Chronicles of Drunagor: Age of Darkness – Apocalypse
Chronicles of Drunagor: Age of Darkness – Apocalypse Rulebook
Table of Contents
Table of Contents
- Game Components
- What Is New?
- Board Elements
- Darkness Spawning Rule
- Dealing Damage to Characters
- Dealing With Bonuses and Multipliers
- Dreadful Raid
- Equipment
- Followers and Cohorts
- Furniture
- Hero Turn
- Interactions
- Interrupts
- Legacy
- Monsters
- Shifting Targets
- New Harmful Terrain
- Skill Upgrade
- Updated Effects and Keywords
- Sorcerers and Warlocks
- Boss Fight Clarifications
- Interaction Scenes
- New Conditions, Keywords, and Terms Dictionary
Game Components
The components of the Apocalypse campaign are listed below.
- 4 Chain Devil miniatures
- 4 Faceless Conjurer miniatures
- 3 Dream Titan miniatures
- 4 Shadow Witch miniatures
- 4 Skeleton Knight miniatures
- 4 Varatash Knight Standees
- 13 Plastic bases
- 7 Big tokens
- 37 Standees
- 90 Upgrade tiles
- 2 Bridge tiles
- 12 Card Dividers
- 121 Small tokens
- 13 Starting Gear cards
- 20 Boss Attack cards
- 20 Monster cards
- 27 Special Character cards
- 28 Doors
- 60 Spoil of the Veteran Equipment cards
- 11 Chest cards
- 28 Adventure Item cards
- 12 Legacy Skill cards
- 6 Rune cards
- 29 Special Mechanic cards
- 28 Map tiles
- 1 Adventure Book
- 1 Book of Rules and Interactions
- 1 Story Record pad
What Is New?
As the game system is in constant evolution, some features presented in the Age of Darkness Campaign and Rulebook were updated in order to make the game more intuitive, interactive, and entertaining in this new Campaign.
If you intend to start a new Campaign having already completed the 18 Adventures presented in the Corebox, you may consider these updates just from now on. There will be no loss to your previous experience.
Otherwise, if you haven't played the Age of Darkness Campaign yet, you can read this section and apply these update features to your game from the beginning.
What Will You Use From the Corebox?
The Age of Darkness Corebox is the basis of the AoD system, therefore you will need it in order to play this new Campaign. It is where the Core Heroes, Core Classes, Core Dungeon Roles, Action Cubes, Curse Cubes, Trauma Cubes, Initiative Track, Runes, d20 and so on are.
Always keep in mind that when playing your Apocalypse or Awakenings Campaign, you will need your Corebox nearby.
However, not all components of your Corebox will be used in this new stage of your game, so here we list those that you can store before your Campaign. No matter which Chapter of Apocalypse Campaign you are playing, you will never need the following components:
- Age of Darkness Adventure Book;
- Age of Darkness Interactions Book;
- Age of Darkness Start Here guide;
- Age of Darkness folding Doors;
- Age of Darkness Adventure cards (All Adventure Items, Scenario Monsters, and Corebox Special Event cards are used only in the Age of Darkness Campaign — This Campaign provides its own Adventure cards);
- Age of Darkness Starter Equipment;
- Level 1 to Level 3 Camp Items;
- Undead King Attack cards;
- NPC tokens;
Now, in order to reinforce what you will need to keep around, the components provided in your Corebox that will be used in your new Campaign are:
- Age of Darkness Rulebook;
- Campaign Log;
- Plastic cubes;
- Hero and Monster miniatures;
- Hero boards and Monster Status boards;
- Map tiles and Bridges;
- Plastic Dungeon trays;
- The d20 and Trap die;
- Initiative Track and Initiative Marker;
- All other tokens, except for the spare reserve and those you were instructed to store in the previous section;
- Shaped Darkness tiles;
- Rune tokens and Rune bag;
- Hero Skill, Hero Initiative, Class, and Pet cards;
- Dungeon Role cards;
- Chest cards (At the beginning of your Campaign, you will be told which ones you will not use);
- Monster and Commander cards;
- Commander Attack cards;
Board Elements
(Rule Clarification)
The new features this Campaign brings makes the interaction between players and board elements more intense than ever, raising the need for a clarification about the nature of such elements.
This way, we will start with understanding that the board elements are divided into categories based on the component type:
- Trays: Trays are the plastic supports where the Maps, Doors, and Bridges are placed to create the physical structure of an Adventure scenario.
- Map Tiles and Bridges: Map tiles and Bridges are the components that define and illustrate the spaces where objects will move and the game advances.
- Doors: Doors are the components that add new units to the board, marking the transition between narrative moments, action moments, and the setup of Adventure scenarios.
- Objects: All the other components used in the Game Area (the 56×84cm space) are considered Objects, which are divided into sub-categories according to their physical representation, mechanics (i.e., if attached to the ground or as obstacles), and if they can or cannot be moved.
Finally, it must be emphasized that this classification is not necessarily new. It has been present since the first generation. However, it was only implied in the system before.
Objects in Detail
With more elements to be handled by the players, the group of Objects is the one that requires the most attention from our part.
First, we need to understand that all Objects are classified into two sub-categories, Solid and Ground, according to the physical space they occupy on the board.
The second important characteristic of all Objects is whether it is possible to move them (or not) using PUSH or TELEKINESIS effects, described as Movable or Immovable. Each Object may have its own particularities as described in their own set of rules, but almost all Objects are considered Movable.
The exceptions to this rule, that is, the Immovable Objects, usually are:
- Large Monsters (Solid Object)
- Interaction Tokens (Solid Object)
- Shaped Darkness Tiles (Ground Object)
- Special Event, Special Mechanic, and Spawning Tokens (Ground Object)
- Piles of Runes (Solid Object)
- Any Object described as an "Immovable Object"
From now on, Special Objects introduced during an Adventure will always be described as a "Ground or Solid, Movable or Immovable Object" so players can always know how to interact with them.
Ground Objects
These Objects are attached to the ground and do not occupy space, meaning that Characters can pass over or stand on top of them as if they were just another Map tile.
Thus, Ground Objects do not represent obstacles on the board, and Solid Objects (such as Characters) will always stay above them when they occupy the same square. Ground Objects include:
- Darkness Tiles (Shaped or Small)
- Idols and Traps
- Special Event, Special Mechanic, and Spawning Tokens
- Any Object described as a "Ground Object"
NOTE: Two Ground Objects cannot occupy the same space unless one of them is a Darkness Tile. The latter, in its turn, is always kept under any other Ground Object sharing a square with it. Bridges are Map tiles and they always go under the Ground Objects.
Solid Objects
Solid Objects, on the other hand, are obstacles, have a physical body, they occupy a place in space, and they usually cannot be crossed over by Characters (unless they are Jumping, Trampling, or the Solid Object in question is the Character's ally).
Solid Objects include:
- Characters (Heroes, Monsters, Pets, Companions, and NPC Tokens)
- Furniture (Chests and Banners are also Furniture)
- Piles of Runes (Even when there is only a single Rune)
- Interaction Tokens (Any kind)
- Any Object described as a "Solid Object"
NOTE: Two Solid Objects cannot occupy the same square on the board under any circumstances.
Darkness Spawning Rule
(Rule Variation)
With the Undead King out of the way, the enemy cannot rely on its most skillful general. Such an absence is not just rhetorical: Without its main summoner, the enemy lacks the strength to sustain the hunting behavior it assumed during the Age of Darkness.
Whether because the Undead King has already been defeated and most of the Seeds of Darkness have already been destroyed (as in Apocalypse), or because he is still awakening his power and is not yet able to control it completely (as in Awakenings), the fact is that the Enemy must depend on the efforts of the Shadow Cultists to be summoned into our world.
The Monsters who have been assigned this task are known as Sower Cultists, and they are the only ones capable of doing this. Whenever they appear in your way, the Darkness follows...
Spawning Rule — Sower Cultists
In Adventures where the Core Mechanic for Sower Cultists is used, the Sower Cultists Scenario Monsters (which use the same model as the Shadow Cultist) will be responsible for the appearance of Darkness on the board.
Then, the Darkness tiles will consider these Monsters as their Spawning Points instead of the symbols printed on the Map tiles. So, when a Darkness is summoned, it's from a space occupied by Sower Cultist that it should sprout and head towards its targets.
The enemy's behavior, however, will remain the same: it will try to reach the Strongest Hero (the one with the most Health at the moment) that is not already on top of Darkness. If all Heroes are already on top of Darkness when a tile should be invoked, likewise, you must skip that spawn and the Heroes suffer Crush damage.
So, in the end, the fact that Sower Cultists are considered Darkness Spawning Points is the only difference between this Darkness Spawning Mechanic and the Darkness Hunt. However, while this may help explain many things, we have here some clarifications regarding some game situations:
- Each drawn Rune spawns only 1 Darkness tile, regardless of the number of Sower Cultists on the board.
- If you are instructed to spawn 2 Darkness tiles, each Darkness tile must be spawned individually, that is, after you have placed the first one, you must check if the second one needs to spawn from the same Cultist as the last one.
- The rules for placing them on the board remain the same as those described from page 44 to 46 of the Age of Darkness Rulebook.
So, if there are two or more Cultists on the board, the Darkness will not come from both of them, but only from the one closest to its target.
In this example, consider that Elros has 10 Health while Maya, being already injured, has only 8. Therefore, Elros is the Strongest Hero. So, even if Maya is closer to a Sower Cultist and could be hit by Darkness, the tile will chase Elros (even if it couldn't reach him).
Of course, if the Rune card instructs you to draw two Runes, and at the time of summoning the second Rune another Cultist (different from the first one) is now closer to its next target, the second Rune may spawn from this new Cultist instead of the first one.
Thus, it works the same way it did during the Age of Darkness Campaign.
Regardless, even though Sower Cultists use Shadow Cultist models, don't confuse these two monsters: Each has its own specific card and, in Adventures that have this Spawning Rule, the latter won't be summoned (do not use them as Random Monsters). Therefore, in any Adventure where you use Shadow Cultists with their own card (the Corebox base Monster), do not summon Darkness using this rule. It will only be available in Adventures that specify this Darkness Spawning Rule and use Shadow Cultists as Sower Cultists.
The only thing that will never happen is that a single Rune will be responsible for the appearance of more than one Darkness tile (or three small ones, if it is broken up). The other rules you already know about Darkness spawning remain the same:
- its primary target will be the Strongest Hero that is not on top of Darkness;
- it will break into three Small Darkness tiles if that would get it closer to its target (even if the Shaped Darkness tile fits on the board, but stretches away from the Hero);
- Once a Small Darkness tile has hit its target as the first or second tile placed on the board, the remaining tiles will chase the next target in the sequence.
Crush damage described in the Darkness Behavior for your Adventure will only happen if a Rune is drawn and, at that very moment, all Heroes are on top of Darkness.
A Rune with an incompatible format was drawn, therefore it was broken into 3 Small Darkness tiles. Once it has reached Elros, the Primary Target, with the first tile, it will stretch out and try to reach Maya as well. In this case, the extent is enough. If it weren't, it would have stretched out as much as it could. Finally, if Maya had been closer and had been reached right on the second tile, the third would try to reach the next target or would simply be discarded without causing Crush damage this time.
Dealing Damage to Characters
(Rule Clarification and Update)
Thanks to its system rich with interactions, reactions, and cooperation between players, it is normal for an attack to be mitigated by one or more sources of protection in AoD. Although this level of interaction can be rewarding and satisfying, it can also generate a series of effect triggers that are difficult to track.
Therefore, we have prepared this brief clarification on the stages of inflicting damage to a Character in order to help you understand the logic behind the system.
NOTE: This is the moment when a Monster "attacks."
NOTE: This is also the moment when Lorelai "takes" damage.
NOTE: Each attack generates only a single window of opportunity to be interrupted. Thus, each Character can Interrupt one attack, but, unlike Reactions, they can't Interrupt the same attack with two Skills, even if they intended to use them on different allies.
Essentially, the damage inflicting process takes place through the following steps:
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The effect or attack is announced. At this point, the Character becomes a target. Up to now, no damage or effect has been prevented, but a window of opportunity is presented for Heroes to use their Interrupts if they want.
Also, we take this opportunity to introduce the new Interrupt effect, which you can read more about on page 25.
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Then, a THREAT is generated. Once the attack is announced and the Interruption step has ended, any SHIELD tokens are spent and the "THREAT" is generated. All SHIELD tokens you hold are completely spent, if needed, to mitigate the damage you received. You can't choose the amount you want to spend: you must always use as many as necessary. Thus, discard 1 SHIELD token for every 1 damage point you take. Once the tokens are spent, even if they reduce the damage completely, we say that a THREAT is generated.
Example: If Lorelai had 2 SHIELD tokens, they would be spent immediately, reducing the damage she received by 2 points. Even if she had 4 SHIELD tokens and mitigated all the damage, a THREAT would still be generated.
NOTE: If all the damage hadn't been prevented, Lorelai would have lost Health and this would be the moment when she "suffers" damage.
NOTE: Whenever a Character suffers at least 1 point of damage from an attack, all collateral damage from that attack is then applied to them.
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Finally, Heroes can use Reactions. Here, any Heroes who chose not to intervene (that is, who did not use an Interrupt) in the first stage are entitled to take a Reaction to respond to each THREAT. Each Hero (not just the Threatened Hero) can use one Reaction per THREAT generated.
Example: A Skeleton Archer – Fighter attacks Lorelai for 4 damage with POISON 1. Heroes who have Interrupts may choose to intervene in this attack at this time. Vorn decides to use his Divert Reaction to help Lorelai, preventing 3 damage points from her THREAT. Since there were only 2 points of damage left from the Skeleton Archer's attack, it is completely prevented and therefore the POISON 1 collateral damage will not be inflicted on Lorelai.
NOTE: If Lorelai had 4 SHIELD tokens and managed to mitigate the damage completely, we would say she "took" 4 damage, but "suffered" 0. Still, the Skeleton Archer's attack Threatened her and the Heroes could use their Reactions (if applicable).
NOTE: You can only use Reactions with the keyword "SELF" to respond to your own THREATs. SELF Reactions cannot be used to help other Heroes (some abilities may allow this rule to be broken).
Conclusion
Thus, as seen in this example, Lorelai took 4 damage, but suffered 0. Effects related to the damage suffered by characters may generate triggers in these two stages: when the character TAKES damage; and when they SUFFER damage. According to each effect's text, consider when they should be applied and resolve the effects accordingly.
Example: If an effect stipulated "Whenever you SUFFER damage..." it would not have been triggered for Lorelai in the last example. However, if it had stipulated "Whenever you TAKE damage...", it would have occurred.
NOTE: Some Age of Darkness effects specify "When you take damage after using PREVENT effects." These cases should be translated into SUFFER, not TAKE.
NOTE: As mentioned before, whenever a Character suffers at least 1 point of damage from an attack, all collateral damage from that attack is then applied to them.
NOTE: Moving out from an attack's Range after it is declared won't cancel that attack. Only CANCEL effects (see page 78) can cancel an attack after it has been declared on its targets.
Dealing With Bonuses and Multipliers
(Rule Clarification)
With the characters' progression and good teamwork, Heroes will be able to combine their abilities, achieving devastating results when attacking.
This may cause some doubts about the method of calculation (and the order of the steps) for this equation in order to reach the intended result and maintain the balance of the game.
Therefore, we have prepared a quick guide so you can understand the stackability of multiplier effects like +X DMG, DOUBLE DAMAGE, CRITICAL HITS, WILD CUBES and others:
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Effect value: First things first. The value described in the effect is the damage base and is always the first thing to consider.
So, whenever you cast an effect with "X" (ex: "+X HIT"), an ability with "ALL" (ex: "PREVENT ALL BUT 1 DAMAGE") or spend a Wild Cube (which doubles numerical effects), first establish the effect's value and proceed as if this was written in numbers in that effect.
Example: Lordwrath's Stranglehold states "+X HIT, +X DMG; TELEKINESIS 3". Considering that he is currently holding 4 Curse Cubes, this Skill should be read as "+4 HIT, +4 DMG; TELEKINESIS 3".
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Associated bonus: Any bonus associated with this value is the second step.
With the first step established (the effect value), add any elements with "+" or "-" associated with the Keyword: +X DMG (including those received from EMPOWER, FURY, INTIMIDATE, MARK, etc.). Then, you have the "Total Value".
Example: Considering that Lordwrath is equipped with a Jagged Bladeaxe that does 3 damage, if he hits he would inflict a total of 7 points of damage (3 Weapon base + 4 extra Skill damage).
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Doubling: Doubling effects are the third step.
Effects like "DOUBLE DAMAGE" are applied now, after the Total Value has been established. It is important to emphasize that DOUBLE DAMAGE effects are not stacked. Thus, even if a character has STEALTH and is hidden from their target, and hits them with an attack that does DOUBLE DAMAGE, their attack will still only deal twice the damage, not four times.
Example: Lordwrath, however, was hidden from his target thanks to a STEALTH effect he received (from a random source, just for the sake of this example), therefore his Attack receives DOUBLE DAMAGE, inflicting a total of 14 points on a hit!
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Critical Hits: Finally, account for Critical hits.
When a Weapon Attack (or a Spell Attack that has received the keyword "KEEN" or "Crit 16+") results in a Critical Hit, thus dealing double the damage that it would normally do, it can amplify an attack that has already received DOUBLE DAMAGE (dealing 4x the Total Value!).
Dreadful Raid
(Monster Raid Special Mechanic Update)
In gameplay terms, the Monster Raid Special Mechanic is designed to keep the flow of enemies on the board while interacting synergistically with the scenario time control.
However, precisely because it is a mechanic that deals with so many moving parts, it is not uncommon for players to have questions about some of its interactions. So that you don't have to rely on the Age of Darkness Adventure Book every time this happens, we have brought it here and detailed the specifics.
When observed thoroughly, there are several points, but they are also easy to manage and can be grouped into three simple steps:
- Check the face of the Dreadful Raid card;
- MANIFEST a Rune and check the Piles of Runes on the board;
- Summon a Raid Party of Minions.
Starting at the beginning, whenever the Initiative Marker reaches the Dreadful Raid Special Mechanic card at the top end of the Initiative Track, it is time for you to check if Minions will be summoned. These are processes you should perform when checking the Dreadful Raid Special Mechanic card:
- This card has two sides that will try to summon Minions according to the current board state.
- The first face, Face "A," will only attempt to summon Minions if the board is non-threatening (with no Monsters on it).
- The second face, Face "B," will try to summon Minions anyway.
- Whenever the Dreadful Raid Special Mechanic card is Activated, even if no Minions are summoned, you must flip it over. No face ever stays the same for two rounds in a row.
Moving on to the next step, if the board state indicated by the face of the Dreadful Raid card is conducive to summoning Minions, you should check where the new enemies will spawn (or if they can spawn at all). Likewise, check the processes below:
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To MANIFEST a Rune, a player must take a Rune from the bag, present it to the players, and then return it. This process does not spawn any Darkness tile.
NOTE: The only important feature in a MANIFEST action is to identify the color of the drawn Rune.
NOTE: On the other hand, if there are no matching Runes, the Monsters will have nowhere to be summoned, and this round will be a "breathing space" for the Heroes, free of spawns. Even if there are no Minions spawned, you must still flip the card over.
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Next, players must search the board for a Rune that matches the color of the one that was manifested. Such Runes can be found in the Piles of Runes that are introduced in Setups. Remember, even though they are stacked on top of each other, all the Runes in a Pile of Runes are, of course, on the board.
NOTE: If there are two or more matching Runes on the board, the Party Leader chooses which one will be used as the reference for the Minion Spawn that round.
NOTE: There is a shortcut at this stage: if all Piles of Runes have already been removed from the board, naturally, there will be no reference point for Minions to be spawned, regardless of which face of the Dreadful Raid Special Mechanic is up, no Minions will be summoned.
The most efficient way for Heroes to make sure that no Minions are summoned, therefore, is to remove all Piles of Runes from the board as quickly as they are formed by Setups.
Considering, however, that there is a Rune on the board matching the color of the Manifested one, we then move to the third and last step: the summoning of the Minions themselves. Finally, these are the processes that should be executed in this last step:
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The amount of Minions (the Raid Party) that will be summoned depends on the number of Heroes in your party. The more Heroes there are, the more Minions will be summoned.
- If there are 1 or 2 Heroes, only 1 Minion is summoned.
- If there are 3 or 4 Heroes, 2 Minions will be summoned.
- If there are 5 Heroes, 3 Minions will be summoned.
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Each summoned Minion will receive a snap-on colored base and will be placed on a square adjacent to the Rune that will act as its spawning point. The Party Leader chooses which square will be occupied by each Minion.
NOTE: If there is any Movable Solid Object occupying a square where a Minion should spawn, push that Object one square aside. Again, the Party Leader chooses where such an Object will be placed.
NOTE: If all 4 models of a Minion are already on the board, or all 12 Health Tracks on the Monster Status board have been filled, no new Monster may be placed on the board and, at this point, if a Minion cannot be summoned for this reason, we say that the Minion "Failed to be Summoned."
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For each Minion that "Fails to be Summoned", you must Activate the Non-Boss Monster occupying the highest hierarchical position on the board. If two or more Monsters occupy the same Rank, Activate the one occupying the higher slot on the Monster Status board.
NOTE: If three Minions were to be summoned, but there is room for only one of them to be summoned, you must summon that Minion and consider the other two as "Failed to Be Summoned".
NOTE: The hierarchical position of ranks, from highest to lowest, is: Overlord, Commander, Black, Gray, White, Scenario, and then Minion.
NOTE: The order of colors on the Monster Status Board, from highest to lowest, is: Yellow to Black from the first board, Orange to Brown from the second board, the first board is higher than the second board.
With this we conclude the step-by-step analysis of the procedures of a Dreadful Raid Special Mechanic. Throughout your Campaign, you may encounter several other similar mechanics. Sometimes they will determine that a Spawning token is the Spawning Point instead of a Rune on the board, sometimes they may specify situations where more than one Raid Party of Minions is summoned and so on.
In any case, such mechanics will share the main characteristics of the Dreadful Raid and, once you can understand the design thinking behind its processes, it will be easy to understand all the others that derive from it.
Still, if doubts persist, the Party Leader will make the final decision.
Equipment
(Game Mechanics Update)
AoD is full of Equipment that aims to meet the most diverse combinations of abilities for your Hero and playstyle. In this section, we will analyze this new arsenal by pointing out what's new and discussing similarities or differences in the handling of Equipment in relation to the Age of Darkness Campaign. Whenever your party has a question related to Equipment or Consumable Items, this is where you're likely to find the answers.
What Will I Keep From the Corebox?
Since this Campaign is an Expansion to Age of Darkness, you will still make use of some Corebox components, for they are the foundation of the AoD Game System. However, in order to make your experience playing this Campaign different, many devices were developed exclusively for it, so as to avoid repetition.
Let's refresh the components from the Corebox that you will use (or not) in your Apocalypse Adventures:
- Adventure Items: In Apocalypse, you will find new Adventure Items (purple flag), which will be suitable for the balance in this expansion. For this reason, store them, because you won't use them here.
- Camp Items Levels 1, 2, and 3: The progression of Equipment will undergo a change, therefore the Camp Items Levels 1, 2, and 3 have become obsolete. Keep them stored with the other Equipment you won't use.
- Chest Items: Two new Consumable Items will replace the Epic Rare cards from this deck. The vast majority, the remaining 18 cards, however, are kept to form your Chest deck.
- Starting Gear: This Campaign will provide your new Starting Gear, so you won't use the Corebox ones. You may store these cards too.
New Chest Items
This box includes new Chest Items you can use to adapt your Chest deck to your preferred effects or just to add greater variability through a simple deck-building system. The process is quite easy: you can only replace a Potion or Scroll with another item that is the same type and rarity (while the other two Epic Rare items can't be replaced).
When you prepare the Chest deck, you can replace one or more cards with other cards that are the same type and rarity. That is, the Scroll of Incinerate from your Corebox Campaign could be replaced by the Scroll of Translocation and so on.
Preparing the Chest Deck
With the exception of the 2 Consumable Treasures (the Epic Rare Items), the Chest Deck consists of 18 more cards. Half of them are Potions and half are Scrolls.
Some effects will be associated with one type or the other, so it is essential that the composition of the Chest deck remains unchanged and its 20 cards are organized as follows:
- 2 specific treasures (Epic Rare Consumable Items) for the Campaign you are playing;
- 9 Potions;
- 9 Scrolls;
Among the Potions and Scrolls, 4 of each will be Common, 3 will be Uncommon, and 2 will be Rare.
This order is what we call the "grid" of Consumables. It cannot be changed to 8 Common Potions and 0 Common Scrolls or 7 Uncommon Potions and 0 Common Potions, for example.
The preparation of the Chest deck can be made during any Camp Phase. However, whenever you change the composition of this deck, your party must first return all Potions and Scrolls that they own, thus losing any Consumables that are not Epic Rare and that could have been carried into the next Adventure.
You are not required to replace every copy of a card if you do not wish to do so, though. So, if it's in your party's interest, you can keep 2 Scroll of Incinerate and 2 Scroll of Translocation cards in the Chest deck, as that would still respect the limitation of 4 Common Scrolls.
Compulsory Replacement
As mentioned before, the Equipment progression has changed, so two important Consumable Items from the Age of Darkness Campaign have lost their purpose: Cosmic Gemstone and Forgotten Treasure. However, such formidable items have been worthily replaced by Artisan's Tools and Treasure Trove!
So, before you start your Apocalypse Campaign, remove the Cosmic Gemstone and Forgotten Treasure cards and replace them with one copy of Artisan's Tools and one copy of Treasure Trove. This adjustment to the Chest deck is necessary so that Chests have no chance of rewarding Heroes with useless Equipment.
This change is permanent, so you can store the replaced cards.
The Artisan's Tools, unlike any other Consumable Item, can be discarded when improving a Spoils Equipment.
New Equipment Property (Versatile)
Some Equipment your Hero will receive during this Campaign has special properties, including one of the most interesting: VERSATILE.
Double-sided Equipment that is Versatile can be manipulated in two different ways by its user. When you first receive this card, you can choose which face you want to use.
From that moment on, as a Minor Action, you can flip the card over if there is no Action Cube occupying any of its slots. You can even flip a Versatile card that is in your bag.
NOTE: If you flip Versatile Equipment to a face that has an Equipment type you are not proficient in, you must immediately Unequip that card (this requires no action) placing it in your bag. You must discard Consumables in order to clear space for it if needed.
Important: While all Versatile Equipment can be flipped over freely, not all double-faced Equipment can be. Be careful not to mix up these abilities.
Only Equipment with the VERSATILE property can be flipped by using a Minor Action. Other double-faced Equipment cards specify how they can be flipped, when or even if they can be flipped.
This Adventure Item, the Righteous Torch featured in the Apocalypse Campaign, is an example of a double-faced item that is not Versatile.
Spoils Equipment (Previously: Camp Items)
Improving Spoils Equipment
Spoils Equipment (either Veteran's or Hero's) can be improved while the Hero is visiting Camp or as a Minor Action during an Adventure.
The Equipment progression structure has been revised for this generation of Campaigns. From now on, Heroes will no longer receive Camp Items categorized by level. Instead, you will be rewarded with a single Equipment category: Spoils of the Veteran (or Hero, if you are playing Awakenings).
The strength of this Equipment is defined by its quality, whether it is "Standard," "Improved," or "Ultimate." Heroes always receive this Equipment with the "Standard" version, the most basic one.
Throughout their Adventures, depending on the rewards they find in Chests, Interactions, and Interludes, Heroes will be able to improve their Equipment. Take note that improving Equipment is not an easy task. Your Hero may finish the Campaign without being able to improve all of the Spoils items they have found.
This is a Spoil of the Veteran card in its Standard version. You can identify the quality of these Equipment cards by the symbol stamped on the side flag, as well as the description in the Equipment subtype.
This is the Spoil of the Veteran card in its Improved version.
Improving Spoils Equipment requires disposing of one Artisan's Tools card (Artisan's Tools are Consumable Items that can now be found in Chests) plus another Equipment card of that Hero's choice that is not a Consumable Item, an Epic Item, or a Starting Gear. Both cards, being disposed this way, must be in that Hero's bag. Also, the Equipment being improved can't serve as this additional Equipment card to be disposed: you must use a different Equipment card.
In this example, we can see that Frozen Tears of Alagast cannot be used to upgrade Spoils Equipment since it is an EPIC Item. The Ragged Doll, being an Adventure Item, can be used, though.
When a piece of Equipment is upgraded, replace your card with its advanced version.
The hierarchy of the Spoils Equipment goes from "Standard" to "Improved" and then to "Ultimate". You cannot upgrade Equipment from its "Standard" quality directly to the "Ultimate" quality. Each Equipment piece must be upgraded one step at a time.
Upgrading Equipment to its Ultimate quality requires a lot of resources, but it is necessary to reach the pinnacle of Equipment Progression in your Apocalypse or Awakenings Campaigns.
This is the Spoil of the Veteran card in its Ultimate version.
Disposed Equipment
Now that you've learned how the process of improving your Spoils Equipment works in detail, it's time for you to know what happens with the product of these progressions, that is, with the cards that were disposed of for the Equipment to be upgraded.
As you can imagine, any Artisan's Tools Consumable Item you used must be returned to the Chest deck once you reform it, but not the other Equipment: Both the Equipment you chose to discard and the old Equipment card that you chose to improve must be stored. No Hero will be able to use them again until the end of this campaign.
Remember, your Equipment may be improved with the use of one Artisan's Tools and another spare Equipment that is not an Epic Item. Spoils Equipment can never be upgraded from its Standard version to its Ultimate version in a single step. You need to follow the order of progression: Standard, Improved, then Ultimate.
NOTE: The Chest deck is reformed at the beginning of each Adventure.
Followers and Cohorts
(New Game Mechanics)
Followers and Cohorts are new types of allied NPCs your party may encounter during your Adventures. Mechanically, they are similar to Companions but with one difference: these Characters occupy a slot on the Initiative Track and act independently of a player's turn.
Recruiting Followers and Cohorts
As a part of many Resolutions you come across during the Adventures, you will be instructed to recruit one of these NPCs into your party.
Whenever this is the case, you must take their respective card, put it in the matching slot on the Initiative Track, and place their model in a square that is adjacent to the Character who recruited them. If they were recruited by a party dilemma, they are recruited adjacent to the Party Leader.
Finally, if the NPC is a Follower (not a Cohort), you should write their name on the Story Record.
A party can have as many Followers and Cohorts as they can find. If one of them is defeated, remove their model from the board along with their card from the Initiative Track if they were the last of their kind. If this Character was a Follower, you must also erase them from the Story Record.
The only gameplay difference between Followers and Cohorts is the fact that the latter are always dismissed at the end of your current Adventure (unless stated otherwise), while the former stay with your party until defeated or dismissed by some other Resolution effect.
So, whenever the Heroes move on to the next Adventure and reorganize themselves in the starting positions, summon any Followers your party has recruited in any space that is adjacent to a Hero.
Follower and Cohort Turns
Whenever the Initiative Marker reaches a Follower or Cohort card, it is their turn to act. When they are activated, the Party Leader controls their turn, which consists of a Move Action and then an Attack (if able).
As with Monsters, Triggered Abilities they have are resolved at the very beginning of their turn, in the Conditions Step, right after they suffer the effects of any Conditions they have.
Effects described as Collateral Damage (black text), on the other hand, requires them to successfully inflict damage on a Character to be cast.
A Follower or Cohort card has the same information as a Companion card (Sturdiness, Move, Attack, Collateral or Triggered Effect, etc.) and they are able to hold Resource tokens and be targeted by effects in the same way, and some will actually help them (SHIELD, CLEANSE, PREVENT...).
NOTE: SHIELD tokens held by these NPCs are spent at the moment these Characters would take preventable damage, before it hits their Sturdiness.
Carmilla is holding 3 SHIELD tokens. The next time she takes preventable damage, these tokens will be spent to mitigate the damage. These tokens, however, will be spent even if her Sturdiness value is enough to protect her on its own.
Defeating Followers and Cohorts
Followers and Cohorts, just like Companions, are defeated when they suffer damage that exceeds their Sturdiness in a single blow. Condition damage is counted all together as one single source.
Example: If a Follower suffers 4 damage from BLEED plus 2 damage from POISON 2, it suffers 6 damage in total. If its Sturdiness is 5 or less, it is defeated.
NOTE: Cohorts, Companions, or Followers only get Conditions if the damage they suffer from an attack is higher than their Sturdiness (which would cause their defeat anyway). So these NPCs are "almost immune" to Conditions. The biggest danger for them is harmful terrain.
NOTE: Some Cohorts share a single card on the Initiative Track. Whenever this is the case, Conditions affect only one of them. That is, if the Dunedancer's card has STUN, but you have 3 recruits in your party, when they activate, only one of them cannot attack that turn (the first one to Activate). The same goes for Conditions: inflict them on a single Cohort.
Understanding a Follower or Cohort Card
To refresh your understanding about a Follower or a Cohort card, let's take a look at its attributes again:
- Card Type: Indicates which set of rules this card follows (it will be Follower or Cohort).
- Name: Indicates its name and profession.
- Sturdiness: Indicates its Sturdiness value (check this Keyword for clarifications).
- Attack Type: Indicates if this Character attacks at Melee, Ranged, or Magical Range (Unlimited).
- Illustration: Character's art.
- Initiative Track Position: Indicates the position you should place this card on the Initiative Track. It is always a slot opposite of a Dungeon Role.
- Movement: Indicates how many movement points this character gains when it takes a Move Action.
- Attack Damage: Indicates how much damage this Character deals when it attacks another Character.
- Special Abilities: Indicates all Special Abilities this character has, written in the same way as a Monster card would (Collateral damage is black, Triggered Abilities are pink, and so on...)
Monster Priority
Monsters always consider Followers and Cohorts as their lowest priority targets, just as they would with a Pet or Companion.
They will choose to attack these Characters only if they can't attack a Hero during their turn, or if they could also attack these Characters without changing their Primary Target (as a Monster with CLEAVE, MULTISHOT, or STRIKE might do).
NOTE: Some Scenario Monsters have SLAYER, and break this rule by setting Followers and Cohorts as their Primary Targets.
Furniture
(New Game Mechanics)
The Heroes of Daren's new adventures not only bring new enemies and challenges, but also a new way for players to interact with the environment: Furniture.
Note that this mechanic is somewhat "crunchy." It is intended to offer new interaction possibilities for the Heroes during battle. If you wish, you may disregard the rules for interacting with Furniture in your Campaign and use them only as decoration.
From now on, you may see this new category of Object in the Setups. Furniture represents scenery elements that the Heroes can use to gain advantage. There are two main ways that Characters can Interact with them:
-
Large Monsters Destroy Furniture: Like with Chests in the Age of Darkness, if a Large Monster ends its move in an area with a piece of Furniture, that Furniture is destroyed.
NOTE: If a Chest is destroyed in this way (Chests are now considered Furniture), roll the Trap Die and apply the result to the Monster that stepped on it.
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Heroes can Interact with Furniture: As a Minor Action, a Hero can Interact with a piece of Furniture in an adjacent square. Depending on the type of Furniture, a Hero may choose to use its special effect or just throw it at an opponent.
Let's look at the two ways a Hero can interact with Furniture.
Throwing Furniture
An experienced adventurer relies on their weapons and abilities to overcome challenges, but a true master knows that they can use the environment to change the course of a battle.
This action uses slightly more detailed rules, since Furniture can be thrown through an Interact with Furniture Minor Action or through a TELEKINESIS effect.
In order to do the first, to throw Furniture with a Minor Action, the Hero must be in an adjacent square.
- The target of the throw must be within Range 1 of the Hero.
When using TELEKINESIS, the piece of Furniture you want to throw must be within Range of the Skill that was cast to create the TELEKINESIS effect. Once the Furniture you want to throw is chosen, you may move it a number of squares up to the value of the TELEKINESIS effect.
Example: Lorelai casts a TELEKINESIS 3 effect on a Chest that is in her Skill's Range. She can throw it at an Executioner located up to 3 squares away from the Chest's position.
However, when a piece of Furniture is thrown, it is always broken by this action: remove the Furniture from the board after resolving the throw.
- Important: A Throw Furniture Minor Action can be taken even if your Hero is engaged in combat. This is an exception to the general rule.
With all these concepts in mind, now it is time to check the specifics for each type of Furniture.
Using Furniture Effects
The first option is simple: Each piece of Furniture (as you will see below) has its own special effect, which a Hero can take advantage of when they interact with that piece of Furniture. Just follow the steps found in each Furniture description.
Stack of Barrels
Barrels are generally used to store liquids and can be found in a number of places, but mainly in cellars and harbors. Some use them to age wine or store fish, but truth be told, they are really good as hiding places, to throw at the legs of opponents, or even as a means of transportation for seasoned (or mad) acrobats.
Example of a Stack of Barrels token and miniature (miniatures are sold separately and can be found in the Expansion: "Companions and Furnitures").
- INTERACT: Dwarves and Halflings (only those) can get inside barrels and use them as hiding places. To stop hiding, the Hero will need to use another Minor Action.
- When a Hero enters a barrel, remove their model from the board. While there, they won't be able to target, or be targeted, by other Characters with any attack or effect.
- Monsters know that the Heroes are there. However, they must destroy the barrel before attacking them. Thus, when a Monster attacks a character inside the barrel, PREVENT all damage that this attack would cause and remove the barrel from the board. Reposition the Hero's model (the one that was hidden) in the square where the barrel was.
- If a Large Monster steps on a barrel with a hidden Hero, break that barrel and Shove the Hero aside. That Hero suffers 2 non-preventable damage.
- THROW: When thrown at a Character, a barrel deals 2 DMG and inflicts KNOCK DOWN to its target if it is a Small Character. Large Monsters' bodies are so powerful that barrels don't even bother them.
- However, if a Hero was hidden inside the barrel, the throwing causes +2 DMG and it can even target Large Monsters and inflict KNOCK DOWN to them (overcoming their immunity thanks to the extra weight).
- Reposition the Hero that was in the barrel in a square of their choice that is adjacent to the target against which the barrel was thrown. (Don't forget, thrown Furniture is broken and removed from the board.)
Bookshelf
It's not just libraries that are filled with bookshelves. Every good office, laboratory, or living room is usually equipped with one. Whether to store important tomes or to decorate the environment, there is a good chance of finding a bookshelf in a dungeon.
Example of a Bookshelf token and miniature (miniatures are sold separately and can be found in the Expansion: "Companions and Furnitures").
- INTERACT: When a Hero interacts with a Bookshelf, they can search the Chest deck for a Scroll card and keep it or immediately use it as a Free Action, as if they had just drawn it from the Chest deck. Afterwards, remove the Bookshelf from the board.
- THROW: Bookshelves are too heavy to be thrown at a Character with a Minor Action. Instead, it is simply knocked over, affecting a Character that is adjacent to it (chosen by the Hero who used the Throw Furniture Minor Action). TELEKINESIS, on the other hand, can throw a bookshelf normally.
- Regardless of the way it was thrown, a bookshelf deals 2 DMG and inflicts STUN to its target. (Don't forget: Thrown Furniture is always broken and removed from the board.)
Chest
Good old Chests are the adventurers' favorites. With the introduction of the Furniture mechanic in Apocalypse, the Chests that were presented in the Corebox also become Furniture, with new effects (if thrown).
Example of a Chest token and miniature (Chest miniatures are sold separately and can be found in the Expansion: "Spoils of War").
- INTERACT: As usual, when a Hero interacts with a Chest, they actually perform a Search a Chest Minor Action:
- They draw a card from the top of the Chest deck. That Hero can choose to consume that Item immediately as a Free Action or store it in their bag (if there is room).
- Finally, when searching a Chest, the Hero must roll the Trap Die and suffer the effect.
- THROW: When thrown at a Character, a Chest causes 2 DMG and you must roll the Trap Die: add the result to this damage as a side effect. (Don't forget, thrown Furniture is broken and removed from the board.)
Pile of Crates
Crates can be found just about everywhere, at any time. They are used to store all types of things, but mainly merchandise. Despite being used for storage, empty crates are very dangerous, because when broken on Characters, their sharp splinters can become lethal.
Example of a Pile of Crates token and miniature (miniatures are sold separately and can be found in the Expansion: "Companions and Furnitures").
- INTERACT: Piles of Crates are not good for anything in particular. They count as obstacles until they are destroyed or thrown.
- THROW: When thrown, the Pile of Crate inflicts BRITTLE to its target if it is a Small Character.
- Large Monsters' bodies are so powerful that the crates don't even bother them. (Don't forget, thrown Furniture is broken and removed from the board.)
Stone Fountain
An indispensable piece for temples, laboratories, or gardens, fountains serve to store liquids. Whether it's just water, soup, a strengthening tonic, or a poisonous concoction, stumbling upon a fountain always holds a surprise. Will curiosity kill the cat?
Example of a Stone Fountain token (front) and miniature (miniatures are sold separately and can be found in the Expansion: "Companions and Furnitures").
- SETUP: When a Setup instructs you to prepare a fountain, you must shuffle the Concoction tokens, draw one and place it face-down (and hidden from the Heroes) by the fountain.
- INTERACT: When a Hero interacts with a fountain, they flip the Concoction token up, apply its effects, then discard it. There are three possible effects:
- Fresh Water: Nothing tastes better to calm rampant emotions! The drinking Character Regains 2 Health and gains CLEANSE 2.
- Empowerment Potion: Search and you will find! The drinking Character gains INSPIRE and EMPOWER, and they may also take an additional Cube Action this turn. If they are a Large Monster, they just gain a +4 DMG Boost during this turn instead.
- Toxic Inoculation: The taste is even worse than the effect... The drinking Character suffers POISON 4.
- LIABILITIES: Stone Fountains are insurmountable obstacles for Small Monsters, but not for Large ones. These Monsters can walk through an area with a Stone Fountain and even finish their movement in them.
- Whenever they finish their movement in an area with a Stone Fountain, however, they Crush the Stone Fountain under their feet: flip the Concoction token up and apply its effects, as if they had drunk from it.
- Also, unlike other Furniture, Stone Fountains are Immovable Solid Objects.
- THROW: Stone Fountains are attached to the ground and therefore cannot be thrown at other Characters in any way (but they can still be destroyed by Large Monsters who end their movement by stepping on them).
Here are examples of the three different Concoctions a Stone Fountain can have.
Stone Pillars
Stone pillars are truly iconic in fantastic architecture. Being used as support for large halls, they decorate everything from splendid palaces to torture chambers in the deepest dungeons. The only thing that is certain is that they are firm and may cause a lot of pain to someone who is thrown at them.
Example of a Stone Pillar token and miniature (miniatures are sold separately and can be found in the Expansion: "Companions and Furnitures").
- LIABILITIES: Pillars are insurmountable obstacles, even for a Large Monster. Thus, these Monsters can walk through an area with a stone pillar, but they can never finish their movement in them.
- Also, unlike other Furniture, Stone Pillars are Immovable Solid Objects.
- INTERACT: Stone Pillars are of no use for anything in particular. They just represent a rigid obstacle.
- THROW: Stone Pillars are attached to the floor and ceiling and therefore cannot be thrown at other characters in any way. However, it is precisely because they are so firm that the opposite becomes true:
- When a Character is thrown against a stone pillar (by effects like TELEKINESIS or PUSH), they suffer 4 non-preventable damage and are repositioned in a square adjacent to the pillar chosen by the Character who threw them. The pillar is not removed from the board.
Hero Turn
(Rule Update)
Thanks to the powerful synergies that can be found in the second-generation Campaigns, your Hero will have a wider range of potential interactions with their Skills, Equipment, and Allies. In order to simplify and balance this, four basic rules need to be updated:
- Each Hero can only perform one Minor Action during their turn, instead of one of each type.
- When Searching a Chest, a Hero may immediately use the item which was found as a Free Action, rather than having to store it in their bag. This helps the Hero by combining the Search a Chest and Use a Consumable Item actions into a single Minor Action.
- Exchanging an item with another Hero has become a Free Action with no Range limit. This means that Heroes no longer need to be adjacent to each other to trade and they don't spend their Minor Action to do so. Thank Tharmagar for gifting you his magic bags!
- As a Cube Action on their turn, a Hero may Expend 1 AC to take an additional Minor Action (just like they do to gain additional Move Actions) to use as they please.
This update may reduce the potential for Heroes to "burst into action," but in return, it increases the value of other plays that could become obsolete. It also contributes to the emergence of new skill combinations without jeopardizing the balance of the system, and, ultimately, helps reduce the wait between player turns. Furthermore, it allows new ways to play a turn (such as choosing to spend it entirely with Interactions or opening Chests, for example).
All in all, from now on, a Hero can take the following actions in any order they wish during their turn:
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Spend up to 2 cubes to use their Skills or perform special tasks.
- NOTE: As a Cube Action, a Hero can Expend 1 AC to take an additional Move Action or an additional Minor Action this turn. (They can use both of their Cube Actions this way if they wish.)
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Take one free Move Action.
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Take one Minor Action among the following:
- Interact with an Interaction token
- Open a Door
- Search a Chest or Pick Up Loot from the ground
- Interact with Furniture
- Equip and/or Unequip Items
- Cast a Focus Ability that is not a Reaction*
- Use a Consumable Item*
- Throw Furniture*
- Take any Action described as a "Minor Action" in its effect
* This Minor Action can be taken even if your Hero is engaged in combat.
NOTE: When Searching a Chest or Picking Up Loot, a Hero may immediately use the Item they find as a Free Action. If they don't, then the Item is placed in their bag.
NOTE: Some effects may cause a Monster to drop Loot when defeated, considered as Movable Ground Objects. Picking Up Loot works like Searching a Chest, except that it is safe (do not roll the Trap die).
-
Take a Willing Recall Action (if able).
- NOTE: Taking a Willing Recall Action, however, will end the Hero's turn.
Sharing Equipment among the players has become a Free Action with no Range restriction. Thus, players can exchange items that are in their bags (not equipped ones) whenever they want, as long as it is during their turn and not that of a Monster or Rune card.
NOTE: A Hero who receives a Consumable Item from an ally will not be able to use that Item immediately as if they had Searched a Chest or Picked Up Loot. They will only be able to consume that Item during their turn as a Minor Action.
NOTE: Anything else on a Hero turn's remains the same: they suffer the effects of any ongoing Conditions at the beginning of their turn. Then, their Triggered Abilities are activated.
Interactions
(Game Mechanics Update)
Thanks to the introduction of a new type of Interaction, the Recurring Interactions, this feature had to be updated. Starting with the Awakenings and Apocalypse Expansions, here are the instructions for handling Interactions:
"Interactions are situations that happen during an Adventure in which your Hero can (or should) intervene. Some Interactions will be presented to your party through in-game effects, but most of them will be found on the board as Interaction tokens."
These will be found in two forms: most will have charges, indicating scenes that are concluded after a specific number of Interactions, or they will be cyclical, indicating scenes that work more or less like a puzzle.
Regardless of which Interaction token is on the board, they all share the following rules:
- In order to Interact with one of them, a Hero must be adjacent to the token and use an Interact Minor Action.
- When a Hero Interacts with an Interaction token, they must open the Book of Interactions (or the respective book for that Campaign) to the page indicated by the Setup that instructed you to place that token. Then, read the scene and its support text.
- Once the Hero has understood the scene, they can choose one of the numbered options that is available (this concept can vary between Recurring and Charged Interactions) and then proceed to that Resolution.
- Whenever a Resolution directs you to another Resolution, you must proceed to it as part of the same Interact Minor Action.
- Once the Hero has read all the effects of their chosen Resolution (and its Unfoldings, if there are any), their Interact Minor Action is finished.
- A Hero may Interact with the same scene more than once during the same turn, as long as they spend an Interact Minor Action each time they do so (this is a change to the Age of Darkness Campaign Rules).
- Interaction tokens are Immovable Solid Objects for rule purposes.
Despite all these similarities, Charged Interactions and Recurring Interactions differ in two important ways that affect their mechanics deeply: the ability to repeat choices and how they are removed from the board.
Charged Interactions
- Whenever a Resolution from a Charged Interaction is chosen, it immediately becomes unavailable. That is, it can no longer be chosen for the rest of this Adventure.
- When a Hero has read all the effects of their chosen Resolution (and its Unfoldings, if instructed to do so), their Interact Minor Action is over and they must expend 1 Charge, or remove the Interaction token from the board if that is the last charge (unless that Resolution stipulates otherwise).
Recurring Interactions
- When a Resolution from a Recurring Interaction is chosen, it does not become unavailable. That is, it can still be chosen as many times as the Heroes wish in this Adventure.
- A Recurring Interaction is only removed from the board when an effect (usually part of one of its Resolutions) instructs you to remove or replace its token.
NOTE: Choosing a Resolution is not the only way to make it unavailable. The effects of a Resolution can stipulate that it, or even other Resolutions, become unavailable.
NOTE: When a Hero finishes their Interact Minor Action, if it was for a Charged Interaction, they must expend 1 of its charges. If it is the last charge, remove it from the board.
NOTE: Some Resolutions may stipulate that they do not reduce the Interaction token.
Interrupts
(New Game Mechanics)
Interruption effects add a new and interesting layer to the gameplay. They take place in a new time window, situated at the moment a Character is TARGETED with an Attack that deals preventable damage (and only this can trigger an Interruption), before SHIELD tokens are spent and a Threat is generated.
Whenever an enemy announces an attack, before this attack hits their targets, Characters with INTERRUPT Skills have the opportunity to use them. If they do, they will resolve their Skills' effects before the attack's damage is dealt, even being able to redirect them from their original targets (depending on the effect).
However, when taking an INTERRUPT, a Character will not be able to use their REACTION against any Threats further generated by the same attack they interrupted, as if they had already "reacted" for that attack.
Many INTERRUPT Skills, therefore, will also carry effects like PREVENT or COVER, so that they can become more effective at mitigating damage, since they also compromise that Hero's ability to React to the effect they Interrupted.
NOTE: As it happens with Reactions, whenever you use Interrupts with PREVENT effects, it doesn't mitigate the damage that would be dealt to each of that attack's targets. Only the Character you PREVENTed receives its benefits.
Example: An Abomination – Champion strikes Lorelai and Maya with its attack of 8 damage points at the same time thanks to its STRIKE 1 ability. Vorn then decides to use his Standard Shadday Shield's Shield Cover to aid Lorelai in the Interrupt window, thus becoming that attack's new target while preventing 4 damage points. Therefore, Maya still takes all the 8 damage points from that attack, while Vorn will have to deal with only the 4 remaining damage points.
This is an example of an INTERRUPT Skill with COVER, used to redirect an attack made against the target to the casting Character.
NOTE: INTERRUPTS, however, also cannot target non-preventable damage either. They are not considered REACTIONS for triggering abilities such as the Assassin's "Caltrops".
Differences Between Interrupt and Reaction
Now that you've been introduced to the particularities of this new type of Skill, let's make a quick comparison to the Reactions you're already familiar with, so you can better understand how Interrupts should work:
When should these Skills be used?
- Interrupts must be taken at the time a Monster's attack (or Attack card) is announced on its targets, before damage is dealt and SHIELD tokens are discarded. Therefore, we can say that Interrupts are taken even before a THREAT is generated.
- Reactions, in turn, are used after the damage has been taken and SHIELD tokens have been discarded. Therefore, we can say that Reactions are taken after a THREAT is generated.
NOTE: When a Hero takes an Interrupt, it cannot react to any THREAT that is generated by the same attack that they Interrupted.
NOTE: Other Heroes may react to a THREAT generated by an attack that was Interrupted by another hero as normal. Only Heroes that have taken Interrupts cannot React to THREATS generated by the attacks they Interrupted.
How many of these Skills can I use on the same trigger?
- When it comes to Interrupts, each Hero can only take one Interrupt per attack, regardless if that attack has multiple targets. Of course, some Skills may end up affecting more than one Character, but this doesn't change the fact that the Hero used only one Interrupt.
- When it comes to Reactions, however, each Hero can use a Reaction for each THREAT that has been generated. Thus, it is possible for the same Hero to use two Skills (on different targets) in the same Reaction window.
What happens to SHIELD tokens in each of these windows?
- When an effect at Interrupt "speed" creates SHIELD tokens, those SHIELDS are received BEFORE the attack causes the damage. Therefore, they can be used to mitigate the damage of an incoming attack.
- When an effect at React "speed" creates SHIELD tokens, SHIELDS are received AFTER the attack causes damage. Therefore, they cannot be used to mitigate the damage of an incoming attack.
In summary, Interrupts were developed so that effects such as COVER and CANCEL could be implemented in the AoD System, creating new options for interaction between players and strategies in combat.
Legacy
(Apocalypse Exclusive Progression Feature)
Daren is at war again and the consequence of the decisions made by your party will change not only the continent's destiny, but also your own destiny.
Besides the direct consequences of choices made by your party, you will also feel the impact of these decisions in the so-called "Legacy Trail", present on the Story Record.
Divided in four forces (Perseverance, Tragedy, Doom, and Heroism), this path will represent the morale of your party and how the perception of yourself can influence the way you will face your challenges.
Thus, the Legacy Trail works as a new feature for the progression of your characters, focused on the party, as well as a "thermometer" of the narrative decisions you have made.
During the interlude phase of the first three Acts of your Apocalypse Campaign, according to the Outcomes achieved by your party, you will be rewarded with Legacy Skill cards that represent the materialization in game of those decisions.
Check below the details of each force and what they represent:
- Perseverance: Whenever your party contributes to the welfare of the community and the maintenance of hope for the survivors in this war, it will advance on the path of Perseverance. Perseverance Skills will have defensive effects, focused on keeping their users on their feet as long as possible.
- Tragedy: Sometimes, the inevitable happens in the name of the greater good. When your party makes an unfortunate action for the sake of Daren's survival, it will advance on this path. The Tragedy Skills will have strategic effects, focused on board control effects.
- Doom: Heroes do not always win. Sometimes, trying to help, our actions get in the way. Whether you want it or not, life goes on. The decisions that lead to disaster advance on the path of Doom. The Doom Skills are wild, aggressive, focused on destruction for the target and for the user.
- Heroism: When you achieve the unreachable and the flame of the fight keeps burning, inspiring the survivors' hearts, your party advances on the path of Heroism. The Heroism Skills seek to empower characters by trying to combine their skills so as to achieve amazing results.
Now that you are familiar with what these concepts represent narratively, let's take a look at how your party's Legacy Progression works.
Legacy Skills
Legacy Skills are the material representation of your party's morale, that is, how the consequences of your party actions throughout the Campaign can encourage them in this fight.
Each one of these forces have three Skill Cards attached to it, numbered from 1 to 3, each containing two Skills. You can recognize these features in the card header.
Not coincidentally, the Story Record has the space to mark three stages for each of these four forces, each of them is connected, neatly, to these cards. Thus, when your party advances one step on the Perseverance path, your party will be rewarded with the Perseverance I Legacy Skill card.
Legacy Skill cards are destined for your party, not for a particular Hero. When visiting the Camp, the Party Leader is responsible for dividing them in a way that suits the Heroes in their party. Each Hero can hold up to two Legacy Skill cards. They must be placed below their Dungeon Role cards.
While being used by a Hero, Legacy Skill cards are considered Dungeon Role cards and you can assign them Curse Cubes or Trauma Cubes as normal. This choice is not permanent, since every time your party visits Camp, the party leader can redistribute them.
Probably, your party will advance on more than one trail at each interlude. Therefore, it is very likely that your party will have several cards at their disposal. Note that a Hero is not required to use both cards of the same trail. Cards not assigned to any Hero during the Camp Phase are stashed until your party visits the Camp again. This is when the Party Leader can redistribute it among your team.
Monsters
(Updated Game Mechanics)
There are no new rules for Monster summonings or behavior, only variations on how they are presented to the players.
Now, instead of having only two versions (Standard and Alternate) representing a change in their behavior, they may also have new names and flavors for their abilities that emphasize the distinction between the versions. The rules, however, are the same: when you draw a Random Monster, you can choose which version you will use. The Standard version of that Monster will continue to target the Strongest Hero, while the Alternate will often have another kind of target.
This is an example of both versions of an Apocalypse Expansion Monster card.
Color Keywords
In order to help illustrate the different abilities Monsters have and when they should be taken into consideration, we use Keywords divided into three colors (black, cyan, and pink).
This color identity serves to help players visually interpret when those abilities should be taken into account: whether they are passive abilities, triggered, or collateral damage to a Monster's attack.
From now on, we improved this pattern by adding two new colors: green and purple.
Green: The first of these new colors, green, is used to indicate a feature that has already been used for Monsters since the Age of Darkness, but which could benefit from a color of its own rather than sharing one with collateral damage.
Whenever a Keyword is marked with this color, it is a sign that it represents the Monster's ability to aim at more than one target with its attack or to perform more than one attack per activation (as in Attack Twice). Of course, Monsters in the first generation will not have these skills marked with this color, but you can consider that the Executioner (Standard), for example, would have its "CLEAVE 2" ability colored in green.
Purple: The third color, purple, is used to demonstrate a global and passive effect that a Monster has. Such effects will always be in action as long as at least one copy of that Monster is alive, as if it were a Special Rule being constantly applied by its presence.
Thus, taking the Keyword OVERPRESSURE as an example, Heroes will not be able to take any Minor Actions except for Use a Consumable Item while there is a Monster with this ability on the board.
You can find the details on this and all other Keywords in the appropriate section of this book.
This is an example of both versions of an Age of Darkness Corebox Monster card.
Shifting Targets
(Rules Clarification)
In the subtopic "Preparation, Move, and Attack" of the Age of Darkness Rulebook in the "Monster Turns" section on page 39, an important rule was implied. Thus, in the interest of making this information more evident, we offer this brief clarification so there are no doubts regarding Monster Behavior.
The implied rule is: When a Monster is unable to reach its Primary Target but is able to reach another target, it will shift its priority to that target instead of wasting its turn just moving. It is only when a Monster is unable to reach any target that it will only move towards its Primary Target.
In short, Monsters will always try to reach the target it can, following its Primary Target orientation.
Example: This Rotten Flesh — Rookie targets the Strongest Hero as its Primary Target. Considering that Vorn currently has 12 Health and Lorelai has only 8, its target would be Vorn. However, the Monster only has Move 3. So instead of wasting its entire turn moving 3 squares towards Vorn and not reaching him, it will shift to Lorelai, as it can reach her in this activation.
Conclusion: The Rotten Flesh shifts to the next Strongest Hero within reach, attacking Lorelai since it was unable to reach Vorn with this activation.
New Harmful Terrain
(New Features)
The Darenians are once more at full war against the Darkness. The defense of their homes has fallen on the shoulders of their own people.
But where there is life, there is hope and thus the willingness to fight. The desperate people have hastily built palisades, which are not always intended to prevent the advance of the enemy...
Nevertheless, inspired by the fierceness of the free peoples, the Darkness has also learned to make its own traps in a mocking attempt to copy the resistance strategy of our countrymen. Such an unequal struggle!
Apocalypse brings three new harmful terrain types. In this section you will find the details of their effects and the meaning of their symbols.
Palisade
Palisades are one of the most rudimentary and pioneering forms of defense in the history of warfare. Hastily constructed from sharp wood and ropes on favorable terrain, although simple, these artificial barriers have proved to be real obstacles for attacking troops. Advancing on palisades is always dangerous. The more firmly packed they are, the greater the obstacle.
When a Character is affected by Palisade terrain, they immediately lose 1 movement point from their current movement effect (just like water terrain) and suffer BRITTLE, due to the debilitating wounds they sustain by doing so.
Obsidian Spikes
Having learned how to prepare the ground from the Darenians, the Darkness also builds spikes of its own, using the solidified miasma amid the wreckage of stone fortresses. Advancing over an area of Obsidian Spikes is dangerous, but only for the enemies of the Varatash.
Just like with Darkness, only non-Monster Characters are affected by Obsidian Spikes. When they are, they immediately lose 1 movement point from their current movement effect (just like water terrain) and take 2 non-preventable damage.
Characters immune to Darkness damage do not take this damage, but lose the movement point all the same.
Obsidian Spikes, however, are also treated as Darkness terrain (any Hero on top of it suffers a -2 HIT penalty to all Attack Rolls. Any Monster on top of it gains a +2 DMG bonus to its attacks).
NOTE: The source prints this term as "Obsdian Spikes" in the Obsidian Spikes paragraph; it is spelled correctly here.
Maelstrom Field
A cluttered cosmic energy field may be one of the most dangerous hazards a Hero might encounter or be forced to face along the way. Entering these fields represents a dangerous task itself, but the damage can be even worse as the distortion of energy, time, and space greatly disrupts the Characters senses in battle.
Maelstrom fields have two effects.
The first is triggered just like any other harmful terrain (when you step on it for the first time in a turn or when you finish your turn without having been affected by it). When a Character is affected by the Maelstrom Field passive effect, they immediately suffer STUN.
The second is a trigger effect that takes place whenever the Hero takes Interrupts or Reactions while in the Maelstrom Field. They take 2 non-preventable damage and gain ENTROPY 2.
Placeholder Spaces
A "placeholder" identifies an area of the game board that exists between Map tiles, representing an open space such as a chasm. A Placeholder Map tile is used to mark this area of the game board so as to help you lay out the Setup.
Placeholder Map tiles are not necessarily harmful terrain. As a matter of fact, they are not really Map tiles at all, even though they play a very important role in helping you visualize some Adventures.
Whenever a Placeholder Map tile is shown in a Setup, the following rules apply to them:
- The spaces of a Placeholder Map tile are considered to be "off the board" so no Objects can be on them. Trays are not Objects for rules purposes, as mentioned in the Board Elements clarification.
- Although considered to be "off the board", spaces in Placeholder Map tiles are still valid for the purposes of JUMP, TELEKINESIS, PUSH, and RANGE calculation.
- In the first three cases, the effect must be strong enough so that your target is able to traverse all the spaces in Placeholder terrain without touching it.
- So, a JUMP 3, for example, must start and end in spaces of a conventional Map tile. If an effect is not strong enough to comply with this rule, it cannot be used to traverse a Placeholder Map tile.
- The last case is even simpler: if an effect has RANGE 2 or more, you can count areas (blue squares) inside a Placeholder Map tile just like you would for conventional Map tiles.
- A Character cannot be dragged, thrown or pushed into a Placeholder Map in the hope that it would be defeated unless an Adventure specifies that this is possible. Normally, the Adventure will include a space with a Special Mechanic token, indicating where effects of PUSH or TELEKINESIS need to START in order for a Character to be defeated this way.
NOTE: Just like Heroes, JUMPING Monsters can also leap across Placeholder spaces in order to reach their targets, following the same rules.
In summary, we can say that Placeholder Map tiles are used to mark a distance that would otherwise be virtual. Therefore, they will help you visualize some strategies. At the same time, they can also serve precisely to save space for other tiles that will replace them during an Adventure (when this is the case).
Skill Upgrade
(Apocalypse Exclusive Progression Feature)
Having improved their skills to mastery, the Hero of Daren has become an expert in the disciplines of their class, formulating their own unique and personal combination of Skills. This is represented in Apocalypse with a new stage in your character's progression: the Upgrade tiles.
Thus, whenever a Hero receives a Skill Upgrade as a reward for an Adventure, you must choose one of the twenty-two available options and place the Upgrade tile on the Hero Skill you want to Upgrade.
Take note that each Upgrade tile is linked to one of the five Hero paths and a Skill tree at the same time.
Each Hero can only learn Skill Upgrades from the Hero path they follow. When they do, they must place the Upgrade tile they learned on one of the Skills belonging to the same Skill tree. But not just any Skill: only the starting Skills (the ones that are basic to your Hero) can be upgraded.
In this example, if Vorn has chosen a King of the Hill Upgrade Skill as his reward, he could place it on his Battle Focus Skill, but he cannot place it on his Tactical Advantage Skill.
These are examples of Upgrade tiles.
In this example, the Skill Upgrade Brutal Strike is linked to the Path of Strength and the Melee Skill tree. Vorn must choose one of his two starting Melee Skills to Upgrade. He cannot choose a Level 1 or Level 2 Melee Skill nor a Skill from another Skill tree, even if it is also a starting Skill.
However, another important detail is this: Passive Skills are the core identity of each Hero, and therefore they cannot be replaced, even if they are starting Skills for your Hero.
These new Skills are enhanced abilities within the Hero path your Hero follows, and with the exception of Battle Concentration, they are all unique. These enhancements are designed to replace your starting Skills that may have become obsolete over the course of your character's progression.
With this in mind, consider these last observations that complete everything you need to know about Upgrade Skills:
- Your Hero can choose the two Battle Concentration Skills available to their Hero path. There is no restriction on this. The only catch is that each Upgrade tile is unique. Playing as a team, if you choose both Battle Concentration Skills, you will end up preventing another Hero from getting this Upgrade if they follow the same Hero path as you.
- Many Upgrade Skills have effects and resources that are specific to some Hero classes. If your Hero doesn't belong to that specific class, don't worry. You can enjoy the basic benefits of that feature. You just need to look up its effects in the Keywords section.
- NOTE: Heroes who belong to classes that specialize in these specific effects will, of course, know how to best benefit from them. However, nothing prevents your Assassin from acquiring a Skill with "KI" to perform an extra ² as a Minor Action from time to time… (Editorial note: the printed icon in this line is a symbol that text extraction renders as ²; it is transcribed as printed.)
- Your Hero does not receive any additional Action Cubes when learning a Skill Upgrade. That is to say, during the entire Apocalypse Campaign, your Hero will only have the 9 Action Cubes acquired through the "Start Here—Apocalypse" tutorial.
Finally, although as a rule the choice of an Upgrade tile is final, swapping them is very simple. If you wish to have a richer or more casual experience in your Apocalypse Campaign, you can allow Heroes to change Upgrade tiles whenever the Heroes visit Camp as a House Rule, just like a Hero can change their Dungeon Role.
If you choose this option, for each Upgrade tile you wish to swap, the Hero chooses a new one in its place and an appropriate Skill to cover with it. That is, if your Hero exchanges a Melee Upgrade Skill for an Agility Upgrade Skill, the latter must be placed over an Agility starting Skill, not a Melee one.
Copy Effects and Upgrade Skills
Last but not least, Skill Upgrades become Hero Skills when learned.
Thus, any "COPY" effects emulating learned Skills could copy a Skill Upgrade on a Hero board. The remaining tiles in the Upgrade tile pool, however, are not considered Hero Skills for this purpose.
NOTE: Whenever a Skill is covered by an Upgrade tile, it no longer belongs to its Hero. Then, it can't be copied by COPY effects.
Updated Effects and Keywords
(Effects Clarification and Update)
Note on symbols: the action icons in this section are transcribed as they appear in the source text layer (¹, ², ³ for the attack and reaction icons, which the source uses in the same places); they are not replaced with words here.
+X HIT and +X TO HIT Disambiguation
The most important thing about these Keywords is to point out that the first one, +X HIT, is an effect that instructs the Character receiving it to perform a ².
The second, on the other hand, +X TO HIT, is the Keyword used to designate a bonus value that the Hero receives in Accuracy checks whenever they perform a ². Therefore, in this new generation, we have chosen to clarify this information and update both Keywords.
Thus, this will be the new text for these Keywords:
+ or -X HIT: When this instruction is written into the effects of a Skill with the ² icon, it means that your Hero can make a Weapon Attack by adding (or subtracting) the X value to the die roll during that Skill's resolution. Keep in mind that this bonus only affects the result of a Weapon's Accuracy, and does not improve the chances of a Critical Hit: If you have +6 HIT and roll a 14 on the D20, that doesn't mean it's a "natural 20"; it's a 20 Accuracy and a natural 14. Also, be careful not to confuse this instruction with any passive bonuses to ², described as "+X TO HIT".
+X TO HIT: Any Weapon Attacks you make gain a +X bonus on the Accuracy Check to hit your targets. Keep in mind that this bonus affects only the outcome of a Weapon's Accuracy, not whether you get a Critical Hit: If you have +6 TO HIT and roll a 14 on the D20, it doesn't mean that it is a "natural 20"; it is an Accuracy 20 and a natural 14.
CLEANSE
Instead of the traditional effect of removing Curse Cubes and POISON, CLEANSE will now be used to remove Curse Cubes or remove a Condition of the Character's choice (whether it's POISON or another Condition). If that Character chooses to remove a Stackable Condition, it will remove all tokens from that Condition, not just 1 token.
Therefore, when a Character receives CLEANSE 1, they choose whether to remove a Curse Cube or a Condition Stack of their choice. Naturally, if that Character receives CLEANSE 2, it can either remove 2 Curse Cubes, 1 Curse Cube and a Condition Stack, or 2 Condition Stacks. Characters are not required to use all the CLEANSE points received the same way.
In the end, CLEANSE has become a bit weaker, but much more versatile. Its revised text looks like this:
CLEANSE X: The target removes up to X Curse Cubes or Condition Stacks from its board. A Stack is: all tokens of the same kind the Character has. For each CLEANSE point received, that Character may choose to remove a Curse Cube or a Condition Stack. They don't have to spend all the points the same way.
CRIT 16+ Became KEEN
In this new generation, the keyword CRIT 16+ has been updated to "KEEN". The effect is the same: If you roll a natural 16 or more on the d20, you score a Critical Hit.
With the introduction of new Skills and the updates to the Warlock Trait, more classes will be able to use Wild Cube effects, and a situation in which you can double the numerical value of "16 +" may occur. Thinking that "CRIT 32+" is aesthetically unpleasant, and represents a detriment to the Skill instead of a bonus, we think it is best to transform this number into a written Keyword to avoid this problem.
Fruit of Life
With the updated game mechanics regarding the sharing of items between players (it became a Free Action with no range restriction) and the implementation of synergistic effects using this resource, the FRUIT OF LIFE needs to be updated to keep its balance in the game for this second generation.
Now, instead of their effect giving HEAL, these fruits give REGAIN HEALTH, which is a term specifically developed so that this Health recovery effect does not stack with any HEAL bonuses your Character has.
NOTE: Druids have a Class Ability that specifically states that FRUIT OF LIFE receive a HEAL bonus. This effect must also be adapted so it does not lose its functionality: FRUIT OF LIFE that the Druid creates REGAIN +1 HEALTH when consumed.
Thus, this will be the new text for this Keyword:
FRUIT OF LIFE: With a Use Consumable Item Minor Action, a Character holding a FRUIT OF LIFE may discard it to: SELF, REGAIN 2 HEALTH. Additionally, these fruits are considered items and may be exchanged with other Heroes like any other item would normally be, but they do not occupy any bag space. FRUIT OF LIFE is a stackable resource.
FURY
This resource has become more common in these new Campaigns, and to make it more flexible, it needed a small improvement.
Now, FURY tokens can be discarded for every single attack your Hero makes, instead of only once per turn (as printed in the first generation). The other effects remain the same: you can announce that you will discard a FURY token when you hit an opponent to gain a +1 DMG Bonus on your attack (whether it's a ² or ¹, this is not considered an action).
So this will be the new text for this Keyword:
FURY: When you hit with a ² or ¹, you may discard 1 FURY to add +1 DMG to your attack (no action required). You may discard 1 FURY token for each individual ² or ¹ attack you make, which can be more than once per turn. FURY is a stackable resource.
NOTE: Whenever you discard 1 Fury in order to boost an attack that targets more than one Character at once (CLEAVE and STRIKE, for instance) the bonus damage is dealt to each target. You don't need to discard 1 Fury token for each Character targeted this way.
Sorcerers and Warlocks
(Rule Clarification)
This is a clarification and an update for the material previously printed.
The Sorcerers' special ability is to use Curse Cubes in your favor instead of storing them as a disadvantage. This power, however, has a dangerous price: you will be tempted to corrupt yourself to empower your Skills. This is possible due to a Passive Skill named Darkness Adept which, since the first generation, has brought about some doubts. To answer them, we offer this update and clarifications:
- The new ability Otherwordly Pact is the dark bargain made by a Hero searching for power. This deal will be represented mechanically by the Warlock Trait, and it is a Passive Skill.
- A Warlock receives Curse Cubes as if they were also Action Cubes, holding them in their Available Action Cube Pool, and they can use them as if they were Wild Cubes.
- Once spent, these Curse Cubes are no longer considered to be Action Cubes and can only be removed through CLEANSE effects. They cannot be recovered through RECALL effects or Recall Actions.
- While held as Available Action Cubes, these Curse Cubes are considered to be Available Action Cubes for all purposes (such as when defining the Primary Target of a Monster with DEFIANT, for example), but, in turn, their type is still Curse, not Melee, Ranged, Agility, or Wisdom cubes (when defining the bonus for a Skill Challenge roll, for example).
- Curse Cubes held as Action Cubes still count as damage. Therefore, if your Hero receives the sixth of them, they will be defeated anyway. Dealing with Darkness can be as dangerous as rewarding.
Therefore, consider the Passive Skill effects Darkness Adept and Otherwordly Pact to be the same: As long as this Skill is not blocked, you have the Warlock Trait.
Boss Fight Clarifications
The Plague Horseman
The battle against the Plague Horseman has begun!
Below you will find some clarifications to help you understand, in detail, the effects of each of his Attack cards. In order to illustrate a few of the examples, consider the Horseman's standee divided into two halves, Front and Back, as shown below.
The model then occupies an area (blue square) with its Front, and an area (blue square) with its Back. This reference is important for understanding the effect of some of the Knight's Attack cards.
In addition, each of these halves also has a range zone known as an Arc, which in turn will also serve as a reference for understanding the effect of some of your Attack cards.
So when an Attack card mentions the Front (as "Assaults" do, for example) of a model, it is that area (blue square) where the mount's head and front legs are, shown in the first image, that it refers to. If the attack mentions Front Arc, in turn, the target must then be in one of the 5 areas shown in the second image.
In conclusion: Front and Back are different from Front Arc or Back Arc. Each Attack card can mention either one or both of them. Just keep an eye on the instructions and when in doubt, consult these visual examples and the clarifications below.
Weave/Unravel (Status Card)
Each Condition affecting the Plague Horseman is triggered. Then, he WEAVES a Darkness Node. If he can't, he UNRAVELS one that is already on the board. Finally, if he can't do that either, the rat Exhales instead, inflicting POISON 2 to Characters at any Range.
First, since this is the Plague Horseman's Boss Monster Status card, you must activate the effects of all Conditions that are affecting him.
Then, the Plague Horseman Weaves a Darkness Node if possible: Replace 1 Special Mechanic token of the Party Leader's choice with a Pile of Runes created by taking 1 Rune of each color from the Initiative Track (as you would with the Special Mechanic – Darkness Nodes). If there are any colors with no Runes on the Initiative Track to contribute to the pile, simply skip those colors.
If the Plague Horseman is on top of a Special Mechanic token at the moment he tries to Weave a Pile of Runes in that space, he immediately Unravels that pile (see below) in addition to Weaving it.
If there are no Special Mechanic tokens left on the board, the Plague Horseman will not be able to Weave, so he will try to Unravel instead: He removes a Pile of Runes of the Party Leader's choice from the board and places it on the Initiative Track, then he regains a number of Health points equal to the number of Heroes multiplied by the number of Runes in that pile.
If there are no more Special Mechanic tokens (to Weave) or Piles of Runes (to Unravel) left on the board, the mount Exhales instead: this inflicts POISON 2 to all Characters at any range (remember: the Plague Horseman is immune to POISON, and thus he won't be affected by the Exhale action).
Mounted Charge
The Plague Horseman ASSAULTS the STRONGEST HERO's area, dealing X DMG to each of his enemies that his Front hits. He ABSORBS any Pile of Runes caught in this way.
When performing an Assault, the Plague Horseman moves into the area (blue square) his target is in, occupying it with his Front. Then, the Party Leader repositions the Horseman's Back as they wish.
Shove any Characters hit by the Front to a square of their choice that is adjacent to the Horseman's Front. They take damage equal to the number of green Runes on the Initiative Track. Characters hit by the Back are just Shoved to a square of their choice that is adjacent to the Horseman's Back, without taking any damage.
If the Plague Horseman steps on a Pile of Runes with either of his halves, he Absorbs that pile, removing it from the board and placing it on the Initiative Track. The Horseman regains an amount of Health equal to the number of Heroes times the number of Runes Absorbed in this way.
Furniture stepped on by either of his halves is destroyed.
Vicious Throw
The rat THROWS the GRABBED Hero at the WEAKEST other Hero in the party at any Range, dealing X DMG AND KNOCK DOWN to both of them. If it can't, it instead SLAMS the GRABBED Hero to the ground, dealing this damage only to them. If no Hero is GRABBED, the rat Exhales instead, inflicting POISON 2 to all Characters at any Range.
If there is a Hero who has been Grabbed by the Plague Horseman's rat, it releases that Hero, throwing them against one of their allies (the Weakest Hero among them at any Range). Both Heroes take damage equal to the number of gray Runes on the Initiative Track and KNOCK DOWN as Collateral Damage. The thrown Hero places their miniature in the square of their choice that is adjacent to the ally they were just thrown at.
If you are playing Solo or all the other Heroes are Knocked Out, you are thrown to a square of your choice that is adjacent to the Back of the Plague Horseman's model instead, taking damage equal to the number of gray Runes on the Initiative Track and KNOCK DOWN as Collateral Damage.
If there are no Grabbed Heroes, the mount Exhales instead. The Exhale inflicts POISON 2 to all Characters at any range (remember: the Plague Horseman is immune to POISON, and thus he won't be affected by the Exhale action).
Wicked Spit
Remove the Poison Cloud terrain from the board. Then, the rat tries to spit at the STRONGEST HERO it can. If it does, place Map B5-B as instructed and deal X DMG (plus POISON 2) to each enemy caught by it. If the rat can't spit at a Hero, it Exhales instead, inflicting POISON 2 to all Characters at any Range.
The Wicked Spit is represented on the board by Poison Cloud terrain (Map tile B5-B) in a manner similar to how Darkness tiles are placed. When the rat spits, place one area of this Map tile under the Plague Horseman's Front. Place the other area on the board without crossing any dungeon tray boundaries.
This attack deals damage equal to the number of red Runes on the Initiative Track to each Character reached by the Map tile after it is placed on the board. It also inflicts POISON 2 on them, since they are forced to step on Poison Cloud terrain. Note that there are only three ways for the Map tile to be placed on the board, as indicated in the illustration below.
The rat will spit if it can find a position for the Poison Cloud that reaches the Strongest Hero it can within range of its Front Arc. If the only positions where Map tile B5-B can be placed on the board don't reach any Heroes, the mount Exhales instead. The Exhale inflicts POISON 2 to all Characters at any range (remember: the Plague Horseman is immune to POISON, and thus he won't be affected by the Exhale action).
In the illustration above, all Heroes are either beyond the Plague Horseman's range or in a position where the Poison Cloud Map tile cannot be placed. Consequently, the mount Exhales instead.
Grab and Crush
The rat tries to GRAB the STRONGEST HERO in its Back Arc, removing them from the board and dealing X DMG to them. If it can't, it Exhales instead, inflicting POISON 2 to all Characters at any Range.
When a Hero is Grabbed by the rat's tail, remove their miniature from the board. That Hero is considered to be in a "virtual" special zone in the center of the area (blue square) the Back of the Horseman's model is in. This attack deals damage equal to the number of orange Runes on the Initiative Track to that Character.
While Grabbed, the Hero can't leave this special zone unless they SWAP with another Character (who will then become Grabbed), but they can make Melee and Ranged ² against the Plague Horseman as if they were not engaged with him. For all other range purposes, consider the Grabbed Hero's position to be the same as the Back of the Horseman's model.
If there are no Heroes within the Plague Horseman's Back Arc at the moment his mount attempts to Grab, it Exhales instead. The Exhale inflicts POISON 2 to all Characters at any range (remember: the Plague Horseman is immune to POISON, and thus he won't be affected by the Exhale action).
The War Horsewoman
The battle against the War Horsewoman has begun!
Below you will find some clarifications to help you understand, in detail, the effects of each of her Attack cards. In order to illustrate a few of the examples, consider the Horsewoman's model divided into two halves, Front and Back, as shown below.
The model then occupies an area (blue square) with its Front, and an area (blue square) with its Back. This reference is important for understanding the effect of some of the Knight's Attack cards.
In addition, each of these halves also has a range zone known as an Arc, which in turn will also serve as a reference for understanding the effect of some of the Attack cards.
So when an Attack card mentions the Front (as "Assaults" do, for example) of a model, it is that area (blue square) where the mount's head and front legs are, shown in the first image, that it refers to. If the attack mentions Front Arc, in turn, the target must then be in one of the 5 areas shown in the second image.
In conclusion: Front and Back are different from Front Arc or Back Arc. Each Attack card can mention either one or both of them. Just keep an eye on the instructions and when in doubt, consult these visual examples and the clarifications below.
Commanding Aura
Whenever a Hero takes a Recall Action, activate the Strongest Minion (the one with the most Health), if any Minions are in play. If two Minions are tied as the Strongest Minion, the Party Leader chooses which one of them will be activated.
The War Horsewoman is an exceptional commander and she doesn't miss an opportunity to maneuver her troops in face of an enemy faltering. So, whenever a Hero takes a Recall Action, she commands one of her Minions to act.
When a Minion is activated in this way, it means that only a single Minion is activated, not every Minion of that kind on the board. Also, this is a special activation, and therefore you do not move the Initiative Marker to the respective Minion's card on the Initiative Track.
If two or more Minions are tied as the Strongest Minion, the Party Leader chooses which one of them will be activated.
Lastly, if there are no Minions on the board when a Hero takes a Recall Action, disregard this ability at that time (you should not summon a Minion as you would with a Pet, for example).
Mounted Charge
The War Horsewoman ASSAULTS the STRONGEST HERO's area, dealing X+2 DMG to each of her enemies that her Front hits. She ABSORBS any Piles of Runes caught in this way.
When performing an Assault, the War Horsewoman moves into the area (blue square) her target is in, occupying it with her Front. Then, the Party Leader repositions the Horsewoman's Back as they wish.
Shove any Characters hit by the Front to a square of their choice that is adjacent to the Horsewoman's Front. They take damage equal to the number of orange Runes on the Initiative Track plus 2. Characters hit by the Back are just Shoved to a square of their choice that is adjacent to the Horsewoman's Back, without taking any damage.
If the War Horsewoman steps on a Pile of Runes with either of her halves, she Absorbs that pile, removing it from the board and placing it on the Initiative Track. The Horsewoman regains an amount of Health equal to the number of Heroes times the number of Runes Absorbed in this way.
Furniture stepped on by either of her halves is destroyed.
Otherwordly Knot (Status Card)
Each Condition affecting the War Horsewoman is triggered. Then, MANIFEST a Rune and, according to the number of Runes under the matching Spawning token, WEAVE or UNRAVEL that Pile of Runes.
First, since this is the War Horsewoman's Boss Monster Status card, you must activate the effects of all Conditions that are affecting her.
Then, MANIFEST a Rune and find the matching Spawning token. There is no Blue Spawning token on the board and thus, whenever the Blue Rune is drawn, that means the Heroes got lucky, and they are able to choose which of the other four Spawning tokens will be used as the point of reference.
If the number of Runes under that Spawning token is 2 or less, the War Horsewoman will Weave a Pile of Runes there by taking 1 Rune of each color from the Initiative Track (as you would with the Special Mechanic — Darkness Nodes) and placing them under that Spawning token. If there are any colors with no Runes on the Initiative Track to contribute to the pile, simply skip those colors. Likewise, for every Rune color that already has a Rune in that Pile, skip that color instead of adding a second Rune of the same color to that Pile.
Otherwise, if there are 3 Runes or more, she will Unravel it instead. Remove that Pile of Runes from the board and place it on the Initiative Track. She regains a number of Health points equal to the number of Heroes multiplied by the number of Runes in that pile.
Manticore Rush
The Lion tears into the area that the STRONGEST HERO in his Front Arc is in, dealing X+3 DMG to each of his enemies in that area. If there are no Heroes in front of him, he instead stings the area that the WEAKEST HERO in his Back Arc is in, dealing X DMG, POISON X, AND INTIMIDATE X to each of his enemies in that area.
The Horsewoman's Mount attacks the area (blue square) that the Strongest Hero in his Front Arc is in, dealing damage equal to the number of gray Runes on the Initiative Track plus 3 to each of his enemies in that area.
If there are no Heroes in his Front Arc, he switches his strategy and tries to sting with his tail into the area (blue square) that the Weakest Hero in his Back Arc is in, dealing damage, POISON, and INTIMIDATE equal to the number of gray Runes on the Initiative Track to each of his enemies in that area instead.
If the Lion can't attack any target, he won't do anything this turn.
Hellish Chains
The Horsewoman launches harpoons against every Hero at Range 2 or farther away from her, dealing X+2 DMG to each of them. Heroes that lose Health in this way are dragged to a square of their choice that is adjacent to the War Horsewoman's Front.
This attack targets all Heroes who are at Range 2 or farther from the War Horsewoman, dealing damage equal to the number of green Runes on the Initiative Track plus 2. (Note that a character who is within Range 2 of her Back but within Range 1 of her Front, for example, is still considered to be within Range 1 from her and thus won't be affected by this attack.)
Characters who suffer any of this damage are dragged (moved by force) to a square they choose, which must be adjacent to the War Horsewoman's Front. Any Hero dragged in this way is subject to any harmful terrain they land on, but not any they pass through.
Warlord's Command
RAISE half-X GAROTHIAN REVENANTS (rounded down) adjacent to the Spawning token that is closest to the Horsewoman's Front and is not under her mount.
The War Horsewoman has a large army at her disposal, and she is never without allies during battle.
Raising half-X Garothian Revenants means a number of Minions equal to half the number of red Runes on the Initiative Track, rounded down. The closest Spawning Token is the one that is less areas away from the Horsewoman's Front. If two or more Spawning tokens are tied for closest, the Party Leader chooses which one will be used.
If there is no space there, raise these Minions as close to that Spawning token as possible.
The Famine Horseman
The battle against the Famine Horseman has begun!
You will find clarifications for each of his Attack cards below. Unlike the other Varatash Knights, this one doesn't use Front or Back mechanics for his abilities.
Weakening Aura (Passive Ability)
Whenever a Hero takes a Recall Action, MANIFEST a Rune. That Hero spawns the revealed Darkness tile as if they are a Spawn Point. They may place this tile in any way they choose as long as it fits on the board and sprouts from them (or from a tile connected to them if they are already on Darkness). If they can't, break it into 3 small pieces. If the board is fully taken by Darkness, skip this Spawning but inflict 2 non-preventable damage to each Hero.
The Famine Horseman is an opponent unlike any other, and his influence grows as the living beings around him grow tired. Thus, every time a Hero takes a Recall Action, the enemy gets stronger, allowing the Darkness to condense and finally manifest.
Whenever this occurs, that Hero Manifests a Rune and spawns the revealed Darkness tile. They are considered the Darkness Spawn Point themselves (instead of the ones printed on the Maps) and they can place the tile they spawned however they choose, provided, of course, that it spawns from their feet or connected to Darkness which they are on top of (which may happen as the board becomes filled with Darkness tiles).
This spawning follows all other Darkness spawning rules, with the exception that there is no Crush damage if all Heroes are already on Darkness and, naturally, since the Hero chooses how the Darkness tile is placed, they do not need to chase other Heroes from their party.
Important: Since this Darkness tile spawns from a Hero, if they are not already on top of Darkness at the moment they spawn the tile, they also suffer its effects as if they had been caught by it.
Starve (Status Card)
Each Condition affecting the Famine Horseman is triggered. Then, each Hero within Range 1 of him must discard X Resource tokens. The Famine Horseman gains 2 Health per token discarded in this way.
First, since this is the Famine Horseman's Boss Monster Status card, you must activate the effects of all Conditions that are affecting him.
Then, the nefarious and weakening influence of the Famine Horseman afflicts the Heroes nearby, forcing those within Range 1 of the Varatash Knight to discard a number of Resource tokens of their choice equal to the number of orange Runes on the Initiative Track (a resource stack can have more than one token; for example, if a Hero has SHIELD 4 and suffers this effect with force 3, they would remove 3 SHIELD tokens only), or as many as they have if they don't have enough.
For each Resource token discarded this way, the Horseman gains 2 Health. This can cause his Health to exceed his starting total.
Breaking Swipe
The Famine Horseman attacks the area where the MOST TIRED Hero within Range 1 can be found. He deals twice X DMG to each Character in that area. Then, he invokes the First Black Mark.
Using his powerful skeletal scythe, the Famine Horseman attacks with a devastating sweep, dealing damage equal to twice the number of green Runes on the Initiative Track to each Character in the area that the Most Tired Hero within Range 1 is in. If the Horseman can't attack any Hero, just skip this part of the attack this turn.
He then invokes the First Black Mark and places it in the central intersection of the area that the Most Tired Hero at any range is in (remember, some Heroes may have taken Interrupts, Reactions, or Unwilling Recall Actions in response to the first part of this attack, which could change who the Most Tired Hero is).
Torrential Charge
The Famine Horseman ASSAULTS the STRONGEST HERO's area, dealing X+4 DMG to each of his enemies he hits. He ABSORBS any Piles of Runes caught in this way. Then, if there are two or more Heroes in your party, invoke the Second Black Mark.
When performing an Assault, the Famine Horseman moves into the area (blue square) his target is in, occupying it with his model. Shove any Characters hit to a square of their choice that is adjacent to the Horseman. They take damage equal to the number of blue Runes on the Initiative Track plus 4.
If the Famine Horseman steps on a Pile of Runes, he Absorbs that pile, removing it from the board and placing it on the Initiative Track. The Horseman regains an amount of Health equal to the number of Heroes times the number of Runes Absorbed in this way.
Furniture stepped on by the Horseman is destroyed.
Then, if there are two or more Heroes in your party, he invokes the Second Black Mark and places it in the central intersection of the area that the Most Corrupted Hero at any range is in (remember, some Heroes may have taken Interrupts, Reactions, or Unwilling Recall Actions in response to the first part of this attack, which could change who the Most Tired Hero is).
Evil Eye
The Famine Horseman horrifically gazes into the soul of the WEAKEST HERO at any range, dealing half-X (round up) non-preventable DMG AND INTIMIDATE X to them. Then, if your party has three or more Heroes, invoke the Third Black Mark.
Attracted by a Hero's dying aura, the Famine Horseman casts a terrible evil eye upon them, dealing damage equal to half the number (round up) of red Runes on the Initiative Track and that same number of INTIMIDATE tokens as collateral damage.
Then, if there are three or more Heroes in your party, he invokes the Third Black Mark, placing it in the central intersection of the area that the Weakest Hero at any range is in (remember, the Weakest Hero may not be the same anymore after the first part of this attack has been resolved).
Overpower
The Famine Horseman ASSAULTS the MOST CORRUPTED Hero's area, dealing X+4 DMG to each enemy he hits. Then, from the first to the third, he ASSAULTS each area with a Black Mark, one at time, dealing X DMG to each enemy he hits. He ABSORBS any Piles of Runes caught in this way.
When performing an Assault, the Famine Horseman moves into the area (blue square) his target is in, occupying it with his model. Shove any Characters hit to a square of their choice that is adjacent to the Horseman. They take damage equal to the number of gray Runes on the Initiative Track plus 4.
Then, the Famine Horseman also Assaults each area he has marked with a Black Mark, in order, one at time. Each time he does so, he deals damage equal to the number of gray Runes on the Initiative Track to each Character he hits (they are also Shoved). Then, the Mark is removed from the board. If an area has two or more Black Marks, the Famine Horseman will Assault the same area as many times as indicated.
In addition, if the Famine Horseman steps on a Pile of Runes during any of these Assaults, he Absorbs the pile, removing it from the board and placing it on the Initiative Track. The Horseman regains an amount of Health equal to the number of Heroes times the number of Runes Absorbed in this way.
Furniture stepped on by the Horseman is destroyed.
The Death Horsewoman
The battle against the Death Horsewoman has begun!
Below you will find some clarifications to help you understand, in detail, the effects of each of her Attack cards. In order to illustrate a few of the examples, consider the Horsewoman's model Front Arc, as shown below.
Two concepts that will be widely used in this encounter are PERIMETER and POSITIONING.
A Perimeter is a set of 4 areas around an imaginary central intersection. That is where you can find a colored Spawning token, as shown in the illustration below.
During this encounter, unlike in all other Adventures in Age of Darkness so far, each Pile of Runes will be formed at this intersection of areas instead of occupying a space. Characters are considered to be adjacent to it only if they are in one of the 4 spaces which are touched by the Runes. It is only from here that Scavenger can take the Tie-Breaker Special Action (if your party has managed to recruit him.)
The Death Horsewoman is mounted on a mighty High Dragon, and spends much of her time in the air above the battlefield. (Also, because her model is so enormous, especially if you added the Four Horsemen pack, you may find it difficult to manage on the Maps and Trayz.) To represent this, use this Positioning system to determine her location on (above) the game board. You will create imaginary areas around the board using a set of Landing tokens. Each Landing token corresponds to the Perimeter on the board with the matching-colored Spawning token, as shown below. Each Landing token acts as a Placeholder C-Map that only the Death Horsewoman can occupy.
Here is an example of the Positioning of a colored Landing token in relation to a colored Spawning token and the Perimeter that it defines. We can see how the Death Horsewoman's model is positioned on the table above the Perimeter.
Thus, when the Death Horsewoman's Attack card states that she moves between one Perimeter and another, the Positioning of her model will be resolved using the Landing tokens, with her front facing the Perimeter defined by the matching token, which will also determine the area of effect for her Attack cards.
Targeting the Death Horsewoman
The Death Horsewoman's main advantages in battle are her incredible aerial maneuverability and her extraordinary size, two characteristics that make her extremely elusive and dangerous.
During this encounter, you'll find the Varatash Knight in two different situations: flying over the field (after taking off due to "Frightful Display") or landed on a Landing token (representing her floating just above the Maps and Trayz).
When the first case is in effect, as explained in the clarifications for that attack itself, the Heroes can only target her with attacks or effects that have Unlimited Range (such as Wisdom and Agility Skills or Consumable Items).
In the second case, consider the position of the base of the Death Horsewoman's model in relation to the Trayz: Squares adjacent to her base are considered adjacent to her (as a reference for Melee attacks, for example) and, respectively, other squares in that same area that are not adjacent to her model are considered to be at Range 1.
As a matter of fact, you can consider it as if the Death Horsewoman is on a Placeholder C-Map every time she lands on a Landing token.
With all of these concepts in mind, let's analyze the interaction between Perimeters and the Death Horsewoman's Attack cards:
Frightful Display
Sahar'Azsharalon Roars and inflicts 2 non-preventable DMG AND INTIMIDATE X on each Hero at any Range, then takes off. Then, flip this card over.
When the corrupted High Dragon Roars, he inflicts 2 non-preventable damage and INTIMIDATE equal to the number of orange Runes on the Initiative Track as collateral damage to all Heroes at any range. Then, he flies up, going almost out of reach. Remove the Death Horsewoman model from the board. Then, you must flip this card over. While she is removed, Heroes can only target her with attacks or effects that have Unlimited Range (such as Wisdom and Agility Skills or Consumable Items). Sahar'Azsharalon will return to the board with his Death From Above action.
Taking the "Death From Above" card as an example, it says that Sahar'Azsharalon descends on the Perimeter matching the drawn Rune. This simply means that the Characters in that Perimeter will be targeted by the attacks after he moves to the matching Landing token: The Varatash Knight model is placed on that Landing token on the table, facing the affected Perimeter.
Devastating Charge
Sahar'Azsharalon Charges to the opposite end of the hall. He Stomps or Unravels every Object within the Perimeters along the way, dealing X+6 DMG to them. Then, he turns his face to the Perimeter he Charged. If he is in the center (blue Perimeter), he Roars instead, inflicting 2 non-preventable DMG AND INTIMIDATE X on each Hero at any range. Then, flip this card over.
When the corrupted High Dragon Charges, he advances from one side of the hall to the other, running over everything in his path. Thus, draw an imaginary line between the Perimeter he currently occupies and the opposite one he is facing.
Depending on the Perimeter he is in, the High Dragon can race through the Perimeter in the middle or just go on a short run from the tip of a wing to the shoulder. Regardless of whether the race is short or long, remember that only Characters who are inside the Perimeters along the way are affected by this attack.
Each Character in the Perimeters he passes through takes damage equal to the number of orange Runes on the Initiative Track plus 6. Furniture Stomped in this way is crushed and any Piles of Runes are Unraveled: remove these Piles from the board and place them on the Initiative Track. The Horsewoman regains an amount of Health equal to the number of Heroes times the number of Runes removed.
Then, Sahar'Azsharalon turns his face to the Perimeter he Charged into.
If he happens to be in the center Perimeter (blue), there's no place he can Charge and in this case, Sahar'Azsharalon Roars instead, dealing 2 non-preventable damage and INTIMIDATE equal to the number of orange Runes on the Initiative Track as collateral damage to all Heroes at any Range.
Finally, no matter which action he took this turn, you must flip this card over.
Reap and Sow (Status Card)
Each Condition affecting the Death Horsewoman is triggered. Then, draw a Rune and, according to the number of Runes under the matching Spawning token, WEAVE or UNRAVEL that Pile of Runes.
First, since this is the Death Horsewoman's Boss Monster Status card, you must activate the effects of all Conditions that are affecting her.
Then, draw a Rune (remember: do not spawn any Darkness tiles during this Adventure) and find the matching Spawning token. If the number of Runes under that Spawning token is 2 or less, the Death Horsewoman will Weave a Pile of Runes there by taking 1 Rune of each color from the Initiative Track (as you would with the Special Mechanic — Darkness Nodes) and placing them under that Spawning token. If there are any colors with no Runes on the Initiative Track to contribute to the pile, simply skip those colors. Likewise, for every Rune color that already has a Rune in that Pile, skip that color instead of adding a second Rune of the same color to that Pile.
Otherwise, if there are 3 Runes or more, she will Unravel it instead. Remove that Pile of Runes from the board and place it on the Initiative Track. She regains a number of Health points equal to the number of Heroes multiplied by the number of Runes in that pile.
If the Death Horsewoman is facing the Perimeter that matches the revealed Rune's color, she immediately Unravels the pile that would be formed, returning those Runes to the Initiative Track and recovering the appropriate amount of Health.
Death From Above
Draw a Rune: Sahar'Azsharalon Assaults the matching Perimeter, dealing X+6 DMG to each enemy caught by it. UNRAVEL any Pile of Runes there. Also, the shockwave deals X DMG to each Character in all areas adjacent to that Perimeter. Then, flip this card over.
When the High Dragon returns from his flight, he descends in a mortal dive, trampling the region so as to enjoy the moment of descent. To determine which Perimeter that will be, draw a Rune (remember: do not spawn any Darkness tiles during this Adventure) and place the Death Horsewoman's model on the Landing token that matches that Rune's color.
Characters who are in that Perimeter take damage equal to the number of gray Runes on the Initiative Track plus 6. Furniture Stomped in this way is crushed and any Piles of Runes are Unraveled: remove these Piles from the board and place them on the Initiative Track. The Horsewoman regains an amount of Health equal to the number of Heroes times the number of Runes removed. Then, Sahar'Azsharalon turns his face to the Perimeter he assaulted.
Sahar'Azsharalon's body is so massive that the shockwave generated by his descent is dangerous by itself. It affects every Character who is in an area (blue square) adjacent to the assaulted Perimeter who was not already caught in the Dragon's descent, dealing damage equal to the number of gray Runes on the Initiative Track to them. Finally, flip this card over.
Chaotic Pull
Draw a Rune. Then, the Death Horsewoman warps the X STRONGEST HEROES to squares of their choice inside the matching Perimeter. Each character who was warped also suffers SLOW and takes X DMG. Then, flip this card over.
Tapping the eldritch energy abundant in this place, the Death Horsewoman warps her enemies and disorganizes them on the battlefield.
Draw a Rune (remember: do not spawn any Darkness tiles during this Adventure) and find the matching Spawning token. Chaotic Pull targets a number of Strongest Heroes equal to the number of gray Runes on the Initiative Track and forces them to reposition their models in a square of their choice that is inside that Perimeter. These Characters are not affected by any harmful terrain they cross, but they are affected by the one they choose to land on.
Each Character targeted by this attack suffers SLOW (this effect is applied regardless of whether your Character suffers damage or not) and takes damage equal to the number of gray Runes on the Initiative Track. Characters immune to TELEKINESIS are immune to all effects of this attack. Then, flip this card over.
Darkness Breath
Remove the Maelstrom Field from the board. Then, if Sahar'Azsharalon is not in the center of the Hall, he breathes forward, causing X+2 DMG to each Character that was hit. The end of the cone becomes a Maelstrom Field (Characters inside that area are caught by it). Otherwise, he Roars instead, inflicting 2 non-preventable DMG AND INTIMIDATE X on each Hero at any range. Then, flip this card over.
When she carries out this attack, the Death Horsewoman's model will be on a Landing token, facing a straight line at least 6 areas (blue squares) long; unless, of course, she occupies the center of the hall. When Sahar'Azsharalon breathes, he affects all Characters within these 6 areas projecting from the dragon's mouth with his eldritch force, but it's only on the last 3 areas (which may take an entire Dungeon Trayz 1 or part of a Dungeon Trayz 3) that you will place the Darkness Map tile APOE8-F on the board, which will be known as the "Maelstrom Field," as shown in the examples below.
Each Character hit by the dragon's breath takes damage equal to the number of green Runes on the Initiative Track plus 2. Also, Characters caught by the Maelstrom Field suffer its effects in addition to the breath damage. This is not a collateral effect, and thus, even if these Characters manage to prevent this damage, they will still be affected by the terrain. This Map tile will stay on the board until the High Dragon breathes again.
If Sahar'Azsharalon cannot breathe because he is in the center of the hall, he will Roar instead, dealing 2 non-preventable damage and INTIMIDATE equal to the number of green Runes on the Initiative Track to all Heroes at any Range.
Death Spear
The Death Horsewoman throws her spear at the WEAKEST HERO in her Front Arc, dealing X+2 non-preventable DMG to them. If she does so, flip this card over. However, if there are no targets in Range, Sahar'Azsharalon Roars again, inflicting 2 non-preventable DMG AND INTIMIDATE X on each Hero at any range.
Using her most dangerous weapon, a deadly spear, the Death Horsewoman attacks the Hero closest to death in her sight. Seeking to hit the WEAKEST HERO in her Front Arc, she inflicts non-preventable damage equal to the number of red Runes on the Initiative Track plus 2 to them. The Varatash Knight can only summon one spear at a time, though. Each time she throws it, she needs time to cast another, so flip this card over after resolving her attack.
If the Death Horsewoman has a spear ready to launch, but there is no Hero within her reach, she won't throw her spear. Instead, she will command the corrupted High Dragon to Roar again, dealing 2 non-preventable damage and INTIMIDATE equal to the number of red Runes on the Initiative Track to all Heroes at any Range.
Eldritch Invocation
The Death Horsewoman draws upon this place's eldritch energy, dealing X+2 DMG to each Hero at any range. Then, flip this card over.
Having used her most dangerous weapon, the Death Horsewoman must now summon it again, draining eldritch energy from the cosmos. When she does so, much of this chaotic energy reverberates through the hall in the form of evil lightning. It deals damage equal to the number of red Runes on the Initiative Track plus 2 to each Hero at any range. Then, flip this card over.
Interaction Scenes
Scene narrative is omitted. Each scene lists its numbered options as printed, with any in-scene rule text. The resolution text for each numbered option is read from the Interactions book (see the Interactions section above), not from this document.
The Loose Anchor
- 001: Lower the Anchor Completely
- 002: Lock the Anchor Pulley
- 003: Unlock the Anchor Pulley
- 004: Raise the Anchor Completely
- 005: Look Through the Ship's Railing
The Umbralian Guardsman
- 008: Inspect the Guardsman's Wounds
- 009: Try to Heal the Guardsman
- 010: Ask What He Knows About the Earthquake
- 011: Search the Guardsman's Belongings for Something Useful
- 012: Ask How You Can Help the City Guard
- 013: Invite the Guardsman to Accompany You in Your Fight
Floodgate Maneuvering
If this is the first time a Hero interacts with this scene during this Chapter, place the Flowing Rune card with face "A – Crank Locked" up at the end of the Initiative Track, below the Rune card. After you resolve the Darkness turn, you must also resolve the Flowing card.
Then, that Hero chooses one of the following Resolutions as normal.
- 018: Move the Crank to Release the Floodgate
- 019: Move the Crank to Block the Floodgate
Altar to Luccanor
- 020: Destroy the Statue and the Shrine
- 021: Read the Prayer Notes Left at the Altar
- 022: Remove the Dagger From His Chest
- 023: Taste Luccanor's Offerings
- 024: Say a Prayer for Luccanor's Soul
The Barricade
- 026: Loudly Ask Who's on the Other Side
- 027: Seek an Alternative Path Around
- 028: Push the Barricade Down Away From You
- 029: Pull the Barricade Down Toward You
- 030: Search the Barricade for Anything You Can Use
Umbral Resistance
- 036: Explain That, This Time, It's Not Admiral Luccanor's Fault
- 037: Try to Dissuade Them From Pursuing This Dangerous Fight
- 038: Teach Them How to Rebuild the Barricade: There Are More Monsters Around
- 039: Ask Them for Anything They Can Give You
The Innkeeper's Daughter
- 040: Ask to Examine the Woman
- 041: Command the Man to Release the Woman and Go Away
- 042: Ask the Man What's Happening Here
- 043: Rummage the Place in Search of Anything Useful
- 044: Leave It Be, and Don't Get Involved
The Cornered Master
- 047: Try to Calm the Master Down (You're a Friend)
- 048: Ask Her About the Airship
- 049: Instruct Her to Run to Where You Came From
- 050: Search the Surroundings for Something Useful
- 051: Take the Candlestick From Her
The Airship Controls
- 054: Handle the Lever
- 055: Place the Rod in the Empty Hole
- 056: Manipulate the Metallic Sphere
The Plague Horseman (Interaction)
- 063: Take Advantage of His Being Off Guard and Charge Towards the Horseman
- 064: Examine the Horseman Looking for a Weakness
- 065: Confront the Horseman and Demand That He Release the Prisoner
- 066: Ask the Grand Duke What the Horseman Is Talking About
The Judgement
- 071: Appease the Situation by Considering the Offense and Retaliation Resolved
- 072: Condemn the Condottieri and Absolve the Dunedancer
- 073: Condemn the Dunedancer and Absolve the Condottieri
- 074: Show Austerity and Condemn Both of Them
Last Words
If your party has the "Beautiful Lie" Outcome noted on the Story Record, go to Resolution #081 instead of choosing a Resolution for this Interaction. Otherwise, if your party does not have it, then the Hero chooses one of the Resolutions as normal.
- 077: Hit the Lion's Paw and Run Away
- 078: Throw Something at the Horsewoman
- 079: Strike the Ground Beneath You So It Will Give Way
- 080: Cry for Help
Guarded Door
If this is the first time a Hero interacts with this scene during this Chapter, go to Resolution #089 instead of choosing a Resolution for this Interaction. Otherwise, if your party has already read it, then that Hero chooses one of the Resolutions as normal.
- 085: Combine the Air Cube and the Water Orb
- 086: Combine the Air Cube and the Fire Orb
- 087: Combine the Earth Cube and the Water Orb
- 088: Combine the Earth Cube and the Fire Orb
Patina of History
If this is the first time a Hero interacts with this scene during this Chapter, unlock Door #03. Then, that Hero chooses one of the Resolutions, as normal.
- 098: Learn About the Shadow War
- 099: Learn About the Fangs Riot
- 100: Learn About the Exodus of the Promised
The Elven Cache
If this is the first time a Hero interacts with this scene during this Chapter, go to Resolution #111 instead of choosing a Resolution for this Interaction. Otherwise, if your party has already read it, then that Hero chooses one of the Resolutions as normal.
- 101: Take the Staff
- 102: Search the Large Chest
- 103: Search the Lockbox
- 104: Leave the Objects as They Are
- 105: Take the Elvish Doublet
- 106: Try to Decipher the Glowing Runes
- 107: Look for a Blade
- 108: Take the Bow and Quiver
Another Brick in the Wall
- 114: Ask How They Ended Up There
- 115: Examine the Prisoners
- 116: Try to Take the Sword From the Wall
- 117: Try to Dig Out the Stonework
- 118: Put an End to Their Misery
The Scavenger
- 121: Ask It Why It Keeps Scavenging
- 122: Ask What It Can Offer You for Letting It Go
- 123: Ask It Why the Monsters Were Attacking It
- 124: Ask If the Name It Mentioned Is the Horsewoman's
Rematch
- 126: Search for the Phylactery Directly
- 127: Beg the Two Peoples Not to Fall Into Temptation
- 128: Reaffirm Your Loyalty to the Umbralians
- 129: Reaffirm Your Loyalty to the Hellscarians
- 130: Challenge Her to Single Combat
The Blackriver Survivors
- 139: Ask What Is Going On Here
- 140: Hit the Blade to Disarm the Father
- 141: Hit the Father to Stun Him
- 142: Put Your Hands Up and Ask for Calm
- 143: Share Your Provisions
The Scared Merchant
If a Hero interacts with this scene for the first time during this Chapter, go to Resolution #160 instead of choosing a Resolution for this Interaction. Otherwise, if your party has already read it, choose one of the Resolutions as normal.
- 149: Reprimand the Man for His Selfish Behavior and Leave Him Alone
- 150: Ask for His Provisions and Instruct Him to Go Back to Valarai
- 151: Ask for His Provisions and Convince Him to Fight Alongside You
The Undying Horseman
- 155: Ask Him About These Allies
- 156: Examine the Horseman Looking for a Weakness
- 157: Take the Initiative and Attack Him Immediately
- 158: Try to Outrun Him Straight to His Phylactery
The Prisoner
- 161: Evaluate the Health of the Prisoner
- 162: Force an Opening Between the Bars
- 163: Ask the Prisoner Why He Is Here
- 164: Break the Cell Lock
- 165: Ask for a Reward to Help Him
Otherwordly Treasure
- 170: Remove the Helmet
- 171: Remove the Breastplate
- 172: Remove the Necklace That Rests on the Armor
- 173: Remove the Shield
- 174: Get Away From the Armor
The Reunion
If the Cohort Robin Rising is in your party, instead of choosing a Resolution for this Interaction, go to Resolution #180. Otherwise, if he is not, choose one of the Resolutions as normal.
- 176: Charge the Horseman, Exploiting His Vulnerability
- 177: Curse the Horseman for Moving His Phylactery
- 178: Challenge Him to Single Combat
Ghosts of Death's Cradle (1)
- 186: Stab the Draconian to Make Sure He Is Dead
- 187: Take the Necklace He Is Wearing
- 188: Try to Free the Draconian
Ghosts of Death's Cradle (2)
- 194: Try to Talk to Her
- 195: Stab Her to Make Sure She Is Dead
- 196: Try to Free Her From Her Prison
The Faithful Servant
- 199: Look Inside the Crystal Sphere
- 200: Ask the Voice What It Wants
- 201: Tell the Voice to Shut Up
- 202: Hit the Crystal Sphere to Destroy It
A Deal With Death
- 207: You Turn Against Scavenger, Accepting the Proposal
- 208: Ask Why She Wants Scavenger
- 209: Ignore the Offer and Attack the All Mind While Her Guard Is Down
- 210: Stall So You Can Recover Before Making Any Decision
- 211: Demand That the All Mind Ask for Something Else
The Fallen Chamberlain
- 215: Try to Take Down the Barrier by Force
- 216: Try to Break Through the Barrier
- 217: Try to Dispel the Barrier With Your Arcane Powers
- 218: Try to Instill Some Sense Back Into Radek
- 219: Defy Radek Into Dismissing the Barrier
The Valaranian Spymaster
- 220: Ask If He Can Dispose of Some Equipment
- 221: Ask Him to Help You Fight Radek
- 222: Ask Him to Help You Fight the Monsters in the Main Hall
- 223: Ask Him to Save Himself, for This Is Your Last Stand
Compromising
- 226: Doubt That She Will Keep Her Word
- 227: Ignore What She Says and Attack Her by Surprise
- 228: Reject the Death Horsewoman's Proposal
- 229: Suspect That Another General Might Violate the Agreement
New Conditions, Keywords, and Terms Dictionary
In this new generation of Campaigns for the Chronicles of Drunagor Game System, the Glossary of Terms and Keywords has been expanded and updated.
To save you from falling back on your Age of Darkness Rulebook when searching for a game effect, in this section you will find clarifications of all Keywords in all printed materials up to the second generation.
The list is huge but, again, you have no need to memorize them: This material is meant to be used as a dictionary whenever an unfamiliar Keyword appears in your game (do not worry though, many of them are specific to a single Monster or Adventure Mechanic).
Game Icons
- (¬) INTERRUPT: This Skill can only be used in response to a Character being targeted by an Attack, but before the targeted Character spends SHIELD tokens and a threat is generated. Thus, Interrupts are "faster" than Reactions. When using an Interrupt, a Character will not be able to use a Reaction against any threats generated by the attack they have interrupted, as if they had already "reacted" to that attack. Interrupts, also, cannot target attacks that deal non-preventable damage, and they are not considered Reactions for triggering abilities such as Caltrops, for example. A Hero can take only one Interruption per attack, regardless of how many Characters were targeted by it.
- (³) REACTION: This Skill can only be used in response to a threat, which happens only when a Hero takes preventable damage. Thus, non-preventable damage cannot be responded to, but you can respond even if your SHIELD tokens reduced the incoming damage to zero. Also, each Hero can use only one Reaction per threat, but two Heroes can use their combined Reactions to help a single Hero (if their effects allow it).
- (¹) SPELL ATTACK: This Skill is a magic spell or ability that inflicts damage. This type of damage is always a success, so no attack roll is needed; the target simply suffers the effect.
- (²) WEAPON ATTACK: This Skill is an attack using your Weapon. You must roll the D20 to see if the attack is successful or a failure. Weapon Attacks can score Critical Hits and Critical Failures.
Keywords and Terms
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+X HP: The Hero's Maximum Health increases by +X points. As explained on page 7 of the Age of Darkness Rulebook, a Hero's Maximum Health, however, can never exceed 16. If a Hero has two or more effects that increase their Health Points, you should always add them up, but never exceed the value of 16 shown on the Hero board. All Maximum Health that exceeds 16 is considered wasted.
NOTE: When an effect that increases the Maximum Health of a Hero is removed (or blocked by a Curse Cube, for example), you should reduce Current Health accordingly. Example: Drasek has 12 Starting Health +4 HP from his Draconian Vigor Passive Skill. Thus, he has 16 Maximum Health at the beginning of an Adventure. Considering that throughout the adventure he has dropped to 11 Health and then decided to dock a Curse Cube in his Passive Skill, he should immediately lose this Health, going to 7 HP only.
NOTE: Likewise, when a Hero receives an effect that increases their Maximum Health, they regain Health accordingly (this effect is not a Heal effect). Example: A few rounds later, Drasek had 1 Health and received a CLEANSE effect on his Draconian Vigor, recovering his +4 HP. Consequently, he regains 4 Health and returns to 5.
NOTE: Although Maximum Health that exceeds 16 is considered wasted, you should still keep it in mind for effects that reduce or recover Maximum Health, as described in the example below. Example: Consider that Drasek is playing the Defender Role. Thanks to Toughness, he also has +3 HP reaching the virtual total of 19 Maximum Health. As this exceeds the maximum allowed by 3 Health, if he blocks or cleanses the Toughness, he will not lose or recover Health, as his maximum will remain at least 16. If he comes to block the Draconian Vigor, instead, it will reduce him to 15 Maximum Health. So, he will lose 1 Current Health (compared to the 16 he already had). By the time he cleanses Draconian Vigor, he will recover only 1 Health, because it is the difference between the 15 he already had and the 16 Maximum Health that a Hero can have.
The interaction between the layers of these +X HP effects can be tricky if your Hero exceeds 16 Maximum Health. However, the key to understanding it is to always first compute the "virtual" total of Maximum Health, then limit it to 16, and consider whether the resulting value has changed. There will be times when losing a +X HP effect (as shown in the example) will not affect your Current Health, while in other cases, blocking the same effect may cause you to lose this Health. If Drasek, for example, blocks Toughness after you have blocked Draconian Vigor.
Each case is specific, but there is a quick way out: SIMPLE +X HP.
“activated.” When a Character is activated, it takes a turn as normal: its Conditions trigger at the beginning of the turn, then its Triggered Abilities fire, and finally it takes a Movement Action and/or an Attack Action.
Pets, however, have an optional effect: when you Activate one of them, instead of making them take a turn, you can Summon them. It's worth remembering: a Summoned Pet appears in an adjacent unoccupied space next to its Master.
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ADJ OR ADJACENT: Squares are adjacent if they share a line or corner between them. If this Term is tied to an effect, this means that it can only affect a Target in an adjacent square to the casting Character, regardless of the Skill's Range.
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"ALL": When an effect states that it PREVENTS ALL DMG, or ALL BUT 1 DMG, it means that your effect is equivalent to the damage the target is receiving. Therefore, if a Monster attacked a character for 6 damage, and that character received a PREVENT ALL DMG effect, the effect would prevent 6 damage. Likewise, ALL BUT 1 DMG would be equivalent to 5 damage. This word, however, does not change any other aspect of the attack resolution: your SHIELD tokens will be used before you have the chance to PREVENT ALL DMG or ALL BUT 1 DMG with a Reaction (³), and your PREVENT effect affects the attacked character, not the attacking Monster. Therefore, a PREVENT ALL DMG won't prevent both hits of a MULTISHOT, CLEAVE, or STRIKE attack, but only all DMG that would be dealt to the target of this effect.
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AMBUSH: A Monster with Ambush slides through reality, flickering from one point to another instead of walking. When a Monster Ambushes, remove it from the board. Then, the Character that is its Primary Target (or its controller if it is a Companion or Pet) chooses an unoccupied square that is adjacent to them where the Monster will be placed. If that square is a harmful terrain, the Monster suffers its effects as if it had landed on it from JUMP.
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ATTACK TWICE: A Monster with this ability, when activated, will make its move and then attack two times (it won't move twice or move between attacks). Each attack must be resolved separately and may be interrupted or reacted to individually. If a character becomes out of range between attacks, the Monster may choose another target for its last attack as long as it doesn't have to move.
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AURA (TOKEN): As a Resolution effect, a Hero is often instructed to write down an Aura on their Campaign Log. You can keep this token on your board as a tactile and visual reminder that you have a special effect noted there. Aura tokens are Reminder tokens.
Companions. Companions do not have Health. Instead, they have a value called "Sturdiness." In short, they are only defeated if they take damage that exceeds this value all at once. Companions are seen as Pets in the eyes of the Monsters (they will be targeted as their last priority, only when the Monster cannot attack a Hero in their place). Companions can hold SHIELD tokens and receive PREVENT effects like any Character. Companions are activated after the turn of the Hero they are following and their turn consists of a Move Action and an Attack Action, in that order, in the same way as a Monster. Companions are discharged during the Camp Phase.
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COPY EFFECT: Some Skills copy the effects of another Hero Skill. A copy of a Skill has all effects exactly as described in the copied Skill, including their base Range regardless of the color of the cube you used to copy it (If you used a Wisdom Skill to copy a Ranged Skill, the Range for your copied Skill will be 1, not Unlimited). Dungeon Role Skills, Equipment Skills, Interrupts, and Reactions, unless stated otherwise, cannot be copied. Skill Upgrades, however, can be copied as normal.
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COUNTER X: Some Monsters are versed in the art of fencing and know how to take advantage of a Hero's slip-ups when fighting them. Whenever a Hero misses a ² against a Monster that has this ability (an attack is only considered a miss after using their reroll abilities), the Monster swings their weapon around, causing the described amount of non-preventable damage to all enemies of the Monster that are adjacent to it.
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COVER: Some protective abilities that Heroes possess go beyond just mitigating damage; they can also change the target of an attack. When a Character Covers the target of an attack, they redirect that attack to themselves, becoming the new target of that attack. Any Prevent effect that comes with a Cover effect is also redirected to the new target of that attack. If an attack is targeting you and another target at the same time, you can still Cover that other Character, but you will suffer both attacks as if you had been targeted by it twice.
NOTE: When a Character Covers another Character and becomes the target of an attack, any abilities they have that are triggered when they are attacked are also triggered.
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COVETOUS: A Monster with Covetous targets the Hero that is holding the most Resource tokens (Focus, Shield, and Ki are examples) as its Primary Target. If two Heroes are tied with the same number of Resource tokens, a Monster with Covetous targets the one among them who occupies the fastest Initiative Slot.
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CR (CUBE RANGE): This term refers to the Range of an effect, which is defined by the color of the cube spent to use the Skill or Reaction that cast it.
are shoved into them (if they have not suffered them already this turn.)
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SILENCE: A Hero that suffers from Silence must immediately Expend all of their available Agility and Wisdom Action Cubes. This effect is considered to be Fatigue (characters that are immune to Fatigue are also immune to Silence.)
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SKULL-CRACKER: Monsters with this ability are terribly dangerous. Attacks made by creatures with this ability will pierce any Sturdiness value automatically. So be careful: the attack of such creatures is lethal against Allies such as Companions, Followers, Pets, and so on (you can still use Prevents from your Reactions or Interrupts to try to reduce the damage to 0 and prevent an allied Follower from being defeated).
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SLAUGHTER: A Monster with Slaughter targets NPC Tokens (non-Companions and non-Pets) as its Primary Target.
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SLAYER: A Monster with this ability will chase Injured NPC tokens, Cohorts, and Followers as their Primary Target, in that order of preference. If there are two or more of those within reach, the Party Leader chooses which of them will be the target of this Monster this turn. If none of these NPCs are on the board or in reach, these Monsters switch their Primary Target to the Strongest Hero.
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SLOW: The target receives a Slow token. Unlike other Conditions, Slow does not take effect at the beginning of that Character's next turn, it lingers until removed instead. The next time the affected Character receives a Move effect, it loses 2 movement points from that effect and removes their Slow token from their board. Slow is a redundant Condition.
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SOLID OBJECTS: A Solid Object is a piece such as a token or a miniature that occupies its space on the board. Therefore, Characters can't end their movement on top of Solid Objects, nor pass through them if they are considered enemies (if these Solid Objects are Characters). Thus, Characters, Furniture, Interaction tokens, Piles of Runes, NPC tokens, and any other element you placed on the board that was specified to be a Solid Object is considered as such.
Tokens Sorted by Type
The printed "Tokens Sorted by Type" reference (pages 90 and 91) is a graphic table of token icons. Its text layer does not preserve which token belongs to which group, so it is not reproduced here; the groups are named on the printed pages: Redundant Conditions, Stackable Resource Tokens, Additional Resource Tokens, Stackable Conditions, Redundant Resource Tokens, Game Objects, Reminder Tokens, and Game Symbols.