Anastyr
Anastyr Rulebook
Table of Contents
Table of Contents
- Component List
- 0 - Game Terms
- 1 - Game Board
- 2 - Heroes
- 3 - Creatures
- 4 - Enemies
- 5 - Dice Rolls
- 6 - Adventure Setup
- 7 - Game Round
- 8 - Hero Actions
- 9 - Enemy Activation
- 10 - Reactions
- 11 - Other Rules
- 12 - Facing a Boss (WIP)
- 12.1 Boss Equipment
- 12.1.1 Enemy Boss Card
- 12.1.2 The Boss Dashboard
- 12.1.3 Boss Ability Tiles
- 12.1.4 Boss Weakness Tokens
- 12.1.5 The Increased Resistance Marker
- 12.1.6 Boss Hint Tokens
- 12.1.7 Hit Point Track Markers
- 12.1.8 Hit Point Track Markers
- 12.1.9 Behavior Tokens
- 12.1.9 The 3 Boss Activation Cards
- 12.1.10 Boss Event Cards
- 12.1 Boss Equipment
- 13 - Campaign Mode
- 14 - Solo Mode
- 15 - Glossary
Component List
Summary and game overview as printed in the rulebook.
Summary: 0 - Games terms (p. 5); 1 - Game board (p. 6); 2 - Heroes (p. 10); 3 - Creatures (p. 13); 4 - Enemies (p. 14); 5 - Dice rolls (p. 15); 6 - Adventure setup (p. 16); 7 - Game round (p. 17); 8 - Hero actions (p. 22); 9 - Enemy activation (p. 30); 10 - Reactions (p. 33); 11 - Other rules (p. 34); 12 - Facing a boss (p. 37); 13 - Campaign mode (p. 42); 14 - Solo mode (p. 42); 15 - Glossary (p. 43).
Game Overview
Anastyr is a cooperative board game with miniatures, for 1 to 4 players. In a distant, legendary past, players become powerful heroes of the Companions of the Spear, setting off together on an incredible odyssey through the lands of Alboraan.
Adventurers of the Companions of the Spear, ready your weapons and head out to face Anastyr, the fearsome Dragon Queen!
During their quest, the heroes will face hordes of enemies and ride all kinds of mounts (including horses, hyattis, wyverns and other exotic creatures) that give them special advantages. Their fighting skills and ability to coordinate effectively with allies will be constantly put to the test.
The game features particularly immersive innovations, such as scrolling game tiles and interchangeable magnetic mounts. Featuring a dynamic mix of cards and special dice, Anastyr introduces combat mechanics freely inspired by 'beat'em up' video games. For example, Heroes eliminate their opponents by executing fearsome combinations, called 'Combos'. But they can also achieve victory by unleashing their 'fury', a devastating attack fueled by rage built up over battle.
Game Modes: The Legend of Anastyr booklet contains numerous scenarios, called 'Adventures', that can be played independently. However, we recommend playing Anastyr as a 'campaign'; this game mode leads you through a series of adventures linked by an epic plot, during which your Heroes gradually improve their fighting skills.
Components
- 1 Solys standee
- 74 Miniatures: 6 Heroes on foot; 6 Mounted Heroes (magnetic); 16 Level 1 Minions; 2 Level 1 Specialists; 10 Level 2 Minions; 2 Level 2 Specialists; 12 Level 3 Minions; 5 Beasts; 5 Mounts (magnetic); 3 Sylfæ; 7 Bosses and Mini-Bosses
- 24 Large tarot cards: 6 Starting Fury cards; 18 Enemy cards
- XX Poker-sized cards: 66 Technique cards (11 per Hero); X Creature cards: Beast / Mount; X Creature cards: Sylfæ / Companion; X Spawn cards; X Severe Injury cards
- XX Mini-Poker cards: 13 Activation cards; X Region Event cards; X Boss Event cards; XX Loot cards
- 9 Special dice: 8 Adventure dice; 1 Fury die
- 6 Hero dashboards
- XX Tokens: 1 Leader token; 1 Activation token; 4 Active/Inactive Reroll tokens; X Bonus/Penalty tokens; X Objective tokens; X Resistance tokens; X Weak point tokens; X Index tokens; X Behaviour tokens
- XX Markers: X Hit point markers; X Fury markers; 16 Damaged Loot markers; X Boss Hit point markers
- 22 Terrain items: 3 Mass Grave standees; 2 Nephelith standees; 2 Loot standees; X Demonic Pillar standees; X Giant Column standees; X Dragon Statue standees; X Ceremonial Brazier standees; X Volcanic vent standees
- 12 Tiles: 9 Adventure tiles; 1 Hero Supply/KO'd Hero tile; 1 Activation/Chaos Queue tile; 1 Spawn tile; X Boss ability tiles
- XX Square cards: X Quest cards; X Player Aid cards; 6 Boss cards
- 1 Boss board
- 2 Booklets: 1 'Legend of Anastyr' Scenario Guide; 1 Rules book
The component counts above are transcribed as printed, including the "X" and "XX" placeholders the printed rulebook uses.
0 - Game Terms
Objective
Each adventure offers a variable number of quests for the Heroes to complete. Quest cards always mention a main objective, and sometimes a secondary objective. When the main objective is accomplished, the players turn over the card and apply the indicated effects on the back.
Players win the game when the words 'Adventure Completed' are revealed upon flipping a Quest card to its Quest Completed side. They can then read the adventure's Epilogue section.
Players lose the game if either of the following two conditions are met:
- A Hero is eliminated while there are no more Heroes in the supply.
- The Event deck is empty at the end of a game round.
Terms
Certain terms are used frequently in the rules. Their precise meanings are given below:
- Adjacent: Game components are considered adjacent if the spaces containing them are themselves adjacent.
- Ally: A Hero miniature other than the one you control that is active.
- Combatant: A Hero or Enemy miniature.
- Companion: A Sylfæ becomes a companion when tamed by a Hero.
- Creature: A Beast/Mount or Sylfæ/Companion miniature.
- Engaged: If a space contains at least one Hero and one enemy, all combatants in that space are said to be 'engaged'.
- Enemy: A Minion, Specialist, Mini-boss, or Boss miniature. Eliminated enemies are returned to the enemy supply.
- Hero, Hero on Foot, and Mounted Hero: The term 'Hero on Foot' refers to a Hero not currently riding a mount. A 'Mounted Hero' is a Hero riding a mount. When used alone, the term 'Hero' covers both 'Mounted Heroes' and 'Heroes on Foot'.
- Mount: When tamed by a Hero, a wild beast becomes a mount.
- Near/Nearby: Game components (such as miniatures, markers, etc.) located in the same space are said to be 'near' to each other.
Golden Rules
- Whenever a rule indicated on a game component contradicts these rules, the rule on the game component prevails.
- If a rule stated on one game component indicates that something is possible but another rule stated on another game component indicates that the same thing is impossible, then it is impossible.
1 - Game Board
1.1 Adventure Tiles
The game board shows the terrain in the region through which the Heroes are traveling.
This board is always made up of 2 Adventure tiles, respectively referred to as the 'West Adventure tile' and the 'East Adventure tile'. Each tile consists of 4 rows and 4 columns (see above).
Adventure tiles are printed with their name as well as an orientation icon used when setting up and scrolling the game board.
1.2 Spaces
1.2.1 Adjacent Spaces
Each Adventure tile is divided into spaces showing the types of terrain found in the area. Spaces with touching sides or corners are said to be 'adjacent'.
Example: All spaces marked with a green X are adjacent to the space occupied by Konrad. Pyrah and Konrad are therefore considered to be adjacent Heroes.
1.2.2 Space Capacity Limit
Spaces have a capacity limit of 6. This means that they can contain multiple miniatures and terrain features that have a combined size of 6 or less.
1.2.3 Accessible Space
A space is considered 'accessible' to a combatant, creature or terrain feature unless accommodating it would exceed the space's capacity limit. Combatants, creatures, and terrain features can never be placed on or move into an inaccessible space. This is the only exception to the golden rule!
Example: The space containing the 5 minions (size 1) only has enough remaining capacity for a size 1 miniature. Undrall, who is riding a (size 2) mount, cannot enter or pass through it, as the space is inaccessible to her.
1.2.4 Terrain Features
Some spaces contain a terrain feature standee, the size of which is always 1.
Example: This standee representing a nephelith is a size 1 terrain feature.
1.2.5 Boss Terrain Element
The size of the boss terrain element silhouettes varies and is indicated in the chosen Adventure.
1.3 Terrain Effects
Some spaces on Adventure tiles exert a terrain effect. Such spaces are identifiable by specific icons and/or outlines.
- Terrain without Effects: This space is identifiable by its straight white outline and the absence of an icon. It has no effect.
- Difficult Terrain: This space is identifiable by its rounded outline. Heroes placed in or entering a space containing difficult terrain end their movement immediately. Enemies are unaffected.
- Dangerous Terrain: This space is marked with a dangerous-terrain icon. Heroes placed in or entering a space containing dangerous terrain immediately lose 1 [icon, as printed] +1 hit points. Enemies are unaffected.
- Impassable Terrain: This space is identifiable by its black outline. It blocks line of sight and has a capacity limit of 0.
- Loot: This space is marked with a loot icon. When setting up the terrain tile, place a Loot standee on it.
- Nephelith: This space is marked with a nephelith icon. When setting up the terrain tile, place a Nephelith standee on it.
- Mass Grave: This space is marked with a mass-grave icon. When setting up the terrain tile, place a Mass Grave standee on it. Its effect is described in the Legend of Anastyr booklet.
- Yurt/Tent: This space is marked with a yurt/tent icon. Its effect is described in the Legend of Anastyr booklet.
- Multiple Effects: Some spaces have multiple terrain effects. Every terrain effect applies.
Example: This space is dangerous and difficult terrain.
1.4 Scrolling
Scrolling simulates the Heroes moving towards their objective, from west to east. The board scrolls immediately whenever there are no more combatants on the West Adventure tile, and there remains at least one Adventure tile in the scrolling list for the adventure being played. After scrolling, the combatant resumes its activation.
Scrolling changes the composition of the game board. Resolve the following steps in order:
- Remove the West Adventure tile from play. Return any game components on it (such as wild creatures, terrain features or markers) to their respective supplies.
- Slide the East Adventure tile into the position vacated by the West Adventure tile.
- Place a new Adventure tile, as identified in the current adventure's scrolling list (in this example The Jade Sea tile 3), in the position vacated by sliding the East Adventure tile westward. The orientation symbol in the scrolling list shows which way up to place the tile.
Example 1: There is one Adventure tile left in the scrolling list. Konrad is the last combatant on the West Adventure tile; he moves, leaving the West Adventure tile to enter the East Adventure tile. As soon as he enters the first space on the East Adventure tile, the board scrolls, as there is still a tile left in the Adventure's scrolling list. Konrad's activation resumes on completing the scrolling sequence.
Example 2: There is one Adventure tile left in the scrolling list. Konrad, located on the East Adventure tile, eliminates the minion on the West Adventure tile with a Range 1 Combat attack; this miniature is removed from the game board. As the minion was the last combatant on the West Adventure tile, and one or more tiles remain in the Adventure scrolling list, the board scrolls.
2 - Heroes
Each Hero is represented by a miniature on the game board. The Hero's dashboard, Technique cards and Fury card contain information defining how to use that miniature during play.
2.1 Hero Dashboards
- Hero name: Name given to the Hero.
- Class: A Hero's class defines their fighting style. There are four different Hero classes:
- Warrior: A formidable combatant. Warriors have a high Combat (CBT) stat and many CBT cards in their Technique card deck.
- Tank: Tough enough to take a beating, tanks use their defensive abilities to protect themselves and their allies. Tanks have a high Defense (DEF) stat and many DEF cards in their Technique card deck.
- Shaman: Wields the power found in nature, as well as the raw, primitive energy channeled by Art. Shamans have a high Art (ART) stat and many ART cards in their Technique card deck.
- Rogue: Agile, cunning, and ready to face the many dangers encountered on the battlefield. Rogues have balanced stats, and the composition of their Technique card deck varies between Rogues.
- Hit Point Bar: This bar shows the Hero's current health. Many game effects cause Heroes to gain or lose hit points (HP). The position of the Hit Point marker shows the Hero's current health: Unharmed, Weak or Critical.
- Fury Bar: This bar shows the Hero's current rage status. Many game effects cause Heroes to gain or lose fury points (FP). Once the Fury marker has reached the final space on the fury bar, the Hero is ready to unleash their Fury and use their Fury card.
- Creature Slot: Slot reserved for a Creature card in its tamed form.
- Special Ability: A unique ability, specific to the combatant.
- Stats: Combatants are defined primarily by a series of characteristics known as 'stats', each followed by a value. The higher a stat's value, the more effectively it can be used by a combatant. There are four stats:
- Combat (CBT): Represents a combatant's strength and dexterity.
2.2 Technique Cards
These cards are at the heart of the Anastyr game system and are exploited in various ways by the Heroes. They represent a Hero's combat expertise, through a range of behavior options that they can adopt on the battlefield. Each Hero has their own specific set of 11 Technique cards. These are identifiable by the Hero portrait and consist of 6 generic Technique cards and 5 specific Technique cards. Generic cards are common to all Heroes. Specific cards are unique to a particular Hero, and harness abilities relating to their personality and class. Note that the composition of this deck changes over time when you play in campaign mode. There are 3 types of Technique card, immediately recognizable by a colored gem.
Each Technique card shows the following information:
- Hero portrait
- Colored gem
- Card name
- Reinforcement bonus
- Reaction icon
- Card effects
2.3 Fury Card
(Printed as "22.3 Fury card" in the source; corrected to 2.3 here.)
Each Hero has their own Fury card. This card describes a devastating attack that a Hero can launch when their Fury bar is fully charged. Fury effects are described on the card.
- Fury name
- Fury effect
- Back of the Fury card (fury not charged)
2.4 Loot Cards
Loot cards represent various items that Heroes may either find in the regions through which they travel or can buy at the end of an adventure.
There are several ways to obtain Loot cards, including using the Interact action in a space with a loot icon or eliminating certain enemies. Other game effects that grant these cards also exist. Each Loot card shows an effect and has several Damaged slots. A Hero can have a maximum of 2 Loot cards.
- Card name
- Card effect
- Damaged Loot slot
- Back of Loot card
3 - Creatures
In Anastyr, the land is richly populated with weird and wonderful wildlife; Heroes may attempt to master these creatures and turn them to their advantage. This, however, can be a risky endeavor. These creatures are represented by miniatures on the game board.
There are two types of Creature cards: beasts and sylfæ. Use a Creature card's 'wild' side while the creature is roaming wild on the game board, flipping it to its Tamed side once it has been 'tamed' by a Hero. Note that it is only possible to tame one creature at a time. A Hero that already has a tamed creature cannot attempt to tame another one.
3.1 Beast/Mount Cards
On being tamed by a Hero, a beast becomes a mount, granting the Hero various benefits.
- Beast/Mount name
- Beast icon
- Beast stats
- Savagery of the beast/mount
- Savagery effect
- Stat bonuses granted to Heroes
- Trait granted to Heroes
- Free action granted to Heroes
3.2 Sylfæ/Companion Cards
Sylfæ are mysterious, mischievous creatures, whose behavior can affect combatants in a variety of ways. They share a special bond with strange monoliths pulsing with primordial energy. These stones are called nepheliths, and the sylfæ use them to instantaneously travel from one region of Anastyr to another.
- Sylfæ/Companion name
- Sylfæ icon
- Sylfæ's stats
- Savagery of the sylfæ/companion
- Savagery effect
- Aura
Sylfæ project an aura (noted Aura X) that affects all combatants of the type indicated by the aura effect that are located within X spaces of the sylfæ. Many different sylfæ exist, with aura effects that depend on the color of the gem associated with their Savagery. For example, the sylfæ warrior (shown above), with a red gem, boosts combatants' offensive capability.
4 - Enemies
Your enemies are represented by miniatures on the game board. Evil and dangerous.
A system of 'levels' (Level 1, Level 2 or Level 3) is used to rank Enemy cards in ascending order of dangerousness. They are linked to the Activation cards with the same levels. The danger level is indicated using Roman numerals, I, II, III.
4.1 Minions and Specialists
There are two types of enemy: Minions and Specialists.
Minions are henchmen that operate in groups.
Specialists are more powerful than minions, and they act alone. Note that there are no Level 3 specialists, only Levels 1 and 2.
4.2 Bosses
Bosses are governed by specific material and rules. An entire chapter is dedicated to them (see 12 - Facing a Boss).
Enemy Card Anatomy
- Combatant's name
- Enemy Type icon
- Combatant's size
- Combatant's traits
- Combatant's special ability
- Combatant's stats
- Loot
Type and Level: Minions are rated Level I, II and III. Specialists are rated Level I and II.
Veteran Version of Enemy Cards: Enemy cards have a veteran version on the back of their normal version. This side is used in some adventure configurations, for a tougher challenge (see the First Blood adventure), especially in four-player games. Veteran Enemy cards have a chevron above the Enemy Type icon.
5 - Dice Rolls
(The source prints the subsections of this chapter as 3.1-3.4; they are kept as printed.)
3.1 Die Types
There are 2 types of special die: Adventure dice and Fury dice.
3.1.1 Adventure Die
Adventure dice are frequently used. Each of these gray dice has six sides:
- Fail
- 1 Hit
- 1 Hit
- 1 Hit
- 2 Hit
- Grapple
3.1.2 Fury Die
The (yellow) Fury die also has six sides:
- 1 Fury Point
- 1 Fury Point
- 1 Fury Point
- 1 Fury Point
- 2 Fury Points
- 3 Fury Points
3.2 Standard Roll
When instructed to perform a dice roll, roll the indicated number of Adventure dice and add up the number of hits rolled. Depending on the situation, the total number of hits determines the consequences of the roll, as indicated in the text calling for the roll.
3.3 Fury Roll
When instructed to perform a Fury roll, roll 1 Fury die and count the number of Fury symbols rolled: 1, 2 or 3 fury points.
3.4 Stat Roll
A 'stat roll' is a special type of Adventure dice roll. The number of dice rolled depends on the value of the stat used. Stat rolls are used to determine a Hero's effectiveness when performing actions or responding to certain game effects.
When the game requires a Hero to perform a stat roll, the controlling player rolls a number of Adventure dice equal to the value of the stipulated stat. The following abbreviations are used: DEF roll for a defense roll, CBT roll for a combat roll, and ART roll for an art roll.
Players can boost a stat roll performed by their Hero or a nearby or adjacent ally by spending an appropriate Technique card (see Other Rules).
Each Hit symbol rolled counts as 1 hit.
Example: Brid performs a DEF roll as she attempts to fend off a physical attack (CBT) by a group of Kizzhuls. As the value of her Defense stat is 4, she uses four dice for her DEF roll, obtaining the following result: Fail, 1 hit, 2 hits and 2 hits, making a total of 5 hits.
Note: In the rare event that you do not have enough dice for a roll, note the result of the first roll and re-roll the number of dice required. Then add the results of the second roll to the first.
6 - Adventure Setup
Choose an Adventure from the Legend of Anastyr booklet; for your first game, we suggest playing the «First Blood» Adventure. The Adventure set-up section outlines the various specific game elements to prepare for the game.
6.1 The Game Board
- Place two Adventure tiles as indicated in the scenario.
6.2 Region Zone
Follow the Set up instructions for the chosen Adventure and place the required items to the west of the game board:
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Stack the Adventure Quest cards, objective side up, in ascending order from top to bottom.
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Shuffle the Region Loot cards face down to form the Loot deck.
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Shuffle the Region Event cards face down to form the Event deck.
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Create the deck of Creature cards indicated in the Adventure.
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Create a creature supply with the Sylfæ and Mount miniatures as indicated by the Adventure.
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Hero Supply/KO'd Heroes tile.
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Form a pool of tokens and markers, with the Leader token, Bonus/Penalty tokens, Objective tokens, Damaged Loot markers and terrain standees.
6.3 Enemy Zone
Set up the items listed in the chosen Adventure to the east of the game board:
- Enemy cards.
- Bleeding (Severe Injury) cards.
- Create the Enemy supply, with the miniatures that correspond to the cards listed in the Adventure.
6.4 Hero Game Components
Players each pick a Hero and gather all their associated components:
- The Hero dashboard.
- The Hero's two miniatures (Hero on Foot and Mounted Hero), placed on the dashboard.
- The Hero's 11 Technique cards, shuffled together and placed face down to the left of the dashboard to form their Technique deck.
- Their starting Fury card, placed face down next to their dashboard.
- A Reroll token, placed Ready side up next to the dashboard.
- A Hit Points marker, placed on the highest-valued space on the Hero's Hit Point bar.
- A Fury Points marker, placed on the 0 slot on the Fury bar.
- Players collectively choose one of the remaining Heroes and place its Hero on Foot miniature on the designated space on the Hero supply board.
6.5 Activation Queue
- Place the 'Activation Queue' tile to the north of the West Adventure tile, 'Activation' side up.
- Take the following cards:
- Each player's Hero Activation card.
- The Region Activation card.
- The Activation cards corresponding to the Enemy cards indicated in the Adventure setup.
Shuffle them face down and form the activation queue by placing them face up in a row extending from west to east, starting from the Activation Queue tile.
- Place the Spawn tile to the east of the activation queue.
- Shuffle the Spawn cards to form the Spawn deck. Place it farthest to the east, after the Spawn tile.
- Place the Activation token on the Activation Queue tile.
The position of the Activation cards in the activation queue determines the order in which combatants will be activated on the game board. Note that the region itself, also has an Activation card, mainly used to move wild creatures and to trigger a random event.
6.6 Deployment
Place the terrain standees and any tokens indicated in the Adventure setup on the game board.
Collect the Enemy and Creature miniatures shown in the Adventure setup diagram from the miniature supply and place them as indicated on the game board.
Each player places their Hero on Foot miniature on one of the spaces shown in the Adventure setup (leaving the mounted Hero version on their dashboard for now).
Players read over the adventure introduction and familiarize themselves with the objectives stated on the top card of the Quest deck (Quest 1).
7 - Game Round
A game of Anastyr is played in a number of rounds. Each round is divided into five phases, played in the following order:
- Hero Preparation phase
- Initiative phase
- Activation phase
- Enemy Spawn phase
- End-of-Round phase
7.1 Hero Preparation Phase
The Heroes organize their party to confront the dangers that lie ahead. During this phase, players replenish their hand with Technique cards. First, you may choose to discard any or all Technique cards from your hand without gaining any Fury point, but you must always keep any Severe Injury cards in your hand. Then draw cards one by one from your Hero's Technique deck until your hand contains three cards. When the deck is empty, immediately shuffle the discarded cards to form a new Technique deck.
Ignore this phase for the first round.
7.2 Initiative Phase
The position of the Activation cards in the activation queue determines the order in which combatants will be activated on the game board. Note that the region itself, also has an Activation card, mainly used to move wild creatures and to trigger a random event.
The game sometimes uses terms such as "the Hero with the initiative" or "the player with the initiative". These refer to the Hero whose Activation card is furthest west in the activation queue, and to the player controlling that Hero. When collective choices must be made, the player with the initiative makes the final decision if the players cannot come to an agreement.
During the Initiative phase, a Chaos check is performed, then the player with the Leader token can try to destabilize the enemy Activation sequence.
7.2.1 Activation Cards
Hero Activation card: Each Hero has their own unique Activation card, instantly recognizable by its name and illustration.
Enemy Activation cards: Enemy Activation cards are classified by degree of danger, using 'levels': Level 1, Level 2 or Level 3. They are associated with the Enemy cards of the equivalent level. Each Activation card activates the specialist and all minions of the stated level. Note that there is no specialist icon on the Level 3 Enemy Activation card.
Region Activation card: The Region Activation card is linked to the Event deck. This deck represents the unforeseen events encountered by the Heroes during their quest. Each Region has its own specific Activation card, this is the Jade Sea's Activation card.
7.2.2 Chaos
At the start of the game, the Activation Queue tile is always placed 'Activation' side up. However, when a game effect shows the Chaos icon, immediately flip it to its Chaos side. However, if at the beginning of an initiative phase, the Chaos side of the tile is showing, update the activation queue (see «Updating the Activation Queue» below), then flip the tile so that its Activation side is visible again.
Updating the Activation Queue: Whenever the activation queue must be updated, proceed as follows: Collect the Activation cards from the queue, shuffle them (face down) and then place them (face up) one by one in a row starting with the free space located furthest to the west.
7.2.3 Enemy Disruption Sequence
If one of the Heroes is the leader, the controlling player may discard this token (returning it to the Region zone) to swap the Hero's Activation card with any other Activation card in the activation queue (including those of allies, enemies or the region).
Example: The situation is not looking good for Shadu. The level 2 enemies and level 1 enemies are going to activate before her. However, as she has the Leader token, the player controlling her decides to discard it to swap Shadu's Activation card with that of the level 2 enemies. This will let them play before any of the enemies.
7.3 Activation Phase
During the activation phase, combatants and the region are activated in the order determined by the respective positions of their Activation cards in the activation queue. At the start of each Activation phase, move the Activation token one space toward the east and activate the Activation card under the token. The combatant(s) associated with that card on the game board are immediately activated. When activating the Region Activation card, apply its effects immediately. Once activated, move the Activation token eastward onto the next Activation card. Repeat the process until all Activation cards have been activated. This ends the Activation phase, and the Activation token is placed on the Spawn tile.
Example: In this example, the level 2 Enemy Activation card is disabled.
7.3.1 Hero Activation
When activating a Hero that has previously tamed a creature, perform the Tame Creature action (see 8.1.G – TAMING A CREATURE) to check whether control is maintained, then moves their companion, if they have one. Then activate the Hero's miniature.
When a Hero is activated, they have a set number of basic actions, which depends on the number of players:
- 1 or 2 players: The active Hero is entitled to 3 basic actions.
- 3 or 4 players: The active Hero is entitled to 2 basic actions.
Basic Actions: Prepare Combo; Perform Technique; Maneuver; Focus; Heal; Interact; Tame Creature; Throw Enemy.
In addition to these basic actions, Heroes may be able to perform free actions, if certain conditions are met.
Free Actions: Trigger Combo; Unleash Fury; Use Mount; Use Loot.
When activated, a Hero may perform basic actions and free actions in any order, but each action (whether basic or free) can only be performed once per Hero activation. If a player is unable or does not want to perform any more actions with their Hero, that Hero's activation ends.
All Hero actions are described in detail in Chapter 8 – HERO ACTIONS.
7.3.2 Enemy Activation
Activating an Enemy Activation card affects all enemies present on the game board that match the card. There are a few special considerations:
- For level 1 and 2 Enemy Activation cards, which show a specialist and minions, activate the specialist first, completing its activation before activating the minions.
- For level 3 Enemy Activation cards, which have only minions, simply activate the minions.
When activating enemies, perform the following steps in order:
- Activated enemy movement
- Activated enemy attack
Enemy movements and attacks are described in greater detail in Chapter 9 – ENEMY ACTIVATION.
7.3.3 Region Activation
When the region is activated, perform the following two steps in order: Draw an Event card, then activate any wild creatures.
7.3.3.a Draw an Event card: Draw an Event card, immediately apply the effects indicated on the card, then discard it. The effects of cards with an hourglass icon, continue until the region is activated. Leave the card on top of the Event deck, as its effects apply until a new Event card is drawn. At that time, discard the old Event card.
If you draw an event card with an icon, place that card close to the gameboard. The effects indicated by this card remain active until conditons on the card are fulfiled.
(Transcription note: "conditons" and "fulfiled" are as printed in the source.)
7.3.3.b Activate wild creatures: Beasts and Sylfæ are activated during this step. When a wild creature is activated, it moves as many spaces as the value of its MVT stat, in the direction indicated by the Beast and Sylfæ icons on the Event card.
A wild creature ignores dangerous and difficult terrain effects. It always moves to an accessible space, in a straight line in the direction indicated. Do not move the creature if there are no accessible spaces.
Example: The Beast icon on the Event card indicates that all Beasts move east.
- Sylfæ Moves South icon.
- Beast Moves East icon.
7.4 Enemy Spawn Phase
When the Activation token reaches the Spawn tile, the Spawn phase begins. New enemies are placed on the game board during this phase.
7.4.1 Spawn Card
Each adventure's «Setup» section defines the composition of the Spawn deck. This generally depends on the number of Heroes being played and the chosen difficulty level. A Spawn card shows the following information:
- Spawn tile
- Spawn space
- Enemy type and level
- Number of enemies
- Effect
- Danger level
- Reference number
7.4.2 Enemy Spawning
Perform the following steps, in order, during each enemy Spawn phase:
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A. Draw a Spawn card: Draw a Spawn card. If the Spawn deck is empty, shuffle the cards in the discard pile to form a new deck.
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B. Deploy minions and specialists: Place the enemies indicated on the Spawn card in the specified locations on the game board:
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1 – Spawn tile: If the symbol shows, place enemies on the West tile. If the symbol shows, place enemies on the East tile.
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2 – On the tile where they spawn, place the enemies in the four spaces furthest east, west, north or south, depending on the position of the spawn spaces shown on the Spawn card (i.e. right, left, top or bottom, respectively).
Example: On the card shown below, minions spawn from the eastern edge, i.e. in the four spaces in the easternmost column on the East Adventure tile.
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3 – In each of the four spawn spaces, place the appropriate number of enemies of the specified type and level:
- Level 1 specialist
- Level 1 minion(s)
- Level 2 specialist
- Level 2 minion(s)
- Level 3 minion(s)
When spawning enemies from the west edge or the east edge, take the necessary miniatures from the enemy supply. Place them beginning with the most northerly accessible space on that edge. When enemies spawn from the north edge or the south edge, place them starting with the westernmost accessible space on that edge.
Example: The Spawn card instructs you to spawn enemies along the eastern edge of the East Adventure tile. A level 3 minion should spawn in space A (i.e. the northernmost space on the designated edge) but the level 3 Enemy card is not in play. As a result, no minion is placed in that space. Next, place a level 2 minion (Slaughterer) in space B. No minions spawn in space C (as no level 3 Enemy card is in play). Lastly, place three level 1 minions (Trackers) in space D.
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Spawn card example: the four example cards show the West Adventure tile (West side), the East Adventure tile (East side), the East Adventure tile (South side) and the East Adventure tile (North side).
7.4.3 Creature Spawning
Creature cards do not have a rarity level. However, the Adventure Guide defines a rarity (common, uncommon or rare) for each type of creature, representing the likelihood of encountering them in the current region. The Spawn card indicates the rarity of the spawned miniature and where to place it on the game board.
- A wild beast spawns in the indicated space on the relevant tile.
- Sylfæ always spawn in a space containing a Nephelith standee.
Example: This Spawn card indicates that the beast appears in the designated space on the East Adventure tile. Roll 1 Adventure die and refer to the Adventure Guide to determine which beast to place on the game board.
Sylfæ summoning: When an effect causes a sylfæ to spawn, it is said to be 'summoned'. Place the summoned sylfæ's miniature in any accessible Nephelith space, chosen by the Heroes. There can only be one sylfæ on the game board. If the summoned sylfæ is identical to one already present on the board, nothing happens. If a different type of sylfæ is summoned, remove the sylfæ already present, whether wild or a companion - from the board, returning its miniature and card to the region zone.
If a space is at full capacity, you cannot spawn an enemy there. Whenever a miniature would spawn (via a Spawn card, for example) in an inaccessible space on the board, it does not enter play. Similarly, if an Enemy or Creature miniature is supposed to spawn on the board but there are none left in the supply, it does not spawn.
7.5 End-of-Round Phase
When all Activation cards have been activated, the End-of-Round phase begins.
Defeat: If the Event deck is empty, the players have run out of time for their quest and lose the game.
Game effects that use the 'End-of-Round' keyword are resolved during this phase.
Then place the Activation token on the Activation Queue tile.
8 - Hero Actions
This section describes all the actions that Heroes can perform. Basic actions consume one of the Hero's actions; free actions do not consume an action. Note that each active Hero can only perform a given action once per turn. As they strive to complete their quest, the Heroes must fight and defeat the enemy hordes standing in their way. Many game effects enable Heroes to move and/or perform attacks. These two procedures are explained in the two boxes below.
Hero Movement
When a Hero moves, their miniature moves from space to space, up to a number of spaces equal to the value of their Movement stat.
Each space entered must be adjacent to the Hero's current space, and must be accessible and not impassable.
In addition, Heroes can only move diagonally once per movement. This limitation applies to all miniatures, but never to enemies.
Example: Konrad (MVT 2) moves 2 spaces. He cannot enter the spaces marked with a B, which contain impassable terrain. He cannot enter the adjacent space marked with a C, as it is not accessible because of the 6 enemies it contains. He cannot enter the spaces marked with an A, as doing so would require him to move diagonally twice. He can end his movement in any of the spaces marked with a movement-target icon. He can also stay where he is. Note that space D is only one space away, but it is difficult terrain, which ends his movement.
Hero Attack
There are two types of attack: physical attacks (ATT, combat icon) and art attacks (ATT, art icon). It is essential to know which type of attack is being carried out. Sometimes the action dictates the attack type, and sometimes the player can choose.
Heroes without the Range trait can only target the space they are in, or an inaccessible adjacent space. Heroes with the Range trait must target a space that is in line of sight and within range of their own space.
Line of Sight (LOS): A space is considered to be in a combatant's line of sight if it meets the following two criteria:
- It is one of a series of adjacent spaces forming a straight line that includes the space occupied by the attacking combatant.
- The attack's path from the Hero's space to the targeted space is not blocked by an impassable space.
Range X: A space is said to be 'in range' of the attacker if it is within a number of spaces less than or equal to the attacker's range value.
Example: Pyrah (ATT, attack icon as printed), Range 2.
- A - Pyrah cannot attack these minions because their space is not part of a straight line of adjacent spaces.
- B - She cannot attack this minion because the path of the attack is obstructed by impassable terrain.
- C - She can attack all these spaces.
- D - She cannot attack this minion because it is out of range.
Note: The space occupied by the attacker is always in line of sight and within range, as it is inherently aligned with itself and not exposed to interference from impassable spaces.
Hero Attack Sequence: After determining the attack type (ATT icon) and the targeted space, perform the following attack sequence:
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Attack power
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Allocation
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Lose hit points
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Elimination
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Perform a stat roll (combat or art, depending on the type of attack), and count the hits obtained to determine the attack power.
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Allocate these attack power points as you see fit among the enemies in the targeted space.
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Depending on the type of attack:
- With a physical (ATT, combat icon) attack, each set of allocated power points equal to the enemy's DEF value removes 1 hit point.
- With an art (ATT, art icon) attack, each set of allocated hits equal to the enemy's ART value takes away 1 hit point.
Any allocated power points that do not form a full set are lost.
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All enemies that have lost their last hit point are eliminated. Remove their miniature from the game board and return them to the enemy supply. (Note: Most enemies have only one hit point.)
8.1 Basic Actions
- A - Maneuver
- B - Prepare Combo
- C - Perform Technique
- D - Focus
- E - Heal
- F - Interact
- G - Tame Creature
- H - Throw Enemy
8.1.A - Maneuver
The 'Maneuver' action combines a movement (MVT) and a physical attack (ATT). This combination may be performed in any order.
A Hero who performs the 'Maneuver' basic action is not required to move and attack. They may choose to only move or only attack.
Maneuver:
- Move then Attack
- OR Attack the Move
- OR Move only
- OR Attack only
Gaining and Losing Fury Points: When a game effect indicates that a Hero gains fury points, move the marker up the Fury bar, one space per point gained. If the marker reaches the space with the eye icon, ignore any additional gains. Conversely, whenever a game effect causes a Hero to lose fury points, move the marker down the bar, one space per point lost. If the marker reaches the 0 space, ignore any additional losses.
8.1.B - Prepare Combo
Each Hero can use powerful combat moves known as 'combos'. All their combos are listed on their dashboard, and must be 'charged' before being triggered.
Note: A combo is identified by its name (1), its sequence (2) and its effect (3).
Prepare Combo is generally used to start or continue a sequence, which is a prerequisite for triggering the combo (see 9 - FREE ACTIONS).
The 'sequence' component of a combo is represented as a specific combination of colored gems, each associated with one of three types of Technique cards: Combat, Defense and Art.
- Red Gem (CBT)
- Blue Gem (DEF)
- Green Gem (ART)
Prerequisite: When your Hero performs the 'Prepare Combo' action, choose a Technique card from your hand. Tuck this Technique card under the leftmost available slot on the Hero dashboard's Combo Track, this card is considered Prepared. The Hero gains one fury point per fury icon on the Prepared Technique card tucked under the Hero's dashboard.
Example: Kharak performs the 'Prepare Combo' action with a red Technique card. Kharak gains 1 fury point.
Removing Prepared Cards from the Combo Track: You can discard one or more Technique cards from your Hero's Combo track at any time. The Hero does not gain fury points from cards discarded in this way. Discarding can be useful if the player wants to prepare a different combo.
Example: Murat plays Kharak's 'Unpredictable' Technique card. The card effect indicates that he must move a maximum of 1 space and attack, in either order. Kharak then gains 1 fury point.
- A. Murat decides to tuck the card under the first free slot on Kharak's Combo track.
- B. He could have chosen to discard it, but he prefers to start Kharak's Sixth Sense combo.
8.1.C - Perform Technique
A Hero's combat abilities are represented by their Technique cards, grouped into three types: Combat (red), Defense (blue) and Art (green).
To use the 'Perform Technique' action, choose a Technique card from your hand and apply all the effects listed in the card's 'Effect' area (proceeding from top to bottom if it has more than one). If some effects cannot be applied, ignore them, but you must apply all possible effects, including any that seem unfavorable to you.
Then gain the number of fury points indicated on the chosen Technique card.
Lastly, you may tuck the card under your dashboard. If you are unable or choose not to place it under your dashboard, discard it instead.
8.1.D - Focus
This basic action lets a Hero reach an enraged state more quickly, or increases their effectiveness. When a Hero performs the 'Focus' action, choose one of the following two options:
- Flip their Reroll token to show its 'Ready' side if it was previously 'Disabled'.
- OR Perform a Fury roll, granting the Hero one fury point per fury symbol rolled on the Fury die.
8.1.E - Heal
This basic action allows the Hero to heal small wounds as well as patching up more serious injuries.
When a Hero performs the 'Heal' action, choose one of the following two options:
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Roll X Adventure dice, where X depends on the Hero's health:
- 3 Adventure dice, if the Hero is Critical.
- 2 Adventure dice, if the Hero is Weak.
- 1 Adventure die, if the Hero is Unharmed.
The Hero recovers 1 hit point per hit rolled. (Transcription note: the source reads "The The Hero recovers"; the duplicated word is corrected here.)
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OR Discard a Severe Injury card from your hand.
Gaining and Losing Hit Points: When a game effect indicates that a Hero gains hit points, move the marker up the Hit Point bar, one space per hit point gained. If the marker reaches the top space on the bar (the space with the highest value), ignore any additional gains. Conversely, whenever a game effect causes a Hero to lose hit points, move the marker down the bar, one space per point lost. If the marker reaches the 0 space, the hero is KO'd (see 9 - OTHER RULES).
Example: Kharak performs the 'Heal' action. As his condition is Critical, he rolls 3 Adventure dice, obtaining 3 hits. Kharak recovers 3 hit points, moving his Hit Point marker 3 spaces up the bar.
8.1.F - Interact
The Interact action is context-sensitive. It can be performed only when specifically permitted by a game effect. The Hero must choose a Technique card from their hand that matches the gem color associated with the interaction icon. The Hero gains the number of fury points shown on the chosen Technique card, which is then discarded.
- Interaction icon with a red gem: Discard a CBT Technique card.
- Interaction icon with a blue gem: Discard a DEF Technique card.
- Interaction icon with a green gem: Discard an ART Technique card.
- Interaction icon with a multi-colored gem: Discard any type of Technique card.
Most context-sensitive actions specific to an adventure are associated with one of the interaction icons shown above. This means that you will have to perform the Interact action to trigger their effects.
Example: A Quest card indicates that a Hero near that Objective token gains 2 hit points when performing the Interact action in that space. Brid must discard an ART Technique card to regain 2 hit points. As the discarded Technique card has a fury symbol, Brid also gains 1 fury point.
Earning a Loot Card: A Hero may receive a Loot card after performing the Interact action in a space containing a Loot standee, or after eliminating a nearby enemy that has a Loot icon on its Enemy card. Draw the top card from the Loot deck and place it near the Hero's dashboard. Then place a Damaged Loot marker on each of the card's Damaged slots. A Hero can only have a maximum of two Loot cards. If you want to keep a newly collected Loot card but your Hero already has two cards, you must discard one of your existing Loot cards.
8.1.G - Tame Creature
When a Hero is near a wild (i.e. untamed) creature, they may use the Tame Creature basic action to attempt to master it.
Tame Creature: To tame a creature, discard a Technique card from your hand that matches the colored gem associated with its Savagery (see Beasts and Sylfæ). Do not gain any fury points shown on the Technique card.
- Savagery with a red gem: discard a red (CBT) Technique card.
- Savagery with a blue gem: discard a blue (DEF) Technique card.
- Savagery with a green gem: discard a green (ART) Technique card.
If you are unable or choose not to discard a matching card, the Hero must make an ART roll. If the result equals or exceeds the creature's Savagery value, it is tamed. If the result is less than the creature's Savagery value, the attempt to tame the creature fails and you must apply the Savagery effect on its card to the active Hero.
The sprawling land of Alboraan is populated with creatures that vary in scarcity from region to region. Some of these creatures can be tamed and mounted, and sylfæ can be persuaded to become short-term companions. The greater an individual's sensitivity to Art, the more effectively they keep creatures in their thrall. The penalty for failure, however, is high, as these creatures can be very dangerous when they turn and unleash their feral rage!
Example: Undraal performs the Tame Creature action on a wild hyatti. The player controlling her has the necessary CBT Technique card to tame it automatically (A), but opts to keep their card. They must therefore obtain 3 hits (B) on an ART roll. They do roll 3 hits and Undraal therefore tames the wild hyatti, which becomes her mount. The mounted Hero then performs the Maneuver action, moving 3 spaces (C) then attacking. Note that Undraal can attack again, thanks to the free action provided by her hyatti (D).
Tame a beast to gain a mount: Beasts can be ridden by Heroes. If a Hero successfully performs a Tame Creature action targeting an untamed beast, replace the Hero on Foot and Beast miniatures with the corresponding Mounted Hero and Mount miniatures. Return the Hero on Foot miniature back to the Hero dashboard and the Beast miniature to the supply.
A system of magnets lets you easily assemble the two miniatures. The Hero is now a 'Mounted Hero'. Flip the beast's Creature card to show its Mount side, and tuck it under the dedicated slot on the Hero's dashboard, leaving the top part sticking out.
The Mounted Hero now activates with their mount. Their stats are improved and they sometimes gain a trait. They also gain a free action, usually representing their mount's attack. If they lose their mount, swap their Mounted Hero miniature for their Hero on Foot and return the mount to the supply.
Tame a sylfæ to gain a companion: When a Hero successfully tames a sylfæ, flip its card to show its Companion side. Tuck it under the Hero dashboard's Creature slot, leaving the top part sticking out. While the sylfæ remains tamed, its aura effects will benefit only the Heroes. The Hero taming the companion may begin their activation by moving it a number of spaces equal to its MVT stat, at the player's discretion, ignoring dangerous and difficult terrain effects.
Maintaining control over a tamed creature: Follow the procedure described above at the start of the activation sequence for Heroes that have a mount or companion. Maintaining control over a tamed creature is not an action.
Releasing a Creature: Heroes may release a tamed creature at any time during their activation without triggering its Savagery effect. Return the freed creature and its card to the region zone. Replace the Mounted Hero miniature with the Hero on Foot version.
8.1.H - Throw Enemy
This basic action allows a Hero carrying an enemy (see 11 - OTHER RULES for grappling and carrying an enemy) to use them as a projectile. Only a Hero carrying an enemy can use this action.
The Hero may move 1 space, then target their space or an adjacent space into which they throw the enemy:
- If the space is inaccessible, the thrown enemy is eliminated.
- If the chosen space contains one or more minions or a specialist, one of them (chosen by the active player) is Stunned, and the thrown enemy is eliminated.
- If the space is accessible and does not contain a minion or specialist, the thrown enemy is placed in the space and Stunned (see 11 - OTHER RULES, STUN).
Example: Konrad has grappled a minion and now performs the Throw Enemy action. Konrad moves one space and targets the adjacent space. The thrown minion is eliminated and the Slaughterer in the targeted space is Stunned.
8.2 Free Actions
- I - Trigger Combo
- J - Unleash Fury
- K - Use Mount
- L - Use Loot
8.2.I - Trigger Combo
Prerequisite: A combo must be 'charged' before it can be used.
When all Technique cards listed for a sequence have been tucked under the Combo track on the Hero dashboard, in the specified order, the combo is said to be 'charged'. The effect associated with a charged combo can then be applied by performing the Trigger Combo free action.
Example: The Escape combo sequence requires a CBT Technique card and an ART Technique card.
Once a combo is charged, the Hero can perform the Trigger Combo action for free, and apply its effects. Then discard the Technique cards placed under the Combo track. The Hero gains any fury points on these cards. Note that you are not obliged to trigger a combo as soon as it is charged; you can save it for a subsequent activation, as long as it is still charged.
Note: If the Combo track contains a sequence of Technique cards that is valid for multiple combos, the Hero must choose which combo to trigger. Heroes cannot use more than one combo at a time.
Example: Kharak triggers his Escape combo, allowing him to move then gain 1 [icon as printed]. The player rolls the Fury die, obtaining [icon as printed]. The player then discards his CBT and DEF Technique cards and Kharak gains 2 additional fury points.
8.2.J - Unleash Fury
Prerequisite: Charged Fury card.
Each Hero has a Fury card symbolizing the havoc that they can wreak on the battlefield when totally enraged. When the Fury marker is on the space showing the fury icon, the Hero's fury is said to be 'charged' and they may perform the Unleash Fury free action. Flip the Fury card to show its 'effect' side as a reminder.
When the Hero Unleashes Fury, apply the effects described on their Fury card. After applying the effects, return the Fury marker to the first space (0) on the Fury bar and flip the Fury card to show its back. Note that you are not obliged to Unleash Fury as soon as it is charged. It can be unleashed at any time during the Hero's activation, as long as it is charged.
Example: Konrad unleashes his Whirlwind fury, which lets him perform an attack, using the Explosion trait to target all adjacent and nearby spaces. After resolving the Fury effects, his Fury marker returns to the first space (0) on his Fury bar.
8.2.K - Use Mount
Prerequisite: Mounted Hero.
When a Hero is mounted, they not only receive enhanced stats, but they also gain a new free action, described on the Mount side of the Creature card. The Use Mount action lets the Hero use this free action.
Example: While mounted on a hyatti, Undraal can perform a free attack of 3 (attack icon), targeting the space containing the two nearby minions.
8.2.L - Use Loot
Prerequisite: The Hero must have a Loot card.
After using the effect of the Loot card, remove a Damaged Loot marker from the card. When the last marker is removed, discard the Loot card. When the Loot deck is empty, shuffle the discarded cards to form a new deck.
Note: Even if a Hero has two Loot cards, they cannot perform more than one Use Loot free action during their activation.
Example: This Primordial Dagger provides a free attack of 2 (attack icon). Remove a Damaged Loot marker the first time it is used. On using the dagger a second time, remove the last remaining Damaged Loot marker from the Loot and discard the Loot card.
9 - Enemy Activation
When activating a type of enemy, perform the following steps in order:
- Enemy movement
- Enemy attack
Reminder: When the Enemy Activation card is activated, perform the full specialist activation sequence (i.e. move + attack) before performing the card's minion activations.
9.1 Enemy Movement
Determine the destination space of each activated enemy, then move the enemy.
When multiple minions need to be moved, proceed from north to south, starting with those located in the westernmost column, then continue eastward, column by column and miniature by miniature.
9.1.1 - Destination Space
Enemies always move towards a space containing a Hero. The destination space is the first one that meets the criteria listed below, in order.
- The destination space is the nearest space containing a Hero (with the distance measured as a number of spaces).
- If multiple spaces are equidistant, the destination space is whichever of those spaces contains the Hero with the Leader token.
- If the tie persists, because none of the Heroes the same distance from the enemy have the Leader token, the enemy targets the tied Hero that will be activated next.
9.1.2 - Movements
Proceeding one by one, each enemy moves as many spaces as its Movement value allows.
Enemies must move as close as possible to their destination space, and stop there if they reach it. If multiple routes are available, they must align with their destination space as soon as possible. If an enemy's destination space is not accessible, they end their movement as soon as they are adjacent to that space. In all other cases, the player with the initiative chooses the route taken. Enemies ignore dangerous and difficult terrain effects, and unlike Heroes, diagonal movements are not limited.
Example 1: The Level 1 enemies are being activated. The specialist always moves and attacks before the minions.
- A. The specialist's MVT value is 1. Konrad and Pyrah are equidistant (5 spaces), but the specialist must move towards Konrad, as neither Hero is the leader and Konrad will be the next activated Hero. The impassable space prevents the specialist from aligning with their target. They must therefore move to space 1 or 2, at the choice of the player with the initiative. This concludes the specialist's activation, as it cannot attack because no Hero is within range.
The level 1 minions are activated next. They have a MVT value of 3.
- B. This minion is activated first (it is the only one in the westernmost column). It is the same distance (2 spaces) from Konrad and Pyrah. As before, Konrad's space is the destination space because neither of the Heroes is the leader token and Konrad will be the next activated Hero.
- C. The minion targets Kharak, who is the nearest Hero.
- D. The minion is equidistant (1 space) from Konrad and Pyrah. Again, Konrad's space is the destination space because neither of the Heroes is the leader token and Konrad will be the next activated Hero.
- E. This minion completes the activation step for the level 1 minions. Its destination space is still Konrad's, but its MVT stat of 3 does not allow it to reach him. It begins by moving to space 1 or 2 (at the choice of the player with the initiative, as for the specialist), then aligns at the earliest opportunity. The minion ends its movement aligned to Konrad.
This concludes the movement step for the level 1 minions.
Example 2:
- A. The two minions are supposed to move to Brid's space, but her space is not accessible. They therefore end their movement on entering a space adjacent to Brid's.
- B. The Butcher (size 2) must head for the space occupied by Pyrah, but it is not accessible to him. He therefore ends his movement in the space adjacent to Pyrah, without being able to align with her.
9.2 Enemy Attacks
Determine the Hero targeted by each enemy, then perform the Hero's defense against the attacks of all enemies that have targeted it.
When multiple Heroes are targeted, resolve attacks from north to south, starting from the westernmost column, then continuing column by column to the east, proceeding targeted Hero by targeted Hero.
9.2.1 - Targeted Heroes
Each activated enemy targets a Hero within range and in line of sight (determined the same way as for Heroes, see 8 - HERO ACTIONS). The targeted Hero is the first one that meets the criteria listed below, in order.
- Among the Heroes in range and in line of sight, the targeted Hero is the closest one (with the distance measured as a number of spaces). An enemy must therefore attack a Hero located in their space, if there is one.
- If multiple Heroes are equidistant, the targeted Hero is the one with the Leader token.
- In the event of a tie, because none of the Heroes at equal distance from the enemy has the Leader token, the enemy targets the tied Hero that will be activated next during this turn, or during the next turn if all the tied Heroes have already been activated.
Enemies that cannot meet these criteria do not attack.
Example enemy attacks: The Tracker in space A (a level 1 specialist) has moved and is now performing its attack. He targets Kharak with a Range 1 attack. His CBT stat is 4. Kharak must therefore defend against a Power 4 attack.
After moving, the two Slaughterers (level 2 minions in space B) attack Kharak. He will defend himself from this group attack, their attack power is 4: 1 Slaughterer (3) + 1 for the second Slaughterer. The Skinner does not take part in the attack; it has already been activated and therefore does not provide a bonus.
The Slaughterers in C can target Kharak or Brid. Brid is the leader and therefore becomes their target. Brid will have to defend herself from a single power 6 attack: 3 + 2 (for the other 2 nearby slaughterers) + 1 for the slaughterer located in the adjacent space to the north (which participates in the attack because it is adjacent to Brid and her space is inaccessible to him).
9.2.2 - Hero Defense
The targeted Hero attempts to fend off the attack as follows:
- Determine the attack type
- Calculate the attack power
- Stat roll
- Lose hit points
- KO'd
1 - Determine the attack type: If the attack type is not specified, enemies perform a physical attack. Some enemies perform art attacks instead; this is specified on their card.
2 - Calculate the attack power: Attack power is calculated differently for physical attacks and art attacks.
- In the case of a physical attack, the power is equal to the attacking enemy's combat (CBT) value, + 1 for each additional identical enemy targeting the Hero.
- In the case of an art attack, the power is equal to the attacking enemy's art (ART) value, + 1 for each additional identical enemy targeting the Hero.
3 - Stat roll: The targeted Hero attempts to fend off the attack by performing a DEF roll against a physical attack, or an ART roll against an art attack.
If the number of hits obtained equals or exceeds the attack power, the enemy attack fails with no further consequences.
If the number of successes obtained is strictly lower than the attack power, the enemy attack is successful.
Important! Identical enemies attack in groups. A Hero only makes one DEF or ART roll against the attack of a group of identical enemies (and not a separate stat roll for each enemy in the group).
4 - Lose hit points: The Hero loses a number of hit points equal to the difference between the enemy's attack power and the number of hits obtained from their stat roll.
Hit points lost = Attack power - Number of hits obtained in stat roll
Example: Konrad rolls 3 hits when targeted by a Power 5 attack. He is wounded, losing 2 hit points (i.e. 5 - 3).
5 - KO'd: A Hero who loses their last remaining hit point is KO'd (see 11 - OTHER RULES).
10 - Reactions
A reaction is a type of ability shown on Hero dashboards and some cards. Reactions are represented by a symbol indicating a timing criterion, determining when it can be triggered. This symbol is associated with a banner showing the name of the Hero, enemy or other combatant triggering the reaction.
A hero can perform a Technique that has a reaction symbol, even if it is not his activation, as long as he meets the timing requirement. The Technique card can then be prepared or discarded. A Technique card used as a reaction earns the fury points indicated on the card.
These timing criteria are listed below:
- Before a DEF stat roll or after a DEF stat roll
- Before a CBT stat roll or after a CBT stat roll
- Before an ART stat roll or after an ART stat roll
- Before a MVT or after a MVT
Sometimes an additional special condition must be met for the reaction to trigger. It is then indicated on the game components (Technique card, dashboard, etc.).
No more than one reaction with a given timing criterion may be performed. In the event of a priority conflict, the combatant with the initiative has priority.
Example: A minion is attacking Brid and Brid must perform a DEF roll to defend herself. She can spend her Parry Technique card, as the 'Before a Brid DEF roll' timing criterion is satisfied. Brid gains +2 to her DEF stat for this roll. Then the card can be prepared or discarded.
Example: After an enemy miniature has moved, Pyrah reacts with the Snapshot technique, as the 'after an enemy moves' timing criterion is valid. Pyrah can move one space and then perform a physical attack. Then the card can be prepared or discarded. In both cases Pyrah gains 1 point of fury.
11 - Other Rules
11.1 Attacks Targeting Multiple Combatants
Some Hero attacks target multiple spaces. In such cases, perform a single roll and apply the same attack power to each targeted space.
Some enemy attacks target multiple Heroes. In such cases, each targeted Hero defends against the attack, in order of initiative.
Example 1: Brid can target up to two spaces with her Shield Throw. She performs a single CBT roll for both spaces, and the same attack power applies to both.
Example 2: When attacking, butchers target all nearby Heroes. Brid and Konrad are near an attacking butcher; as Brid has the initiative, she defends herself before Konrad.
11.2 Severe Injury Card
Some effects inflict severe injuries on Heroes. If your Hero suffers a severe injury, add the stated Severe Injury card to your hand. This card counts towards the maximum hand size of 3 cards. If necessary, discard a Technique card to comply with the limit. A Hero can only have one of each type of severe injury. As long as the Severe Injury card remains in your hand, your Hero suffers its effects. Discarded Severe Injury cards are returned to the corresponding deck.
11.3 Choosing a Space
Whenever a game effect uses the term 'choose' (in relation to a space, a Hero, an enemy, etc.), the active Hero does not need line of sight to the designated game component, and ignores any range-related considerations.
In the context of an attack, the chosen spaces are considered to be the targeted spaces.
Example: Undraal's fury lets her attack any space on the game board.
11.4 Grappling, Carrying and Releasing an Enemy
Whenever a Hero on Foot performing a physical attack (ATT) without the Range trait rolls one or more hits, they may carry a nearby size 1 minion at the end of their attack sequence. Position the Hero's miniature with its base overlapping the base of the minion's miniature. Choosing to carry a minion ends the Hero's actions.
While a Hero is carrying a minion, the only action they can perform is Throw Enemy (and no other actions, free or not). At any time during their activation, the Hero may release the grappled minion, restoring normal activation conditions. Reposition the Hero and minion miniatures on the game board as normal.
Grappled minions have -1 [stat icon, as printed] and lose their special ability and any traits.
Example: Konrad is grappling a Kizzhul beater.
11.5 KO'd Hero
A Hero whose Hit Point marker reaches the 0 space is KO'd. Apply the following steps in order:
- Place the KO'd Hero on the space reserved for KO'd Heroes. If they were mounted, return the mount to the creature supply. If they were carrying a minion, it is immediately released. Remove the Hero's dashboard, Fury card and all Technique cards from play. Return all other cards in their possession to their respective discard piles, decks or slots.
- Check the Hero supply.
- 2.a - If the Hero supply is empty, the game ends immediately and the players lose.
- 2.b - If the Hero supply contains one or more Heroes, choose a Hero from the supply. Place the corresponding miniature in the space previously occupied by the KO'd Hero. If that space is not accessible, place the Hero in the nearest accessible space. From now on, the player will control that Hero instead, placing the corresponding Hero dashboard, Fury card, Technique cards and Reroll token in front of them. In the activation queue, replace the KO'd Hero's Activation card with the new Hero's card. Place the Hit Point and Fury markers in their respective starting positions. Then draw 3 Technique cards.
- All enemies near the Hero are Stunned (see Stunned).
Note: KO'd Heroes generally cannot return to play, although a few rare effects do allow a KO'd Hero to be returned to the Hero supply.
Example: Pyrah is KO'd, and has been placed in the designated holding area. The player controlling her picks Konrad from the Hero supply as her replacement. She places Konrad in the space previously occupied by Pyrah, and the two nearby minions are Stunned.
11.6 Bonus/Penalty Tokens
Bonus/penalty tokens are: CBT +1, CBT -1, DEF +1, DEF -1, ART +1, ART -1, MVT +1, MVT -1.
Many game effects grant combatants Bonus tokens or Penalty tokens. These tokens, placed on an Enemy card or a Hero dashboard, temporarily modify a stat value for one or more combatants. A +1 token of a particular type cancels a -1 token of the same type and the inverse is also possible; return both tokens to the supply. A maximum of three tokens of the same type may be placed on an Enemy card or Hero dashboard.
For a hero, stat rolls are increased or decreased according to the number of Bonus or Penalty tokens associated with the stat roll. For an enemy, the value of his stat is increased or decreased according to the number of Bonus or Penalty tokens on his card. All tokens are immediately discarded after an effect or action using the stat is applied. A stat roll or a stat itself cannot be reduced to 0.
Note: these tokens do not modify stat rolls for mounts.
Example 1: Konrad must perform a CBT roll. He has a CBT value of 4. There are two CBT +1 tokens on his dashboard. Konrad must roll 6 dice (4+2), then discard the tokens.
Example 2: A Hero is attacking a Kizzhul tracker (DEF 3) that has a DEF -1 token in the Tracker slot on their Enemy card. The tracker therefore has a DEF value of only 2 (DEF 3 - 1) with which to resist the attack; discard the token after resolving the Hero's attack.
11.7 Leader Token
When a game effect indicates that a hero becomes the leader, the controlling player places the Leader token on their Hero's dashboard. They keep the token until it is used or an ally becomes the new leader. Discard the Leader token after use. Heroes can earn it again. If a Hero becomes the new leader while an ally has the Leader token, their player immediately collects it.
The Leader token not only modifies the targeting priorities of enemies, but can also be discarded by the player during the enemy disruption sequence (see Initiative phase) to rearrange the Activation Queue.
11.8 New Enemies
Whenever you place a new Enemy card on the board after setting up the adventure, add the related miniatures to the enemy supply. Then move the Spawn tile eastward, freeing up a space in the activation queue, and place the new enemy's Activation card in the newly vacated space. From now on, this enemy will be able to enter play thanks to Spawn cards.
11.9 Rerolls
Each Hero has a Reroll token, which is placed 'Ready' side up at the start of the game. After a dice roll by their Hero, a player may flip this Reroll token to reroll all the dice, one time only. The token is now 'Disabled'.
The Focus action may be performed to flip a 'Disabled' Reroll token to show its 'Ready' side again.
11.10 Boosting a Stat Roll
Some Technique cards have a Boost bonus (which can be any of several types). This bonus increases the chances of success of a stat roll performed by the player's Hero, mount or by a nearby or adjacent ally.
Before performing a Stat Roll for your Hero or a nearby or adjacent ally, you may spend a Technique card that shows a bonus matching the stat in question.
Bonus types: CBT +1, DEF +1, ART +1.
Add a number of dice equal to the indicated bonus value to this roll. The Hero that granted the boost gains a number of fury points equal to the fury value on the spent card. Ignore all other effects. Each stat roll may be boosted by one card only.
Example: Brid is attacking two minions. She has a CBT of 2, but Konrad boosts this value by spending a Technique card with a +1 bonus. Konrad gains a fury point. The player controlling Brid rolls 3 dice (CBT 2 + 1 Boost) for this CBT roll.
11.11 Heroic Token (WIP)
Each token defines a particular objective and when it is accomplished for the first time by a hero, then that hero acquires the token. A player discards each Heroic token in his possession and earns the indicated number of OPs which he places in his personal reserve.
List of Heroic tokens:
- Merciless: A hero eliminates four enemies with a physical attack (ATT). (2 PO)
- Survival Instinct: A hero loses zero Health points after defending against a Power 5 attack. (2 PO)
- Collector: A hero has two loot cards. (2 PO)
- Fearless: A hero overcomes a creature by making an ART roll. (1 PO)
- Furious: A hero unleashes his fury (1 PO).
- Duelist: A hero eliminates a specialist (1 PO).
12 - Facing a Boss (WIP)
Bosses are unique and formidable opponents. Facing a boss is very different from the hordes of enemies that Heroes usually face. Most of the time, in a boss fight, their miniature is placed on the field at the beginning of the game, but sometimes some bosses can appear during the game, if indicated on a Quest card.
12.1 Boss Equipment
To play a Boss, you will need the following items:
- Boss Enemy card
- Boss board
- Event Cards associated with that boss
- 3 Boss Activation cards
- Boss Ability tiles
- Weak Point tokens
- Hint tokens
- Hit Point Track tokens
- Boss Life Point marker
- 3 Behavior tokens.
12.1.1 Enemy Boss Card
An Enemy Boss card always has two profiles: the invulnerable version of the boss on one side and its vulnerable version on the other. These two forms are usually represented by different miniatures, but not always.
Enemy boss card anatomy (as printed on the invulnerable side):
- Boss name and version
- Illustration
- Statistics
- Power
- Behavior
- Changing the boss version
12.1.2 The Boss Dashboard
The boss dashboard shows:
- Boss life points track
- Location of Bonus/Penalty tokens for the vulnerable form of the boss
- Location of Bonus/Penalty tokens for the boss's invulnerable form
- Location of the Special Ability tile
- Bonus Ability tile location
- Unique Ability tile location
- Weakness token location
12.1.3 Boss Ability Tiles
Ability tiles modify the action possibilities of the boss in its invulnerable form, they do not affect the vulnerable form of the boss.
There are 3 types of Ability tiles:
- The unique Ability tile, specific to each boss.
- The bonus Ability tiles, which change some of the boss's stats.
- The Special Ability tiles, which give it a special game effect.
Level of difficulty: The Bonus Ability and Special Ability tiles have a difficulty level on the front: Normal or Hard.
12.1.4 Boss Weakness Tokens
Each side of the Weakness Token contains a combo that allows the hero to weaken an invulnerable boss. A Weak Point Token is placed on the back of each Ability slot on the Boss Board.
Level of difficulty: The Weakness tokens have a level of difficulty on their front: Normal or Hard.
Sometimes the Weakness token has an Increased Resistance marker slot.
12.1.5 The Increased Resistance Marker
When a Weakness token is revealed and displays an Increased Resistance marker slot, place an Increased Resistance marker on that slot. This marker is used to indicate that the boss will take longer and be harder to weaken.
12.1.6 Boss Hint Tokens
During their journey, the heroes will collect information that will allow them to defeat a boss. This information is indicated by Boss Hint tokens, each of which has a shape corresponding to a slot on a Boss Skill tile. When a boss hint token is earned, it is placed in the Companions of the Spear's supply.
12.1.7 Hit Point Track Markers
This track allows you to count the boss's hit points. It is only used when the boss is in its vulnerable form. It uses the hit point track tokens.
12.1.8 Hit Point Track Markers
When Heroes face a boss, the adventure provides a guide for placing the Hit Point Track Markers. These markers only affect the vulnerable version of the boss.
Markers on the Hit Point Track:
- Adjustment Marker: This marker allows you to adjust the length of the Hit Point Track when setting up a boss fight.
- Boss Hit Point Marker: The position of the marker on the boss health track symbolizes the current health of the boss.
- Shape Shift Marker: The position of these markers on the Boss Hit Points Track symbolizes when the vulnerable boss returns to an invulnerable form.
Sometimes the set-up diagram indicates the placement of Bonus/Penalty Tokens above one or more spaces on the Hit Point Track. When the boss's Hit Point marker reaches this space the vulnerable version of the boss gains the bonuses and/or penalties indicated on these tokens.
12.1.9 Behavior Tokens
These tokens are used to symbolize effects on the game board that are related to the behavior of the boss. Setting up a battle against a boss usually indicates where they are placed on the board.
(Transcription note: the source prints the next sub-section also as "12.1.9"; it is kept as printed below.)
12.1.9 The 3 Boss Activation Cards
A boss has 3 Boss Activation Cards, so it is activated 3 times per turn. Its behavior varies depending on the Boss Activation Card.
12.1.10 Boss Event Cards
In a battle against a Boss, Boss Event cards are used instead of Region Event cards. They function in the same way.
12.1.11 The Boss's Lair
A space on the board with the boss-lair icon is a location reserved for the boss. Consider the boss's lair to be permanently inaccessible to all combatants and creatures except the boss.
12.2 Setting up a Boss
When it is noted that a boss is coming, follow these steps:
- Place the Boss miniature in the space on the game board indicated as the boss's lair.
- Place the Enemy cards in the Enemy Zone (to the east of the game board).
- Place the Boss dashboard in the Enemy Zone.
- Place the unique Ability tile face up on its location.
- Take one bonus Ability tile at random from the normal or hard difficulty tiles (as indicated in the Adventure) and place it face up on its location.
- Repeat for the Special Ability tile.
- Take 3 Weakness tokens at random from the normal or difficult difficulty tiles (as indicated in the Adventure) and place them face down and out of sight on the Weakness token slots of the 3 Ability tiles.
- Place all the Hit Point Track markers as indicated by the Adventure.
- Replace the deck of Area Event cards with the deck of Boss Event cards.
- Take the 3 Boss Activation Cards:
- If the game has not yet started, shuffle them with the other Activation Cards and update the Activation Queue.
- If the game has already begun, place them randomly to the east of the Activation Queue, before the Appearance tile, and then flip the Activation tile over to its Chaos side if it was not already there (an Activation Queue Update will take place next turn).
12.3 Attacking a Boss
Depending on whether the boss is vulnerable or invulnerable, the Heroes will not be able to damage it in the same way.
During a fight against a boss, the Heroes must locate its weak points using the Hint tokens and cancel its invulnerability by breaking its Ability tiles with specific combos, in order to exploit its weak points. When the boss is vulnerable, the Heroes can cause him to lose hit points, until the boss recovers and becomes invulnerable again.
The Heroes must repeat this cycle until the boss succumbs.
(The source prints "12.3.1" for both the invulnerable and the vulnerable form below; both are kept as printed.)
12.3.1 Invulnerable Form
A boss appears in its invulnerable form. While in this form, the boss cannot lose hit points or be affected in any way, with 3 exceptions:
- A Hero can reveal a boss weak point with a hint token.
- If a weak point is revealed, a Hero can trigger a combo by using the displayed sequence, in order to break the boss's invulnerability.
- In any case, a Hero can trigger their fury to slow down the boss.
New Free Action: Reveal a boss' weak point: The player controlling an active Hero adjacent to or near an invulnerable boss may discard a Hint token from the Companions of the Spear's pool to flip a Weakness Token to its visible side. Flip over the Weak Spot Token associated with the Skill Tile that has the same shape as the Boss Hint token. The Weak Spot Token thus reveals the sequence needed to weaken the boss.
If the revealed Weakness Token has an Increased Resistance marker slot, place an Increased Resistance marker on the revealed Weakness Token.
Warning: only one Hero per turn can reveal a boss's weak point!
Weakening a boss: A Hero adjacent or nearby to a boss or mini-boss can trigger a combo whose sequence is identical to one of the Weakness tokens revealed.
- If that Weakness Token has an Increased Resistance marker on it, simply remove that marker.
- If this tile does not have an Increased Resistance marker:
- remove the Weakness marker from the game
- remove the Ability tile associated with that Weak spot token from the game
- apply the «shape change» effect indicated on the Boss Behavior card
- Flip the Enemy Boss card over to its vulnerable side.
VISUAL to be integrated. Example: Brid is adjacent to MOLO'KAI invulnerable and triggers a [Red Gem] [Red Gem], [Green Gem] combo. The Weakness token and the Ability tile are discarded. The change of form effect indicated on the Enemy card is then applied, and the Molo'kai figure is replaced by Nakha's.
Triggering a Fury against an invulnerable boss: A Hero nearby or adjacent to an invulnerable boss can target it by triggering its Fury. All effects of the Fury are ignored, but the targeted boss suffers a Stun.
Reminder: When a boss suffers a Stun, don't lie its miniature on its side, but the controller of the Hero who triggered the Fury deactivates one of the boss' Initiative cards.
12.3.1 Vulnerable Form
Once in its vulnerable form, Heroes can finally cause damage to the boss. When a vulnerable boss loses hit points, move the boss's hit point marker that many spaces on its hit point Track, space by space. When the boss's Hit Point marker passes over a Shape Shift marker on its track, apply the effect of that token:
- Shape Shift: Apply the «Shape Shift» effect indicated on the Enemy Boss card, then flip it to its invulnerable side (the boss can't lose any more hit points since it is invulnerable again).
- If it is the last space on the hit points track, the boss is eliminated, remove their miniature from the game and all the equipment associated with it.
When moving or attacking, the boss follows the same targeting procedure as all enemies and uses different stat values depending on whether it is in its invulnerable form (don't forget to apply the effects of Ability tiles) or vulnerable (the Ability tiles have no effect).
12.4 Boss Activation
When the Activation token is moved to a Boss Activation Card, the boss is activated.
Apply the Boss Enemy card activation procedure corresponding to the Activation card icon. Depending on whether the boss is in its vulnerable or invulnerable form, the boss activation will have different effects.
(Transcription gap: the printed page shows the Nakah boss activation cards (Spinning Tail, Nakah's Curse, Horned Strike) and the boss card text only as small card art. That card text is not reproduced here; the boss-card and ability-tile wording above is taken from the printed rules text.)
12.5 Mini-Boss
Mini-bosses, as the name implies, are not quite bosses. All boss rules apply to a mini-boss, with the following exceptions:
- A mini-boss has no Event Pack, so do not replace the Event Pack when a mini-boss appears.
- A mini-boss does not have a Bonus Ability tile or a Special Ability tile, only a Single Ability tile.
- The Adventure Set-up indicates the space in which it is placed.
- The mini-boss Hint Token can be used against them.
13 - Campaign Mode
WIP...
14 - Solo Mode
Make these rule changes if you want to play Anastyr solo.
- You control 2 Heroes (instead of one). Activated Heroes have 3 actions, as in a two-player game.
- Your starting hand consists of 6 Technique cards (instead of 3): 3 Technique cards per Hero under your control.
- During the preparation phase, you may discard any or all of your hand of Technique cards; then draw Technique cards one by one from your Heroes' respective decks until you have 6 Technique cards in hand. The initial limit of 3 Technique cards per controlled Hero no longer applies.
- During the movement step, the enemy never enters a space containing a Hero.
Each Severe Injury card reduces the maximum size of your hand by one card. During the preparation phase, you can only draw a maximum number of Technique cards from a Hero's deck according to the number of Severe Injury cards they have.
- 1 Severe Injury card: 2 Technique cards
- 2 cards Severe Injury: 1 Technique card
- 3 cards Severe Injury: 0 Technique card
When a Hero performs the 'Heal' action to remove a Severe Injury card, they may only remove the card placed next to their own dashboard. Return the card to the Severe Injury deck.
Example: Murat controls Konrad and Brid. At the start of the preparation phase, his hand contains four cards (2 for Konrad, 2 for Brid). He decides to discard one of Konrad's cards and one of Brid's. He must therefore draw four cards to restore his hand to 6 Technique cards. He chooses to draw one card from Konrad's deck and three cards from Brid's. His hand now contains 2 of Konrad's Technique cards and 4 of Brid's.
Severe Injury cards are not added to your hand, but placed near the dashboard of the Hero that sustained the injury.
15 - Glossary
15.1 Keywords
15.1.1 Traits
- Blocking: A combatant engaged with a combatant possessing the Blocking trait cannot move.
- Critical X: Apply the effect associated with Critical when the targeted combatant loses at least X hit points.
- Flight: When moving, this combatant ignores the diagonal movement limitation, the impassable, difficult, dangerous and inaccessible space effects. They cannot end their move in an inaccessible space.
- Harassment: During the movement step, the enemy never enters a space containing a Hero.
- Imposing: A combatant engaged against a combatant with the Imposing trait cannot move.
- Rider: If you allocate 2 [icon as printed] to this enemy, he is disarmed.
- Pack X: During the enemy attack step, add +X to the attack power if multiple enemies of the same type and level are attacking the same target.
- Range X: The value X is the maximum range of an attack or effect, in spaces. The target of the attack or effect must be in line of sight.
- Speed: The Hero ignores the limitation on the number of diagonal moves.
- Spin: When this combatant attacks, the power of the attack affects his space and all adjacent spaces.
- Unity X: When the enemy is targeted by an attack, add +X to its [icon as printed] if at least one other enemy of the same type and level is nearby.
15.1.2 Effects (heading printed as "Effets" in the source)
-
Attraction: Place the targeted Hero on Foot or Mounted Hero miniature in the attacker's space. If the space is not accessible, the Hero stays in their current space and loses 1 hit point. A mounted Hero subjected to the Attraction effect loses their mount.
-
Aura X: Combatants of the type designated by the aura effect suffer or benefit from the effects of the aura while they are within X spaces.
-
Bleeding: Add a Bleeding Severe Injury card to your hand.
-
Confusion: A Hero discards the rightmost prepared Technique card on their Combo trail, without gaining the fury point indicated on that card.
-
Explosion: The targeted space and each adjacent space suffer the same attack power.
-
Fear X: A Hero must move X spaces. Each space they move to must move them away from the space where the Fear effect originated.
-
Leap X: When a combatant performs a Leap, they may move up to X spaces, in a straight line, ignoring any terrain effects (impassable, inaccessible, dangerous, etc.) in the crossed spaces. However, the space where they end their movement must be accessible and all effects apply.
-
Loot: Draw a Loot card whenever a Hero performs the Interact action in a space containing a Loot standee or eliminates a nearby enemy that has a Loot icon on its Enemy card.
15.2 Icons
15.2.1 Icons Associated with the Characteristics
Many game effects use icons. Their exact meanings are listed below:
- Physical attack (ATT, combat icon): The combatant performs a physical attack, based on their CBT stat.
- Art attack (ATT, art icon): The combatant performs an art attack, based on their ART stat.
- MVT: The combatant moves to a new location, using their MVT stat.
- DEF icon: The combatant defends against a physical attack, based on their DEF stat.
An ATT (combat icon), ATT (art icon), or DEF icon may be followed by a value X. X the value used for the stat roll. Any bonus or penalty modifiers apply in the normal way.
Example: If Brid (DEF 4) plays the Parry Technique card, she performs a DEF roll, adding +2 to her DEF stat. This means she rolls a total of 6 dice (DEF 4 + 2) for the test.
Example: Undraal triggers the Vyr combo and performs ATT 2. Despite having an ART stat of 4, she only uses 2 Adventure dice for the ART roll.
For a MVT X, X is the number of spaces the combatant can move because of this movement. The icon in the example indicates that the combatant moves one space.
An ATT (combat icon), ATT (art icon), or DEF icon may be followed by a +X or -X value. In such cases, X is the number of Adventure dice added to or removed from the stat roll. Any bonus or penalty modifiers still apply. For a MVT +X or -X, X is the number of spaces added or deducted for this movement.
Example: Pyrah (CBT 3) performs Snapshot ATT (combat icon) -1, using two Adventure dice for the CBT roll.
15.2.2 Other Icons
- Flip the Reroll token to show its 'Ready' side.
- Adventure die.
- Fury Die.
- Fury point.
- Chaos: Update the activation queue.
- The effect of the Event or Spawn card remains active until the next card of the same type is drawn (hourglass icon).
- Minion of any level.
- Level 1, 2 or 3 minion.
- Specialist of any level.
- Level 1 or 2 specialist.
- Mini-boss.
- Boss.