
Playing a Campaign
A full campaign of Clockwork Realm takes place over four levels. In each level, the heroes will explore a dungeon and attempt to find and defeat the dungeon's Boss. They will only have a limited number of rounds to do this in, determined by a restricted number of reshuffles of their Hero decks. If the heroes manage to find and defeat the Boss then the heroes successfully complete the level. If time runs out before any heroes are able to do this then the heroes fail the level.
If the heroes succeed, they will receive some number of Triforce Shards depending on their performance against the Boss. These will help them in the fourth and final level which they must successfully complete in order to win the campaign.
Setting up a Level
Choosing a Dungeon
At the start of each level (except the fourth level), the players must determine which dungeon/temple they will be attempting next (note: the terms "dungeon" and "temple" are interchangeable).
This is done using the Medallion tokens. Each token corresponds to one of the six possible dungeons that the heroes can explore, as shown on that dungeon's entrance tile.
First, remove any tokens from the pool of Medallion tokens that the players have already attempted during this campaign, regardless of whether the heroes succeeded at that dungeon or not. Then randomly choose two of the remaining tokens. From these two tokens, the players as a group may choose one to be the next dungeon they will attempt.
Example: The heroes are on level three, and have already attempted the Fire and Light temples. At the start of level three, they remove the Fire and Light medallions from the pool of medallions, then randomly select the Water and Shadow medallions from those remaining. As the heroes have some strong Attack abilities in their decks, they decide to choose the Shadow Temple as the next dungeon they will face.
Setting up the Dungeon
Place the dungeon entrance tile for the selected dungeon in the centre of the table. Each player places their hero figure on it.
The setup guides on the back of this rulebook show the different types and configurations of tiles required to build the dungeon for each level. The players should follow these steps:
- Create a number of piles of face down dungeon tiles equal to the number of coloured zones shown for the level.
- First, place the special rooms into each pile as shown in the setup requirements for the level, including the Boss Room for this dungeon.
- Next, shuffle the temple-specific tiles for the chosen level and add a number of them to each pile as shown in the requirements.
- Finally, shuffle the generic dungeon tiles and add a number of them to each pile as shown in the requirements.
- Once this is done, shuffle each pile and arrange them in the pattern as shown on the layout diagram in the requirements.
Creating the Dungeon
The setup guide for Level 1 looks like this:
| Yellow zone | Red zone | |
|---|---|---|
| Special Rooms | Compass Room, Map Room | Treasure Room, Key Room, Boss Room |
| Generic | 3 | 6 |
| Temple-Specific | 3 | 7 |
To create this dungeon, follow these steps:
- Create two piles of facedown dungeon tiles; a yellow pile and a red pile.
- To the yellow pile, add the Compass Room, Map Room, 3 generic dungeon tiles and 3 temple-specific tiles.
- To the red pile, add the Treasure Room, Key Room, temple-specific Boss Room, 6 generic tiles and 7 temple-specific tiles.
- Shuffle each of these piles separately and then lay them out on the table facedown in the arrangement shown in the diagram for each pile. The green square shows where the temple Entrance tile should be placed.
Remaining Setup
Find the 12 Enemy cards that correspond to the current dungeon, shuffle them, and place them nearby as a facedown deck.
Each player that did not gain a Triforce Shard during the previous dungeon draws 1 random Item card and shuffles it into his Hero deck (for Level 1, each player draws 2 random Item cards instead). If the heroes failed the previous dungeon, the heroes also each draw 1 additional Item card for each special room that was not activated during that dungeon. If any Hearts or Fairies are drawn during this process, ignore and re-draw those cards until each player has the required number of cards that are not Hearts or Fairies, then shuffle the Hearts and Fairies back into the Item deck.
Example: The heroes are about to start Level 2. They failed Level 1, only managing to activate 2 special rooms, meaning they missed 3 of them. Chris draws 2 Item cards, plus another 3 Item cards for the missed rooms, for a total of 5 Item cards. Two of the cards he draws are Hearts, so he puts those aside and draws 2 more. Neither of these are Hearts or Fairies, so he shuffles the 5 cards he drew into his Hero deck and shuffles the Hearts back into the Item deck.
Each player draws 5 Hero cards from their Hero deck as their starting hand. Each hero also gains 1 Hero token as a Time token.
Playing a Level
A single level proceeds in a series of rounds. Each round the players may perform actions in any order of their choice and power those actions by playing Hero cards from their hands or by exhausting equipped cards.
A round ends once all players have performed all the actions they are able to or want to. At the end of each round, any remaining cards in each player's hand are discarded, exhausted cards refresh, and players draw cards from their Hero decks back up to their current hand limit (5 if all of the Hero's hearts are filled, 4 otherwise).
The players lose the level if any one player runs out of cards in their Hero deck (though they may be able to refresh their Hero deck before losing). Alternatively, the players win the level if they manage to find and defeat the level Boss before any of their decks run out.
Actions and Effects
Each dungeon tile can feature many graphical elements that affect what the heroes can or must do on that tile. These elements are referred to collectively as dungeon features. Some dungeon features will allow the heroes to perform actions and others will inflict effects upon the heroes (and some, such as Enemies, provide both actions and effects). The full rules for each dungeon feature are provided on the reference sheet, though some of the more common or important dungeon features will be explained in more detail later.
Actions are always optional; anything that isn't explicitly marked as an action on the reference sheet should be considered a mandatory effect.
Skills
Many actions and effects require that the player spend some amount of the three main skills in the game: Move, Attack and/or Interact in order to power the action or mitigate the effect. The different types of Hero cards may provide these skills in varying amounts, by stating the name of the skill and the amount of that skill it provides in bold. For example, a card that provides Move with a strength of 3 will state Move 3 on the card.
The Courage Skill card provides either Interact 2 or Attack 2; it does not provide both. Icons representing what the card provides are also shown in the top-left corner for convenience.
One of the most common sources of each skill is from Skill cards, which form the bulk of each player's Hero deck. Skill cards each provide two of these three skills, at a strength of 2 each. When playing a Skill card to provide some amount of a skill, the player must choose which of the two skills it is providing; it does not provide both.
Other cards, such as Items and Treasures, can provide higher amounts of each skill. Additionally, any Hero card (including Skill cards, Item cards and Treasure cards) can be discarded to provide any skill at a strength of 1. More information on the different types of cards and how they can be played will be explained later.
Note that playing cards in itself does not constitute performing an action - they are only played to provide the relevant skills needed to power actions or pay the cost of effects.
Skill Costs
Many dungeon features have a skill cost associated with them. This is denoted on the board by a number surrounded by a coloured circle corresponding to the required skill. On the reference sheet, the value of a dungeon feature's cost is always referred to as "X".
(Example: a switch with an Interact cost of 4. On the reference sheet, this would be denoted as "spend Interact X".)
A hero cannot split any skill that he spends from a single card between different actions or effects, even if they use the same skill.
Example: A hero is in a space with a switch (requiring Interact 5 to use) and a treasure chest (requiring Interact 3 to open). The player spends Interact 6 to use the switch; he cannot "carry over" the leftover Interact 1 towards opening the treasure chest.
However, as an exception to the above rule, a hero may "carry over" leftover Move to continue moving through the dungeon even if the movement uses different dungeon features or they (but not other heroes) perform another action in the intervening time.
Example: A hero spends Move 2 to move 1 space through a door. The hero then spends Interact 5 to use a switch in his space. He then spends his remaining Move 1 to move through a different door.
Performing Actions
During a round, players may perform as many actions as they are able using the cards and abilities available to them. They may perform actions in any order of their choosing. For example, Player A may perform two actions, followed by Player B performing one action, then Player A performing a third action, followed by Player C performing three actions.
All actions can normally only be performed if the Hero is in a space with a dungeon feature that allows him to perform that particular action. These are highlighted on the reference sheet with a bounding box and prefixed with the word Action in bold.
(Example: the action provided by the "pots" dungeon feature.)
Some Item and Treasure cards - such as the "Arrows" and "Magic" Item cards - allow a hero to perform actions on dungeon features that are not in their space.
Assisting
Heroes sharing a space may cooperate when carrying out an action or effect by pooling together the Move, Attack or Interact generated by the cards they play. When cooperating like this, the players must still designate one player to be the player who is performing the action or suffering the effect; all other players are considered to be assisting. All such players may then play any cards to help contribute towards the action/effect. The player who was designated as the player performing the action gains any rewards or suffers any penalties as a consequence of the action.
Activating
Many dungeon features state that they can be activated for some effect. This is always done by using a nearby "switch" dungeon feature, or by defeating a nearby enemy.
When a hero performs the action described on the "switch" dungeon feature, it will always activate the nearest activatable dungeon feature. The switch and feature don't necessarily have to be in the same space.
(Example: A player can spend Interact 4 on a switch to activate the Cog.)
When a hero defeats an enemy, if the enemy is adjacent to an activatable dungeon feature, the player may choose to activate that feature instead of claiming the normal rewards for defeating the enemy. Note that many enemies are not adjacent to activatable dungeon features and so cannot be used to activate other features.
Illustrated examples:
- A player can defeat an enemy to activate a door, temporarily opening it. Defeating the enemy will not activate the barrier or pots, as those are not activatable dungeon features.
- Defeating an enemy will not activate a door if the enemy is not adjacent to it. The door is activated by using the switch.
Moving
Heroes can move between the rooms of a dungeon by performing the action of the "door" dungeon feature. A door must be open in order to do this. They can also move between the individual spaces of a room by using the actions of the "barrier" and "tunnel" dungeon features (though heroes cannot normally cross barriers unless an ability specifically allows them to).
It normally costs Move 1 to move between the spaces of a room or to move through a door, though some doors may cost more if they show a Move cost. Note that only the cost of the door in the room you are moving from matters when moving through a door - players ignore the cost of the door in the room they are moving to.
Exploring New Rooms
As most of the dungeon starts with the room tiles face down, the heroes will need to explore the dungeon, turning tiles face up as they go. The back of each dungeon tile shows a door on all four of its edges, so heroes can always explore from an open door in their current space by moving into a facedown dungeon tile.
When a hero enters a facedown dungeon tile, he flips it faceup. He then orients it so that the door with the entrance arrow aligns with the door he is exiting his current room from. He then moves his hero figure into the space of the new room that contains the door with the entrance arrow.
(Illustration: the room on the right is initially face down. A hero enters it through the door on the left. He flips it face up and aligns the entrance arrow as shown.)
Discovering Special Rooms
Special rooms work a little differently when they are discovered. A special room's entrance arrow never appears in the same place as one of its doors. Therefore, when a special room is discovered, the player should still align the entrance arrow with the door they are exploring from; however, the hero does not enter the room and must instead find another route so that he can properly enter via one of the doors. The Move that was spent to flip the special room is still expended.
Open / Closed Doors
Some doors in the dungeon are closed. Heroes cannot move through closed doors. However, it only matters that the door in the room they are moving from is open in order to move through it - the door in the room they are moving to may be closed (thematically, it is considered to be a one-way door).
Most closed doors can be opened temporarily by activating them. Such doors remain open only until the end of the current round. Some closed doors have no nearby switch or enemy that can be used to open them; these doors can only be opened through the use of special abilities that allow the heroes to open closed doors (such as the "Key" item).
Enemies
A hero entering a space containing an enemy icon must engage that enemy by drawing a card from the Enemy deck and must either defeat, evade or roll for damage from that enemy.
To defeat or evade an enemy, the player needs to spend the amount of skill shown under the "Defeat" or "Evade" sections on the Enemy card. If the player cannot or chooses not to do either of these, then the player must roll for damage from the enemy.
(Example: When engaging this enemy, the player may either spend 7 Attack to defeat it or 4 Move to evade it. If the player cannot (or chooses to) not do either, then the player must roll for damage.)
If the hero defeats the enemy, then the player draws a number of Item cards equal to the enemy's Reward value from the Item deck, chooses one to gain and discards the remainder. All heroes then ignore the enemy icon in that space for the remainder of the round.
If the hero evades the enemy, then nothing further happens; the hero does not take damage from the enemy, but also does not gain any reward. Heroes later entering that same space must engage an enemy as normal.
If a player cannot or chooses not to do either of the above, then he must roll for damage from the enemy, following the normal rules for rolling for damage (see below). However, many enemies feature the keywords Brutal or Weak.
When rolling for damage from a Brutal enemy, roll the die twice and use the higher roll. When rolling for damage from a Weak enemy, roll the die twice and use the lower roll.
Note that a hero is only forced to engage an enemy when he enters a space containing an enemy icon. If he started the round in that space, he does not automatically engage that enemy, though he may choose to as an action if he wishes, as described on the reference sheet.
If a hero fights multiple enemies but is killed before engaging all such enemies, all unengaged are discarded without effect.
Enemy Vulnerabilities
Every enemy is vulnerable to exactly four of the Treasure cards in the game, as denoted by the four icons just above the enemy's special ability box. The first two icons always correspond to Tier 1 treasures and the last two icons always correspond to Tier 2 treasures.
(Example: This enemy is vulnerable to the Lens of Truth, Lantern, Master Sword and Nayru's Love.)
A hero engaged with an enemy may automatically defeat that enemy if the player shows that he has any of the displayed Treasure cards either equipped or in his hand. The Treasure card is not discared or exhausted; it is enough for the player to merely show that he has the card available to him.
Important: Enemies in special rooms may not be defeated this way!
Activating via Enemies
When an enemy is positioned such that it can be defeated to activate an adjacent dungeon feature (described earlier), the player must choose to either activate the dungeon feature or receive rewards; the player cannot do both. This includes when defeating enemies to activate special rooms.
Enemy Special Abilities
Many enemies feature a special ability in place of the flavour text at the bottom of their card. This text always takes effect whenever an enemy is engaged regardless of whether the enemy is defeated or evaded, or if the player rolls for damage, unless the ability itself states otherwise.
(Example: Regardless of whether this enemy was defeated or evaded, or even if the player rolled for damage, the player must pay Attack 2 or otherwise shuffle it back into the Enemy deck.)
Cooperatively Engaging Enemies
Similarly to all other actions, enemies can be engaged cooperatively by multiple players, each contributing some amount of skill towards defeating or evading the enemy. Players may even travel across the map to reach a position where they can assist before resolving the outcome of the engagement.
After a player draws an Enemy card, providing that player performs no other actions, the other players may continue to perform actions for the remainder of the round without the engaged player being forced to defeat, evade, or roll for damage from the enemy. This may enable the other players to reach a position where they are able to assist with the engagement.
However, if the original engaged player wishes to perform any other action, or if the round ends, then that player must first resolve the engagement with the enemy before proceeding.
Example: Chris enters a space containing an enemy and draws an Enemy card; it's a Guardian! Chris doesn't have the cards in hand to handle this enemy, and he doesn't have much health left, so he calls on Stefano and Marco to help him out.
Luckily, Stefano is in the next room, so he plays some Move to move into Chris's space; he can now contribute some cards towards defeating the Guardian.
Marco is a little further away, but he has some Arrows equipped, so he can contribute to the battle from up to 2 rooms away. He throws away the Arrows so that he can also help.
Marco's Arrows have already contributed Attack 1 towards the combat. Marco plays a further Interact 2 to help out a bit more. Stefano plays Attack 3 (which together with Marco's Attack 1 is enough to fulfil the Attack requirement). Chris can only play Move 1, but this is enough to defeat the Guardian!
Engaging Multiple Enemies
If more than one enemy is shown in the same space, then the hero must fight multiple enemies by drawing that many Enemy cards and engaging each of them one by one. The hero may engage the enemies in the order of his choice, and fully resolves one (gaining any relevant rewards) before moving on to the next.
Many special rooms show multiple enemies as a requirement to activate the room. All such enemies must be defeated in a single round in order to activate the special room. However, if any of those enemies have special abilities that cause further enemies to appear (such as the Lizalfos), then the heroes do not have to defeat those additional enemies in order to activate the special room.
Advanced Enemies
Some enemy icons on the board have a small numeral in the corner, as can be seen on some special rooms and a few of the Shadow Temple tiles. These are advanced enemies. When engaging an advanced enemy, draw a number of cards from the Enemy deck equal to the number shown on the enemy icon; the player engages the enemy with the highest total Defeat cost and discards the others. In the case of a tie, the player may choose which enemy he engages.
(Example: A hero encounters an advanced enemy with a value of 2, so he draws 2 cards from the Enemy deck - a Keese and a Nocturn. The defeat cost of the Keese is 3, whereas the combined defeat cost of the Nocturn is 4. The player discards the Keese and engages the Nocturn.)
Rolling for Damage
When instructed to "roll for damage", the player rolls the die. He then cross-references the column for the number he rolled against the current level on the Roll for Damage table on the reference sheet. The number of heart icons displayed in the corresponding cell denotes how much damage the hero suffers.
(Example: A hero rolls for damage while on Level 3. He rolls the die and gets a result of a 4. The hero loses 2 hearts.)
Killed Heroes
If ever a Hero does not have any filled heart containers, then that hero is killed. On the Roll for Damage table, look up the value for the current level under the skull icon. This number is how many Hero cards the player must discard. These cards must first come from either the player's hand or from among his equipped cards (of the player's choice - it is not random). If the player does not have enough cards in his hand or among his equipped cards to meet this requirement, he discards the additional cards from the top of his deck.
The player then regains 3 hearts and continues playing as normal.
Example: Chris is on Level 3 and is unfortunately killed, so he needs to discard 6 cards. He only has 1 card remaining in his hand, and has the Hookshot and a Bomb equipped. He discards the card from his hand, plus the Hookshot and Bomb. He still needs to discard 3 more cards, so he discards 3 cards from the top of his Hero deck.
Cogs
Some of the most important features the heroes will find in each dungeon are the various Cogs that are scattered about. These represent the mysterious contraptions that are breaking through from the Clockwork Realm that allow the heroes to twist and reorder reality. Finding and making use of Cogs is vital to the heroes' victory, as without them the heroes will find it impossible to navigate through dungeons successfully.
There are three types of Cog, and each one allows the players to rearrange the dungeon in various ways by moving and rotating the tiles that it is comprised of. The icon symbolising each type of Cog gives a visual indication of how the Cog operates. A description of how each works is provided below, and more complete examples are provided on the next two pages.
Multi-Cog
The Multi-Cog is probably the simplest type of Cog; it only allows players to rotate rooms. When activated, the player performs the following steps:
- The player rotates the room containing the Multi-Cog 90 degrees either clockwise or anti-clockwise.
- The player then chooses either the four rooms orthogonally adjacent to that room or the four rooms diagonally adjacent to that room and rotates them in the opposite direction.
To picture it relating to the Cog's icon, imagine the room containing the Multi-Cog is the central cog in the icon and the other four chosen rooms are the outer four cogs. When the central cog turns in one direction, the other four cogs will turn in the opposite direction.
Note that if the room containing the Multi-Cog is on the edge of the board, the player will rotate fewer than the normal four additional rooms.
Big Cog
Big Cogs allow players to both rotate and move a small sets of rooms. When activated, the player performs the following steps:
- The player chooses exactly 4 rooms in a 2x2 arrangement. One of these rooms must be the room containing the Big Cog.
- The player rotates the entire arrangement of these rooms as a single unit around their central point by 90 degrees. This means that each room will move to either an adjacent row or column as well as rotate by 90 degrees.
To picture it relating to the Cog's icon, imagine the four chosen rooms are all sitting on one giant cog as shown in the image and rotate them appropriately. Each of the four rooms will end up in a different position and orientention to how it was before.
Cogveyor
A Cogveyor can have the biggest effect on the layout of the dungeon. It allows a player to rotate one room, while moving a whole row or column of other rooms. When activated, the player performs the following steps:
- The player rotates the room containing the Cogveyor by 90 degrees either clockwise or anti-clockwise.
- He then chooses a row or column of rooms adjacent to the room containing the Cogveyor.
- The player moves all rooms in the chosen row or column one position in the same direction as the edge of the Cogveyor room when it was rotated.
- The room that falls outside the perimeter of the board is placed in the now empty position on the opposite side of the board.
To picture it relating to the Cog's icon, imagine that there is a "rack and pinion" structure in the dungeon, just like the icon itself. The room containing the Cogveyor is the circular "pinion" gear and the adjacent row or column of rooms is the straight "rack" gear; rotating the pinion room will slide the adjacent line of rooms in the corresponding direction.
Multi-Cog Example
The following diagrams each show an arrangement of rooms. The red room contains a Multi-Cog. The arrows indicate the rooms' starting orientation.
A player activates the Multi-Cog. He decides to rotate the room containing the Multi-Cog anti-clockwise and to rotate the diagonally adjacent rooms along with it. After rotation, the orientation of each room is like this (shown in a diagram).
Big Cog Example
The red room contains a Big Cog. A player activates the Big Cog. He decides to rotate the four rooms in the top-right clockwise. After rotation, the orientation of each room is like this (shown in a diagram).
Cogveyor Example
The red room contains a Cogveyor. A player activates the Cogveyor. He decides to rotate the room containing the Cogveyor anti-clockwkwise and to move the column of rooms to the right of the Cogveyor room.
As the room containing the Cogveyor was rotated anti-clockwise, the chosen column of rooms must be shifted up (the right-hand side of the red room moved in an upwards direction). After the rotation, the orientation and position of each room is like this (shown in a diagram).
Special Rooms
Five of the rooms in each dungeon are special rooms. It should be the heroes' aim to reach and activate these rooms as quickly as possible, as doing this provides the heroes with more time to complete the dungeon.
Each special room can be activated just like a dungeon feature, either by activating a switch or defeating enemies as denoted in the black bar corresponding to the current level. All of the costs to activate a special room must be resolved consecutively without performing any intervening actions.
(Example: On level 3, the Map Room is activated by defeating an advanced enemy and then immediately spending Interact 3.)
The room is considered to contain the switch/enemies and behaves identically to those features elsewhere in the dungeon. However, at least one hero must be inside the room in order to activate it. Heroes that are outside the room may still assist using cards that allow them to, as normal.
Activating a special room endows the heroes with some reward, which will always include receiving 1 Time token each (regardless of which heroes were in the room or involved with activating it). When a hero receives a Time token, he takes a Hero token from the supply and places it near his Hero deck (it now a Time token). A player may spend a Time token when he runs out of cards in his Hero deck to reshuffle his discard pile back into his Hero deck and avoid failing the level (see Ending a Level below).
Rules for each special room are included on the reference sheet, but a few clarifications for the Boss Room are provided here.
Boss Rooms
Each temple has its own temple-specific Boss Room, which counts as one of the five special rooms of each dungeon. The objective for the heroes in each level is to find the Boss Room and defeat the Boss therein.
Each Boss Room shows what skills are required to defeat the Boss as well as the Boss's special attack.
(Example: On Level 2, Arrghus - Boss of the Forest Temple requires Attack 4 and Move 6 to defeat.)
Heroes cannot enter a Boss Room until the Big Key Room for the level has been activated, and once a hero enters a Boss Room he may not leave again.
If the heroes spend the skills shown on the Boss Room for the current level, then they defeat the Boss and gain 1 Heart Container each and 1 Triforce Shard (in total, not each). However, the heroes may spend additional multiples of the skills shown on the Boss Room to gain additional Triforce Shards, up to a maximum number of Shards equal to the number of players. When gaining Triforce Shards, they must first be awarded to the player(s) who currently have the fewest Shards (in the case of a tie, the players decide who receives them).
Example: Facing Arrghus on Level 2 (shown above) in a 2-player game, the heroes could either spend Attack 4 and Move 6 to gain 1 Heart Container (each) and 1 Triforce Shard (total), or they could spend Attack 8 and Move 12 to gain 1 Heart Container (each) and 2 Triforce Shards (total). They could not gain any more than this, as it is a 2-player game and so the maximum number of Triforce Shards they are allowed to gain is 2.
Additionally, before each time the players attempt to the pay the cost to the defeat the Boss, they must first carry out the instructions for the Boss's special attack. If, after performing the attack, the players decide that they are not well equipped enough to gain as many Triforce Shards as they might like, then they may forego defeating the Boss immediately and instead wait until the following round in order to hope for a better hand of cards. However, they must suffer the Boss's attack again before attempting again the next round.
Heroes in the Boss Room also roll for damage at the end of each round only if the Boss did not perform its special attack previously during the same round.
Boss attacks only affect heroes in the Boss Room. If a Boss attack requires the players to roll the die and compare their results, and all players roll tied results, then all players are considered to have rolled both the highest and the lowest.
Hero Cards
There are three types of hero cards in the game: Skill cards, Item cards and Treasure cards. Below is a description of the rules for each of them.
Skill Cards
Skill cards form the basic building blocks of each player's Hero deck. Each player starts with a set number of Skill cards in their deck, and these will not change throughout the entire game.
When a Skill card is played, the player chooses one of the two skills shown on it to gain. The card is then discarded.
There is no way for players to gain or lose Skill cards. Additionally, unlike Item and Treasure cards, they cannot be given away (via the Telepathy Tile dungeon feature) or equipped.
The numeral in the bottom-right of the card currently has no use and is intended for a future expansion.
Item Cards
Item cards represent the disposable supplies that a Hero may collect in the course of his adventures.
If a player is instructed to gain Item cards, he draws them randomly from the top of the Item deck. If he is instructed to gain a specific Item card, he looks through the deck for that card, gains it, then shuffles the Item deck afterwards. If there are no further copies of that Item card in the deck, then he does not gain that item.
Whenever a player gains an Item card, he may either place it immediately in his discard pile (where it will become available to him once he has reshuffled his deck), or he may immediately equip the Item card. Gained Item cards may not be placed directly into a player's hand. If the abilities of an Item card start with the words "when gained", then the effect is carried out as soon as the card is gained and then thrown away (it is not added to the player's discard pile or equipped cards).
A player may play an Item card (either from hand or from his equipped cards) for one of it's abilities (but not both). The card is then thrown away (i.e, placed in the Item deck discard pile).
Like all other Hero cards, Item cards can be discarded to provide Move 1, Attack 1 or Interact 1. If used in this way, they are not thrown away and are just discarded normally.
Treasure Cards
Treasure cards represent the most powerful artifacts that the heroes can acquire.
Treasure cards come in two tiers, divided into two separate decks at the start of the game. Typically, the heroes will draw more cards from the Tier 1 deck towards the start of a campaign but draw more from the Tier 2 deck towards the end of the campaign.
Whenever a player is instructed to gain a treasure, he may choose any player (including himself) to draw 2 cards from the appropriate Treasure deck, choose 1 to keep and place the other on the bottom of the same Treasure deck. That player may then either place the chosen card immediately in his discard pile (where it will become available to him once he has reshuffled his deck), or he may immediately equip the Treasure card. Gained Treasure cards may not be placed directly into a player's hand.
A player may only have a total number of equipped cards equal to the number of Triforce Shards he currently holds. If a player wishes to equip a card but he is already at his limit, he must first discard one of his equipped cards to make room. Players may not take equipped cards back into their hands (they can only be discarded).
A player may play a Treasure card (either from hand or from his equipped cards) for its top ability only. It is then discarded, as normal. A Treasure card's bottom ability may only be used while the Treasure card is equipped, as described in the ability.
The bottom ability of many Treasure cards requires a player to exhaust the card to use it. To do this, rotate the card by 90 degrees to show that it is exhausted. An exhausted card cannot be exhausted again. All exhausted cards are un-exhausted (turned upright) at the end of each round.
Players may not voluntarily discard exhausted Treasure cards for their top ability. An exhausted Treasure card can be forcefully discarded by other effects, however, such as losing hearts.
Like all other Hero cards, Treasure cards can be discarded to provide Move 1, Attack 1 or Interact 1.
Equipping
Item and Treasure cards can be equipped from a player's hand. This means placing the card face up in the player's play area. Equipped cards can be played normally as if they were in a player's hand (effectively increasing a player's hand size). Treasure cards also have an ability that can only be used if the card is equipped. Additionally, equipped cards are not discarded at the end of the round, and are immune to any effects that require a player to discard random cards.
Ending a Round
At the end of each round, all heroes discard any cards remaining in their hands. They then unexhaust all of their equipped Treasures, and draw a number of cards from their Hero decks equal to their hand size. Heroes that are at full health (no lost hearts) have a hand size of 5 cards; all other heroes have a hand size of 4 cards.
Ending a Level
A level ends when either of the following two events occur:
- The heroes defeat the level's Boss, or
- A player has no cards in their hand or Hero deck and is required to draw cards.
- A player is forced to discard cards but cannot do so.
The first option is a win for the heroes, and the other two options are a loss.
After completing levels 1-3, clear away the dungeon tiles for the level and separate them back into their respective types. Shuffle the generic dungeon tiles back together, then return to the "Setting Up a Level" step to prepare the next level.
The fourth level - Ganon's Tower - is special. Players do not receive Triforce Shards for completing Ganon's Tower. Instead, if the players win the Ganon's Tower level, they win the entire campaign. If they lose the Ganon's Tower level, they lose the entire camapign (see Ganon's Tower below).
Time Tokens
If a player ever has no cards in their hand and no cards in their draw deck and is required to draw cards or if a player is forced to discard cards but cannot do so then the players lose and the level ends.
However, players have the opportunity to reshuffle their discard pile to form a new Hero deck before this happens by spending one of their Time tokens.
Time tokens are awarded when activating special rooms, as outlined in each special room's description on the reference sheet. When a player gains a Time token, he takes a Hero token from the supply and places it near his Hero deck. This token is now referred to as a Time token.
Whenever a player needs to draw a card from his deck but he cannot, he must spend one of his Time tokens to reshuffle his discard pile to form a new Hero deck, and continue drawing cards as normal.
If the player does not have any Time tokens, then the player may instead choose to spend one of his Triforce Shards for the same effect as spending a Time token. However, Triforce Shards are precious and will help the heroes immensely in the final battle against Ganon, so players should only do this if they feel that the loss of a Triforce Shard may result in a greater gain later on. Players are never required to lose Triforce Shards in this way, and it may be better for the heroes to cut their losses and fail the level rather than lose Shards.
If a player does not do either of the above, then he still draws as many cards as he is able from his Hero deck and may use them during the current round. However, unless the players acquire more Time tokens during that round, it is likely that the level will end in a loss for the Heroes at the end of the current round (as the player will have no cards in hand and no cards in his deck).
Time tokens are not kept between levels.
Ganon's Tower
The fourth level is the final challenge that the heroes need to face in order to win the campaign. It follows some special rules, outlined below.
The fourth level is always considered to be Ganon's Tower; the players do not use the Medallion tokens to decide which dungeon they are facing.
When creating the dungeon map, use the temple-specific dungeon tiles that correspond to all three of the dungeons previously attempted by the Heroes during this campaign. Shuffle them together and use them as if they were a single set of temple-specific tiles. Therefore, this level will use 30 temple-specific tiles.
Example: For levels 1-3, the heroes attempted the Light Temple, Water Temple and Forest Temple. Therefore, when setting up Ganon's Tower, they shuffle the temple-specific tiles for these three dungeons together and use them as if they were the temple-specific tiles for this dungeon.
Likewise with the Enemy cards, shuffle together the Enemies corresponding to all three of the dungeons previously attempted by the Heroes during this campaign and use them as a single Enemy deck.
If the players lose this level, they lose the entire campaign. In order to win the campaign, they must find and defeat Ganon.
Defeating Ganon
Unlike the Bosses of other levels, the requirements to defeat Ganon depend on the number of heroes in the game. The skill values shown on the Boss Room are the total values required to defeat Ganon (spending multiples, like with other Bosses, is not necessary). However, each Triforce Shard possessed by the heroes performing the action to defeat Gannon counts as Move 1, Attack 1 and Interact 1.
Example: In a game with 3 heroes, the players need a total of Move 18, Attack 18 and Interact 18 to defeat Ganon. The two heroes currently facing Ganon have a total of 5 Triforce Shards between them, contributing Move 5, Attack 5 and Interact 5, meaning the heroes only need another Move 13, Attack 13 and Interact 13 to succeed. If the third hero (who has another 3 Triforce Shards) comes to join them, then they only need to muster up Move 10, Attack 10 and Interact 10 to win the campaign.
Other Rules
Heart Containers
Players are able to gain additional Heart Containers throughout the game, normally as a result of defeating a Boss or by collecting Pieces of Heart (see below). Whenever a player gains a new Heart Container, he takes a Heart Container token from the supply and places it alongside his other Heart Containers. He then regains all of his lost hearts.
Pieces of Heart
Players are also able to gain Pieces of Heart throughout the game, normally as a result of opening a Treasure Chest. Whenever a player gains a Piece of Heart, he takes a Piece of Heart token from the supply and keeps it in his play area. If a player ever has 3 Piece of Heart tokens, he returns them to the supply and gains a new Heart Container.
Players may keep Piece of Heart tokens between dungeons.
Hero / Inactive Tokens
Hero tokens are generic tokens that are used for a variety of different purposes, such as marking how many uses of a special room's special ability are remaining to be used or, most commonly, as Time tokens. They will also gain further uses in upcoming expansions.
Inactive tokens are the reverse side of Hero tokens. They can be used to show that various dungeon features have become inactive or can no longer be activated. For example, when a hero defeats an enemy, the players may wish to place an Inactive token on that Enemy dungeon feature to show that it is inactive and that the heroes can ignore it until the end of the round (at which point, the Inactive token should be removed).
Hero and Inactive tokens are for the players' convenience and can be used in whatever manner they wish in order to aid in playing the game.
Card Clarifications
Some card effects may be unclear or open to multiple interpretations due to the small amount of space on each card. Below are some clarifications on these card effects.
Item Cards
Arrows: The bottom ability of Arrows can be used to engage an enemy up to 2 rooms away in a straight line, as if the player were in the space containing the Enemy dungeon feature. This can be done to either draw an Enemy card from the deck, or to assist another hero who is already engaged with an enemy. Arrows can be used to assist with defeating an enemy in a remote special room, but not to initially engage such an enemy.
Once this has been done, the player can use any other cards to contribute towards defeating the enemy (including revealing cards that correspond to its vulnerabilities). There is usually no need to evade the enemy, as the ability of the Arrows prevents rolling for damage from the enemy (though failing to defeat the enemy may have other effects, as specified in the enemy's special ability).
If the enemy is defeated, the player gains the normal rewards for defeating the enemy, which can include activating a nearby dungeon feature.
Magic: The bottom ability of Magic can be used to provide Interact for any action that requires it up to 2 rooms away, including assisting in special rooms (and unlike the Arrows, this does not have to be in a straight line). Once this ability has been used, the player can continue to provide Interact by using any additional abilities that provide that skill.
Magic Clock: The Magic Clock's ability to refill a player's hand cannot be used in the middle of other actions or effects. For example, a player cannot contribute half the skill required to defeat an enemy, then use the Magic Clock to refill his hand, then continue to spend the remaining amount of skill needed to defeat the enemy.
Treasure Cards
Boomerang: The Boomerang's top ability works similarly to the "Magic" Item card.
Bottle: While a player has the Bottle equipped, whenever he gains a "Heart" or "Fairy" Item card, he may place that card on the Bottle. There can be a maximum of 1 such card on the Bottle at a time.
At any time between other actions, the player may throw away a Heart or Fairy on the Bottle to use its ability as if he had just gained the Heart or Fairy.
Hearts may be placed on the Bottle and then immediately used (effectively, while the Bottle is equipped, each Heart gained by that player restores 2 lost hearts instead of 1).
If the Bottle is ever unequipped while it contains a Heart or Fairy, then that Item card is thrown away with no effect.
Bow: The Bow's top ability works similarly to the "Arrows" Item card.
Din's Fire: Similarly to the Magic Clock, the bottom ability of Din's Fire cannot be used in the middle of other actions or effects.
Magic Arrows: The Magic Arrows' top ability works similarly to the "Arrows" Item card.
Magical Rod: The Item card gained from the top ability of the Magical Rod can be given to yourself.
Nayru's Love: A player can choose himself when using the top ability (and would always regain 2 hearts when doing so).
Slingshot: The Slingshot's top ability works similarly to the "Magic" Item card.
Dungeon Tiles
Spirit Temple: There is a Spirit Temple tile containing an Interact 3 switch contained behind a barrier, with the switch placed directly opposite a door. Interacting with this switch opens the door.
Glossary
Adjacent: When referring to rooms in a dungeon, "adjacent" always means orthogonally adjacent unless otherwise specified.
Discard: A card that is discarded is placed in the discard pile of the player who played it. If ever a player is forced to discard Hero cards, those cards must first come from the player's hand, and then any remainder from the player's Hero deck.
Dungeon: The map that the heroes explore during the course of a level. The term "dungeon" is used interchangeably with "temple".
Hero Cards: Hero cards are the cards that players use throughout the game to perform actions. They include any cards that can go into a player's Hero deck: Skill cards, Item cards and Treasure cards. Any Hero card can be discarded to provide any of the three skills in the game at a strength of 1.
Item Cards: Item cards represent the various disposable resources that heroes may collect during their adventures. Whenever an Item card is used for either of its special abilities, it is thrown away. Item cards can be equipped.
Level: A full game of The Legend of Zelda: Clockwork Realm is split into four levels, with each level comprising of one adventure through a dungeon. Many components will reference the levels by using the notation "L*". For example, the shorthand for "level 3" is "L3".
Room: One entire dungeon tile.
Rotate: Some abilities allow players to rotate dungeon tiles. This is always by 90 degrees and can be in either direction unless otherwise stated.
Skill Cards: There are three types of Skill cards - Power, Courage and Wisdom - that form the most basic cards of a player's Hero deck. Each Skill card provides one of two possible skills when it is played. After playing a Skill card, it is discarded. Skill cards cannot be equipped.
Space: An individual space in a room. Spaces are delineated by barriers.
Throw Away: A card that is thrown away is removed from the Hero deck of the player controlling it and placed in the discard pile of the deck that it originally came from (most commonly, the Item discard pile for Item cards).
Treasure Cards: Treasure cards represent the most powerful artifacts that the heroes can find on their adventure. They can either be discarded from a player's hand (or from among their equipped cards) in order to provide their top ability, or they can be equipped to provide their bottom ability.
Up To X Rooms Away: Distance in rooms is always measured orthogonally. A room that is diagonally adjacent to a hero's current room would therefore be 2 rooms away.
Shattered Lands Expansion
The Legend of Zelda: Shattered Lands expansion adds a whole new phase to the game - the Overworld Phase. Prior to entering each temple, the heroes will have the opportunity to explore the land of Hyrule. They may encounter its many denizens, forage in its grasslands, peruse its shops or embark on epic quests. Doing so will add to their inventories in the form of additional items, treasures and even Triforce Shards, plus the heroes will now have the opportunity to gain and spend rupees! They can even complete difficult challenges to upgrade their Skill cards and increase their chances in the dungeons below.
However, the intrusion of the Clockwork Realm is also causing havoc above ground as well as below, and the heroes will find it a challenge to navigate around the strange land that was once so familiar. Regions will twist, turn and even flip into mirror images of themselves while the heroes strive to reach their destination.
Shards of the Triforce Expansion
The Legend of Zelda: Shards of the Triforce expansion adds a third phase to the game - the Boss Phase. Now, finding the Boss Room of each dungeon is not enough to claim the precious Triforce Shards. Instead, the heroes must enter into a tense, tactical and puzzling battle with the temple's Boss.
Each Boss offers a completely different challenge and the heroes will have to use their wits to uncover each Boss's weaknesses and avoid their unique attacks. Arrghus's swarms of Arrgi will surround and suffocate the heroes, while Kholdstare's icy gaze will freeze the heroes in their tracks. Trinexx will cause the heroes to suffer a triple variety of unpleasant effects, and while facing Silence the Thief the heroes may suddenly find it much more difficult to communicate. And of course, in order to restore order to Hyrule, the heroes will need to face the monsterous Prince of Darkness - Ganon himself - in a battle that will resound throughout dimensions!
Dungeon Layouts
Each level's layout uses coloured zones (yellow nearest the green Entrance tile, then orange where present, then red on the outside). The tile-count tables are:
Level 1
| Yellow | Red | |
|---|---|---|
| Special Rooms | Compass Room, Map Room | Treasure Room, Key Room, Boss Room |
| Generic | 3 | 6 |
| Temple-Specific | 3 | 7 |
Level 2
| Yellow | Red | |
|---|---|---|
| Special Rooms | Compass Room, Map Room | Treasure Room, Key Room, Boss Room |
| Generic | 3 | 11 |
| Temple-Specific | 3 | 7 |
Level 3
| Yellow | Orange | Red | |
|---|---|---|---|
| Special Rooms | Compass Room, Map Room | Treasure Room | Key Room, Boss Room |
| Generic | 4 | 4 | 12 |
| Temple-Specific | 2 | 2 | 6 |
Level 4
| Yellow | Orange | Red | |
|---|---|---|---|
| Special Rooms | Compass Room | Map Room, Treasure Room | Key Room, Boss Room |
| Generic | 2 | 2 | 2 |
| Temple-Specific | 5 | 7 | 18 |
Reference Sheet
Barriers
- Barriers delineate different spaces in a single room.
- Heroes cannot move across barriers unless an ability allows them to.
- Action: Spend Move 1 to move across a barrier (if able).
Cogs
Big Cog
- A hero may activate a Big Cog to choose exactly 4 rooms in a 2x2 arrangement; this must include the room containing the Big Cog.
- The hero may rotate all 4 of those rooms as a single unit around their central point, either clockwise or anti-clockwise. See rulebook for further clarification.
Cogveyor
- A hero may activate a Cogveyor to choose a row or column of rooms in the dungeon adjacent to the room containing the Cogveyor.
- The hero moves that entire row or column of rooms one room along its length.
- The hero also rotates the room containing the Cogveyor in the corresponding direction. See rulebook for further clarification.
Multi-Cog
- A hero may activate a Multi-Cog to choose either the 4 rooms orthogonally adjacent or the 4 rooms diagonally adjacent to the room containing the Multi-Cog.
- The hero rotates all 4 of those rooms in the same direction.
- The hero also rotates the room containing the Multi-Cog in the opposite direction.
Doors
- Action: Spend Move 1 to move through an open door that connects to another door (open or closed) in an adjacent room.
- If the door shows a Move cost, the hero must spend Move X instead.
- Activating a closed door will open it until the end of the round.
Enemies
- Each time a hero enters a space with an enemy, the hero engages that enemy by drawing an Enemy card from the dungeon's Enemy deck.
- The hero may defeat or evade the enemy.
- Defeat: The hero must spend Attack X, Move X and/or Interact X as shown under the enemy's Defeat cost. Alternatively, the hero can reveal that he holds a card matching one of the enemy's vulnerabilities, either in his hand or equipped.
- Evade: The hero must spend Move X, where X is equal to the enemy's Evade cost. The hero then discards the Enemy card.
- Providing the hero performs no other actions in the intervening time, other heroes may come to aid the hero engaged with the enemy (for example, to contribute Attack).
- If the hero performs any other actions without defeating or evading the enemy, or if the round ends, then the hero must first roll for damage.
- If the hero defeated the enemy, the hero draws a number of Item cards equal to the enemy's Reward value and keeps one. Alternatively, the hero may activate a nearby feature. In either case, all heroes ignore that enemy until the end of the round (they may not choose to engage it).
- If a hero rolls for damage from a Brutal enemy, he rolls the die twice and uses the higher result. If he rolls for damage from a Weak enemy, he rolls the die twice and uses the lower result.
- In all cases, the Enemy card is then discarded.
- Action: Engage an enemy in your space.
Hazards
- Each time a hero enters a hazard space, he may spend any amount of Move.
- The hero then rolls for damage, adding X to the result of his die roll.
- The hero may reduce the damage by 1 for every Move X he spent before he rolled the die.
Pots
- Action: Spend any amount of Attack up to Attack X, where X is equal to the number of pots in your space.
- The hero then draws a number of Item cards equal to the amount of Attack he spent and keeps half of them (rounded up).
- Once used, the pots cannot be used again until the end of the dungeon (place an Inactive token on the pots to show that they cannot be used again).
Rifts
- Each time a hero enters a space with a rift, the hero must either activate the rift immediately (for no effect) or roll a die with the following result:
- 1-4: Swap this room with the adjacent room to the North (1), East (2), South (3) or West (4) (the direction the tip of the Triforce symbol is currently pointing on the dungeon entrance tile always indicates North). If this would move the room off the edge of the board, swap it with the room on the opposite edge of the board.
- 5-6: Rotate this room clockwise (5) or anti-clockwise (6).
- 7-8: The hero discards 2 cards (7) or 3 cards (8) from the top of his hero deck.
- If the hero chose to activate the rift rather than roll the die, then all heroes may ignore that rift until the end of the round.
Switches
- Action: Spend Interact X to activate the nearest dungeon feature.
- The nearest switch may not always be in the same space as the dungeon feature it relates to.
Telepathy Tiles
- Action: Give any Item or Treasure cards that you have equipped or in your hand to any other hero(es) anywhere on the board (they go into those heroes' hands).
Treasure Chests
- Action: Spend Interact 3 to gain 2 random Item cards.
- Each treasure chest can only be opened once per level (place an Inactive token on opened treasure chests to show they cannot be opened again).
Tunnels
- Tunnels connect two different spaces in the same room.
- Action: Spend Move 1 to move between spaces connected by a tunnel.
Water
- When revealed, if there are more high water rooms on the board than low water rooms, place an low water token on the revealed water room. Otherwise, place a high water token. Such tokens denote the status of all water spaces in that room.
- It costs an additional Move 5 to move from a high water space to a non-water space, or an additional Move 2 to move from a high water space to a low water space.
- Only switches can activate water spaces (they cannot be activated by defeating enemies).
- A hero may activate a water space to make all high water rooms low, and all low water rooms high (flip each token).
Special Rooms
Compass Room
- When activated, take 5 Hero tokens and give 1 to each player as a Time token; place any remaining Hero tokens on the Compass Room.
- At any time, any hero anywhere on the board may spend a Hero token from the Compass Room to rotate any room on the board (except a special room).
- Once all Hero tokens on the Compass Room are spent, place an Inactive token on the Compass Room for the remainder of the level to show that it has been activated.
Map Room
- When activated, take 5 Hero tokens and give 1 to each player as a Time token; place any remaining Hero tokens on the Map Room.
- At any time, any hero anywhere on the board may spend a Hero token from the Map Room to swap the positions of any 2 rooms (except special rooms) that are adjacent to each other, maintaining their orientation.
- Once all Hero tokens on the Map Room are spent, place an Inactive token on the Map Room for the remainder of the level to show that it has been activated.
Treasure Room
- Action: Spend any amount of Interact to activate the Treasure Room (minimum of X).
- When activated, each player receives 1 Time token.
- For every X Interact spent to activate the Treasure Room, gain 1 Treasure card from the Tier I deck (maximum 4).
- During Level 1, the fourth Treasure card gained may come from the Tier II deck instead.
- During Level 2, the third and fourth Treasure cards gained may come from the Tier II deck instead.
- During Level 3, the second, third and fourth Treasure cards gained may come from the Tier II deck instead.
- During Level 4, all Treasure cards gained may come from the Tier II deck instead.
- Place an Inactive token on the Treasure Room for the remainder of the level to show that it has been activated.
Key Room
- When activated, each player receives 1 Time token. Place an Inactive token on the Key Room to show that it has been activated.
- Activating the Big Key Room allows heroes to enter the Boss Room.
Boss Room
- Heroes may not enter the Boss Room unless the Big Key Room has been activated.
- Once a hero enters the Boss Room, he cannot leave again.
- The Boss performs its special attack before the below action, otherwise a normal attack at the end of each round.
- Action: Spend X times the number of players to strike the boss. Heroes outside the Boss Room cannot assist.
- Each time the heroes strike the boss, the heroes collectively gain 1 Triforce Shard, up to a maximum of 1 per hero (at which point the level ends).
- If the heroes strike the boss at least once, each hero also gains a Heart Container.
Rolling for Damage
Roll the die and read the damage from the column matching the result. Hearts lost per roll result, by level; the last column is the skull (number of Hero cards a killed hero discards):
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | Skull |
|---|---|---|---|---|---|---|---|---|---|
| L1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 4 |
| L2 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 6 |
| L3 | 1 |