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The Siege of Shaddis Horne

The Siege of Shaddis Horne Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
    • Building the Siege deck
  • Aim of the Game
  • Anatomy of a Location Card
  • Anatomy of a Destroyed Location
  • Playing a Round
    • 3.1: Siege Phase
      • Anatomy of a Siege Card
      • Spawn
    • A Guide to Creatures
    • Event Card Icons
      • Flavour Text and News
      • Getting to the End of the Siege Deck
    • 3.2: Action Phase
      • Move (costs 1 action per move)
      • Hit (costs 1 action per hit)
      • Hitting a Stack of Creatures
  • End of the Game
  • The Nightmare Expansion
  • A Guide to Shaddis Horne
    • Houses
    • College
    • Tavern
      • Replacing the Villager Row
    • Shaddis Pit
      • Explore the Pit
      • Anatomy of a Pit Card
      • Descending
      • Wounds and Descent
      • Resources and Descent
      • Example of Exploring Shaddis Pit
    • Market

Components

7 Location cards. Shaddis Horne has 7 Locations that your Hawkguards can visit. Special actions can be performed there. Each Location has a road leading to it that consists of 4 tiles. Creatures will travel along these roads.

25 Pit cards. Your Hawkguards can visit Shaddis Pit to explore the mine there. They'll find rewards as they explore, but beware: they'll also suffer Wounds. If they suffer too many, they must leave empty-handed.

Pit Shaft card. When exploring Shaddis Pit's mine, enter and leave via its shaft. If the Shaddis Pit Location is destroyed, flip the Pit Shaft card: the mine is now more dangerous to explore!

12 Event cards. Event cards tell you what happens during the days and nights of the siege. They also describe the effects of fairy spells and the various shopkeeper's gifts you will gain.

30 Villager cards. Your Hawkguards can recruit Villagers at the tavern Location, if they have enough Influence. Each Villager protects a specific Location from creatures and possesses unique abilities you can use, so try to keep them alive!

16 Equipment cards. Your Hawkguards can buy weapons, potions, tools, emblems and food at the market Location. Each Equipment card details its cost, type, and effect. Equipment is always discarded after use.

5 Rarity cards. Rarities are powerful items that can only be found when your Hawkguards explore the mine at Shaddis Pit. They are not available to buy from the market Location.

24 Siege cards. This game takes place over 4 waves of increasing difficulty. Siege cards tell you what creatures spawn each round, along with any other effects (such as fairy spells being cast or Villagers fleeing).

Resource card. You will lose, gain and spend resources throughout the game. You keep track of them on this card. You can have a maximum of 6 of each type of resource. You can never have less than 0 of any resource.

4 Resource cubes. When you lose, gain or spend a resource, move its cube along its track. The 4 resources are:

  • Gems (yellow): generally used to buy Equipment and recruit Mercenaries.
  • Influence (green): generally used to recruit Villagers.
  • Wood and Ore (brown and grey): generally used to rebuild destroyed Locations.

1 Wound cube (red). Your Hawkguard will suffer Wounds as they explore Shaddis Pit's mine.

4 Hawkguard tokens. You have 4 Hawkguards under your control. Each Hawkguard can hit creatures in road tiles that match their colour. They can each take 2 actions every round. Hawkguard tokens have 2 sides.

  • Ready: Hawkguards start each round ready, their weapons showing.
  • Exhausted: After taking their actions, flip the Hawkguard token so the exhausted side shows.

29 Creature tokens (10 Scuttler, 10 Fairy, 9 Golem). Scuttlers, fairies and golems spawn on the roads surrounding Shaddis Horne. Each creature has a Strength value that is shown on the token's underside. This comes into play when Villagers fight back against them.

8 Recipe tokens. Recipes are powerful spells that your Hawkguards can use when they visit the college Location.

2 Dice. These are used to spawn creatures and resolve various situations requiring numerical luck.

4 Strength tokens (+1 and +2). These tokens are used when a Villager's Strength is increased.

This game includes a nightmare expansion (see page 35). It also comes with a new Bird card for Paupers' Ladder, and new Quests and Special cards for The Crows of Coppershell Bay.

Setup

Setup illustration (page 8) shows the finished layout, with each step numbered 1 to 9 as described below.

  1. Place the 6 Location cards so that the blue sky sides show. Do this in numerical order of the die shown in the top-left corner of each card. Place the town square card in the middle.
  2. Build the Siege deck (see "Building the Siege deck" below). Shuffle the Event deck. Place both decks face down nearby.
  3. Shuffle the Villager deck. Place it face down to the right of the tavern (Location). Draw 2 Villager cards. Place them face up near the Villager deck. This is the Villager row.
  4. Shuffle the Equipment deck. Place it face down to the left of the market (Location). Draw 2 Equipment cards. Place them face up near the Equipment deck. This is the Equipment row.
  5. Place the Pit Shaft card so that the brown banner side is showing. Shuffle the Pit deck, then place the Pit and Rarity decks face down nearby.
  6. Place all 4 Hawkguard tokens on the town square Location so that their ready sides are showing.
  7. Place all 8 Recipe tokens face down nearby. Take 3 of them at random, then place them face up on the college (Location). These are the Recipes available to use there.

Building the Siege deck

Place the wave 4 end card face down. This will be the final Siege card drawn. Then return 2 random wave 4 cards to the tin without looking at them. These cards will not be used during this game. Shuffle the remaining wave 4 cards. Place them face down on top of the wave 4 end card.

Repeat this for wave 3, then wave 2, then wave 1, returning 2 cards from each wave to the tin without looking at them. Then place the wave 1 start card on top of the Siege deck.

Aim of the Game

If you survive until the end of wave 4 (i.e. discard the entire Siege deck) and defeat all creatures still in play, you win. If a creature attacks a Location that has already been destroyed, you lose.

Location cards are explained in more detail overleaf. For a more detailed guide to each Location, see pages 36-48.

If more than 1 person is playing, you play cooperatively with all cards, decisions and resources shared. You'll control all 4 Hawkguards between you.

If you're playing solo, you'll control all 4 Hawkguards yourself.

Win or lose, when the game ends, flip the town square Location card to work out your score. Can you survive the Siege of Shaddis Horne?

Anatomy of a Location Card

  1. This Location and road's number. Creatures spawning here do so on the green tile of this road.
  2. The road, made up of 4 tiles (green, yellow, orange and red).
  3. In the advance phase of each round, all creatures move 1 tile closer to this Location.
  4. Your Hawkguards can perform this action when they visit this Location.
  5. This Location. This is the area that your Hawkguards occupy.

If a Location is destroyed, flip its card to show the destroyed side.

Anatomy of a Destroyed Location

  1. This Location and road's number. Creatures spawning here do so on the green tile of this road.
  2. The road, made up of 4 tiles (green, yellow, orange and red).
  3. In the advance phase of each round, all creatures move 1 tile closer to this destroyed Location.
  4. Your Hawkguards can perform this action when they visit this Location. (In the example shown, the action is Repair the Houses: pay 6 Wood and 6 Ore to flip this card.)
  5. Each time the destroyed side of this card is revealed, gain this bonus immediately. (In the example shown, when these houses are destroyed, gain 3 Wood.)
  6. This Location. This is the area that your Hawkguards occupy.

Playing a Round

Each round is divided into 4 phases that are resolved in the following order:

  1. Siege phase: Draw and resolve a Siege card.
  2. Action phase: Use Hawkguard actions, Villager abilities, Equipment and Rarities, in any order.
  3. Advance phase: All creatures on red tiles attack the Location. All creatures on orange, yellow and green tiles move 1 tile forwards.
  4. End phase: Draw cards, gain rewards, then ready your Hawkguards, in that order.

3.1: Siege Phase

Reveal the top card from the Siege deck. Follow its instructions in order, from top to bottom.

Anatomy of a Siege Card

  1. The current wave: There are 4 waves in all.
  2. Spawn: These creatures spawn on the green tile of the numbered roads shown here.
  3. Event card icons: If any of these icons are shown, draw an Event card, then follow the instructions shown next to that icon (in the example above, it is nighttime). The icons are: daytime (sun), nighttime (moon), fairy spell (pentagram) and shopkeeper's gift (banner).
  4. Flavour text: Sets the scene for this round.
  5. News: Anything else that happens in this round (in the example above, cards in the Equipment row are replaced).

Spawn

The Siege card shows which creatures spawn this round, and which roads they spawn in. Place the matching creature tokens face down (so their Strength is hidden) on the green tile of the roads matching the numbers shown. When a ? is shown instead, roll a die. Spawn the creature on the green tile of the road matching the number rolled. When golems spawn, place a stack of them as shown below.

  • Spawn a scuttler.
  • Spawn a fairy.
  • Spawn a stack of 2 oak golems.
  • Spawn a stack of 3 iron golems.
  • Spawn a stack of 4 gold golems.

Creatures are explained in detail on the next page.

Whenever more than 1 creature occupies the same tile, always stack them in this order, from top to bottom: scuttler, fairy, wood golem, iron golem, gold golem.

If you can't spawn a creature because there are none of that type left in the supply, you must lose 1 resource of your choice for each creature token you are unable to place.

A Guide to Creatures

Scuttlers are skeletal creatures, animated by fairy magic. They are numerous, especially in the early stages of the siege. A well-armed Villager will be able to hold them at bay.

  • Strength: 1-4
  • Reward: 1 Gem

Fairies were once the friends of humans and elves, but no longer. Beware of them in numbers because that's when their magical spells are most likely to succeed.

  • Strength: 2-5
  • Reward: 1 Influence
  • Special ability: Magic. Fairies are able to cast spells.

Golems are powerful creatures, crafted by the fairies. These goliaths react to attacks by lumbering onwards.

  • Strength: 6-8
  • Reward: Various
  • Special ability: Unstoppable. Whenever a golem is hit, it moves forwards 1 tile. If this causes it to move forwards from a red tile, it attacks the Location instead (see page 31).

Event Card Icons

If any of the symbols below are shown, draw an Event card. For each symbol shown, follow these instructions:

  • Daytime: Resolve the text next to the daytime symbol.
  • Nighttime: Resolve the text next to the nighttime symbol.
  • Fairy spell: Make a fairy spell check. To do this, roll a die. If the number rolled is equal to or less than the total number of fairies on all 6 roads, the fairies successfully cast a spell: resolve the text next to the spell symbol. If the number rolled is greater, nothing happens.
  • Shopkeeper's gift: You'll get occasional gifts from a shopkeeper. Gain the resources or Equipment shown.

The Event card is then discarded. Whenever the last Event card is discarded, shuffle the whole Event deck to draw from again.

Flavour Text and News

Flavour text: Read this to set the scene for this round.

News: If the card has an instruction in a white box, resolve it now. This will involve either replacing cards in the Villager or Equipment row (see pages 40 and 47), or returning discarded cards to the Equipment deck.

After the Siege card has been resolved, it is discarded. The action phase now begins.

Getting to the End of the Siege Deck

When there are no more Siege cards to draw, you instead draw an Event card. Make a fairy spell check as shown on page 18. If the fairies successfully cast their spell, resolve the text next to the spell symbol. Otherwise, nothing happens. Either way, the action phase now begins.

Note: For the purpose of spells, this is now wave 4.

3.2: Action Phase

During this phase, you will use your Hawkguards, in any order. You can also use Equipment and any Villagers you've recruited.

Each Hawkguard can take up to 2 actions on their turn. These actions are move, hit and visit Location. They may take the same action twice. In addition, Hawkguards can use Equipment, Rarities and Villager abilities as free actions, any time during their turn. Each Hawkguard must finish their turn before another Hawkguard can start theirs. When a Hawkguard has finished their turn, flip their token so the exhausted side is showing.

Move (costs 1 action per move)

Your Hawkguard can move from 1 Location to any adjacent Location (e.g. from the college to the tavern, or the town square to Shaddis Pit). The town square Location is considered adjacent to all other Locations. There is no limit to how many Hawkguards can occupy a Location. Hawkguards occupy the lower part of the Location card (see opposite). They do not move onto roads.

Examples of moving: The red, orange and yellow Hawkguards can move clockwise, anti-clockwise, or to the town square. The green Hawkguard can move from the town square to any other Location.

Note: Hawkguards occupy the part of the card that contains the Location's name and illustration, as shown in the example. They never move onto roads leading to Locations (these are only ever occupied by creatures).

Hit (costs 1 action per hit)

Your Hawkguard can hit 1 creature on the tile matching their colour, on the road of the Location they occupy (so a green Hawkguard occupying the tavern can hit a creature on the green tile of that road).

Whenever a creature is hit, place its token face down (with its Strength hidden) in the Trophy Room at the town square Location. You'll gain rewards for creatures in your Trophy Room during the end phase of the round (see page 33). Your Hawkguard can also gain these rewards by visiting the town square Location.

Hitting a Stack of Creatures

When more than 1 creature occupies the same tile, the creature on top of the stack must always be hit first (e.g. a fairy and a scuttler occupy the same tile: the scuttler must be hit first).

Hitting a Golem

Whenever you hit a golem, always move its remaining token(s) 1 tile forwards. If this causes it to move forwards from a red tile, it attacks the Location instead (see page 31).

Examples of Hitting Creatures

  • A green Hawkguard can hit the fairy on the green tile.
  • A yellow Hawkguard can hit the scuttler on the yellow tile, as it's the top creature in the stack. They could then hit the fairy with their second action.
  • An orange Hawkguard can hit the golem on the orange tile. The remaining golem tokens then move 1 tile forwards.

The creatures you hit are placed face down in your Trophy Room.

Visiting a Location (costs 1 action per visit)

Your Hawkguard can visit the Location they occupy to perform the action shown there. This includes destroyed Locations. Each visit costs 1 action. Locations can be visited multiple times each round, except Shaddis Pit, which can be visited only once per round, by 1 Hawkguard.

Each Location, along with the action (or actions) that can be performed there, is described in more detail on pages 36-48.

Destroyed Locations

Each time a Location is destroyed, you flip its card so that the destroyed side is displayed, gaining the bonus shown straight away. Usually (but not always), the only action that can be performed by visiting a destroyed Location is paying Wood and Ore to repair it, which flips the card back to its original side.

When you have finished using your Hawkguard actions and any Equipment, Rarities and Villager abilities (which are explained on pages 26-30), the advance phase begins.

Examples of Visiting Locations

  • This Hawkguard spends 1 action to use Recipes. They decide to use a FIRE Recipe and a TELE Recipe.
  • This Hawkguard spends 1 action (and pays 1 Influence) to gather materials. As a scuttler occupies the yellow tile, they can only do so from either the red or orange tile.

Using Equipment (free action)

Equipment can be used as a free action any time during the action phase. After use, Equipment is discarded. There is no limit to how much Equipment you can have. When the Equipment deck is empty, you can no longer gain Equipment.

Anatomy of an Equipment Card

  1. The Equipment's name.
  2. The Equipment's cost in Gems.
  3. The Equipment's type: Food, Potion, Tool, Weapon or Emblem.
  4. The Equipment's effect when it's used. It is discarded after use.

Using Rarities (free action)

Rarities can only be gained by exploring Shaddis Pit's mine. After use, they are discarded.

Note: When a card refers to Equipment, Rarities are not considered Equipment.

Examples of Using Equipment

  • Your Hawkguard uses an action to explore Shaddis Pit. They encounter the nog beast. Normally they would suffer 2 Wounds, but they decide to use their holy potion (a free action) to ignore these Wounds. The holy potion is discarded.
  • One of your Hawkguards has used their 2 actions and is now exhausted. As a free action, they can use the cream cake to flip them to their ready side, giving them another full turn to use right away. The cake is discarded.

Using Villager Abilities (free action)

Villager abilities can be used as a free action at any time during the action phase. A Villager's abilities can be used whether or not a Hawkguard occupies the Location that the Villager protects. Each Location can only be protected by 1 Villager at a time. When the Villager deck is empty, you can no longer gain Villagers.

Anatomy of a Villager Card

  1. The Location this Villager protects and their profession.
  2. The Villager's Strength.
  3. The Villager's cost in Influence.
  4. The Villager's ability (or abilities). These are explained in detail on the opposite page.

Types of Villager Ability

  • Passive abilities: Abilities with a green banner are passive. This means they provide an ongoing effect that is usually (but not always) related to the Location they protect. (Example: the Shaddis Pit storyteller's "Once upon a time" ability: when your Hawkguard returns from exploring the Pit, gain 1 Influence per descent (see page 44), even if they were badly wounded.)
  • Active abilities: Abilities with a red banner are active. This means you can decide to use them when they're useful to you. Unless stated otherwise, there's no limit to how often they can be used per round. (Example: the tavern gambler's "I'll roll again" ability: once per round you can reroll a die. You must accept the second result.)
  • Luck abilities: Abilities with a white banner are luck. You must roll 1 of the numbers shown to use them (e.g. if you roll 4, 5 or 6, you gain 2 Gems). Roll separately for each Villager's luck ability, once per round. (Example: the college alchemist's "I've made Gems" ability: once per round, roll a die; on the numbers shown, gain 2 Gems.)

Examples of Villager Abilities

  • Your Hawkguard spends an action to buy Equipment from the market. They use the street sweep's passive ability ("I can get it cheap": pay 1 less Gem than the usual cost whenever you buy from the Equipment row) to pay 1 less Gem for each Equipment they buy.
  • Roll a die to see if the herbalist can use her luck ability this round. If you roll 5 or 6, a Hawkguard of your choice gets an extra action on their turn. This roll can be made only once per round.

Mercenaries

You recruit Mercenaries by paying Gems instead of Influence. They don't protect a Location. Instead, they're placed with your Equipment. They are discarded after their active ability has been used. (Example: the elf outcast's ability is "Lose 1 Influence to return all scuttlers in any 1 road to the supply (not your Trophy Room). Then discard the elf.")

3.3: Advance Phase

On each of the 6 roads in turn, each creature will attack or move. Carry out the following steps in this order, starting at road 1.

  1. Do any creatures occupy the red tile on this road? If so, go to step 2. If not, go to step 7.
  2. All creatures on the red tile attack the Location. If a stack is attacking, each creature in the stack attacks separately from top to bottom. NOTE: When a golem attacks, only its topmost token attacks.
    • If the Location is protected by a Villager, go to step 3.
    • If it isn't, go to step 4.
  3. Flip the creature token to reveal its Strength.
    • If the Villager's Strength is equal to or greater than the creature's Strength, the creature is defeated: place it in the Trophy Room, face down. If any more creatures are attacking this Location, return to the start of step 3.
    • If the creature's Strength is greater, the Villager is discarded: go to step 4.
  4. If this Location has already been destroyed, go to step 5. If it hasn't, go to step 6.
  5. Flip the town square Location card. The game is lost and it's time to calculate your score (see page 35).
  6. Return all creatures on the red tile of this road to the supply, face down. Flip the Location card to its destroyed side, gaining the bonus shown right away. All other creatures on this road return to their position (e.g. a fairy on the yellow tile is returned to that tile after the card is flipped).
  7. All creatures on the orange, yellow and green tiles (in that order) move 1 tile closer to the Location.

Continue in this manner until all creatures on all 6 roads have attacked or moved. The end phase now begins.

Example of Creatures Attacking and Moving

Each creature on this road will either attack or move, depending on the tile they occupy. So, in this order:

  1. This stack of creatures on the red tile will attack the market (first the scuttler, then the fairy).
  2. The fairy on the yellow tile moves forward on to the orange tile.
  3. The stack of creatures on the green tile moves forwards on to the yellow tile.

3.4: End Phase

The end phase consists of the following steps, in this order:

  1. Replenish the Equipment and Villager rows.
  2. Collect rewards from your Trophy Room.
  3. Ready your Hawkguards for the next round.

Replenish the Villager and Equipment Rows

If the Equipment row has fewer than 2 cards in it, draw Equipment cards, then add them face up to the Equipment row until there are 2 cards in it. Then do likewise to the Villager row. If either deck is empty, its row is not replenished.

Collect Rewards

Gain the reward shown for each creature token in your Trophy Room, then return these creatures to the supply, face down.

  • Scuttler: 1 Gem per scuttler token.
  • Fairy: 1 Influence per fairy token.
  • Oak Golem: 1 Wood per oak golem token.
  • Iron Golem: 1 Ore per iron golem token.
  • Gold Golem: 2 Gems per gold golem token.

Ready Hawkguards

Flip all 4 Hawkguard tokens so that their ready sides show. You're ready to continue from the next round's siege phase.

End of the Game

The players win when the Siege deck has been fully discarded and there are no creatures on any of the 6 roads. The players lose if a creature attacks a Location that is already destroyed.

Win or lose, at the end of the game, flip the town square Location, then calculate your score as shown on the card.

The Nightmare Expansion

This expansion makes the game harder to win. After setup, shuffle the Nightmare deck. Then draw 1, 2 or 3 Nightmare cards (depending on how hard you want the game to be). Follow the instructions given on each card, in turn.

A Guide to Shaddis Horne

The following pages give you a detailed overview of each of Shaddis Horne's Locations and the actions you can perform when you visit them. Refer to these pages for more details about a Location and any cards or tokens related to it.

Houses

When your Hawkguards occupy the houses, they can spend 1 action (and 1 Influence) to gather materials.

Gather materials: After spending 1 action and 1 Influence, gain the materials shown in any 1 tile your Hawkguard can reach without touching or passing a creature. In the example shown, they can only collect 1 Wood from either the red tile or the orange tile, as a scuttler occupies the yellow tile.

When the houses are destroyed: Each time the houses are destroyed, immediately gain the materials shown (either 3 Wood or 2 Ore).

College

When your Hawkguards occupy the college, they can spend 1 action to use any or all of the Recipes there.

Use Recipes: After spending 1 action, your Hawkguard can use any amount of Recipes on the college card. Resolve their effects in any order you wish, then discard them.

  • TELE: Move any 1 Hawkguard to any Location. This doesn't count as an action for that Hawkguard.
  • FIRE: Hit 1 creature anywhere, on any road. If you're hitting a stack of creatures, remember you can only hit the top creature in the stack.
  • GUST: Move each creature on 1 road either 1 tile forwards or backwards.
  • FAST: Flip an exhausted Hawkguard. They gain an extra turn this round, with 2 actions to use.

You can only use the Recipes that are face up on the college. Whenever you gain more Recipes, choose 1 from the face down tokens, then place it face up on the college. Each Recipe token can be used only once per game. You can no longer use Recipes once they've all been discarded.

When the college is destroyed: If the college is destroyed, discard all the unused Recipes there. Then roll a die. Hit up to 2 creatures on the road matching the number rolled, then add them to your Trophy Room.

You can gain Recipes while the college is destroyed, but you cannot use them until the college has been repaired.

At the start of the game: Place 3 random Recipe tokens on the college, face up. These are the starting Recipes.

Tavern

When your Hawkguards occupy the tavern, they can spend 1 action to recruit Villagers from the Villager row.

Recruit Villagers: After spending 1 action, pay the Influence cost to recruit either or both Villagers (or the Gem cost to recruit Mercenaries) from the Villager row.

Place the Villager(s) above or below the Location they protect (see page 28). Each Location can only be protected by 1 Villager at a time. Villagers can protect destroyed Locations. A Villager's abilities can be used as soon as they're recruited. You can discard recruited Villagers at any time.

When the tavern is destroyed: If the tavern is destroyed, gain 1 card from the top of the Villager deck, without paying its cost. You can't recruit any more Villagers from the tavern until it's repaired, but you can still gain them from other means (such as using Equipment cards).

When the tavern has been repaired, you can recruit Villagers again. When the Villager deck has been fully discarded, you can't gain any more Villagers.

At the start of the game: Draw 2 cards from the top of the Villager deck, then place them face up, to the right of the tavern. This is the Villager row.

Replacing the Villager Row

When a Siege card tells you to replace both cards in the Villager row, discard the 2 cards displayed there. Replace them with the top 2 cards from the Villager deck.

Shaddis Pit

Once per round, 1 Hawkguard occupying Shaddis Pit can spend 1 action to explore the Pit.

Explore the Pit

  1. After spending 1 action, set Wounds to 0 on the resource card.

  2. Draw a card from the top of the Pit deck. Place it to the right of the Pit card row, face up. Move your Hawkguard onto this card. Resolve any symbols shown inside the black banner straight away (see page 43).

    If your Hawkguard has suffered fewer than 6 Wounds, go to step 3. If they have suffered 6 Wounds (i.e. the Wound cube is on the red X space of the resource card), they are badly wounded and must leave: go to step 5.

  3. You now choose to keep exploring (return to step 2) or leave the Pit to gain your rewards (go to step 4). If you can't draw any more Pit cards, you must leave.

  4. Move your Hawkguard back through the Pit cards you placed, gaining the rewards on each of these cards in turn. These rewards are shown inside the white arrowed banners (see page 43). Ignore all symbols in the black arrowed banners on the way back out. Place your Hawkguard back on the Shaddis Pit Location card. Then discard each Pit card you placed, except for any cards that tell you to shuffle them back into the Pit deck (do this now). The Pit Shaft card stays where it is. Do not proceed to step 5.

  5. Return your Hawkguard to the Shaddis Pit Location card. They don't gain any rewards from the Pit cards you placed. Discard all the Pit cards you placed, except for any cards that tell you to shuffle them back into the Pit deck (do this now). The Pit Shaft card stays where it is.

Anatomy of a Pit Card

  1. This is your encounter.
  2. These symbols are resolved as your Hawkguard ventures into Shaddis Pit (i.e. as soon as the card is placed):
    • Wound: Your Hawkguard suffers a Wound. Move the Wound cube 1 space along the track for each Wound suffered.
    • Spawn: Spawn these creatures on the green tile of the roads matching the numbers rolled.
    • Descend: Your Hawkguard descends, which means greater rewards and greater danger (see page 44).
  3. This is what your Hawkguard will gain from this card when they decide to leave the Pit. However, if they were badly wounded, they don't gain anything at all.

Descending

When you place a card showing a descent symbol in its tunnel, your Hawkguard descends.

Wounds and Descent

When you place a card showing a "Wound per descent" icon, your Hawkguard immediately suffers 1 Wound for each time they've descended so far (including the Pit Shaft). Move the Wound cube along its track accordingly. Your Hawkguard doesn't suffer more Wounds from this card when they descend after it's been placed.

Resources and Descent

When your Hawkguard leaves the Pit, the number of resources they'll gain from some of the cards depends on how many times they descended in total before leaving. This includes the times they descended after this card was placed. If they were badly wounded, they gain nothing.

Example of Exploring Shaddis Pit

  1. You enter the Pit, descending as you do so.
  2. Scuttler nest! You suffer 2 Wounds, then spawn 2 scuttlers.
  3. You find a copper seam. When you leave the Pit, you'll gain 1 Ore as long as you're not badly wounded.
  4. At the ancient tree, you suffer 1 Wound for each time you've descended so far (so 1 Wound). When you leave the Pit, you'll gain 1 Wood for each time you descended in total, unless you're badly wounded.
  5. You descend again.
  6. Undead! You've descended 2 times, so suffer 2 Wounds. You now have 5 Wounds. You decide to leave. You gain 2 Wood (1 per descent in total) and 1 Ore from the cards you placed.

Market

When your Hawkguards occupy the market, they can spend 1 action to buy Equipment from the Equipment row.

Buy Equipment: After spending 1 action, pay the Gem cost to buy either or both Equipment from the Equipment row. Equipment you buy or gain is placed face up within reach of all players.

You can use Equipment at any time during the action phase. Equipment is always discarded after use. When the Equipment deck has been fully discarded, you can't gain or buy Equipment.

When the market is destroyed: If the market is destroyed, gain 1 card from the top of the Equipment deck, without paying its cost. You can't buy Equipment from the market until it has been repaired, but you can still gain it from other means (e.g. exploring Shaddis Pit). When the market is repaired, you'll be able to buy Equipment again.

At the start of the game: Draw 2 cards from the top of the Equipment deck, then place them face up, to the left of the market. This is the Equipment row.

Replacing the Equipment Row

When a Siege card tells you to replace both cards in the Equipment row, discard the 2 cards displayed there. Replace them with the top 2 cards from the Equipment deck.

Town Square

When your Hawkguards occupy the town square, they can spend 1 action to trade resources or gain rewards from the creatures in their Trophy Room (each is a separate action).

Visit Trade Hall: After spending 1 action, spend any 2 resources to gain 1 of any resource (e.g. pay 1 Gem and 1 Wood to gain 1 Influence). You can do this as many times as you want and are able, for 1 action.

Collect Rewards: After spending 1 action, return all the creatures in your Trophy Room to the supply, face down, gaining the rewards shown as you do so. This is useful if you need additional resources before the end phase of the round.

  • Hitting a Golem
  • Examples of Hitting Creatures
  • Visiting a Location (costs 1 action per visit)
  • Destroyed Locations
  • Examples of Visiting Locations
  • Using Equipment (free action)
    • Anatomy of an Equipment Card
  • Using Rarities (free action)
    • Examples of Using Equipment
  • Using Villager Abilities (free action)
    • Anatomy of a Villager Card
    • Types of Villager Ability
    • Examples of Villager Abilities
    • Mercenaries
  • 3.3: Advance Phase
    • Example of Creatures Attacking and Moving
  • 3.4: End Phase
    • Replenish the Villager and Equipment Rows
    • Collect Rewards
    • Ready Hawkguards
    • Replacing the Equipment Row
  • Town Square
  • Place all 29 creature tokens face down nearby, with their Strength hidden from view. This is the supply.
  • Place all 5 cubes on their 0 spaces on the resource card.