Assault on Doomrock: Ultimate Edition
Assault on Doomrock: Ultimate Edition Rulebook
Table of Contents
Table of Contents
Victory and Defeat
The campaign ends in victory after winning the final Battle at the end of Act III.
The campaign ends in defeat if one of these conditions is met:
- During the Adventure, if all Heroes are brought to 0 HP at the same time.
- During Battle, if all Heroes have been Defeated.
- If the Doomrock Area is not revealed before the Act III Battle.
Solo Play
Doomrock Ultimate can be played solo by controlling two Heroes. However, it is recommended to use the dedicated solo mode included in the Modular expansion section. In either case, all rules for a two Hero game also apply to the solo mode.
Expansions and Variants
Multiple modular expansions and rule variants can be used to tune the experience to your liking.
All expansion components are marked with a star icon.
Some Event and Secret Area Cards refer to Pets, which are expansion content. If you are not playing with the Pets Expansion, it is still recommended to keep these cards in the decks and simply draw a new card if one appears during gameplay. These cards are also marked with the expansion component icon if you would like to keep them separate.
Rules for the Rules
Limited Components: The only limited components of the game are Enemy Markers (Boss and Minion Markers) and Exposure Markers. In the rare case players run out of Enemy Markers, no further Enemy Markers are placed. Heroes decide the distribution of the remaining Enemy Markers. Special rules apply when running out of Exposure Markers.
Effect Order: Resolve the text of cards from top to bottom, one effect at a time. If at any time game events seem to occur simultaneously, Heroes decide the order in which the events occur.
Other Hero Decisions: If a Marker or card needs to be placed and the effect does not specify the exact placement or there is a tie between potential choices, Heroes decide where to place the object.
Card Effect Priority: Should text on a card conflict with rules in this rulebook, the text on the card always takes precedence.
Hero Count Shorthand: Some effects vary based on Hero count, and are presented in the form a/b/c in game text. a = 2 Heroes (also when playing in solo modes), b = 3 Heroes, c = 4 Heroes. For example, if 4/6/8 party Damage is dealt, in a 3 Hero game, the party is dealt 6 Damage.
Default Targets of Effects: If an effect does not specify a target, the default target of that effect is the effect's owner: the Hero or Enemy that activated the effect.
Discarded Cards: Whenever the rulebook or card effects instruct a Hero to discard a card, place these cards at the bottom of their appropriate deck. The only exception to this is the deck of Activation Cards, which should always be shuffled before being reassembled into a face down deck.
Setup
Hero Setup
Each Hero should follow the directions below. The game supports from 1 to 4 Heroes. If playing solo, you may control 2 Heroes, but it is recommended to use the solo variant instead.
- Hero and Trait Cards: Choose a Hero or pick a Hero at random. You may display either side of your Hero Card. The Ability printed on the Trait Card is treated the same as any other Ability Card.
- Maneuver Ability Card: Find the Maneuver Starting Ability Card that matches the Hero's symbol.
- Starting Ability Cards: Find both Starting Ability Cards that match the Hero's symbol shown at the bottom right of your Hero Card.
- Dice: Each Hero receives 4 standard dice, unless playing with the custom dice expansion. Heroes always have a number of dice equal to the number of Ability Cards, including their Trait.
- Hit Point Markers: Each Hero receives Hit Point Markers according to the value printed on the Hero Card.
- Hero Marker: Find the Marker that matches your Hero symbol. This is you.
After Hero Setup, you may put the Trait, Hero and Starting Ability decks back in the box.
Hero Difficulty Ranking
Beginner-Friendly (playing these Heroes requires less experience and knowledge of the advanced Battle rules): Commander, Warrior, Archer, Mage/Fairy, Rogue/Rouge, Bard, Viking/Valkyrie, Witch/Witcherer.
Advanced (playing these Heroes requires knowledge of the advanced Battle rules): Noble, Monk, Cleric, Blood Mage, Elementalist, Mare/Cavalryman, Engineer, Paladin.
Good Luck (this wild Hero requires significant experience and rules familiarity to play effectively): Skillomancer.
Uses the Pet Expansion (no special setup): Necromancer.
Pet setup: The Beastmaster starts with a Pet. During Hero setup, draw 3 random Pet Cards. Keep one of these Pet Cards, and place it near your Hero and Trait cards on the Level 1 side.
Shapeshifter forms setup: During Hero setup, draw 3 random Pet Cards and keep them all in hand (Druid).
Adventure Map Setup
At the start of each Act, set up the Adventure Map.
- Create the Area Deck: Shuffle the Wilderness, Mountain, and Town Area Cards into separate decks. Draw and shuffle together two cards from each deck to create the face down Area Deck.
- Create the starting Adventure Map:
- Act I – Draw one card from each of the Wilderness, Mountain and Town Area Cards. Place these cards face up, in random order, to the left of the Area Deck.
- Act II – Draw one Town Area Card, and place it face up to the left of the Area Deck. This is the only revealed Area at the start of Act II.
- Act III – Draw one Town Area Card, and place it face up to the left of the Area Deck. This is the only revealed Area at the start of Act III. Place a random Doomrock Area card face down to the right of the Area Deck.
- The remaining Area Cards may be returned to the box.
- Add Secret Markers: Add Secret Markers to each face up Area Card equal to the value in the upper left corner. Whenever new Area Cards are revealed during the Adventure, repeat this process for each revealed Area Card.
- Set up SHOP inventory: Search for appropriate Item Cards to set up any visible SHOP effects.
- Place the Party Marker: Place the Party Marker on the revealed Town Area.
Battle Card
Select a random Battle Card matching the current Act and place it face down near the Adventure Map. This card is kept secret and depicts the Enemy you will face during the upcoming Battle.
Setting Card, Time, Silver and Decks
Draw a random Setting Card, and place it face up near the Adventure Map. The Party gains Time Markers equal to the value in the upper left corner of the Setting Card. Place the Time Markers near the Setting Card.
Gain Silver equal to the number of Heroes (Act I setup only): 2 Heroes – 2 Silver, 3 Heroes – 3 Silver, 4 Heroes – 4 Silver. Silver is placed in the shared Party Inventory, along with all Common and Epic Items gained during the game.
Shuffle and place the following decks in the play area face down: Level Up Abilities, Common Items, Epic Items, Events and Secret Areas.
This concludes the setup.
Adventure
New to the Game? The game starts with an Adventure. However, if you are a new player, or if you are teaching the game, it is recommended you start with the level zero 'Wolves' tutorial Battle Sheet. Understanding the Battle mechanics will give players a lot of useful context for the Adventure.
Adventure Overview: During the Adventure, there can only be a maximum of 3 revealed Area Cards to the left of the Area Deck at any time. These 3 cards represent the current Adventure Map. Heroes will Travel between the Area Cards on the Adventure Map together as a Party, symbolized by the Party Marker, and Search them in the hopes of finding Loot (or LOOT!) and Silver. The Party can Visit Locations on the current Area Card and eventually Venture Forth to discover new Areas from the Area Deck.
Time Limit and Battles: Time Markers represent how long the Heroes have before the Battle begins. Time Markers are spent as Heroes travel and perform actions on the Adventure Map.
If an action on the Adventure Map costs Time, Time Markers from the Setting Card must be spent before taking that action. When Time Markers run out, Heroes may finish the current action and start any number of new actions that do not cost time. Afterwards, Heroes must start the Battle by revealing the Battle Card that was drawn during setup.
Area Card Anatomy
- Secrets: When an Area Card is revealed, place this many Secret Markers on the card.
- Area Type: The type of Area Card, which may be addressed by other card effects.
- Area Name: The name of the Area.
- Flavor text: For descriptive purposes only.
- Exploration Bonus: Indicates a one-time bonus earned after all Secret Markers are removed from the card.
- Locations: May be visited by paying the location entry cost. Once the cost has been paid, the location's effect is resolved.
- Location Entry Cost: Must be paid before the location effect may be used.
- Visit Order: A location led to by an arrow may only be visited once, and only after the previous location has been visited.
- Global Effect: This effect stays in play until the Area Card is discarded.
Setting Card, Traveling
Setting Card: The Setting Card drawn for the current Act defines how much time the Heroes have available during the current Adventure Phase, the special effects in play during the Act, a table for default LOOT! checks and the reward Heroes will gain by overcoming the Battle at the end of the Act.
Setting Card Anatomy:
- Available Time: Time Markers gained by the Party for the current Act.
- Passive effect: This effect is active as long as this Setting Card is in play.
- LOOT! Table: Whenever the Party performs a LOOT! check, consult this table.
- Reward: This is the reward gained by the party after winning the Battle from this Act.
Adventure Actions: There are 4 types of actions the Party may perform on the Adventure Map:
- Travel between Areas of the Adventure Map.
- Visit a Location on the current Area Card.
- Search the current Area.
- Venture Forth to reveal and move the Party to the top face down card from the Area Deck.
Travel (Adventure Action): Heroes may spend 1 Time Marker to travel as a group to any of the 3 face up Area Cards located to the left of the Area Deck or to the Doomrock Area Card if it has been revealed by a Venture Forth action during Act III.
To Travel, spend 1 Time Marker and move the Party Marker to the desired face up Area Card.
Visiting Locations, Entry Cost
Visit a Location (Adventure Action): Heroes may visit locations on the Party's current Area Card by paying the entry cost. Only after paying the entry cost, the effect of the location is resolved once. The Party can visit any number of locations, and locations can be visited more than once as long as the Party can afford to pay the full entry cost for each visit.
While the entry cost must be paid before using the location's effect, the effect itself (or the effect of an Event) may instruct you to remove Markers you do not have, and there is no penalty when this happens.
Please note that Heroism, Shield, Exposure, and Stealth Markers are always removed and gained by all Heroes, which means that Heroes should always have the same number of these Markers during the Adventure.
Location Entry Cost Types:
- Time: Spend 1 Time Marker.
- Secret: Remove 1 Secret Marker from the current Area Card. After the last Secret Marker is removed, gain the Card's Exploration Bonus.
- Silver: The Party spends 1 Silver.
- Heroism: Each Hero removes a Heroism Marker.
- Shield: Each Hero removes a Shield Marker.
- Exposure: Each Hero removes an Exposure Marker.
- Stealth: Each Hero removes a Stealth Marker.
- Provoke: Each Hero removes a Provoke Marker.
Effects - Markers, Silver, HP, LOOT!
When Visiting a location, follow the text from the top to bottom to resolve it once.
- Shield +X or -X: Each Hero must gain or remove the indicated number of Shield Markers, if able.
- Exposure +X or -X: Each Hero must gain or remove the indicated number of Exposure Markers, if able.
- Heroism +X or -X: Each Hero must gain or remove the indicated number of Heroism Markers, if able.
- Stealth: Each Hero gains a Stealth Marker after removing any Provoke Markers.
- Provoke: Each Hero gains a Provoke Marker after removing any Stealth Markers.
Heroes may not have more than 1 of either Stealth or Provoke Markers. If one is gained, the other is removed.
LOOT! +X or -X: When resolving the LOOT! effect, one of the Heroes rolls a D6, adds or subtracts the LOOT! modifier shown (e.g. +1, -2 etc.), then references the LOOT! table to determine rewards.
By default, the loot table from the Setting Card is used. However, a custom loot table may appear under the LOOT! effect. If it does, the custom table is used instead.
If the result is lower than the lowest table result, gain the lowest table result. If the result is higher than the highest table result, gain the highest table result.
Silver +X or -X: Silver is gained or removed from the Party Inventory (Silver gained or lost does not vary based on the number of Heroes).
HP +X: Each Hero Restores the indicated number of Hit Points. Heroes may not exceed their maximum Hit Points (6).
Damage: Each Hero is dealt 1 Damage and removes 1 of their HP Markers as a result. A Hero is defeated as a result of this effect if their HP is reduced to 0. If all Heroes are defeated, the Heroes lose the game. As a general rule during the Adventure, Damage dealt to each Hero must be prevented by removing 1 Shield from each Hero.
D6: Represents a six-sided die roll. This abbreviation may appear in card text.
Common / Epic (Items): Draw the top card from the Common or Epic deck and place it in the Party Inventory. Sometimes the effect will instruct the Heroes to draw a specific type of Item or Ability. In this case, draw Item Cards until you find the Item(s) of the specified type and discard the rest of the drawn cards to the bottom of the deck.
Effects - SHOP, SCOUT
SHOP: This location allows Heroes to buy Items and Keep Markers from the current Area's SHOP Inventory as well as sell Items from the Party Inventory.
SHOP setup: A SHOP keyword is followed by the list of Items available for purchase. Use the information in the parentheses to draw appropriate Item Cards as soon as the SHOP effect is revealed on an Area Card. Place the Item Cards below the Area Card with the SHOP effect.
Buying at the SHOP: Pay the appropriate number of Silver Markers from Party Inventory to gain the desired Item Cards or Markers. Even if a SHOP location has an entry cost, any number of purchases and sales can be made when visiting the location once. If a SHOP offers Markers or effects other than Item Cards, the available number of these Markers and effects is infinite.
Selling at the SHOP: While visiting a SHOP, Heroes may discard 2 Common Item Cards to gain 1 Silver or 1 Epic Item to gain 1 Silver.
Shops and Area Cards: The inventory moves with the Area Card where the SHOP is located. When the Area Card is removed from play, the inventory is discarded.
SCOUT: This effect allows Heroes to reveal the top card of one of the decks in the adventure play area (Level Up Abilities, Common Items, Epic Items, Events, Secret Areas, Area Deck, Battle Card, Doomrock). When resolving SCOUT, choose a deck and draw the top card of that deck. You may then discard this card (place it to the bottom of the deck) or keep the card revealed at the top of that deck. If you choose to retain a card, other game effects may refer to it as a SCOUTED Card.
SCOUTING a Deck repeatedly: You may SCOUT a deck with an already SCOUTED Card. In this case, discard the SCOUTED Card (place it at the bottom of the appropriate deck) before resolving the SCOUT effect on the next card as normal.
SCOUTING the Area Deck: An Area Card may become SCOUTED, but a SCOUTED Area Card is not considered to be in play as a part of the Adventure Map. No Secret Markers are added to a SCOUTED Area Card, no SHOP inventories are set up and the Party Marker may only be moved onto that card as a result of a Venture Forth action.
SCOUTING the Battle Card or Doomrock: These cards may be SCOUTED in order to inspect the next Battle or Doomrock Area. Discarding these cards, however, has no useful effect, since both decks consist of only that one card. A SCOUTED Doomrock Card is not considered to be revealed (no Secret Markers are added and the party may not Travel to it).
Effects - CAMP, Peril
CAMP: During CAMP the Hero Party may spend Silver to Level Up. Apply any other effects listed as well. These will typically restore HP and remove Exposure Markers.
Peril: Peril may occur as a result of Visiting a location on an Area Card, as a result of a Global Effect, as a result of an Event Card and when taking the Venture Forth action into a new Area.
When resolving Peril, roll the Peril Die and apply the effect from the roll. The Peril Die's faces can produce these results:
- Each Hero is dealt 1 facedown Exposure Marker.
- Each Hero is dealt 1 Damage.
- Each Hero is dealt 1 Damage for each pair of their Exposure Markers.
This effect may reduce all Heroes to 0 HP and end the campaign. As a general rule, during the Adventure, 1 Damage dealt to each Hero must be prevented by removing 1 Shield from each Hero.
Peril in Mountains and Doomrock Areas: These Areas are considered more dangerous than Wilderness and Town Areas. When resolving a Peril Effect in Mountains or Doomrock Areas, roll the Peril Die twice and apply both of the roll effects.
Area Types are marked by a keyword and an icon on the Area Cards (see Area Card Anatomy).
Level Up
The Party may Level Up any number of times when using a CAMP effect as long as they can afford the cost. Level Ups allow Heroes to acquire new Abilities and consequently increase their dice pool.
To perform a Level Up, pay Silver from the Party Inventory equal to the number of Ability Cards owned by a Hero with the fewest number of Ability Cards, including the Ability printed on the Trait card (A first Level Up costs 4 Silver).
Draw 3 Ability Cards from the Level Up Ability Deck. Players may elect to discard any of the drawn Ability Cards and draw a replacement for each discarded Card in order to improve their options. This may only be done once.
The Hero with fewest Ability Cards may permanently keep one of these cards. If there are multiple Heroes tied for fewest Ability Cards, the Party chooses which Hero performs the Level Up.
This Hero also gains an additional die for use during the Roll Phase. Heroes should always have a number of dice equal to the number of Ability Cards, including the Ability printed on their Trait Cards.
Other Sources of Ability Cards: When encountering an effect that grants Ability Cards, Heroes with the fewest Ability Cards must be chosen to receive the effect. A Hero may never have more than 1 Ability Card more than any other Hero.
Ability Card Limit: A Hero may never have more than 7 Ability Cards, including the one granted by the Trait Card. When gaining an Ability Card over this limit, that Hero must discard one of their Level Up Abilities before gaining a new one.
Search, Events, Exploration Bonus, Secret Areas
Search (Adventure Action): If an Area Card has at least 1 Secret Marker, that Area can be searched. The Party may spend 1 Time Marker in order to Search the current Area. As a reward, Heroes draw and resolve a card from the top of the Event Deck, then remove 1 Secret Marker from the Area Card that was searched.
Text Events: These Events will often present Heroes with a choice between two options. Read, then choose and apply the effect of the selected option. Please note that just as with location effects, Heroes may choose an option that would make them remove Markers that they do not have without penalty.
LOOT! Events: When resolving an Event Card with a LOOT! table, roll a D6 once and gain the reward from the custom LOOT! table instead of from the default LOOT! table printed on the Setting Card.
Exploration Bonus: After the last Secret Marker has been removed from the Area Card, Heroes gain the Exploration Bonus listed on the red banner of the card.
Secret Areas: These Cards may enter play as a result of Events or location effects. Secret Area Cards are placed above the Area where they were drawn. They will remain above that Area unless that Area Card is discarded.
Location effects and global effects from Secret Area Cards are treated as if they are a part of the Area Card below them.
Venture Forth
Venture Forth (Adventure Action): Heroes may spend 1 Time Marker to move the Party to a new Area Card drawn from the top of the Area Deck or to Doomrock in Act III. To resolve a Venture Forth action, follow these steps:
- Spend 1 Time Marker.
- Discard the 3rd Area Card on the far left of the Adventure Map. If there are only 1 or 2 Area Cards to the left of the Area Deck, then no Area Card is discarded. The discarded card can be put back in the box.
- Also discard all Secret Area Cards, all Item Cards and all Markers associated with the discarded Area Card.
- Slide the remaining face up Area Card(s) to the left. Draw the top card from the Area Deck and place it to the immediate left of the Area Deck.
- Add Secret Markers to that Area Card and perform SHOP inventory setup if a SHOP exists on that card.
- Place the Party Marker on that Area Card.
- Resolve a Peril according to that Area Card type.
- Draw and resolve an Event.
Venture Forth is the only way to reveal and reach the Doomrock Area Card in Act III.
Item Cards
Item Cards: Item Cards (or Items for short) represent gear that can be found and equipped during the Adventure and used during the Battle. There is no differentiation between Common and Epic Items except for their effect strength, requirements and sale price.
Equipment Slots and Item Types: Heroes may equip up to 4 Items by taking them from the Party Inventory during the Adventure and placing them near the Equipment Slots, represented by the icons located on their Hero and Trait Cards.
- Armor may be equipped in the Armor Slot.
- An artifact may be equipped in the Artifact slot.
- Weapons are held in the hands. A Hero may equip one two-handed weapon or up to two one-handed weapons.
- Consumables may be equipped in any of the 4 slots and a Hero may carry up to 4 Consumables (one in each empty Item slot).
Equipping and Unequipping Items: You may equip and unequip Items at any time during the Adventure unless the text on the Item states otherwise. After unequipping an Item, place it back in the Party Inventory.
Requirements: In order to equip an Item, a Hero must meet the attribute requirement located on the lower-right corner of the Item Card. The 3 attributes are abbreviated as follows: Str - Strength, Agi - Agility, Int - Intelligence.
A Hero's total attribute value is equal to the number of Ability Cards they have with that associated attribute. Some Abilities contribute to an owner's attributes; this means an Ability can effectively raise how many Items with that attribute requirement the Hero can equip. Additionally, some Items can increase a particular attribute value after being equipped.
If at any time an Item's requirements are no longer met, that Item must be unequipped and placed in the Party Inventory.
Items in Battle: The function of Items in Battle is described in detail in the Battle section.
Battle Basics
Battle Overview, Phases
Battle Overview: Battles are divided into rounds. Before each round, Heroes roll dice and place them on their Abilities, planning their actions for the round.
During a round, Heroes will remove the dice from their Abilities, allowing them to perform actions such as moving and attacking. Meanwhile, Enemies will attempt to murder the Heroes by performing activations based on their Battle Sheet and the Activation Deck. The fight continues until either the Heroes defeat all Enemies (or the Enemies designated as objectives) or until the Enemies annihilate the Heroes.
Battle Round Phases:
- Roll Phase: Prepare Item Cards, collect your dice, roll your dice and place them on Abilities, using results of 1 to gain Shields and results of 6 to gain Heroism.
- Start of Round Phase: Check for Start of Round effects.
- Initiative Phase: Heroes may remove dice from Initiative-enabled Abilities in order to use them.
- Minion Phase: Minions are activated, if present.
- Boss Phase: The Boss is activated, if present.
- Hero Phase: Heroes remove dice from Abilities in order to use them.
- End of Round Phase: Check for End of Round effects, remove all Heroism, Shield, Exposure, Provoke and Snare Markers from all Heroes and Enemies.
Characters, HP, Defeated Characters, Positioning, Movement, Engaged, Surrounded
Characters and HP: Battles are fought between Heroes and Enemies. The term Character refers to both Heroes and Enemies. Enemy Characters include Minions and the Boss.
Hero Characters are represented by the Heroes Markers. Their Hit Points are represented by HP Markers kept near the Hero's Card.
Enemies are represented by stacks of Minion and Boss Markers. Each stack of Markers represents one Enemy, and each Marker represents 1 or 2 Hit Points of that Enemy. Each Hit Point Marker has two sides. The full red side = 2 HP. The broken orange side = 1 HP.
Defeated Characters: If the Hit Points of any Character are reduced to zero, then that Character is defeated. Remove a defeated Character's Marker from the Battle immediately. After winning a Battle, defeated Heroes are restored to 1 HP as long as at least one other Hero survived the Battle.
Battle Objective: Heroes lose the Battle and the campaign if all of them are defeated. Heroes win the Battle after defeating all Enemies or by defeating all Enemies marked as objectives.
Positioning: Doomrock does not use measurement or a grid to depict the distance between characters in Battle. Instead, Characters are positioned into Groups.
Characters, Terrain and Pets within the same group are all considered adjacent to each other. Characters in separate groups are considered distant from each other. Groups can contain as few as one Character or as many as all Characters. Characters cannot be adjacent to themselves.
Movement: Characters can Move between groups in order to become adjacent or distant from each other or to Terrain and Pets. When a Character Moves, it either Moves to join an existing group or splits off to create a new group consisting of only itself. Heroes decide where they want to Move. Enemies will Move according to their Activation Cards and the Battle Sheet, but can also be Moved by various effects from Abilities and Items.
Moved: Characters may Move from a group to a new empty group and will still be considered to have Moved. Characters that did not change groups are not considered to have Moved.
Engaged: If a Hero is in a group with an Enemy, all Heroes and Enemies in that group are considered to be Engaged.
Surrounded: Heroes are Surrounded when their current group contains at least twice as many Enemies as Heroes. Enemies are Surrounded if in their current group there are at least twice as many Heroes as Enemies.
Example: The Rogue Moves from a group by themselves to a group with 2 Enemies. The Hero is now Engaged with both Enemies and is also Surrounded because there are twice the number of Enemies as Heroes in that group. Another Enemy and the Paladin then Move to the group with the Rogue. All Characters in this group are adjacent to each other. Neither of the Heroes is Surrounded, because there are fewer than twice the number of Enemies as Heroes within this group. If one of the Heroes Moved to a different group, the remaining Hero would become Surrounded.
Ability Cards
Ability Cards: Abilities sit at the core of the Doomrock Battle experience. Dice are placed on these cards during the Roll Phase and then removed during the Initiative and Hero Phases to use that card's effect.
Ability Card Anatomy:
- Ability Name.
- Keywords: Specify the Ability type, which may be referred to by Items and other Abilities.
- Use Effect: This effect occurs, in order, from top to bottom after this Ability is used.
- Heroism Effect: You may improve the effect of an Ability at the time it is used. The effect after the colon may be activated any number of times by paying the cost located before the colon each time. Example: When using this Ability Card a Hero may spend any number of Heroism, improving the Damage dealt by 1 for each Heroism spent.
- Attribute: A listed attribute increases that Hero's corresponding attribute value by 1. Example: A Hero with 3 Ability Cards showing Agi gives that Hero a +3 to Agility.
- Use Value: Shows dice values that can be placed on this Ability.
- Charges: The total number of dice that may be placed on this Ability is limited by the number of charge icons listed.
- Use Restriction: Ability Cards may be unusable if certain conditions are met. These conditions are listed at the bottom of a Card in red. Restrictions are an exception to the rule that effects must be resolved from top to bottom. Dice may still be assigned to a card, even if a Restriction prevents it from currently being used.
- Custom die color: Indicates which type of custom die is granted by the Ability Card instead of a standard die. Used only with the custom dice expansion.
Ability Use Values
- One die: This Ability may be used by removing a single die result (e.g. a 6) from the card. One charge indicates that a maximum of 1 die may be placed on this Ability at a time.
- Dice together, no slash: This Ability may be used by removing two dice of the same value (e.g. two value-6 dice) from the card. Two charges indicate that a maximum of 2 dice may be placed on this Ability at a time.
- Dice separated by a slash: This Ability may be used by removing either of two listed die values (e.g. a 5 or a 6) from the card. Two charges indicate that a maximum of 2 dice may be placed on this Ability at a time.
- Question mark: This Ability may be used by removing any die result from the card. One charge indicates that a maximum of 1 die may be placed on this Ability at a time.
- Lightning: Indicates an Initiative-enabled Ability. These Abilities may be used in the Initiative Phase, usually before Enemies activate. These Abilities may also be used in the Hero Phase. One lightning symbol by a die result indicates that all other dice results on this card are also Initiative-enabled.
- Dice Lock: This indicates an Ability with an Ongoing effect. Ongoing effects are passive effects that work as long as a die is assigned to this Ability (throughout all Battle Phases in a Round). In addition, dice placed on Abilities with a lock symbol do not have to be removed from these cards at the start of the next Roll Phase.
A die can still be removed from Abilities with a lock symbol to use an effect on that card that is not an Ongoing effect. The ongoing effect of that card will stop working immediately after the die is removed and before the other effect is resolved.
By default, there are no Initiative-enabled cards with a lock symbol. However, it is possible that another effect in the game may cause a lock Ability to become Initiative-enabled. In this case, the part of this Ability which is not an Ongoing effect may be used during the Initiative Phase.
Damage, Armor, Push
Damage and Attacks: When a Character is dealt Damage, they are considered Attacked. Reveal all Exposure Markers on that Character and resolve them. The total Damage dealt by this Attack is reduced by one for each Shield on that Character, and each Shield that reduces Damage is removed. The remaining Damage is reduced by the Armor of that Character. Finally, if Damage still remains, the HP of that Character is reduced for each point of Damage. Even if an Attack does not reduce a Character's Hit Points due to being reduced by Shields or Armor, an Attack is still considered to have taken place.
+X Damage effects: Effects from Items and Heroism effects on Abilities will frequently add extra Damage to an Attack. By default, this means +X Damage distributed between the targets of that Attack according to the attacker's decision (not +X Damage to each target of the Attack, unless specified in the text of that effect).
Armor: The total damage value of an Attack is reduced by 1 for every point of Armor on the target. If a Character with Armor has Shield Markers, then Shield Markers are removed to prevent Damage prior to reducing the damage with Armor.
Ignoring Armor: Some Attacks ignore Armor by the number indicated. This effect is cumulative with other effects that ignore Armor present in an Attack.
Push: When dealt a Push, a Character must move to an empty group in the current field. This is considered a Move. Push is resolved after all Damage is dealt and the entirety of an Attack is resolved, unless stated otherwise.
Attack Example: The Warrior deals 3 Damage with their Melee Strike by removing a die from the Melee Strike Card and spends 2 Heroism Markers to boost the total to 5 Damage. The Enemy has 4 HP, 2 Armor (as listed on the Battle Sheet for that Battle) and 2 Shield Markers. First, the 2 Shield Markers are removed, then 2 Damage is absorbed by the Armor. Finally, the Enemy is dealt 1 Damage to its HP, reducing that Minion to 3 HP. The top Enemy Marker is flipped to the broken side to indicate loss of 1 HP.
Exposure
Dealing Exposure: When dealt Exposure, a face down Exposure Marker is placed on that Character. Multiple Exposure Markers may be placed on a Character.
Resolving Exposure: When a Character with Exposure Markers is Attacked, all of the Exposure Markers on that Character are revealed and will be resolved as a part of that Attack's effect. When this occurs, all effects from the revealed Exposure Markers are added to the current Attack against the Character with Exposure.
Resolved Exposure Markers are placed face up in a separate pile.
Exposure Reset: In the rare case a Character is dealt Exposure but there are no available face down Exposure Markers, an exposure reset occurs. Remove all Exposure Markers from all Characters and shuffle all of the Exposure markers into a new face down pool.
List of Exposure Effects:
- +1 Damage (Universal): Increase the Damage dealt by the current Attack by 1.
- +1 Damage (Limited by Current Round): Increase the Damage dealt by the current Attack by 1 if the current round matches the round number printed on the Exposure Marker. In round 4 the Exposure Markers with a III still take effect. Players can keep track of the current round with the Round Markers.
- Push: Deals 1 Push after the Attack. Pushed Characters move to an empty group after the Damage is dealt and the entirety of the Attack is resolved. Resolving a push effect on Enemies is optional only when dealt by an Exposure Marker.
- Shuffle: Turn all of the face up Exposure Markers face down and shuffle them with the rest of the face down Exposure Markers. This effect is resolved after the entire attack is resolved.
Battle
Setup
Battle Setup Steps:
- Reveal Battle
- Enemy and Terrain Setup
- Activation Deck Setup
- Position Heroes
- Prepare Exposure Markers
1. Reveal Battle: Reveal the Battle Card to see which Enemies you are facing. There is a double-sided Battle Sheet for each Battle Card. One side contains information that is used only during Battle setup, while the other side contains the elements needed to run the Battle.
Some Battles from Act II and III may require the addition of an Act I Battle, which will act as Minions for a Boss. In this case, both Battles should be set up, but the information for Terrain should be taken from the Act I Battle Sheet.
2. Enemy and Terrain Setup: The right side of the Battle Sheet depicts Enemy and Terrain positioning. If there are special setup instructions, they will be listed on the red banner.
Markers adjacent to each other are in a single group. Some Enemies are only placed depending on the Hero count. Enemy positions shown with a Blue-3P icon or Orange-4P icon are only used when playing with 3 and 4 Heroes, respectively.
Create Enemy Characters by stacking HP markers according to type (Minion/Boss). Starting HP is listed on the Battle Sheet. Give each Enemy the indicated number of Shield Markers.
If not using the Terrain expansion, draw two random Terrain Markers and place them in the designated positions, which may be adjacent to some Enemies. Use the sides of the Terrain Markers that do not show dice results.
Terrain that shows no dice results has no special effect during Battle, but may be replaced with interactive Terrain from the Terrain expansion.
3. Set up the Field Dividers: Place the two Field Dividers at the ends of the dotted line, separating the Field where Heroes are set up from the Field with the Enemies.
4. Activation Deck Setup: Build the Activation Deck by shuffling together all Activation Cards that contain the symbols listed below the red banner on the Battle Sheet. Use the cards with the Boss symbol to form a separate Activation deck for Bosses that use Act I Battles as their Minions. (These fights use two Battle Sheets at the same time). Otherwise, use a single deck to activate both Minion and Boss Enemies.
Prepare the Activation Deck depending on the number of Heroes. In 2-Hero games, only the white cards are used. In 3-Hero games, both white and blue cards are used, and in 4-Hero games, all cards are used. In a 2-Hero game, the deck will be composed of: 2, 2, 3, A, Q, Joker. For a 3-Hero game, another 2 is added. For a 4-Hero game, yet another 2 is added.
5. Position Heroes: Heroes may equip and unequip Items and choose their starting positions. They may form groups with themselves in any configuration in the bottom Field, which is divided from the top Field by a dotted line. Heroes must form groups away from Terrain and Enemies.
Heroes keep their Heroism, Shield, Exposure, Stealth, Provoke and HP from the Adventure. Heroism, Shield, Exposure, Stealth and Provoke Markers kept from the Adventure may be placed on the Hero Marker, but for convenience it is recommended to keep them near the Hero Cards.
6. Prepare Exposure Markers: Shuffle all Exposure Markers (except the current Exposure Markers on Characters) into a face down pool.
0. Roll Phase
Terrain Resets: If playing with the Terrain expansion, flip the Terrain Markers to the side with the printed dice results (During the first round the Terrain should already be set up on this side).
Prepare Items: All Items used in previous rounds become available at the start of the Roll Phase. Rotate used Items back to their ready state.
Roll: Each Hero should have a pool of dice equal to the number of Ability Cards they have, including their Trait Card.
Each Hero collects their dice, except for any dice locked in earlier rounds (unlocking a die is optional). Dice that were assigned to Abilities in the previous round, but were not used and do not have a lock symbol must also be collected and rolled.
Each Hero rolls their available dice and is then allowed to perform 2 re-rolls. To perform a re-roll, gather any number of dice from your die pool that are not locked on Ongoing Abilities and roll all of these dice once.
After all re-rolls and die manipulations from effects are complete, the final dice results may be placed on Abilities or used for gaining Shield or Heroism Markers.
Placing Dice on Abilities: Dice may be placed on Ability Cards (and Terrain Markers) for later use. The rolled dice must match the dice symbols on the Ability Cards in order to be assigned. You may never assign more dice to a card than the number of charge symbols allows.
Pet Obedience Markers: When playing with the Pet expansion, Pet owners may place an Obedience Marker available on a Pet Card onto that Pet's Marker to mark it as Obedient for this round.
Heroism in the Roll Phase: Rolls of 6 are considered Heroic! Before the end of the Roll Phase, a Hero may spend a die result of 6 to gain a Heroism Marker. The Marker may be later removed to improve the effect of most Abilities or be given to a player after the game as a symbol of love. Heroism Markers are removed at the End of Round.
Shields in the Roll Phase: Rolls of 1 are defensive rolls. Before the end of the Roll Phase, a Hero may spend a die result of 1 to gain a Shield Marker. The Shield Marker may be removed at any time to prevent 1 point of Damage to the owner. Shield Markers are removed at the End of Round.
Dice used to gain Heroism and Shields are spent and cannot be assigned to Abilities or Terrain during this Roll Phase. These dice are put aside for the rest of the round.
1. Start of Round Phase, 2. Initiative Phase
Start of Round: Check the Battle Sheet and cards owned by Heroes, Goons, and Pets for any Start of Round effects. Notably, each Trait Card lists a Start of Round effect.
Initiative Phase: Heroes may use their Initiative-enabled Abilities during this phase if they choose, or they may keep the dice on these Abilities to use later in the Hero Phase instead.
Battle Sheet, Enrage, Stealth Effect
Special Effects of Battle: Special passive, ongoing effects that are critical to the Battle mechanics.
Enemy Attributes: In the lower-left section of the Battle Sheet, Enemy attributes are shown:
- Starting HP
- Monster activates after Hero Phase, instead after Minion Phase.
- Minion Armor
- Boss Armor
- Minion Activation Number: The number of diamonds indicates how many Minions are activated per Hero.
- Boss Activation Number: The number of diamonds indicates how many times the Boss activates (per round).
- Objective: If this symbol is present above an Enemy name, then only the Enemies marked with this symbol have to be defeated in order to win that Battle.
- Immovable Enemies: Enemies marked with this symbol may not be Moved by any effect from the Heroes.
Enrage: Bosses start with zero ENRAGE by default, but setup instructions may specify a starting ENRAGE value. When an action depicts "ENRAGE +/-", the ENRAGE value is adjusted. If the value is 1 or more, place or rotate a die in the dedicated spot to mark the current ENRAGE value for this Battle.
Enemies with ENRAGE tend to increase in strength as Battle continues, placing additional tempo considerations on the Heroes. An ENRAGE value may never be less than zero or more than six.
Stealth Effect: Each Battle has its own unique Stealth effect that Heroes can use. In order to use the Stealth Effect, a Hero removes their Stealth Marker and resolves that effect as if it was theirs. This effect is Initiative-enabled and unless stated otherwise, it may be used only during Initiative and Hero phases.
3. Minion Phase, Threat, Active Hero
Minion Phase: In this Phase, each Hero will activate a number of Enemy Minions, prioritizing Enemies that have not yet been activated this Round.
The default number of activations per Hero is 2, but this may vary from Battle to Battle and is listed on the Battle Sheet above the Enemy name.
Heroes activate Minions in order, according to their Hero Threat Value, from highest to lowest. You may mark the activated Minions with Activation Cubes.
After Heroes complete their Minion activations, move to the Boss Phase.
Threat: The value depicted in the upper-right corner of the Hero Card is the Threat Value for that Hero. Heroes with higher Threat will be attacked sooner and more often.
- Highest Threat: Target highest threat Hero.
- Lowest Threat: Target lowest threat Hero.
Active Hero: The Hero that is currently activating a Minion is considered the Active Hero and will remain the Active Hero for the duration of that Minion Activation.
Minion Activation: The Active Hero must choose a Minion that has not yet been activated during this Minion Phase. If, after activating a Minion, every Minion has now been activated at least once, the Active Hero immediately ends their activations and the next Hero becomes the new Active Hero.
No Unactivated Minions Available: If the Active Hero begins their activations and all Minions have already been activated at least once, the Active Hero must choose any one Minion to Activate, after which the Active Hero ends their activations and the next Hero becomes the Active Hero, until all Heroes have completed their activations.
Example: There are 4 Heroes and 5 undefeated Minions in the game. The Hero with the Highest Threat activates Minions (2 Minions per Hero for this example, but this may vary from Battle to Battle). The Hero with the second Highest Threat chooses two additional unactivated Minions to activate. The third Hero activates the last unactivated Minion, and then finishes the activation as no Minions remain inactive. The fourth Hero does not have any unactivated Minions to choose from, which means that they must choose any one Minion and activate it again.
Activations for Defeated Heroes: If a Hero is defeated, the number of Minion activations is not reduced. The remaining undefeated Heroes must complete Minion activations in place of the defeated Hero. Depending on how many activations need to be made, the undefeated Heroes may share these activations between themselves, becoming the Active Hero in place of the defeated Hero.
Enemy Activation, 4. Boss Phase
Minion Activation Sequence:
- Choose a Minion, prioritizing those that have not yet been activated.
- Draw a card from the Minion Activation deck. If there are no more face down cards in the deck, shuffle the face up cards into a new face down deck, and then draw a card.
- Locate the symbol on the activation card (2, 3, 4, Q, A, J). This symbol references an Activation Card printed on the Battle Sheet.
- Resolve the upper part of the Activation Card from top to bottom. The lower red part of the card is for Boss activations and is ignored during the Minion Phase. When an action cannot be performed by a Minion, skip to the next action. Actions on the card are written from the perspective of the Minion. The Active Hero resolves all of the actions as if they were that Minion.
- After an activation is complete, discard the card in a face-up pile. You may tag previously activated enemies with Activation Cubes.
Boss Activation Phase: Boss Enemies have their own Enemy Markers. A Boss activates automatically after all Minion activations are complete.
To activate a Boss, draw a card from the Activation Deck and resolve the bottom, red portion of the associated Activation Card.
Boss activation is resolved the same way as a Minion activation, with the exception that there is no Active Hero during the Boss Activation Phase.
Enemy Spawn: When an Enemy Action instructs you to spawn Minions, add new Minion Markers to the Battle with HP equal to those Minions' starting HP. Minions are not Spawned with Shields unless specified by the Spawn action. A Spawn action will always specify where to place the new Minions.
Activation Card Anatomy:
- Activation Card Symbol: Matches the symbol on the drawn Activation Deck Card.
- Action Name.
- Action Effect.
- Attack Symbol: Swords mark actions as Attacks.
- Target Backup Target: If the target on the left side of the arrow cannot be reached, then the Enemy will attempt to use its action on the target on the right side of the arrow.
The top section (gray background) contains actions for an activated Minion. The bottom section (red background) is for activating a Boss Enemy belonging to the same Battle as the above Minion.
5. Hero Phase, Using Abilities
Hero Phase: Heroes that are not defeated may, in any order, use Abilities by removing dice from their Ability Cards.
An Ability must be resolved fully before another Ability can be used. If an Ability cannot be fully resolved, a Hero cannot use it. For example, if an Ability always targets two different Enemies and that number is not available, that Ability cannot be used.
The Hero Phase concludes after all Heroes have finished using any Abilities that they wish to use.
Using an Ability:
- Choose valid targets, as specified by the Ability Card.
- Remove the dice required to use that Ability.
- Optionally, use the Ability Card's bonus effect any number of times by spending the depicted Marker that many times.
- Resolve the effect on the target(s).
Initiative-Enabled Abilities: Ability Cards that are marked with a lightning icon near the dice are Initiative-enabled. Initiative-enabled Abilities or Abilities that became Initiative-enabled due to another effect that were not used in the Initiative Phase already can still be used now.
6. End of Round Phase, Victory, Items
End of Round Phase: Remove all Heroism, Shield, Exposure, Provoke and Snare Markers from all Characters. Exposure Markers remain on Characters.
Continue the Battle with a new round, beginning with the Roll Phase. Remove Activation Cubes from Minions.
Track the current round number with the numbered Markers. The round number is used in some effects.
Doomed: After the End of Round 4, all Heroes spontaneously combust from exhaustion, and are all automatically defeated.
Victory in Battle: A Battle is won either when all Enemies are defeated or when all Enemies marked as Objectives are defeated.
- Remove all Heroism, Shield, Exposure, Provoke, and Snare Markers from each Hero.
- Remove all broken Hit Points. If this would result in a Hero having zero Hit Points, that Hero gains 1 Unbroken Hit Point.
- Gain the reward listed on the current Setting Card.
Heroes may continue the game by setting up the next Act, or put the game back in the box in a saved state.
If the Heroes emerge victorious from Battle in Act III, the campaign is successfully completed.
Using Items: Items can be used during the Phase indicated before the colon on the Item Card. If no condition is given, then that Item can be used at any time during the round (see Use Timing below). Used Items are rotated 90 degrees clockwise to indicate that they cannot be used again this round. Passive effects are permanent effects that provide their benefit regardless of the Item's condition (ready or exhausted).
Use Timing: Some Items do not provide a specific Phase when they can be used. These Items can be used at any time, with the exception of:
- Interrupting an Enemy activation. You may use an item after an Activation Card is drawn and revealed for an Enemy, but never during resolution of that card. Example: You can't use an item after an Enemy has moved to you but before it attacks during the same Activation.
- Interrupting the resolution of any effect. You may not use an Item unless all previously activated effects have been resolved completely. This includes effects from other Items, effects from Abilities (unless stated otherwise, such as with Damage-boosting Items), or when resolving Passive effects.
- During an Attack after the Exposure Markers have been revealed. Damage-boosting Items must be used with an Attack before revealing the Markers on the targets.
Items, Saving the Game
Preparing Items: All Items are prepared at the start of the Roll Phase by rotating them back to their original positions. Additionally, other effects may instruct Heroes to prepare an Item by rotating it back to its original position, ready to use again this round.
Consumable Items: Effects beginning with 'Consume:' are one time use. After resolution, that Item is discarded and put at the bottom of the corresponding Item Deck.
Saving the Game Between Acts: An Act of the game consists of an Adventure and Battle. If the Heroes emerge victorious from Battle, the Party gains the rewards from the Setting Card. Afterwards, the game can be continued with the next Act's setup or saved and put back into the box for later.
To save the game, follow these steps:
- Place each Hero, along with their associated Hero Card, Hero Marker, Trait, Item and Ability Cards, HP, and 1 Heroism Marker into separate bags.
- Place the Party Inventory and Silver into a separate bag.
Resuming a Saved game: To resume a game, take out all of the components from the bags and continue the game with the next Act setup.
Battle Example
The Rogue and Paladin face off against some Goblin Minions and a Goblin Shaman Boss. During the Roll Phase, the Rogue gained 1 Heroism and added two 6 results on their ability: Poisonous Stab.
At the start of the Initiative Phase, the Rogue is adjacent to a Goblin. This Ability is Initiative-enabled, so the Hero may use it now. The Rogue uses Poisonous Stab by removing one die from that Ability to attack the adjacent Goblin.
Poisonous Stab deals 2 Damage. The Goblin has 1 Armor and 1 Shield; the Shield is removed to absorb 1 point of Damage, and Armor absorbs another point of Damage, reducing HP lost to zero. No HP was lost, but this Minion is still considered Attacked.
Even if an Attack does not reduce any HP, the rest of the Ability Card effects apply. In this case, the Goblin is dealt an Exposure Marker because of the effect from the Poisonous Stab Ability.
The Rogue attacks again. They remove a second die from Poisonous Stab and decide to spend their Heroism Marker in order to increase the Damage by 1.
This Attack reveals all the Exposure Markers on the target. A +1 Damage result is revealed, increasing the total Damage dealt to 4. One point of Damage is absorbed by the Goblin's Armor, and the remaining 3 Damage reduce the Goblin to zero HP. The Goblin becomes defeated with no OVERKILL Damage.
Because the Goblin was Attacked again without any Hero removing dice to Activate an Ability that was not an Attack, this second Attack is considered a COMBO attack, which may be important for some COMBO related effects.
The Heroes have no remaining Abilities and effects to use in the Initiative Phase, so the Minion Phase starts.
The Paladin activates Minions first because their Threat level is higher than that of the Rogue. By default, each Hero has to activate 2 non-activated Minions; however, because all Minions will have become activated after the surviving Goblin is activated, the Paladin must activate only one Minion once.
The Paladin draws an Activation Card and checks the Minion part of the corresponding Activation Card on the Battle Sheet. The Paladin resolves the effects from top to bottom. The Goblin Engages, moving to the Paladin's group, because the Goblin is not Engaged and the Paladin is the Active Hero. Next, the Goblin attacks with Hack and deals 1 Damage to the Paladin because the Paladin is an adjacent Character to the Active Hero. The Paladin's HP is reduced by 1.
The Paladin's Minion activation concludes. Now it is the Rogue's turn to activate Minions. Because all Minions were previously activated, the Rogue must choose and activate any 1 Minion. Unfortunately for the Paladin, the only Enemy is adjacent to him.
A similar Enemy Activation Card is drawn. When resolving Engage, because the Goblin is already adjacent to the Paladin, this part of the card has no effect. The Goblin remains adjacent to the Paladin and attacks with Hack. Because the Active Hero (Rogue) cannot be reached, the Goblin targets the Paladin, which reduces the Paladin's HP by 1.
Minion activations are concluded, and Battle moves on to the Boss Phase. Boss Enemies activate once by default, and there is no Active Player for a Boss activation. Heroes draw an Activation Card and resolve the bottom (red) part of the corresponding Activation Reference on the Battle Sheet.
The Shaman moves to any Goblin adjacent to the Highest Threat Hero, in this case, the Paladin. Next, the Shaman removes all Exposure Markers from all adjacent Goblins, but this has no effect in this case. Finally the ENRAGE value of this Boss is increased by 1. After Voodoo Dance the Shaman attacks, dealing (1 + ENRAGE value) Damage to the Highest Threat Hero (Paladin).
The Enemy and Boss Phases are now concluded. Battle continues with the Hero Phase, when Heroes may use both their Initiative-enabled and non Initiative-enabled Abilities.
Advanced Battle
It is not essential to read the Advanced Battle Rules when learning the game; rather, they can be referred to when effects and terminology come up during the game. More complex Heroes may make heavier use of these rules.
Bonus Dice, Stealth, Provoke
Bonus Dice: Bonus Dice may be gained from various effects. They are not permanent and must be removed during the End of Round phase. When gained in any Phase of Battle, a Bonus Die may be rolled up to 3 times and placed on an Ability card, following the result and charge restrictions. Unless playing with the Custom dice expansion, if a Bonus Die is gained in the Roll Phase, die results of 1 may be used to gain Shields and die results of 6 may be used to gain Heroism following the usual rules.
Bonus Dice gained during a round after the Roll Phase do not carry over to the next Roll Phase.
At start of the Roll Phase, Heroes must reduce the number of dice available to them to their current number of Ability Cards, including the one printed on the Trait Card.
Stealth: Characters may have only 1 Stealth Marker at a time. When gained, Stealth removes Provoke and, in turn, gaining Provoke removes Stealth.
Heroes that have Stealth are considered to be Lowest Threat, which may cause them to be attacked less often. When more than one Hero has Lowest Threat, the Heroes choose which of these Heroes has higher Threat and which activates Minions first. Other effects may refer to Characters that have Stealth. A Stealth Marker can also be spent and removed to use an effect requiring Stealth.
Provoke: Characters may have only 1 Provoke Marker at a time. When gained, Provoke removes Stealth and, in turn, gaining Stealth removes Provoke. Some effects may refer to Characters that have Provoke. A Provoke Marker can be spent to use an effect requiring Provoke.
Provoke has 2 default effects for Heroes:
- Heroes that have Provoke are considered to be Highest Threat, which may cause them to be attacked more often. When more than one Hero has Highest Threat, the Heroes choose which of these Heroes has higher Threat and which activates Minions first.
- After a Hero has drawn and revealed an Activation Card for a Minion, another Hero with Provoke may remove Provoke to become the Active Hero for the purpose of resolving that entire activation, even if that Hero has completed all of their Minion activations. This counts as one activation for the Hero who originally revealed that card.
Effect Length: Unless stated otherwise, all text effects last until the End of Round.
Reaction: Some Initiative-enabled Abilities contain a Reaction: keyword followed by a colon. These Abilities may be used only when the condition listed in the Ability text is met. This may cause the Ability to be used at times when you normally cannot use Abilities, such as interrupting Enemy activations.
If an Ability that interrupts an Enemy action is used, apply its effect immediately and then resume the Enemy activation.
Restore, Broken, Party Damage, Snare, COMBO, OVERKILL, Interruption
Restore: When using a Restore effect on a Character, you may either Restore 1 Hit Point to that Character or remove 1 Exposure Marker from that Character. Heroes may not gain HP over 6. Restored Hit Points are Broken.
If an Enemy Restores HP or Shields, that Enemy will gain HP or Shields up to the maximum listed on the Battle Sheet for setup.
Broken HP and Broken Heroes: The back side of the Hit Point Markers indicates that they are temporarily mended and will be removed after the Battle. Whenever Damage is dealt to a Character with Broken Hit Points, remove the Hit Points that are not broken first. A Character with every Hit Point Broken is considered Broken, which may be referred to by other effects.
A Hero who survives a Battle with all of their Hit Points Broken will return one HP Marker to its Unbroken side prior to continuing the game.
Party Damage: When Party Damage is dealt, it may be distributed between the Heroes as they see fit. When distributing Party Damage, a Hero may not be dealt Damage that would reduce their Hit Points below zero unless there is no other choice. When playing with the Terrain Expansion, Party Damage is reduced by 1 for each Hero standing in Cover.
Snare: Some effects may deal Snare Markers to Heroes. A Snared Hero may not move via effects caused by that Hero, but may be moved by effects caused by other Characters. Snare Markers are discarded at the End of Round.
COMBO: If an Attack Ability was resolved on a Character, the next uninterrupted Attack against the same target will be a COMBO Attack. COMBO interruption occurs when a die is removed from an Ability or Terrain that results in no Attack being made against that same Character. A single Hero or multiple Heroes Attacking a Character without interruption will create COMBO attacks.
COMBO has no effect on its own but may be referred to by other effects.
Interruption: Sometimes an effect calls to be used without interruption. An interruption occurs when a die is removed from another Ability or Terrain.
OVERKILL: Characters may be dealt Damage by Attacks that reduce their HP below zero. Such an Attack is an OVERKILL Attack, and the amount of HP removed below zero is the OVERKILL value.
OVERKILL has no effect on its own but may be referred to by other effects.
REDUCE HP: Unlike Damage, HP reduction may not be prevented by Shields nor Armor. A Character that has their HP reduced is not considered to be Attacked.
GAIN HP: This effect may appear during Enemy Activations. That Enemy may gain HP over the maximum shown in Setup as long as there are Minion/Boss Markers available.
Fields
Fields: The battleground is divided into two large areas called Fields. Fields are sometimes referred to by effects and abilities, which may target Characters in the current or opposite Field.
When Characters or Terrain resolve effects, their current field is the Field in which their Marker is currently located.
Mark the division between the Fields by placing two Field Dividers between them, using the dotted line on the Battle Sheet.
Fields and Movement: When Moving, a Character may cross from their current Field to the opposite Field.
Fields and Push: When Pushed, a Character is Moved to a new group in its current Field.
During setup, Heroes are placed in one Field and Enemies in the Field opposite, unless an effect or setup instructions indicate otherwise.
Modular Expansions and Variants
Terrain
Overview: This expansion adds interactive objects to the Battle. It increases tactical options, reduces randomness and will make the game slightly easier for experienced players.
Terrain Setup: During Battle setup, two blank Terrain Markers, depicted as A and B on the Battle Sheet, may be replaced by random Terrain Markers. To set up Terrain, draw two Terrain Cards and place their respective Terrain Markers in positions A and B on the battlefield on the side depicting dice symbols.
Terrain Positioning: Terrain is a Marker that can be adjacent to Characters or Pets and vice versa. Some effects may move Terrain Markers between groups.
Terrain in the Roll Phase: Heroes may assign dice to Terrain Markers as if they were Abilities with one charge. Terrain can hold a maximum of one die.
Resolving Hero Action: Terrain with assigned dice may be used just like an Ability. Terrain can be used in the Initiative Phase, so long as that Terrain is Initiative-enabled, indicated by the lightning symbol near the die value.
Any Hero, regardless of who placed the die on that Terrain, may remove that die to activate the Ability on the corresponding Terrain Card.
Terrain Cards are divided into named actions. When Using Terrain, attempt to resolve all of the actions from top to bottom. If an action cannot be resolved due to a failed condition, skip it and continue with the next action. Resolving effects from Terrain is similar to resolving effects from Ability Cards, except the effects from Terrain cannot be modified due to their lack of Ability Keywords (for example Precision / Magic). After a Hero Action is fully resolved, flip that Terrain Marker.
Resolving Enemy Action: If during End of Round there are Terrain Markers facing up (with dice result symbols) that have no die on them, that Terrain is activated by an Enemy chosen by the Heroes. Resolve the effect of that Enemy action from the perspective of that Enemy.
Terrain and Bonus Dice: Whenever a Bonus Die is gained, it may be placed on a face up Terrain Marker that has no die placed on it if that die matches the die results printed on the Terrain Marker.
Cover: If a Cover symbol is visible on a Terrain Marker, all Characters adjacent to that Terrain gain 1 Armor when Attacked from distant groups. Party Damage is also considered an Attack from a distant group; as a result, Party Damage is reduced by 1 for each Hero adjacent to Cover.
Cover Terrain: Some Battles will ask for placement of Cover Terrain Markers during Battle Setup. These smaller Markers provide Cover and count as Terrain for the purpose of other effects that interact with Terrain.
Reset Terrain in Roll Phase: After Items are prepared in the Roll Phase, flip all Terrain markers face up to show the side where the dice symbol is depicted. All dice that remained placed on Terrain and unused are returned to their owner and can be rolled again during this Roll Phase.
Overpowered Trait
Overview: Trait Cards marked with a star symbol are Overpowered Trait Cards that will make the game significantly easier.
Doomrock can be an unforgiving and difficult game. Giving an Overpowered Trait Card to a young or inexperienced Hero reduces difficulty while still providing a complete Doomrock experience.
Vanilla Adventure Map
Overview: With this variant, the game cannot be saved between Acts, but instead offers a continuous Adventure Map that does not require separate Act setup. This may be preferable to players who would like to attempt to complete Doomrock in one epic session.
Map Setup:
- Create the Area Deck: Shuffle the Wilderness, Mountain, and Town Area Cards into separate decks. Draw and shuffle together three cards from each deck to create the face down Area Deck. Draw one facedown Doomrock Area Card and place it at the bottom of the Area Deck.
- Create the starting Adventure Map: Draw one card from each of the Wilderness, Mountain and Town Area Cards. Shuffle these cards, then place them face up to the left of the Area Deck in random order.
Follow point 3, 4 and 5 according to standard setup.
Rule Changes: The game plays according to the standard rules, with the exception that the Adventure Map and Deck remain after a victorious Battle. After victory, the Party Marker remains in its current location and the game resumes after collecting the Battle reward and drawing a new Setting Card and Battle Card for the next Act.
Doomrock Area: The Doomrock Card can be revealed after making a Venture Forth action to the last card in the Area Deck. In this variant, the Doomrock Card enters play like a standard Area Card, sliding and removing the leftmost Area Card as normal.
Just as in the standard rules, the game ends in defeat if the Doomrock card is not revealed at the start of the Act III Battle.
Pets
Overview: Pets are gained and cared for during the Adventure, but their real effects are felt in Battle. This expansion provides additional options during Adventure and Battle, and is not recommended for beginner Heroes.
Gaining a Pet: Pets appear in SHOPS throughout the game, placed below the Area Card similar to Item Cards. When setting up a SHOP inventory, always add one random Pet in addition to the default inventory of that SHOP. Pets in shops may be bought for 3 Silver and may never be sold.
When the Party gains a Pet, one Hero places that Pet near their Abilities with the level 1 side face up. That Hero is now the Pet Owner and should choose a suitable name for the new companion. Pets may never be traded between Heroes, but other Heroes may pet any Pet (with permission).
The Party may not have more than 2 Pets in total, not counting the Pets some Heroes start with. When a Pet is gained that would put the Party over this limit, this or another Pet is discarded, along with all of its Obedience Markers.
Gaining Obedience Markers: Whenever Heroes gain excess HP as result of a +HP effect during the Adventure, each point of excess HP to a Pet Owner may be traded to place an Obedience Marker on one of their Pets. The number of Obedience Markers on a Pet Card may not exceed the limit printed on that card. Obedience Markers are used to improve the effectiveness of Pets during Battle.
Pet Setup in Battle: Unless otherwise stated, Pet Markers must be placed adjacent to the Owner.
Pet Positioning in Battle: Pets can be moved between groups with effects and can be adjacent to other Characters, Terrain and Pets as a result. They cannot be Attacked or defeated and are not considered when calculating the Engaged or Surrounded statuses in a group.
Activating a Pet: Pets self-activate at a specific time window during a Round, which is depicted at the top of the card effects. When using your Pet's effect, resolve the actions from top to bottom from the perspective of that Pet.
Obedience: During the Roll Phase, an Obedience Marker may be taken from the Pet Card and placed on its Pet Marker. This indicates that this Pet is Obedient for this round, which will increase its effectiveness.
When a Pet is Obedient, all of the effects with the Obedience Symbol may be used during that Pet's activation. This may expand or completely modify that Pet's action. Some, all or none of the effects with an Obedience Symbol may be used as long as the Pet is Obedient.
Pet Level Up: After a victorious Battle, Heroes may designate one Pet to be advanced to level 2. Flip the leveled up Pet to the level 2 side. Pets may not advance above level 2.
End of Round: At the End of Round, remove the Obedience Markers from all Pet Markers.
Defeated owners: When the owner of a Pet is defeated, all of their Pets are immediately removed from the Battle. Additionally, all Obedience Markers are removed from the Pet Marker and Pet Card.
Battle Victory: Remove all Obedience Markers from Pets and Pet Cards.
Covering up the Pet Deck: Pets are double sided cards without a back. Place the pet cover card on the top of the Pet Deck to make the top card a secret.
Custom Ability Dice
Overview: This expansion replaces all dice from Abilities with one of the 4 types of Custom Dice: Grey (Defense Die), Red (Attack Die), Orange (Support Die), and Blue (Stealth Die). Custom Dice add another factor to consider during Level Up choices and reduce randomness in Battle, making the game more nuanced and slightly easier for experienced Heroes.
Dice pool: The Hero dice pool is assembled from 4 dice types, with each Ability granting a particular die color as depicted by the symbol printed on the card.
Roll Phase: During the Roll Phase, Heroes assemble their dice pool according to the symbols on their Ability cards and roll their dice as usual.
Roll Phase re-roll Pips: The skull pips are re-roll pips (the "re-roll sides of doom"). At the End of the Roll Phase, when all rolling is complete, the dice that show skull pips may be re-rolled indefinitely as long as the new result also shows skull pips. Re-roll pips work only during the Roll Phase.
Shields and Heroism gain during Roll Phase: Heroes may only use die results with Heroism or Shield symbols to gain the appropriate Marker. Heroes may not use the results of 1 or 6 that do not depict the Heroism or Shields to gain these Markers.
Bonus Dice: Whenever a Bonus Die is gained, a non-custom D6 die is gained. It may be re-rolled 2 times and assigned to Terrain and Abilities, restricted by the charge limit of that Ability. It may not be used to gain Heroism, Shields or Stealth. Non custom D6 assigned to Ongoing Abilities must be discarded at the start of the Roll Phase.
Stealth Effect from the Blue Die: A die with this result may be spent to gain the Stealth Marker only during the Roll Phase or be used as a result of 1 at any time.
Initiative Effect from the Blue Die: If this result is placed on an Ability or Terrain, that Ability or Terrain becomes Initiative-enabled.
Goon for Solo Play
Overview: This variant includes a semi-autonomous second Hero that has a shared dice pool with the Hero. It provides a more convenient way to play solo.
Setup: Gain 2 Silver as if playing a 2 player game. Choose a Goon or draw one randomly. Different Goons have a unique Marker, Special Maneuver Card and deck of Activation Cards.
Each Goon has a special Maneuver Ability which is unique to them. You gain 1 die for this Ability.
Goon Attributes and Items: Note that the Goon starts with two Attributes from their Special Maneuver Card and can equip Items just like a standard Hero.
Leveling up: To Level Up a Goon during CAMP, a cost in Silver is paid, similar to the cost Heroes pay in a standard 2 Hero game. Even though the Goon has only 1 Ability (the Maneuver), treat the Goon as if it had 4 Abilities from the start when Leveling Up. The Goon will gain Ability Cards from the Level Up Abilities Deck in the same way as a standard Hero.
Ability Cards must be distributed evenly between Hero and Goon, just like in a standard game. Always level up one of the Heroes/Goons with the fewest number of Ability Cards added from Level Ups.
Level Up Silver costs for the Goon: First level up - 4, Second level up - 4, Third level up - 5, Fourth level up - 5, Fifth level up - 6, Sixth level up - 6. The maximum number of Ability Cards a Goon can have is 5.
Goon Setup in Battle: The Goon Hero Marker may be placed in a group adjacent to or distant from the Hero (in the same Field). Shuffle the Goon Activation Deck and place it face down.
Goon in Battle: The Goon follows the same rules as a Hero in Battle. This means that it has HP, can be Engaged, Surrounded and contributes to these statuses in groups. A Goon also activates Minions according to its Threat Value.
Roll Phase: At the start of the Roll Phase, draw a Goon Activation Card from the Goon's Activation Deck and place it face up in front of the Goon. This is the current Goon Activation Card, listing the two actions that will be performed this round by the Goon.
The dice pool is shared between the Goon and Hero. Each Ability gained by the Goon adds 1 die to the total dice pool.
Heroism, Shield, Exposure, Stealth, Provoke and Snare Markers are not shared between the Hero and the Goon. When a die result is used to gain a Marker in the Roll Phase, either of the Characters may gain it.
Perform the Roll Phase as if you were controlling 2 Heroes, but with a shared dice pool.
Goon Activations: The Goon will self-activate at the two specified time windows listed on the current Goon Activation Card.
To resolve the effects, follow them from top to bottom. If a part of an effect cannot be resolved, skip to the next effect until the Goon's Action is completely resolved.
If the effect is activated at the Start of Round phase, the Hero may not use their Abilities before the Goon resolves its effects.
Effects from the Goon Activation Cards are resolved just like Ability Card effects. The effects can be improved by Markers spent for extra effect, and they also contain keywords just like Ability Cards. This means that these effects can often be enhanced by effects from equipped Items.
Bonus Dice: Bonus Dice are not shared between the Goon and the Hero.
Conflict Resolution Variant
Overview: Mechanics for resolving discord between Heroes. Does not affect the difficulty of the game.
Banner Marker: At the start of the game, the funniest player gets the Banner Marker. If all players are equally boring, decide randomly.
While the Heroes win and lose together, there may be occasions that Heroes cannot agree on the Party's best course of action.
When this happens, the Hero holding the Banner Marker makes the final decision, even if they are not directly involved in a dispute. For example: force the Party to perform any of the 4 Adventure actions (Travel, Visit a Location, Search, Venture Forth); a single Level Up choice during CAMP; a single buy/sell choice during SHOP; select an option from an Event Card; decide who will equip an Item.
After the Hero who has the Banner Marker has resolved a dispute, the Banner Marker is passed to the Hero to the left. Only a single decision or action is resolved when the Banner Marker is used.
Each of the following would cause the Banner Marker to be passed to the left if there was a disagreement:
- A Hero forces the decision to Visit a Location (CAMP).
- A Hero forces the decision to spend Silver to perform a Level Up during this CAMP.
- A Hero decides to replace a Level Up option.
- A Hero decides which Ability Card is gained by the Party.
- A Hero decides which possible candidate receives that Ability.
Roguelike Expansion
Overview: Complete Challenges and level up your game by replacing cards with more powerful versions. This is an expansion that is sold separately from the core product and is not included in the game by default.
Powered up Cards: This expansion contains powered up versions of cards from the Item and Ability decks. The cards are differentiated from standard cards with a different frame and are marked by an up arrow and a '2'.
Challenges: At the start of each Act, discard all Challenges that were not completed and draw 3 new Challenge Cards. If a Challenge is completed during a session, flip that card face down. Challenges can only be completed once per Act. Honor points gained for completing Challenges are shown in the upper right corner of the Card.
Level up the Game: Honor points from completed Challenges must be spent at the end of an Act. To level up the game, spend 1 Honor point and choose between 3 options to upgrade:
- Common Item Deck
- Epic Item Deck
- Level Up Ability Deck
Draw 3 Cards of the chosen type from the Powered up cards. Players may elect to discard any of the drawn cards and draw a replacement for each discarded card in order to improve their options. This may only be done once.
Once chosen, search the game for the card with exactly the same name and permanently replace it with the powered up version. If the game contains more than one copy of the card, only one copy is replaced with the powered up version.
Battle Arena (Skip to Battle Variant)
Overview: This variant allows players to quickly simulate the Adventure portion of any Act. Heroes will make a few decisions to determine the Items, Abilities, and other resources they will have available, then skip directly to Battle.
Setup: Draw the 'Battle Arena' Setting Card instead of performing the Adventure Map setup. Heroes gain 2/3/4 Silver according to standard rules (Act I only).
Available SHOP and CAMP: Treat Heroes as if they were in an Area with the two locations printed on the Battle Arena Setting Card (Quartermaster SHOP and Barracks CAMP). These locations may be visited during this variant after the Item drafts are complete.
Play sequence:
- Collect rewards from Battle if starting in Act II or III only.
- Perform Common Item Draft.
- Perform Epic Item Draft.
You may Visit Quartermaster and Barracks Locations after the Item Drafts.
Remember that Items may be sold at SHOPs and SCOUT may be used to reveal the next Battle.
Common Item Draft: Draw 3 Common Items. You may keep all of the drawn Items of the same type (Weapon, Artifact, Armor or Consumable) or choose to not gain any of the drawn Items. Discard all Items that were not kept. Repeat this process a total of 3 times. If, after the third repetition, the Party has gained fewer than 4 Common Items this way, gain 1 Silver.
Epic Item Draft: Draw 2 Epic Items. You may keep all of the drawn Items of the same type (Weapon, Artifact, Armor or Consumable) or choose to not gain any of the drawn Items. Discard all Items that were not kept. Repeat this process a total of 2 times. If, after the second repetition, the Party has gained fewer than 2 Epic Items this way, gain 2 Silver.
Battle Rewards: To begin in Act II or III, gain the standard reward for completing a Battle as listed on the Battle Arena Card. For LOOT! rolls use the LOOT! table printed on the Card. Battle rewards are gained before Item Drafts are performed.
SCOUTED Battle
Overview: In this variant, the next Battle is always known to the Heroes. Additionally, SCOUT effects may be used to replace this battle with another. This variant is intended for intermediate and advanced groups and will make the game easier, as well as less random.
Setup: During setup, draw 3 Battle Cards for the current Act. Reveal the top card.
Battle: The Heroes will Battle against the Enemy depicted by the card at the top of the Battle Deck.
SCOUTING the Battle Deck: When SCOUTING the Battle Deck, you may discard the top card by placing it at the bottom of the deck and reveal the new top card of the Battle Deck.
Hero-Specific Detailed Rules
Beastmaster - Detailed Rules:
Setup: During Act 1 Setup, draw 3 random Pet Cards and keep one of these pets on the level 1 side, then discard the others. This Pet does not count when calculating the maximum number of Pets in the party (2).
Necromancer - Detailed Rules:
Setup: No additional setup. Necromancer gains Pet Cards 'on the fly' with the Explodomancy Starting Ability.
Pet Cards Kept in Hand: There is no hand limit. Cards drawn to hand are kept from round to round, but must be discarded at the end of Battle.
Explodomancy: Pets gained with this Ability do not count when calculating the maximum number of Pets in the party (2) and are discarded after Battle.
Soul Reap: Pets flipped to Lvl 2 that are not undead (were not added to Battle with the Explodomancy Ability) remain as Lvl 2 after Battle.
Skillomancer - Detailed Rules:
Setup: No additional setup. Skillomancer gains Ability cards to hand 'on the fly' with the Skillomancery Starting Ability.
Ability Cards Kept in Hand: There is no hand limit. Cards drawn to hand are kept from Round to Round, but must be discarded at the end of Battle.
Skillomancery: The effect allows you to play one of the Ability Cards from your hand and immediately place dice from the pool on that Ability, making it ready for use. All of the cards that are played to the table this way are discarded at the End of Round, but all the remaining Ability Cards in hand are kept.
Druid - Detailed Rules:
Setup: Druid draws 3 Lvl 1 Pet cards to hand only during Act 1 setup. These are the 3 forms the Druid will be able to 'shapeshift' to during the game with the Shapeshift Ability.
Movement: Moving via the Pet effect with Shapeshift counts as a move for both the Tree Hugging Ability and other effects.
Rules Summary
Battle Phases
- Roll Phase: Prepare Item Cards, collect your dice, roll your dice and place them on Abilities. Use results of 1 to gain Shields and results of 6 to gain Heroism. Collect and re-roll any dice up to 2 times. You may choose to not collect dice from Ongoing Abilities.
- Start of Round Phase: Check for Start of Round effects. You are dealt 1 Exposure if there is no die on your Trait Ability.
- Initiative Phase: Heroes may remove dice from Initiative-enabled Abilities (and Terrain) in order to use them.
- Minion Phase: Minions are activated, if present. The number of activated Minions per Hero varies between Battles.
- Boss Phase: Boss is activated, if present.
- Hero Phase: Heroes remove dice from Abilities (and Terrain) in order to use them.
- End of Round Phase: Check for End of Round effects, remove all Heroism, Shield, Exposure, Provoke and Snare Markers from all Characters. Exposure Markers are kept from round to round, but are removed after Battle.
Attack Sequence
- Initiate the Attack by removing a die from an Ability, Terrain, or by using an Item.
- Pick valid targets for the Attack.
- Spend Heroism and/or use Items to improve the Attack. Remember that +1 Damage means 1 extra Damage to one of the targets of the Attack, unless specified otherwise.
- Resolve the Attacks on the targets. Attacks deal Damage and apply other effects one target at a time. Resolve any Exposure on the targets and add the +1 Damage to the total dealt.
- Remove Shields from the target to reduce the Damage.
- Remaining Damage is reduced by the Character's Armor.
- Reduce the HP of the target. The number of HP reduced below zero is the OVERKILL value.
Adventure Map Options
Travel: Spend 1 Time Marker. Move the Party Marker to any revealed Area.
Search: Spend 1 Time Marker and 1 Secret Marker from the current Area. Draw and resolve an Event Card.
Visit Location: Spend resources listed by the location name to visit and resolve the effects of that Location once.
Venture Forth:
- Spend 1 Time Marker if there are cards remaining in the Area Deck.
- Remove the third, leftmost Area Card if it exists.
- Place the new Area Card to the left of the Area Deck. Shift all the remaining Cards with their associated Cards and Markers.
- Place Secret Markers on the new Area Card.
- Move the Party Marker to the revealed Area Card.
- Roll for Peril. Roll twice in Mountains and Doomrock.
- Draw and resolve an Event Card.
Venture to Doomrock (Act 3 only): You may Venture Forth to the Doomrock Card following the steps of the Venture Forth action, but the Doomrock card is placed on the right of the Area Deck. It is an extra Card that does not affect the rest of the map when Venturing Forth.
Adventure Map Effects
Heroism, Shield, Exposure, Stealth, Provoke and HP are always removed and gained by each Hero during the Adventure.
Silver, Items and Pet Cards are gained to the shared party inventory.
LOOT!: Roll D6 and check result with the Setting Card table or a custom table below the LOOT! effect.
SCOUT: Inspect a card from any deck. You may put that card at the bottom of that deck.
SHOP: Buy from the inventory or sell Epic Items for 1 Silver and 2x Common Items for 1 Silver.
CAMP, Level Up: Spend Silver to Level Up a Hero with the fewest number of Ability Cards. Cost of Level Up = number of Ability Cards a Hero has, counting the Trait Card. Draw 3 Ability Cards and replace any number of these Cards with new ones. One of the qualifying Heroes gains one of the Ability Cards.