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Boss Fighters QR: Jungle Fever thumbnail

Boss Fighters QR: Jungle Fever

Expansion for Boss Fighters QR

Boss Fighters QR: Jungle Fever Rulebook

Table of Contents

Table of Contents

  • Components
  • Contents of This Expansion
  • The New Loot Cards
  • The New Heroes and Classes
    • Goblin
    • Dryad
    • Paladin
    • Shaman
  • Card Notes
    • Goblin
    • Dryad
    • Paladin
    • Shaman
  • Experienced Heroes and Classes
    • Experienced Heroes
    • Experienced Classes
  • Tips and Tricks
    • Managing Your Group in the App
    • Strategy for Your Heroes
    • Strategy Against Bosses
  • The New Campaign: Jungle Fever
    • Boss 1: Monstrosia
    • Boss 2: Crabantula
    • Boss 3: Magosaurus Hex
  • Fire Tokens
    • Boss 4: Waldmampfer
    • Boss 5: Lava Phoenix
  • Elite Bosses
  • Important Rules
    • Overview of Status Tokens
    • Curses
    • Loot Cards
    • Often Forgotten

Components

The Jungle Fever expansion comes with the following boxes and components. All cards of the game are sorted. Open the individual boxes only when you are told to do so.

  • 1 box "New Heroes and Classes"
  • 1 box "Loot and Campaign"
  • 2 hero boxes
  • 1 box for Items
  • 1 box for campaign tokens
  • 2 life point counters

Box for Items. Place the Items from the base game in the box for Items. Also place the following tokens in this box; you will need them later:

  • 4 Totem reminder tokens
  • 3 Battle Robot parts

Box for campaign tokens. Place the campaign tokens in the box for campaign tokens.

Life point counters. Before the first game, assemble the 2 life point counters as shown in the illustration.

Additional base game material:

  • 20 Vines
  • 20 Spiderlings
  • 5 Nets
  • 16 Scrap Balls
  • 1 Crosshair
  • 1 Machete
  • 1 Torch
  • 12 Fire tokens

Contents of This Expansion

The Jungle Fever expansion contains 2 new heroes and 2 new classes, 2 new loot cards for every star level, and a new campaign with 5 powerful bosses. The start of the Jungle Fever campaign is on page 10. Pages 4 to 8 present the new heroes and classes. The new heroes, classes and loot cards can also be used in the base game. For this, read the blue box on this page that applies to your group.

Note: All cards of the expansion are numbered and carry this symbol.

  • In the green box you will find all cards for the 2 new heroes, the Dryad and the Goblin, and for the 2 new classes, the Paladin and the Shaman. Open this box when you want to play with the new heroes and classes.
  • In the golden box you will find 20 new loot cards and all cards you need to play the Jungle Fever campaign. Open it when you need loot cards or when you start the Jungle Fever campaign.

If you have not yet played the base game. We recommend that you first play the base game campaign with the heroes and classes of the base game. The new heroes and classes from the Jungle Fever expansion are considerably more demanding. Simply follow the instructions of the base game and first play the short training fight against Mr. Puppet, and then the first proper boss fight against the Prince.

Note: The training fight against Mr. Puppet cannot be played with the new heroes and classes.

If you want to continue the base game campaign. All bosses of the base game can be played with the new heroes and classes. If you are familiar with the rules of the base game and want to continue a running campaign with the new heroes and classes, this is possible. You may and should change your hero and class before every boss fight.

To do this, go to the tavern screen in which you have set your seat and tap your hero portrait. This pushes your hero and class combination back into the middle of the tavern area. Now you can simply scan a new hero and/or a new class card. Once you are satisfied with your combination, tap your seat again.

If you want to delete all heroes that have already been placed, tap the delete symbol. If you want to delete a single hero, bring them back to the middle of the table and then tap the delete symbol.

Also read the section "The New Loot Cards".

The New Loot Cards

In the golden box you will find 2 new loot cards for each star level (1 to 10). You can also use these if you are playing the base game campaign for the first time.

Turn this card over when you receive loot cards for the first time. The card shown on the page reads: "STOP. This is the front of the Jungle Fever loot deck. You may use these loot cards in the base game and in the Jungle Fever campaign."

Open the golden box and place the Jungle Fever loot deck at the edge of your play area. Whenever you receive new loot cards in the base game, additionally draw the 2 loot cards with the same star level from the Jungle Fever loot deck. The Jungle Fever loot cards expand your selection. From now on, you may choose 1 card per star level from 7 loot cards.

Place received but unchosen loot cards in the storage box of the base game.

The New Heroes and Classes

This expansion contains the Dryad and the Goblin as 2 new heroes. The new classes are the Paladin and the Shaman.

Goblin

The cunning Goblin tinkerer compensates for his innate cowardice with flattery and empty threats. He compensates for his physical weakness with his wild inventions. These can make his allies break out in a cold sweat when something uncontrolled burns or explodes. He suspects that especially valuable raw materials for his tinkering can be found with powerful bosses. In tight situations his prayers go to the great tinkerer, who can glue and repair everything.

The Goblin is a very offensive hero. With the Blade Yo-Yo he has a card that he may play twice in a round. The Wind-Up Rat must first be wound up when it is played for the first time, but deals direct damage to the boss when it is played the second time. The Rocket Backpack and the Claw Clipper are stronger when the boss no longer has a shield against the affected damage type. Tick-Tick-Boom has the potential to deal a lot of damage, or very little.

Dryad

The mysterious Dryad is a plant being and a guardian of nature. At 700 years old she is still almost a sapling. One of her strengths is that she can transform into a suitable form depending on the situation. This gives her enormous flexibility in combat. The Council of Dryads classified the destructive power of the volcano creature as a threat to the natural balance and decided to send the most daring Dryad to contain the danger.

The Dryad is a flexible heroine with many possibilities. With the Thorn Fist she has a card that becomes stronger the more often it is played during a fight. The Acid Moth Swarm deals a lot of magic damage, but has the disadvantage that a random hand card must be discarded. With the Ancient Seed the Dryad can transfer her own life points to another hero. Especially toward the end of a boss fight, she can thereby make sure that her allies have enough life points.

Paladin

The Paladin is a powerful defensive class. The Consecrated Armor is a card that can protect and heal at the same time. The Heavenly Shield can remove status tokens when the boss attack is reduced to 0. With the Blessing of Balance the Paladin can also choose a particularly offensive hero, who can then protect themselves through attacks. The War Steed gives the Paladin one extra action in the next round, whereby the Paladin is the first hero who can begin a round with 4 actions.

Shaman

The Shaman is a class that is especially good at supporting other heroes. The Shaman has 4 different Totem cards. When he plays a Totem, he may choose a hero who receives a boost effect, including himself. This strengthens certain card effects for this hero until the end of the round.

For each Totem there is its own reminder token. Place them at the edge of your play area at the start of each fight. The Shaman gives the hero who is strengthened by a Totem the corresponding reminder token until the end of the round.

Card Notes

This section explains in detail some cards of the new heroes and classes.

Reminder: Some action cards use the term "round". In a round, each hero has a total of 3 turns. In each turn a hero has 1 action (to which additional actions may be added, for example from Lightning).

Goblin

Blade Yo-Yo. If you play the Blade Yo-Yo for the first time in a round, you may take the card back into your hand immediately after the effect has been carried out. The app will remind you of this. If you play the Blade Yo-Yo again in the same round, you may not take the card back into your hand.

Wind-Up Rat. The Wind-Up Rat must first be wound up. If you play it for the first time in a boss fight, you receive an additional action and must immediately shuffle the card back into your draw pile. If you play the Rat later a second time, the boss loses 4 life points. Then this cycle begins again.

Note: This card switches after each play between not wound up and wound up.

  1. Not wound up: Shuffle this card back into your draw pile after playing it. Perform 1 further action.
  2. Wound up: The boss loses 4 life points.

Dryad

Phoenix Berry. When you play the Phoenix Berry, one hero of your choice may discard any number of their hand cards. Afterwards that hero may draw cards up to their hand card limit. Note that their hand card limit may be reduced, for example by Paralysis tokens.

Thorn Fist. When the Thorn Fist is played the first time, it performs a melee attack of 3. Each further play of the Thorn Fist in the same boss fight increases this attack by 1. When it is played the second time, the Thorn Fist therefore performs a melee attack of 4, the third time a melee attack of 5, and so on. The app stores this increase automatically, but it helps if you remember it too.

You may shuffle the Thorn Fist back into your draw pile at the end of the action phase instead of discarding it. The app will remind you of this.

Ancient Seed. You receive 3 life points. Afterwards you may transfer an amount of life points of your choice to exactly one other hero of your choice. You lose the chosen amount of life points and the other hero receives the chosen amount of life points. Note that a hero may never increase their life points above their starting value. Perform 1 further action.

Paladin

War Steed. When you play the War Steed, you receive one additional, fourth action in the next round. You may carry out this fourth action at the very end of the following round, when all other heroes have already carried out their 3 actions.

Blessing of Balance. When you play this card, you may choose one hero of your choice, who is blessed until the end of the round. Each time the blessed hero plays an attack, the boss attack that threatens this hero is reduced by 2. If the blessed hero plays a card with 2 or more attacks, each of these attacks causes the boss attack to be reduced. If the blessed hero plays a support, the boss attack is not reduced!

Shaman

Totems. As a Shaman you have 4 Totem cards. When you play a Totem, you choose a hero who receives a boost effect for this round. Give this hero the corresponding Totem reminder token as a reminder.

Reminder: Note that your cards lie in your play area after being played. You may therefore not play the same Totem card more than once in the same round! If you accidentally play a Totem a second time in the same round, the first boost effect expires and the hero chosen on the second play receives the boost effect.

Ice Moon Totem. Until the end of the round, all protection effects of a hero of your choice are increased by 1. If you choose yourself, this boost effect already applies to the subsequent effect "Protection 3" that is also on the action card.

Sun Wind Totem. Until the end of the round, all supports of a hero of your choice are increased by 1. If you choose yourself, the boost effect already applies to the subsequent effect "Magic Support 3" that is also on the action card.

Volcano Totem. Until the end of the round, all attacks of a hero of your choice are increased by 1. If you choose yourself, the boost effect already applies to the subsequent effect "Melee Attack 3" that is also on the action card.

Thunder Totem. With the effect "Protection 3" on this card you protect a hero of your choice as usual. Until the end of the round, the protected hero may remove 1 of their status tokens for each Lightning they play. The boost effect of this Totem therefore always goes to the previously protected hero; you may not distribute it independently of that.

Pass. Many effects allow you to draw cards, perform an action, and so on. Such effects are optional and need not be carried out. If you do not want to perform an action, there is now the card Pass. This card has no effect other than letting your action lapse.

In the rare case that you cannot perform an action, you must play the Pass card. You will find the Pass card as the first card of the Jungle Fever loot deck.

Example: You may play the top card of your draw pile through a card effect. However, since both your draw pile and your discard pile contain no more cards, this is not possible. You must play the Pass card instead.

Experienced Heroes and Classes

Experienced Heroes

When you reach star level 3, you receive new hero cards. Your heroes are now experienced and each have a unique ability. Read this page as soon as you receive your abilities.

Experienced Dryad. As an experienced Dryad you can take 3 different forms. Place the 3 form cards you received to the right of your class card. The 3 form cards are not part of your hand cards and are never placed on your discard pile or shuffled into your draw pile. As an action you may play a form card to take on that form. In this case, place the played form card offset on your hero card, so that you can still see your starting life points, your hand card limit and your hero ability. Part of your hero ability is that the first form card you play in a round receives 1 Lightning. You can therefore change your form "for free" once per round.

  • Bark Form: In the Bark Form, the value of all protection effects you play is increased by 1 each. Place this card with this side up next to your hero card at the start of the game.
  • Thorn Form: In the Thorn Form, the value of all attacks and supports you play is increased by 1 each.
  • Blossom Form: In the Blossom Form you receive 3 life points each time the boss loses life through your attacks or supports. The Dryad can take on this form as an action.

Experienced Goblin. The experienced Goblin has the ability to build a Battle Robot from a scrap heap. As long as the Battle Robot is functional, it increases all of the Goblin's attacks by 2.

To build the Battle Robot from the scrap heap, play 1 attack, 1 support and 1 protection. Then turn this card over.

Place the card "Scrap Heap / Functional Battle Robot" with the scrap heap side up, to the left of your hero card. This card is not part of your hand cards and is never placed on your discard pile or shuffled into your draw pile. Also place the 3 Battle Robot parts with their construction side up next to the scrap heap card.

To build the Battle Robot you must play 3 different card effects: 1 attack, 1 support and 1 protection. The app will tell you after each successfully carried out effect that a part of the Battle Robot has been built. Then turn the Battle Robot part marked with the corresponding effect over to its functional side. The 3 parts may be built over several rounds.

Once you have built all 3 parts of the Battle Robot, the Battle Robot is functional. Turn the scrap heap card over to the other side (Functional Battle Robot).

As long as your Battle Robot is functional, the value of all your attacks is increased by 2. However, your Battle Robot will not remain functional forever. It has 8 structure points, which are displayed in the app. Each time you play 1 of your action cards, the Battle Robot loses 1 structure point. In addition, whenever the boss attacks you with the boss attack, the Battle Robot also loses structure points equal to the boss attack. As soon as the Battle Robot has lost all structure points, it is destroyed and you must turn your "Functional Battle Robot" card back to the scrap heap side. Also turn all Battle Robot parts back to their construction side. You may then build the Battle Robot again.

Experienced Classes

When you reach star level 6, you receive new class cards. Your classes are now experienced and each have a unique ability.

Experienced Shaman. In each round, the first Totem the Shaman plays receives a Lightning.

Experienced Paladin. The Paladin receives 3 life points whenever, as the first hero of the group in a round, he plays a melee, ranged or magic attack and this damage type "unlocks" supports (in the app the background of an unlocked damage type begins to glow).

Tips and Tricks

Managing Your Group in the App

  • By scanning new heroes into the tavern screen or deleting individual heroes there, you can also continue playing within a campaign with more or fewer people at any time.
  • If you play a protection while only 1 hero is threatened by a boss attack, the app still asks which hero you want to protect. In the settings (under "Comfort") you can set the app to carry out such obvious decisions automatically.
  • If you want to put together your hero group differently, you can change your hero selection in the tavern screen. Tap a hero to slide them into the middle of the tavern screen. Tap the delete symbol to delete this hero. Tap the symbol for deleting all heroes to delete all heroes. Afterwards you can scan your heroes and classes again.
  • In the settings of the app you can choose how many effect reminders you want to receive. You can receive reminders for all card effects, only for the most important ones, or for none at all. We recommend that you play your first boss fights with all reminders switched on.
  • If you want to continue a running campaign on another device, you can transfer your hero group to the new device. To do so, go to the group selection on the start screen and export your group there.

Strategy for Your Heroes

  • After each boss fight you receive reward cards that are stronger than many of the cards with which you started the campaign. You may also remove old, weaker cards from your deck (it must, however, consist of at least 20 cards). You should definitely do this, because you probably do not want to play weak cards anyway. In addition, with a deck of 20 cards you can play your most powerful cards more often than with a deck of 25 or more cards.

Strategy Against Bosses

  • Most boss abilities have a symbol in the app that shows what type of boss ability it is. When you encounter a new boss ability, discuss together what kind of ability it is and how you can counter it. Most boss abilities cannot be prevented, but perhaps you can find a way to react skillfully to them. More about the boss symbols can be found on page 9 of the base game rulebook.
  • In Phase 6: Discard phase you may discard hand cards of your choice. Use this to discard weaker cards. Many decks have particularly strong cards. The more cards you discard, the sooner you get back to these especially strong cards.
  • The bosses follow fixed rules and sequences. The better you understand them, the easier it will be to emerge victorious from the fight. Talk openly about which rules the bosses follow. Often each hero works out part of it, and only in conversation with each other does a complete picture emerge.
  • It is often sensible to use the Backpack with your first action. This opens new possibilities for shaping your turn. Otherwise it can sometimes happen that you have no sensible card left in your hand for your last action.
  • The boss usually receives 3 new boss shields at the start of each round. Agree before your turns which damage types you have enough cards for, both to destroy the shield and to deal a lot of damage to the boss afterwards. Nothing (or at least little) is worse than destroying a boss shield and then dealing no or only little damage to the boss!
  • Use your Healing Potions early! They are already sensible to use when a hero is missing 8 life points, even if that hero still has many life points.
  • Paralysis tokens are especially nasty status tokens, because they let you draw fewer cards, so you have fewer options in your turn. It is almost always good to remove Paralysis tokens first.

The New Campaign: Jungle Fever

In the Jungle Fever campaign you will face 5 powerful new bosses. With these bosses it is especially important that you work out the bosses' abilities together and discuss how you want to deal with them. We recommend that you play this campaign only once you have finished the base game campaign.

Boss 1: Monstrosia

Nourished by underground magical springs of the jungle, this plant mutated into a dangerous monster. It watches over the ruins of the temple where the treasures you seek are hidden. Beware! As soon as its blossoms open, the fight turns against you. And never let it hug you!

Loot cards. Even before the fight against Monstrosia you receive your first loot cards. From all star level 1 loot cards, choose 1 card each and add it to your deck. However, you may not (by way of exception) remove any cards from your deck before the first boss fight!

Items. In this boss fight you may use the following Items: Backpack, Healing Potions, Lucky Charm, and the boss-specific Item Machete.

Vine tokens and Machete. Shuffle the 20 Vine tokens and form a face-down supply. Place this supply within easy reach in the middle of the play area. Place the boss-specific Item Machete with the other Items only for this boss fight.

In the fight against Monstrosia you will regularly be asked to take 1 or more Vine tokens. In this case, draw the stated number of Vine tokens from the face-down supply, reveal them and place them on your class card.

Status tokens. The boss uses status tokens that you already know from the base game. Place status tokens you receive on your hero card. They can be removed by using the Medical Bag (from the next boss onward) and by the effects of many cards. The supply of status tokens is not limited. If you run out of status tokens, use a suitable replacement.

  • Poison tokens. For each Poison token you lose 1 life point in Phase 5: Status phase. You keep Poison tokens until the end of the fight, unless they are actively removed.
  • Panic tokens. If you have 1 or more Panic tokens, you may only play hand cards at random. If you want to play a hand card, shuffle your hand cards and randomly draw 1 of them to play. After playing a randomly drawn hand card, discard exactly 1 of your Panic tokens.
  • Paralysis tokens. For each Paralysis token your hand card limit is reduced by 1. In Phase 6: Discard phase you must discard hand cards to keep to your hand card limit. In Phase 7: Draw phase you draw cards up to your hand card limit. You keep Paralysis tokens until the end of the fight, unless they are actively removed.

Vine tokens are not status tokens! If you want to remove Vine tokens, you must scan the Machete as an action. It gives you an additional action. If you play an attack or a support with this additional action, it does not deal damage to the boss. Instead, you may use them to remove 1 or more Vine tokens from a hero of your choice, whose printed value in total is less than or equal to the height of your attack or your support. The app reminds you at what height you may remove Vine tokens.

In Phase 5: Status phase you lose 2 life points for each of your own Vine tokens (regardless of the number on the Vine token).

Place removed Vine tokens on an open discard pile for Vine tokens. If your supply of Vine tokens is exhausted, shuffle the discard pile and form a new supply.

Boss 2: Crabantula

Half spider, half crab, this giant creature combines the advantages of both species. Hard shell, poisonous core. Don't fall for its friendliness! It is not stingy with its nets, at least until you are motionless. Its spiderlings then take care of the rest. Watch your step in the darkness and better take a torch with you!

Loot cards. In the fight against Crabantula you may use loot cards up to and including star level 3. Choose 1 star level 2 loot card and 1 star level 3 loot card and add them to your deck.

From now on you may remove cards from your deck before each boss fight. Your deck must, however, consist of at least 20 cards.

Experienced Heroes. Your heroes have gathered experience and grown stronger. From now on, every hero has a unique hero ability. Replace your hero cards with the experienced hero cards of star level 3. If you play Goblin or Dryad, see page 8 for an explanation of your hero abilities.

Items. In this boss fight you may use the following Items: Backpack, Healing Potions, Lucky Charm, Medical Bag, Waterskin, and the boss-specific Item Torch.

Torch. Whenever you receive a curse, draw 1 card from the curse deck and place it face-down next to your hero card, without looking at it! Place the boss-specific Item Torch with the other Items only for this boss fight. You may scan the Torch as an action to drive away the darkness and the Spiderlings. What exactly this means, you must find out in the boss fight itself.

Spiderlings. Place all Spiderlings as a supply within easy reach in the middle of the play area. The app will tell you when you receive Spiderlings and what (negative) effects this has. Place received Spiderlings on your class card. The supply of Spiderlings is not limited. If you run out of Spiderlings, use a suitable replacement.

Spiderlings are not status tokens and can only be removed by using the Torch.

Nets. Only for this boss fight, place the 5 Nets within easy reach of your device.

Curses. In the boss information window of the app you can always see whether the respective boss will use curses against you. In this case, shuffle all curse cards. Form a face-down curse deck and place it within easy reach near your device. Leave space next to it for a curse discard pile.

Whenever you receive a curse, draw 1 card from the curse deck and place it face-down next to your hero card, without looking at it!

At the start of the next Phase 3: Action phase, reveal all received curse cards. These curses are now active. Resolve their effects.

Most curses are placed on the curse discard pile at the end of the action phase. Instant curses are resolved immediately and then placed on the curse discard pile. Permanent curses remain in front of you until the end of the fight.

If the curse deck is empty, shuffle the curse discard pile and form a new curse deck.

Curses are not status tokens! You can remove active curses with the star level 1 loot card Curse Breaker from the base game.

Boss 3: Magosaurus Hex

Actually these giant lizards are extremely stupid. This one was lucky enough to hatch on the floor of an old cult site, which gave it magical abilities. Locals venerate it as a deity and bring it sacrifices. Do you want to volunteer for that?

Loot cards. In the fight against Magosaurus Hex you may use loot cards up to and including star level 5. Choose 1 star level 4 loot card and 1 star level 5 loot card and add them to your deck.

Resilient Heroes. Your heroes have become more resilient and from now on have more life points! Replace your hero cards with the hero cards of star level 5.

Locations. In the fight against Magosaurus Hex you can move to different locations by scanning the corresponding location card as an action. Each location has certain advantages and disadvantages.

Place the 3 location cards you received to the right of your class card. The 3 location cards are not part of your hand cards and are never placed on your discard pile or shuffled into your draw pile. You may scan a location card as an action to move to that location. In this case, place the location card directly next to your hero portrait in the app, to show that you are at this location. The first location card that a hero scans in a round receives 1 Lightning. You can therefore change location "for free" once per round.

  • Location: Stairs. At the Stairs you can attack the boss especially well in melee. The value of all your melee attacks and supports is increased by 2. Protection effects that affect you are also increased by 2. However, at the Stairs you are hopelessly exposed to Magosaurus Hex's abilities. Move to a safer location in time.
  • Location: Gallery. On the Gallery you can attack the boss especially precisely in ranged combat. The value of all your ranged attacks and supports is increased by 2. However, on the Gallery you cannot reach Magosaurus Hex so well in melee. The value of all your melee attacks and supports is reduced by 1.
  • Location: Altar. The Altar drains your life force. For each magic attack and each magic support you play, you lose 2 life points. In return, your magical potential is strengthened at the Altar: all magic attacks and supports you play at this location receive 1 Lightning.

Items. In this boss fight you may use the following Items: Backpack, Healing Potions, Lucky Charm, Medical Bag, Waterskin.

Fire Tokens

If you receive 1 Fire token, place it on your hero card. For each Fire token, you must in Phase 5: Status phase draw 1 card from your draw pile, one after another, and decide whether to remove this card for the rest of the boss fight OR to place it on your discard pile and lose 2 life points.

Keep Fire tokens until the end of the fight, unless they are actively removed. Fire tokens are status tokens. You may remove them with effects (for example the Medical Bag).

The supply of Fire tokens is not limited. If you run out of Fire tokens, use a suitable replacement.

Boss 4: Waldmampfer

The greedy dark gnome Güldi has tracked down an ancient Gaia tree after years of searching and plans to fell it with her gigantic saw robot called Waldmampfer. Magical powers are ascribed to the wood, and it is weighed against gold. That would be Güldi's greatest coup. Will you be able to save the Gaia tree, or will you yourselves be chopped into kindling?

Loot cards. In the fight against the Waldmampfer you may use loot cards up to and including star level 7. Choose 1 star level 6 loot card and 1 star level 7 loot card and add them to your deck.

Experienced Classes. Your classes have gathered experience and grown stronger. From now on, every class has a unique class ability. Replace your class cards with the experienced class cards of star level 6. If you play Shaman or Paladin, see page 8 for an explanation of your class abilities.

Scrap Balls. Only for this boss fight, place the Scrap Balls within easy reach of your device.

Crosshair. Only for this boss fight, place the Crosshair within easy reach of your device.

Items. In this boss fight you may use the following Items: Backpack, Healing Potions, Lucky Charm, Medical Bag, Waterskin.

Boss 5: Lava Phoenix

Every 1000 years this being of incredible power awakens from the lava pit of the volcano island and threatens to destroy the world with its fire. You must muster all your combat experience and captured equipment to avert this apocalypse. Will you be able to turn it back into a small heap of ash, or will it turn your world to dust?

Loot cards. In the fight against the Lava Phoenix you may use loot cards up to and including star level 9. Choose 1 star level 8 loot card and 1 star level 9 loot card and add them to your deck.

Items. In this boss fight you may use the following Items: Backpack, Healing Potions, Lucky Charm, Medical Bag, Waterskin.

Resilient Classes. Your classes have become more resilient and from now on have more life points! Replace your class card with the class card of star level 8.

Elite Bosses

When you have defeated all bosses of the base game, you can fight the elite bosses with your mighty star level 10 heroes. Elite bosses are incredibly strong variants of bosses you have already defeated. Are you brave enough to face this challenge?

You may play the elite bosses again on all 4 difficulty levels.

Important Rules

Overview of Status Tokens

When you receive a status token, place it on your hero card. They can be removed by using the Medical Bag and by the effects of many cards. The supply of status tokens is not limited. If you run out of status tokens, use a suitable replacement. The following status tokens exist:

  • Poison tokens. For each Poison token you lose 1 life point in Phase 5: Status phase. You keep Poison tokens until the end of the fight, unless they are actively removed.
  • Panic tokens. If you have 1 or more Panic tokens, you may only play hand cards at random. If you want to play a hand card, shuffle your hand cards and randomly draw 1 of them to play. After playing a randomly drawn hand card, discard exactly 1 of your Panic tokens.
  • Paralysis tokens. For each Paralysis token your hand card limit is reduced by 1. In Phase 6: Discard phase you must discard hand cards to keep to your hand card limit. In Phase 7: Draw phase you draw cards up to your hand card limit. You keep Paralysis tokens until the end of the fight, unless they are actively removed.
  • Fire tokens. For each Fire token, in Phase 5: Status phase you must draw 1 card from your draw pile, one after another, and decide whether to remove this card for the rest of the boss fight OR to place it on your discard pile and lose 2 life points. You keep Fire tokens until the end of the fight, unless they are actively removed.

Curses

Shuffle all curse cards at the start of each boss fight to form a face-down curse deck. Whenever you receive a curse, draw 1 card from the curse deck and place it face-down next to your hero card, without looking at it.

Reveal all received curses at the start of Phase 3: Action phase and resolve their effects. These curses are now active.

Most curses are placed on the curse discard pile at the end of the action phase. Instant curses are resolved immediately and then placed on the curse discard pile. Permanent curses remain in front of you until the end of the boss fight.

You can remove active curses with the star level 1 loot card Curse Breaker from the base game. Curses are not status tokens!

Loot Cards

  • With each star level you may add exactly 1 loot card of that star level to your deck. So if you are at star level 3, you may add 1 star level 1, 1 star level 2 and 1 star level 3 loot card.
  • Before each boss fight you may select your loot cards anew, to prepare optimally for the upcoming boss fight.
  • Before each boss fight you may remove cards from your deck. However, you must always begin a boss fight with at least 20 cards in your deck.

Often Forgotten

  • Supports are not attacks! A card effect that refers to attacks will not work with supports (and vice versa).
  • Place played cards first in your play area, NOT immediately on your discard pile. Only in Phase 6: Discard phase do you place all played cards on your discard pile (together with hand cards of your choice). This makes it impossible to play a card several times in a round.
  • If your draw pile is empty, immediately shuffle your discard pile and form a new draw pile. Cards that are in your play area at that time are not shuffled into the draw pile.
  • A boss fight consists of several rounds. In each round each hero may perform 3 turns. Each turn consists of 1 or more actions.
  • Your life points may never exceed your starting value!
  • If you may look at a number of cards from your draw pile, but your draw pile consists of too few cards, first shuffle your discard pile and place it under the existing draw pile. Then look at the permitted number of cards.
  • If the target of a boss ability is not unambiguous (for example because several heroes have the same number of life points), you may decide which of these heroes the boss ability affects. If the boss ability speaks of 1 single hero, it affects only 1 hero, never several.