Descent: Journeys in the Dark (Second Edition) – Eliza Farrow Lieutenant Pack
Descent: Journeys in the Dark (Second Edition) – Eliza Farrow Lieutenant Pack Rulebook
Table of Contents
Table of Contents
Introduction
Lieutenant packs expand Descent: Journeys in the Dark Second Edition by providing unique plastic figures that can be used to replace lieutenant tokens in quests. In addition, these packs introduce a new layer of strategy and progression for overlord players with the introduction of Plot and Agent cards.
Plot Cards
After hero players choose their classes at the start of a campaign, the overlord may choose one Plot deck. He will use his chosen deck for the duration of the campaign. After the overlord chooses his Plot deck, he takes the basic card (the Plot card with no purchase cost) and places it faceup in his play area. Then, he takes all remaining Plot cards that have the same deck name and places them facedown in his play area. He may look at his facedown Plot cards at any time.
Plot cards are upgrades the overlord player may purchase throughout the course of a campaign. They provide the overlord with special abilities that are available to him when the card is faceup in his play area. Plot cards are different from Overlord cards; the overlord does not add them to his Overlord deck, and he purchases them in a different way.
Important: The overlord player can only use Plot and Agent cards when playing a campaign.
Gaining Threat Tokens
Each time a hero is defeated during an encounter, instead of drawing one Overlord card, the overlord may choose to gain one threat token. The overlord can only gain threat tokens in this way once per hero per quest. If he chooses to gain a threat token, the overlord takes one hero token belonging to the hero and places it near his Plot deck as a reminder that he has gained a threat token for defeating that hero. In addition, there are a number of other ways in which the overlord may gain threat tokens:
- At the end of each quest, the overlord receives one threat token. If the overlord wins the quest, he receives one additional threat token.
- During the Spend Experience Points step of any Campaign phase, the overlord may spend any number of his experience points to gain three threat tokens for each experience point he spends.
- Each time the overlord plays a Rumor card featuring a quest, he gains one threat token. Rumor cards and applicable rules are included in some Descent: Journeys in the Dark Second Edition expansions.
Each time the overlord gains one threat token, he takes one token from the threat and fortune supply and places it in his play area with the threat side faceup. Each threat token the overlord gains during a campaign remains in his play area until he spends it. Between quests, the overlord player records the amount of unspent threat tokens in the Campaign log. He may spend this threat at a future point during the campaign.
Purchasing and Triggering Plot Cards
Each Plot card has a purchase cost that indicates the number of threat tokens the overlord must spend to purchase the card. During the Spend Experience Points step of each Campaign phase, the overlord player may purchase any of his facedown Plot cards by spending threat tokens equal to the Plot card's purchase cost (see "Plot Card Anatomy"). He places purchased Plot cards faceup in his play area and can use them in all future quests during the campaign.
The overlord can trigger abilities on a faceup Plot card as specified on the card. Each time he triggers a Plot card ability that requires him to "exhaust this card" or "use this card", he must spend a number of threat tokens equal to the Plot card's trigger cost (see "Plot Card Anatomy").
Plot Card Anatomy
The Plot card back and front are shown in the leaflet. The front of a Plot card is numbered as follows:
- Name: This area displays the name of the Plot card.
- Purchase Cost: This area displays the number of threat tokens it costs to purchase the card. The overlord begins play with his basic Plot card. These basic cards have no purchase cost.
- Ability: This area describes all rules for the Plot card, including when the card can be triggered.
- Deck Name: This area displays the Plot deck to which the card belongs.
- Trigger Cost: This area displays the number of threat tokens it costs to trigger this card's effect.
Threat and Fortune
Threat and fortune are represented by different sides of the same token. The red side of the token represents threat, and the white side represents fortune. During setup, place these tokens in a supply within easy reach of all players.
The overlord player may spend threat tokens he has gained (see "Gaining Threat Tokens") to purchase or trigger abilities described on Plot cards. A hero may spend fortune tokens to receive certain benefits (see "Spending Fortune Tokens").
Spending Threat Tokens
When the overlord spends threat tokens, they are either returned to the supply or placed on Hero sheets as follows:
-
Purchasing Plot cards: During the Spend Experience Points step of the Campaign phase, each threat token spent to purchase Plot cards is returned to the supply.
-
Triggering Plot cards: Each time the overlord spends a threat token to trigger a Plot card, he must flip the token to its fortune side and place it on the Hero sheet which currently possesses the lowest number of fortune tokens.
If there is a tie, the heroes choose which hero among the tied heroes gains the token. If the overlord spends more than one threat token, he follows this process once for each token spent.
Spending Fortune Tokens
Heroes may spend fortune tokens to trigger any of the following abilities:
- 1 fortune token: During his turn, a hero may recover 1 [feather icon].
- 1 fortune token: After dice are rolled, a hero may reroll 1 of his dice.
- 2 fortune tokens: After performing his two normal actions, a hero may immediately perform one additional action. Limit once per round per hero.
- 2 fortune tokens: During the Shopping step of the Campaign phase, heroes may collectively spend their fortune tokens to draw 1 additional Shop Item card.
When a hero spends a fortune token, he returns it to the threat and fortune supply. Heroes cannot trade their fortune tokens to other heroes. After the Shopping step of each Campaign phase, heroes return all fortune tokens on their Hero sheets to the threat and fortune supply.
Agents
Some Plot cards allow the overlord to use a lieutenant figure as an agent in an open monster group. The Agent card corresponding to the current act lists the agent's characteristics, abilities, and attack dice. An agent is treated as a master monster within its open monster group with the following exceptions:
- Regardless of quest rules, an agent cannot be placed as a reinforcement.
- When an agent is defeated, the overlord must return the Plot card that summoned the agent back to his Plot deck. The card may be purchased again.
- As described on the Plot card, the overlord cannot use an agent in any quest that features the lieutenant version of that agent. Additionally, the overlord cannot use some agents in specific campaigns. For example, the overlord cannot use Baron Zachareth as an agent while playing "The Shadow Rune" campaign because it features Baron Zachareth as an important lieutenant in that campaign.
Plot cards that allow the overlord to summon an agent often require him to replace master and minion monsters of an open group after setup of an encounter. If the overlord cannot meet the replacement requirements, he replaces the entire open group.
When an agent is placed in a monster group, that agent and the monsters in that group are treated as if they are part of the same monster group. While the agent is on the map, the overlord cannot use the monster figures it replaced as reinforcements, regardless of quest rules.
The overlord cannot summon an agent during an Interlude or a Finale. Unlike lieutenants, an agent cannot wield a relic.
Agent Card Anatomy
The Agent card front and back are numbered as follows:
- Name: This area displays the name of the agent.
- Abilities: This area lists all the abilities for the agent.
- Characteristics: This area lists the characteristics (Speed, Health, and Defense) of the agent. The agent's characteristics differ depending on the number of heroes playing (represented by the gray silhouettes).
- Attack Type Icon: This icon shows the type of attack (Melee or Ranged) the agent has.
- Dice: This area lists the dice used by the agent when performing an attack.
- Ability Rules: This area explains the full details of the agent's abilities.
- Deck Name: This area displays the Plot deck to which the Agent card belongs.
Monster Sizes and Traits
Many Plot cards have effects that interact with monsters that have specific monster traits or sizes. Monster size is defined by the number of spaces the monster's base occupies:
- Small monsters occupy one space (e.g., goblin archers and zombies).
- Medium monsters occupy two spaces (e.g., barghests).
- Huge monsters occupy four spaces (e.g., ettins and merriods).
- Massive monsters occupy six spaces (e.g., shadow dragons).
Note: Medium, huge, and massive monsters are still large monsters for the purposes of movement and quest rules.
Endless Thirst Plot Deck
The Eliza Farrow pack contains the Plot deck Endless Thirst, numbered 1/12 to 10/12, plus the Lady Eliza Farrow agent card (see "Lady Eliza Farrow Agent Card" below). Each card's purchase cost is the number in the top-right corner (none on the basic card), and its trigger cost is the number in the bottom-right corner.
Heart icons on these cards are printed as damage (for heroes, damage tokens; for monsters, the damage they suffer or recover). Icons that are not named in the source text are bracketed (see "Transcription Notes").
1/12 Bloodline (basic card)
- Deck: Endless Thirst
- Purchase cost: none (basic card)
- Trigger cost: 0
Exhaust this card during your turn to choose two monsters. One monster suffers 2 damage and the other monster recovers 1 damage. If both monster [sic] have the Dark monster trait, the monster suffering damage suffers 1 fewer damage.
2/12 Bad Dreams
- Deck: Endless Thirst
- Purchase cost: 1
- Trigger cost: 1
Exhaust this card at the end of the Travel step of the Campaign phase. Each hero tests [burst icon]. Each hero who fails suffers 2 [feather icon].
3/12 Night's Embrace
- Deck: Endless Thirst
- Purchase cost: 1
- Trigger cost: 1
Use this card after setup of an encounter to choose one of your monster groups. During this encounter, that monster group gains the Dark monster trait.
Place a threat token from the supply on that group's Monster card as a reminder.
4/12 Fangs in the Dark
- Deck: Endless Thirst
- Purchase cost: 2
- Trigger cost: 1
Exhaust this card when a monster deals at least 1 damage from an attack. That monster recovers 2 damage.
If that monster has the Dark monster trait, it recovers an additional 1 damage.
5/12 The Power of Blood
- Deck: Endless Thirst
- Purchase cost: 2
- Trigger cost: 1
Exhaust this card when a small monster declares a move action. Move that monster 1 space.
While this card is exhausted, if that monster has the Dark monster trait, it gains +1 damage on each attack.
6/12 Nighttime Hunt
- Deck: Endless Thirst
- Purchase cost: 3
- Trigger cost: 1
Exhaust this card when a monster with the Dark monster trait performs an attack, before dice are rolled, to add 1 additional yellow power die to its attack pool.
Exhaust this card when a monster with the Dark monster trait is attacked, before dice are rolled, to add 1 additional black die to its defense pool.
7/12 Scent of Blood
- Deck: Endless Thirst
- Purchase cost: 3
- Trigger cost: 1
Exhaust this card when a monster attacks a hero that has 6 or more damage tokens on his Hero sheet, before dice are rolled. This attack gains:
Melee: +3 damage
If the monster has the Dark monster trait, you may reroll the attack die once during this attack.
8/12 The Taste of Suffering
- Deck: Endless Thirst
- Purchase cost: 3
- Trigger cost: 1
Exhaust this card when a monster knocks out a hero. Mark that monster by placing 1 threat token from the supply on its base. If it has the Dark monster trait, you may immediately move it up to its Speed.
Each marked monster applies +1 to its Health per hero.
9/12 The Lady's Care
- Deck: Endless Thirst
- Purchase cost: 3
- Trigger cost: 1
Exhaust this card during your turn to choose a monster and roll 1 red power die. The chosen monster recovers damage equal to the damage rolled.
If the chosen monster has the Dark monster trait, each other monster in its group recovers 1 damage.
10/12 Summon - Eliza
- Deck: Endless Thirst
- Purchase cost: 3
- Trigger cost: 2
Exhaust this card after setup of an encounter to choose an open monster group. Replace 1 master monster in that group with the Lady Eliza Farrow agent.
If the Lady Eliza Farrow agent is defeated, return this card to your Plot deck.
You cannot use this card in any quest that uses the Lady Eliza Farrow lieutenant.
Lady Eliza Farrow Agent Card
The Lady Eliza Farrow agent has two faces, one for Act I and one for Act II. The printed panels on each face are reproduced below. The Act numeral is printed in the bottom-right corner of each face.
Lady Eliza Farrow — Act I
- Deck: Endless Thirst
- Abilities (listed by name): Sacrifice, Allure, Blood Call
- Attack type icon: Ranged (bow icon, bottom-left)
- Attack dice: blue power die, yellow power die
- Characteristics by number of heroes (silhouettes):
| Heroes | Speed | Health | Defense |
|---|---|---|---|
| 2 | 5 | 7 | brown defense die |
| 3 | 5 | 9 | white defense die |
| 4 | 5 | 12 | white defense die |
Lady Eliza Farrow — Act II
- Deck: Endless Thirst
- Abilities (listed by name): Sacrifice, Allure, Wail, Blood Call
- Attack type icon: Ranged (bow icon, bottom-left)
- Attack dice: blue power die, red power die, yellow power die
- Characteristics by number of heroes (silhouettes):
| Heroes | Speed | Health | Defense |
|---|---|---|---|
| 2 | 5 | 9 | white defense die |
| 3 | 5 | 11 | white and brown defense dice |
| 4 | 5 | 15 | white and brown defense dice |
Ability rules: the scanned source shows the ability names and characteristics on both faces, but the ability rules text (the "Ability Rules" area on the agent card back) for Sacrifice, Allure, Wail and Blood Call does not appear in the scan. These rules are not transcribed here and must be checked against a legible copy of the card before this rulebook is relied on for those abilities.
Transcription Notes
- Leaflet: the general lieutenant-pack rules are from the official Fantasy Flight Games English rules leaflet (2 pages, 2013). The copyright, address, website and product-safety text at the foot of the leaflet is omitted as boilerplate; all rules text is transcribed as printed.
- Plot and Agent cards: transcribed from an English scan of the 12-card pack (Tesera upload, not a publisher file). All ten Plot cards and both Lady Eliza Farrow agent faces are legible. Card text is transcribed as printed.
- Missing agent ability rules: the scan does not show the rules text for Sacrifice, Allure, Wail or Blood Call. Those rules are not reproduced here and need a legible source.
- Bracketed icons: the feather-shaped icon and the burst-shaped icon are not named in any printed text, so they are left bracketed rather than guessed. The feather appears on the leaflet's "recover 1" fortune ability and on Bad Dreams' "suffers 2"; the burst appears on Bad Dreams' "tests".
- Heart icon: rendered as "damage". Basis: Scent of Blood's "6 or more damage tokens"; on the agent card the heart column is the agent's Health.
- Melee icon: the slash-shaped icon in Scent of Blood's "+3" attack bonus is rendered as "Melee". This is inferred from the same slash icon used beside Blood Call on the agent card's attack-type line, not from printed text.
- Typo kept: Bloodline reads "If both monster [sic] have the Dark monster trait", transcribed as printed.