Agemonia: New Heroes
Agemonia: New Heroes Rulebook
Table of Contents
Table of Contents
Components
Note: The 3 Hero miniatures are included in the base game box.
- 3 Hero boards
- 2 Extra Actions boards
- 10 Vitality disks
- 30 Action tokens
- 6 Hero tokens
- 2 Hero books
- Tarot sized cards: 2 City Event cards, 2 World Event cards
- Standard sized cards: 4 Class cards
- Small sized cards: 7 Item cards (153-159)
Overview
This expansion contains two new Heroes: Garuk, a cursed boryot shapechanger and cryomancer, and Xir, a lone xi-noq Soulblade or Sorcerer that has lost the other two of its triad.
How to Fit This Expansion Into Your Game
Before you play the first tutorial:
- Read the New Heroes section.
- Add the new Event cards to the Event cards from the base game.
When you arrive in Runedale:
- Read the New Event Cards section.
When required:
- Read the New Item Cards section.
New Heroes
Garuk
Garuk has a number of rules specific to his Hero that come into play after you have completed the 3 tutorial scenarios. Garuk plays just like any other Hero during the tutorial scenarios. During the tutorials, use the Garuk the Cursed Hero miniature and Hero board.
These Garuk Specific Rules are also shown in the back of the Garuk Hero Book.
After the Tutorials
Once you have finished the 3 tutorial scenarios, you will gain Garuk's Shapeshift card. From that point onwards, Garuk has two forms that you may change between several times during each scenario: Cryomancer and Ravager. Each has its own Hero miniature and Hero board, but they share a Vitality disk, Stamina chips, and Extra Actions board.
City and Journey Steps
During the setup of each City phase, place both Hero boards in front of you. You may place your Vitality disk and Stamina chips on either Hero board. Place your items below your Cryomancer (Garuk the Cursed) Hero board.
During the City and Journey steps, use the higher of Garuk's ability levels for ability checks, meaning you roll 3 dice for Might ability checks, and 2 dice for Agility or Will ability checks.
Start of the Scenario Step
Place your chosen Action tokens for this scenario, whether they are Cryomancer Action tokens, Ravager Action tokens, or a mix of the two, in the available spaces on your Cryomancer Hero board and, from level 2 onwards, on your Extra Actions board.
Note that Action tokens are never placed on your Ravager Hero board, and that it has two extra pre-printed actions on it that you may select at the start of a round: Pounce and Ferocious Bite.
Garuk may start a scenario in either form: Cryomancer or Ravager.
Garuk's Form
The form you are currently in is shown by your miniature on the Scenario map. You may use your Shapeshift card and, from level 4 onwards, your Shapechange action to change form.
Change Form
To change form, swap your Hero miniature on the Scenario map with your other Hero miniature.
When you change form, all of your passive actions end; place any Stamina chips locked on them above your Hero board, stamina side up, and take back any Hero tokens they may use.
Hero Actions
During the Select Hero Action phase, you may select an action on either Hero board or on your Extra Actions board. The selected action will determine your initiative as normal.
During your turn, you may only perform your selected action if you are in the appropriate form:
- To use the Focus or Extra maneuver action on your Cryomancer Hero board, you must be in Cryomancer form.
- To use a Cryomancer Action token, you must be in Cryomancer form.
- To use the Focus, Extra maneuver, Pounce, or Ferocious Bite action on your Ravager Hero board, you must be in Ravager form.
- To use a Ravager Action token (even if it is on your Cryomancer Hero board), you must be in Ravager form.
If you are not in the correct form, you must either change to the correct form before performing your action, forfeit the action, or perform the Rethink action instead.
Class Cards
At level 2, instead of choosing which of your two Class cards to gain, you gain both the Cryomancer and Ravager Class cards.
At levels 2, 3, 4, and 5, you gain a Class Skill on each of your two Class cards. You may only use a Class Skill if you are in the appropriate form.
Ravager Form and Items
While in Ravager form you may not use any items that must be active to be used. Instead, you have two claws which each count as a one-handed melee weapon as shown on your Ravager Hero board.
Items that do not have to be active to be used may be used normally in Ravager form.
Garuk Class Skills • Cryomancer
Tattoo of Hospitality: Your Invigorate, Healing Wave, and Healing Word actions restore 1 more stamina / heal 1 more damage.
Tattoo of Squandering: Once per City step, you may immediately reroll one of your active or reactive ability checks. Place a [dark X-marked token] token on this class skill to show it has been used during this City step.
Focus Magic: Spend a maneuver. Roll 1 extra red die during your Ice Knife attack this turn. Each Enemy that takes damage from this attack also gains the Slowed condition.
Restful Repose: During a scenario, each other Ally in line of sight within range 1 of your Hero may roll 1 more red die when performing an active ability check.
Tactics: After you have selected your action, but before the Initiative card is revealed, you may spend 1 stamina to change your Initiative to any Ally initiative. Place the appropriate Initiative token over your chosen action's initiative symbol to remind you. Remove the Initiative token at the end of the round.
Garuk Class Skills • Ravager
Tattoo of Greed: You may use one poison Item card or Item token during your melee attack.
Tattoo of Justice: During a scenario, you may spend 1 stamina to reroll 1 red die. You may do this as often as you like.
Sharpened Claws: Add 1 success and Pierce•1 to each melee attack you make.
Feral Charge: If you have moved this turn, for each [red die showing a claw] you roll during a melee attack you may spend 1 stamina to gain 2 successes. If you do, you may not use that die for any other purpose.
Blood Rage: If half or more of your Stamina chips are wound side up, each Enemy that takes damage from your melee attack also gains the Bleeding condition.
If Garuk becomes Wounded, "half or more" is still calculated using the number on the unwounded side of Garuk's Vitality disk.
Garuk Actions • Level 1
Ice Knife: Make a range 3 magic attack using 2 red dice.
Invigorate: Choose your Hero or another Ally in line of sight within range 3. Roll 3 red dice. The chosen Ally recovers spent stamina and heals damage, in any combination up to the number of successes rolled.
Punishing Strike: Make a melee attack using 2 red dice.
Garuk Actions • Level 2
Healing Wave: Roll 2 red dice. Each Ally in line of sight within range 2 recovers spent stamina and heals damage, in any combination up to the number of successes rolled.
Blood Boil (Cryomancer): Spend 2 stamina. Make an area 1 magic attack using 1 red die.
Cripple (Ravager): Spend 1 stamina. Make a melee attack using 2 red dice. Each Enemy that takes damage from this attack gains the Weakened condition.
Garuk Actions • Level 3
Amplify Magic: A passive action. When you lock 2 stamina on this action, mark your Hero or another Ally in the same area as your Hero with the Amplify Magic token. The marked Ally rolls 1 more red die each time they make a magic attack.
Spirit Tattoo (Cryomancer): A passive action. When you lock 1 stamina on this action, mark your Hero or another Ally in the same area as your Hero with the Spirit Tattoo token. The marked Ally discards all conditions they have and is immune to all conditions (including Blessed and Invisible).
Fast Metabolism (Ravager): A passive action. While you have 3 stamina locked on this action, the effects of your Recover maneuvers are doubled.
Garuk Actions • Level 4
Rejuvenation: Spend an Inspiration gem. Your Hero and all other Allies discard all conditions except for Blessed and Invisible.
Shapechange (Cryomancer): Spend an Inspiration gem. Change Form, Restore all spent stamina, and Heal all damage.
Skulk (Ravager): Spend an Inspiration gem. Gain the Blessed and Invisible conditions.
Garuk Actions • Level 5
Healing Word: Spend 2 stamina. Choose your Hero or another Ally in line of sight within range 1. The chosen Ally recovers spent stamina and heals damage, in any combination up to 5 and removes all conditions (including Blessed and Invisible).
Ice Storm (Cryomancer): Spend 4 stamina. Make an area 2 magic attack using 1 red die. Each Enemy that takes damage from this attack gains the Slowed condition.
Swipe (Ravager): Spend 2 stamina. Roll a melee attack using 4 red dice. This attack has Cleave.
Xir
Xir follows the normal rules for a Hero. At level 2 you must choose between the classes Sentinel and Mystic.
Xir Class Skills • Sentinel
Thrust: Spend a maneuver. You may Push•2 one Enemy in the same area as you.
Dancing Blade: Add 1 range to your melee attacks (melee attacks without a range become range 1).
Haste: This move maneuver allows you to spend 3 stamina to gain 4 movement points.
Dodge Blow: Whenever you roll a reactive Might check, roll 1 extra blue die.
Siphon Life: Each time an Enemy in line of sight within range 2 of you is defeated, heal 1 of your damage.
Xir Class Skills • Mystic
Concentration: Once per turn, when making a magic attack, you may reroll one red die.
Spell Mastery: Add Pierce•1 to each of your magic attacks.
Accumulate: Spend a maneuver. Add 1 success and Push•1 to each magic attack you make this turn.
Siphon Life: Each time an Enemy within line of sight and range 2 of you is defeated, heal 1 of your damage.
Tactics: After you have selected your action, but before the Initiative card is revealed, you may spend 1 stamina to change your Initiative to any Ally initiative. Place the appropriate Initiative token over your chosen action's initiative symbol to remind you. Remove the Initiative token at the end of the round.
Xir Actions • Level 1
Arcane Spear: Make a range 4 magic attack using 2 red dice.
Swift Stab: Make a melee attack using 2 red dice.
Flying Weapon: Spend 1 stamina. Make a range 2 melee attack using 2 red dice. A melee weapon with range may not increase this range further.
Xir Actions • Level 2
Blink Strike: Spend 1 stamina. Make a melee attack using 2 red dice. You may Teleport 2, either before or after this attack.
Whirlwind Attack (Sentinel): Spend 2 stamina. Roll a melee attack using 3 red dice. This attack has Cleave.
Arcane Missiles (Mystic): Spend 2 stamina. Make a range 2 magic attack using 1 red die, and then another using 1 red die.
Xir Actions • Level 3
Shrink: A passive action. When you lock 1 stamina on this action, mark an Enemy in line of sight within range 2 of your Hero with the Shrink token. The marked Enemy's melee attack damage and Provoke value are both reduced by 1, and it takes up 1 fewer capacity in an area. If it was normal sized, it can no longer perform melee attacks into an adjacent area at maximum capacity. If it was Large, it becomes normal sized. If it was Huge, it becomes Large. If the marked Enemy is defeated, this passive action ends.
Reprisal (Sentinel): A passive action. When you lock 2 stamina on this action, mark your Hero or another Ally in line of sight within range 2 of your Hero with the Magic Mirror token. After taking damage from an Enemy attack, the marked Ally may give you back the Magic Mirror token to gain Revenge against that attack.
Enlarge (Mystic): A passive action. When you lock 2 stamina on this action, mark your Hero or another Ally in line of sight within range 2 of your Hero with the Enlarge token. The marked Ally's melee attack damage and Might are both increased by 1.
Xir Actions • Level 4
Foresight: Spend an Inspiration gem. Reveal the top three Initiative cards and put them back in any order.
Time Warp (Sentinel): Spend an Inspiration gem. Immediately perform any two of your other Actions you chose this scenario (including Focus and Extra Maneuver). Pay their costs as normal.
Forcecage (Mystic): Spend an Inspiration gem. Mark an Enemy in line of sight within range 3 of your Hero with the Forcecage token, Forcecage symbol side up. Immediately Push•3 that Enemy. The marked Enemy gains the Held condition for as long as it is marked. At the start of your next turn, flip the Forcecage token to its Xir symbol side. At the start of your next turn after that, this effect ends. This effect also ends if the marked Enemy is defeated. When this effect ends, take back the Forcecage token.
Xir Actions • Level 5
Breachwalk: Spend 3 stamina. Teleport 5.
Keen Strike (Sentinel): Spend 3 stamina. Make a melee attack using 4 red dice. You may reroll one of these red dice.
Disintegrate (Mystic): Spend 4 stamina. Make a range 2 magic attack using 5 red dice, then gain the Weakened condition.
New Event Cards
When setting up the City Event deck for your Campaign (see Campaign Book, page 20), add City Event card 034 if you are playing Garuk in your campaign, and 035 if you are playing Xir in your campaign. Similarly, when setting up the World Event deck, add the World Event cards with the matching number.
Note: These Event cards have instructions which send you to an entry in the appropriate Hero Book, not to an entry in the Story Book as Event cards in the base game do. This is signified by the icons G and X on the Event cards.
New Item Cards
153 Vial of Poison Spores
Spend a maneuver. Discard to make a straight line attack using 2 red dice. Each [red die showing a claw] you roll may be used to add 2 [black four-point star] to your roll. You may not spend stamina to increase this further. See "Straight Line Attacks" in the "Hero Actions" section of the base game Rules Reference.
154 Peacemaker
Gain 1 extra [black four-point star] on your melee attack. You may spend 1 stamina before you roll the attack to give the attack Push•2.
Xir only
155 Soul Lotus (star rating: 1 of 3)
Restore all your spent stamina.
156 Soulblade (star rating: 2 of 3)
Gain 1 extra success and Pierce•1 on your melee attack. For each Enemy you defeat during this attack, restore 1 spent stamina.
157 Soul Gem (star rating: 2 of 3)
Gain 1 extra success on your magic attack. For each Enemy you defeat during this attack, restore 1 spent stamina.
You may flip this card to restore all your spent stamina. If you do, you may not use this card again during this scenario. Flip it back at the end of the scenario.
Garuk only
158 Shapeshift (star rating: 1 of 3)
Up to twice during each scenario, spend a maneuver to change form. Each time you change form with this card, you also Restore spent stamina and Heal damage in any combination up to a total of 3.
Place a [dark X-marked token] token on this card each time you use it to count the number of times you have used it during the scenario.
159 Shapeshift (star rating: 2 of 3)
Up to three times during each scenario, spend a maneuver to change form. Each time you change form with this card, you also Restore spent stamina and Heal damage in any combination up to a total of 5.
Place a [dark X-marked token] token on this card each time you use it to count the number of times you have used it during the scenario.