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Time of Legends: Joan of Arc – Ars Nova

Expansion for Time of Legends: Joan of Arc

Time of Legends: Joan of Arc – Ars Nova Rulebook

Table of Contents

Table of Contents

  • The Ars Nova Controversy (Avignon, 1343)
    • Victory Conditions
    • Board & Setup
    • Special Rules
    • Players
    • Round
    • Turn Order
    • Setup
    • Common Resource Pool
    • Death
    • Unit Cards
    • Abbey Cards
    • The Inquisitor
    • Philippe de Vitry
    • Abbey Monks
    • Failure
    • Hidden Item Tokens
    • Areas
    • Walls
    • Challenges
    • Crypt Phase
  • The Abbey of the Three Fountains (Orval, 1338)
    • Victory Conditions
    • Board & Setup
    • Special Rules
    • Unit Cards
    • Priory Intrigues
    • Franciscan Intrigues
    • Scenario Tokens
    • Orval's Fool

The Ars Nova Controversy (Avignon, 1343)

Victory Conditions

In this scenario, players work together to accomplish the following goals:

  • Preventing Philippe de Vitry's death from poisoning.
  • Opening up the Crypt before the Inquisitor's arrival in the abbey.
  • Finding the Ars Nova Parchment tokens hidden in the Crypt.

Board & Setup

Before the beginning of the game, take 12 Skull tokens and 4 Ars Nova Parchment tokens, shuffle them and place one, face down, on each of the 16 spaces of the Crypt board.

Scenario tiles: 2, 3, 9, 13, AN1, AN2, AN3, AN4, AN6, AN7, AN8.

Shuffle the following tokens and place them according to the map:

  • 2 Monk tokens
  • 3 Medicinal Herb tokens
  • 3 Abbey Map tokens
  • 3 Trap tokens
  • 3 Dice tokens
  • 4 Parchment Reading tokens

Place the following tokens face up according to the map:

  • Wine (Grapevine)
  • Honey (Beehive)
  • Ham (Cellar)

Prepare the Inquisitor / Challenge track, Philippe de Vitry's unit cards, shuffle and place the Abbey and Challenge cards as shown on the next page.

Board diagram (printed page 108): Challenge track (1–20), Inquisitor's track, Philippe de Vitry's poisoning card, Challenge draw pile, Abbey cards draw pile, Crypt. Scenario tiles as listed above.

Special Rules

In this scenario, the keyword "Monk" indicates any unit with a name containing the word "Monk". Units from different players can be in the same area.

Players

With 3 players, each one takes control of one Character: The Franciscan, Novice 1 or Novice 2.

With 2 players, players choose which Character they control. The 3rd Character is controlled by both players at the same time (using their own Orders).

With 1 player, all Characters are controlled by the player, who uses a Player board for each.

Round

If the Round deck is emptied before the Inquisitor's arrival, players receive 3 Command Orders per round until the end of the game.

Turn Order

The Franciscan, Novice 1, Novice 2.

Setup

In this scenario, all monk miniatures are fielded individually and not grouped together on bases of three. Areas have unlimited capacity during this scenario.

Common Resource Pool

Players put their resources (Legend cards, [crossed-swords icon], [dark medallion icon] and [brown medallion icon] tokens, including Reroll tokens) in a common resource pool, to be used by all players. All their resources are thus shared.

Death

Player controlled Characters cannot be destroyed during this scenario. If a player controlled Character reaches 0 HP, its owner removes all their remaining Orders (not the other players' Orders) from the common resource pool. The Character is removed from the game board, and is rallied at the beginning of its next turn.

Unit Cards

  • The Franciscan – Charisma, Prayer, Reroll. Cost of [order icon] is reduced by 1. At the start of your turn, if at least 1 other unit is in The Franciscan's area: gain 1 [icon].
  • Novice 1 / Novice 2 – Haste 2. When the Novice is activated, roll 1 [grey die]: Recover your Reroll Token if you roll a [icon].
  • Elder Monk – Prayer. Once per turn, you may spend 1 [icon] to remove 1 [icon] from a Character in the Elder Monk's area.
  • Librarian Monk – During its activation: gain 1 [icon]. Whenever you draw a [icon], draw an additional one.
  • Processional Monk – Dodge, Rally.
  • Monk – A unit located in the Monk's area gains 1 additional [icon] against [icon] or [icon] when performing a Prayer action.
  • Philippe de Vitry – unit card (see Philippe de Vitry below).

Abbey Cards

At the beginning of each round, draw 1 Abbey card. Abbey cards give out the following information:

  • A – The number of steps the Inquisitor advances on his track.
  • B – Philippe de Vitry's poison Wounds.
  • C – The monks' movement in the abbey.
  • D – A Challenge value, determining each Challenge's difficulty for the round (see Challenges).
  • E – Events that occur once the Abbey card is revealed. The printed event reads: "Spend 1 Order, reveal next Abbey card and turn the Crypt board 2 quarters to the left."
  • F – Missions players can fulfill once during the round, with corresponding rewards. The printed mission reads: "Go to the Prayer room and move the Inquisitor one space" (cost: spend 2 [icon]).
  • G – The location of the Crypt if it is revealed during the round (see Abbey Map tokens).

At any time, players can spend 3 [crossed-swords icon] to look at the next Abbey card.

The Inquisitor

The Inquisitor moves on an 8 space board (1 start space, 6 travel spaces, 1 arrival at the abbey space); the value indicated on the Abbey card indicates how many spaces the Inquisitor moves each round.

If a dice symbol is indicated, roll 1 [grey die]:

  • On a Shield result, nothing happens.
  • On a Disrupt result, the Inquisitor moves 1 space.
  • On a Kill result, the Inquisitor moves 2 spaces.

If The Inquisitor reaches the arrival at the abbey space, the game immediately ends, with the players losing.

Philippe de Vitry

Philippe de Vitry has been poisoned: at the beginning of each round, he suffers a number of Wounds equal to the value displayed on the Abbey card.

If a dice symbol is indicated, roll 1 [yellow die]:

  • On a blank result, nothing happens.
  • On any other result, Philippe de Vitry suffers 1 Wound.

Philippe de Vitry has 4 HP at the beginning of the game. Each time Philippe de Vitry suffers any Wound, put a Wound token on Philippe de Vitry's poisoning card. If Philippe de Vitry dies from poisoning (as soon as his card contains 4 Wounds), the game immediately ends, with the players losing.

Philippe de Vitry can be moved into any area to negate the effects of any monk's presence, at the cost of an Interrupt Order (see Abbey Monks).

Abbey Monks

The monks present in the abbey move around at the beginning of each round, following the indications displayed on the Abbey card. For each letter shown below a monk's illustration, one unit from this monk type moves into the corresponding area. These movements are made following the letters' order.

Thus, if there aren't enough units to perform all the indicated movements, then the last indicated areas aren't affected by the card. A monk cannot move more than once following the indications of the same Abbey card.

If a Processional Monk is located in the same area as a player controlled Character, the latter must spend 1 [dark medallion icon], or roll 1 [yellow die] and get a blank result; otherwise, the Character suffers the effects of a Failure (see Failure).

Failure

If a player fails an action involving dice rolls while a monk is present in the same or adjacent area, the monk moves into the player's area in the following order and applies the following effect:

  • The Elder Monk forces the player Character to discard 1 Order of their choice from the common pool, or locks them in the dungeon: the Character is then redeployed on its Rally point at the beginning of its next turn.
  • If there is no Elder Monk, the Processional Monk flagellates the Character. Roll 1 [red die] and suffer its result without rolling Defence dice.
  • If there is no Elder Monk or Processional Monk, the Librarian Monk forces the player Character to discard 1 of their resources (Legend cards, [crossed-swords icon], [dark medallion icon] or [brown medallion icon] tokens).
  • If there are no other monks, the Monk inflicts a Push result on the Character.

Hidden Item Tokens

Pick-up action. Characters can perform a Pick-up action for free when moving into an area containing an Item token if there isn't a monk in said area.

If a monk is present in the area containing an Item token, roll 1 [grey die]:

  • On a Shield result, the Item is picked up. Otherwise, suffer the effects of a Failure (see Failure).

If a Processional Monk, a Librarian Monk or the Elder Monk is present in the area containing an Item token, roll 1 [yellow die]:

  • On a Push result, the Item token is picked up. Otherwise, suffer the effects of a Failure (see Failure).

There are 6 different types of Item tokens:

  • 2 Monk tokens: If this token is picked up, the closest monk unit moves into the token's area, and the Crypt board rotates 90 degrees clockwise. If several monks are the same distance from the token's area, move them in the following priority order: Elder Monk, Processional Monk, Librarian Monk and Monk.
  • 3 Medicinal Herb tokens: If all 3 of these tokens are picked up (the Mandragora, the Hellebore and the Mugwort), players can go into the Laboratory to prepare the antidote necessary to cure Philippe de Vitry (see Challenges).
  • 3 Abbey Map tokens: If all 3 of these tokens are picked up, the entrance to the Crypt is revealed.

The Crypt is located in the area indicated at the bottom of the current Abbey card once the 3rd Abbey Map token is picked up. Once the Crypt has been revealed, it can be opened with the Crypt Opening Challenge (see Challenges).

  • 3 Trap tokens: A Character picking up this token suffers 1 Wound.
  • 3 Dice tokens: A Character picking up this Item can reroll one dice of their choice, once per game.
  • 4 Parchment Reading tokens: A Character picking up this Item can read parchments for the remainder of the game. They can, at any time, spend 4 [crossed-swords icon] or 4 [dark medallion icon] to flip one of the tokens from the Crypt face up, remember its contents and then flip it back face down.

Visible item tokens. These Items don't follow the usual Pick-up rules (see Areas).

  • Wine (Grapevine), Honey (Beehive) and Ham (Cellar): Using one of these Items, a Character can move any monk from an adjacent area into any area of their choice, at the cost of 1 [dark medallion icon] or 1 [brown medallion icon]. The Item isn't lost upon being used.
  • Crowbar: Reduces the indicated target for each Challenge by 2 (see Challenges). You can keep the crowbar after use.

Medicinal Herb tokens and the Crowbar token count as being owned by all players. All other Item tokens are only usable by their owner.

Areas

If a Character is located in a particular area at the end of their turn, they can benefit from special effects:

  • Beehive: A Character located in the Beehive can attempt to pick up the Honey by rolling 4 [grey die]. If at least 3 of the results are Shields, the Honey is picked up. Any other result, the Character suffers the effects of a Failure (see Failure).
  • Capitular hall: Once per turn, if no monk is located in it, a Character present in the Capitular hall can roll 1 [yellow die]. On a blank result, the Inquisitor moves back 1 space. For any other results, gain 1 [crossed-swords icon] (having a Character present in the Capitular hall is enough to gain 1 [crossed-swords icon], disregarding the presence of a monk unit).
  • Cellar: If a Character is alone in the Cellar, they gain 1 [crossed-swords icon]. They can also attempt to pick up the Ham by throwing 4 [grey die]. If at least 3 of the results are Shields, the Ham is picked up. Otherwise suffer the effects of a Failure (see Failure).
  • Cemetery: When a monk moves into the Cemetery, the Crypt board turns 90° clockwise. A Character located in the Cemetery can move any unit on the game board one area by rolling 4 [grey die] and getting at least 3 Shield results.
  • Cloister: If a monk unit is located in the Cloister at the end of a round, gain 1 [dark medallion icon]; If 2 or more monk units are located in the Cloister at the end of a round, gain 2 [dark medallion icon].
  • Dormitory: If a Character is alone in the Dormitory, they can look at 1 Item token anywhere on the board, or gain 1 [brown medallion icon].
  • Fountain: Heal 1 Wound on a damaged Character (except Philippe de Vitry) upon entering the Fountain.
  • Vineyard: A Character located in the Vineyard can transform 2 [dark medallion icon] into 1 [crossed-swords icon]. They can also attempt to pick up the Wine by rolling 4 [grey die]. If at least 3 of the results are Shields, the Wine is picked up. Otherwise suffer the effects of a Failure (see Failure).

Walls

Walls can only be moved through by the Novices. In order to do so, they must roll 1 [grey die]. On a Shield result, the action succeeds. Otherwise, the Novice suffers 1 Wound.

This action can also be performed automatically by spending 1 [dark medallion icon].

Challenges

In order to perform the Antidote Creation and the Crypt Opening Challenges, use the Challenge cards: a player undergoing a Challenge draws one card after the other in order to accumulate Challenge points (displayed on the drawn cards). The number of points necessary to succeed for each Challenge is indicated on the Abbey card of the current round.

Only Knowledge cards are worth points when drawn. The player can stop drawing cards at any time, thus keeping the accumulated points for their next try. Use a different wooden cube on the Challenge track to keep track of each Challenge point accumulated. If the player draws a Disturbance card, the Challenge is stopped immediately. The points yielded by the last Knowledge card drawn are lost as well.

If a Challenge is stopped, the accumulated points are kept for the next attempt. They are also kept when stopping the Challenge voluntarily.

If a Disturbance card is drawn, the Character suffers the effects of a Failure (see Failure). Before drawing any Challenge cards, flip the hourglass. If the Challenge hasn't been stopped, voluntarily or not, before the end of the hourglass, suffer the effects of a Failure (see Failure). Challenge cards are shuffled at the beginning of every Challenge attempt. Use different wooden cubes to keep track of each Challenge's score on the Challenge track. Do not keep the drawn cards.

Note: All earned Challenge points that aren't used when successfully performing a Challenge can be allocated to the other Challenge.

Challenge cards: Knowledge cards (worth points, shown as "+3" on the card face) and Disturbance cards (shown with a red cross).

Antidote Creation: This Challenge is initiated by a Character located in the Laboratory once all 3 Medicinal Herbs have been picked up, at the cost of an action. Once created, the antidote is automatically administered to Philippe de Vitry, and he no longer loses HP from the poisoning triggered by Abbey cards.

Crypt Opening: This Challenge is initiated by a Character located on the Crypt's entrance, once it has been revealed, by picking up all 3 of the Abbey Map tokens, at the cost of an action. If the Crypt hasn't been opened before The Inquisitor reaches the abbey, the game immediately ends, with the players losing. Once the Crypt is opened, the Crypt phase begins (see Crypt Phase).

Crypt Phase

During the Crypt phase, monks and Characters cannot act anymore. The only action players can take is flipping one of the tokens from the Crypt face up.

Each time a token is flipped face up without ending the game, players can flip another token.

  • If 3 Skull tokens are flipped face up, the game immediately ends, with the players losing.
  • 2-3 players: If 3 Ars Nova Parchment tokens are flipped face up, the game immediately ends, with the players winning.

The Abbey of the Three Fountains (Orval, 1338)

Victory Conditions

At the beginning of the game, the Priory side draws a Dark Intrigue card. On this card are written the main objective and secondary objectives for the Priory side, as well as the way for the Franciscan side to foil the other side's conspiracy.

The side that wins the game is determined by this chart:

ResultCondition
Overwhelming Priory victoryMain objective + secondary objectives fulfilled
Priory victoryMain objective fulfilled
DrawSecondary objectives fulfilled
Franciscan victoryMain objective prevented + secondary objectives prevented
Overwhelming Franciscan victoryConspiracy foiled + secondary objectives prevented

Note: Secondary objectives can be fulfilled in any order.

Board & Setup

Board

  • Assemble the board as shown on the diagram. Place the Guide's miniature on the Orchard tile. Randomly place the 4 [scenario token icon] (numbered 1 to 4) face down on the remaining Ars Nova tiles.
  • At the beginning of the game, the Priory side draws a Dark Intrigue card from among the 6 available. They read it, and then put it face down in front of them (their opponent mustn't see its contents).
  • The Priory player places the 7 Priory Intrigue cards in front of them and places the required [intrigue token icon] on each card.
  • The Franciscan side places their Intrigue card in front of them.
  • Remove all cards containing Charge Orders from the War Council pile.
  • Shuffle the Muttering cards and set them down in a pile.
  • The Franciscan player takes the leaflet containing the Dark Intrigue and Priory Intrigue cards and sets it in front of them.

The diagram (printed page 113) shows the Ars Nova tiles, the Cloister, the Dormitory and Orval's Fool. The Ars Nova tile numbers used are AN1, AN3, AN6, AN7 and AN8, with the scenario tiles 1, 2, 7, 8, 9, 16 and 17.

Setup (printed page 113)

  • Take the remaining Ars Nova interior tiles and, beginning with the Priory player, take turns to place them in free Village areas while alternating between players.
  • The Priory side deploys their units following these conditions:
    • Up to 2 units per area (interior or exterior).
    • No units in the Dormitory, Dormitory area or in areas adjacent to the Dormitory's area.
  • The Franciscan side deploys their units in the Dormitory and Dormitory Area.

In this scenario, all monk miniatures are fielded individually and not grouped together on bases of three. Areas have unlimited capacity during this scenario.

Special Rules

In this scenario, the keyword "monk" indicates any unit with a name containing the word "Monk".

Faith through death. There are no Rally points in this scenario: All Disrupted units are destroyed.

Unit Cards

  • The Franciscan – Charisma, Prayer, Reroll. Cost of [order icon] is reduced by 1. At the start of your turn, if at least 1 other unit is in The Franciscan's area: gain 1 [icon].
  • 2 Novices – Haste 2. When the Novice is activated, roll 1 [grey die]: on a [icon] result, retrieve your Reroll token.
  • Prior – Prayer, Heal. The Priest can perform a Heal action on allied Holy Characters only located in an adjacent area or in the same area as him.
  • 1 Elder Monk – Prayer. Once per turn, you may spend 1 [icon] to remove 1 [icon] from a Character in the Elder Monk's area.
  • 2 Librarian Monks – During its activation: gain 1 [icon]. Whenever you draw a [icon], draw an additional one.
  • 4 Processional Monks – Dodge, Rally.
  • 8 Monks – A unit located in the Monk's area gains 1 additional [icon] against [icon] or [icon] when performing a Prayer action.
  • Orval's Fool (Civilian, using the Guide's miniature) – When defending: Cancel 1 [icon]. Once per round, if you spend 2 [icon]: move all units located in the Guide's area to an adjacent area.

Priory Intrigues

Alongside their usual actions, the Priory side may need to activate some Priory Intrigues in order to win the game in this scenario, as stated on the Dark Intrigue card drawn at the beginning.

Each of these Priory Intrigues is tied to an abbey area, and holds a number of Intrigue tokens.

In order to activate a Priory Intrigue at the cost of an action, 3 conditions must be met:

  • Area: A Priory Intrigue cannot be activated outside of its indicated area.
  • Units: The indicated units must be present in order to activate a Priory Intrigue.
  • Cost: [dark medallion icon] must be spent together with the necessary Order (that must be placed in the corresponding area) in order to activate a Priory Intrigue.

When a Priory Intrigue is activated, its effects are resolved immediately and the [brown medallion icon] held by the Intrigue are dropped in the area where it was activated.

Each Priory Intrigue can only be played once per game. These Intrigues can be activated even when they are not required to fulfill the Dark Intrigue card's victory conditions.

Note: In the case of the Chapter's Hall Reunion Priory Intrigue, the Priory player must play an Order in the Capitular Hall, even though they won't have any units located inside it.

Priory Intrigue cards. The seven cards as printed (area, required units, cost in [dark medallion icon] tokens, effect, flavour quote omitted). The number of Intrigue tokens on each card is shown at the top of the card.

CardAreaUnitsCostEffect
Forbidden KnowledgeLibraryPriory and 3 Monks3Priory Intrigues cost 1 less [icon] to be activated.
AssassinationLaboratoryElder Monk2Attack a unit of your choice anywhere on the board with [attack icon]. The attacked unit cannot defend itself.
SacrificeCellarPriory and 1 Monk2The Monk in the area is sacrificed and removed from the board.
ProcessionCloisterPriory and 2 Processional Monks2Deploy a Peasants unit in the area.
Secret PassageCapitular hall

The Assassination attack value and the Chapter Hall Reunion cost were not legible at the scan resolution used; check them against the printed card before relying on this table.

Franciscan Intrigues

The Franciscan Intrigues "Denouncing to the Inquisition" and "Calling the Bailiff" may not be used against Priory and Elder Monk units before the Dark Intrigue is revealed. The Franciscan player may reveal the Dark Intrigue by guessing it (see Orval's Fool Special rule) or by using their Franciscan Intrigue "Revealing the Dark Intrigue".

  • Revealing the Dark Intrigue (5): Reveal the Dark Intrigue card.
  • Denouncing to the Inquisition (3): Destroy any unit on the board.
  • Calling the Bailiff (3): Target a unit. Deploy a Sergeants-at-arms unit in an area adjacent to the targeted unit.

Visiting a desecrated area. "See, my friend? Something terrible has happened here… I can feel it."

As long as a unit from the Franciscan side is present in an area containing [intrigue token icon] (dropped by activating a Priory Intrigue), the Franciscan side can spend 1 [dark medallion icon] to pick up 1 [brown medallion icon] from the area (this can be done multiple times during the Franciscan turn without costing any actions).

Action: converting a monk. "I'm glad you finally realised the error of your ways."

The Franciscan side can take control of an adjacent Monk or Processional Monk unit by spending a [dark medallion icon] up to twice per turn. The converted unit belongs to the Franciscan side for the remainder of the game, and immediately moves into a free or allied adjacent area.

Library assistants. The Priory side possesses 2 Librarian Monk units. When checking a Priory Intrigue's activation conditions, Librarian Monk units can count both as a Monk or as a Processional Monk unit. This rule isn't applied when checking for Franciscan Intrigues' activation conditions. Furthermore, Librarian Monk units cannot be converted.

At the beginning of each of the Priory side's turns, the Librarian Monk units located in the Library or in the Scriptorium each yield 1 [dark medallion icon] to their owner.

Action: hunker down. "Help me push this shelf against the door!"

The Franciscan side can discard an Order of their choice and put a Barricade token inside a building containing only Franciscan units during their turn, or as an Interrupt order.

In addition to a barricade's usual effects, no unit, no matter its side, can enter a building containing a barricade with a movement action. Remove the Barricade token at the beginning of the Franciscan side's next turn, or as soon as a unit exits the building.

Scenario Tokens

4 [scenario token icon] are scattered randomly across the Ars Nova tiles of the board (except in the Orchard). Only the Priory can pick up these tokens with a bonus action when moving into their area (or at the cost of an action if already in their area). The picked up tokens have to be revealed.

TokenEffect
1Clubs
2Intrigue
3Trap
4Nothing

Effects

  • Clubs: Picking up this token equips all monk units under the Priory's control with clubs. Effect: 1 additional [yellow die] when attacking. If the converted monk possessed a club (see Action: Converting a Monk) before converting him, he drops his weapon.
  • Intrigue: The side that picks up this token removes 1 [dark medallion icon] from a building.
  • Trap: Roll 1 [grey die]: On a Shield result, gain 1 [dark medallion icon]. Any other result leads to an allied unit present in the token's area suffering a [attack icon] result without being able to defend itself.

Orval's Fool

(Use the Guide's miniature.)

Orval's Fool roams around the abbey. When a unit from the Franciscan side moves into an area containing Orval's Fool, the Priory player must draw a Muttering card. They must then read aloud the text that corresponds to the Dark Intrigue card they drew at the beginning of the game. They then apply its effects.

This text is a vague clue sputtered by the Fool to help the Franciscan figure out what their opponent's Dark Intrigue card is.

Flip the hourglass: the Franciscan may try to guess the Dark Intrigue once before the end of the Hourglass. If the Franciscan player guesses right, reveal the Dark Intrigue. If the Franciscan player guesses wrong, they lose 1 [dark medallion icon].

If there aren't any Muttering cards left to be drawn when moving into the Fool's area, the Franciscan side gains 5 [dark medallion icon]. The Fool is then removed from the board.

Note on this section: the Dark Intrigue cards and the Muttering card texts are printed in the separate leaflet, not in this section of the book, and are not transcribed here.

  • Laboratory: A Character located inside the Laboratory after the 3 Medicinal Herb tokens have been picked up can initiate the Antidote Creation Challenge at the cost of an action (see Challenges).
  • Library: Once per turn, if no monk unit is located in the Library, a Character can draw 3 Legend cards and keep 1, or gain 1 Challenge point for the next Challenge they face (see Challenges).
  • Orchard: Gain 1 [dark medallion icon] or 1 [brown medallion icon].
  • Prayer room: If a monk unit is located in the Prayer room at the end of the round, a Character gains 1 [dark medallion icon]. If 2 or more monk units are in the Prayer room, gain 2 [dark medallion icon].
  • Quarry: A Character that moves into the Quarry gains 1 [dark medallion icon]. They can also attempt to pick up the Crowbar by rolling 4 [grey die]. If at least 3 of the results are Shields, the Crowbar is picked up. Any other result, the Character suffers the effects of a Failure (see Failure).
  • Scriptorium: Once per turn, if no monk unit is located in the Scriptorium, flip one of the tokens from the Crypt face up, remember its contents and then flip it back face down.
  • Wash house: When finishing an activation in the Wash house, gain 1 [dark medallion icon] or transform as many [dark medallion icon] as you want into [brown medallion icon] and vice versa.
  • Elder Monk and 2 Monks
    1
    Move all units from the Capitular hall to any area (each unit can move to a different area).
    RitualScriptoriumElder Monk and 3 Monks3Deploy a Voracious Demon unit in the area. The 3 Monks in the area are sacrificed and removed from the board.
    Chapter Hall ReunionCapitular hall-3The Franciscan, 3 Monks, Priory and Elder Monk move into the Capitular hall.