Descent: Journeys in the Dark (Second Edition) – Dark Elements
Descent: Journeys in the Dark (Second Edition) – Dark Elements Rulebook
Table of Contents
Table of Contents
- Components
- General Setup
- Setup Diagram (Three-player Game)
- Assembling the Exploration Deck
- Playing the Game
- Additional Hero Rules
- Loot
- Heroic Feats
- Overlord Phase in Detail
- Monster Activation
- Monster Activation Example
- Combat
- Movement
- Large Monsters
- Encounters
- Defeated Heroes
- Transition to Act II
- Monster Activation During a Hero Turn
- Spawn and Place
- The Golden Rules
- Lighting Your Path
- Epilogue and Failure
- Encounter Guide
- Quick Reference
Components
- 10 Peril Cards
- 12 Exploration Cards
- 10 Activation Cards
- 1 Title Sheet
- 1 Track Sheet
- 1 Reference Sheet
All the cards and components found in this expansion are marked with the Dark Elements expansion icon to distinguish them from other expansions.
General Setup
Before playing this cooperative adventure, perform the following setup steps instead of those described in the base game.
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Assemble the Exploration Deck: Take all Exploration cards and assemble the Exploration deck (see "Assembling the Exploration Deck" on page 4). Place it within easy reach of all players.
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Prepare the Track Sheet: Place the track sheet within easy reach of all players. On the overlord track, place an orange hero token on the space that corresponds to the number of heroes playing; this is the doom token. Then, place a purple hero token on the upper space of the track; this is the fate token. On the loot track, place a fatigue token on the lowest space of the track.
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Prepare Monsters: The monster groups required for this quest are listed on each Activation card. Take all Act I Monster cards and figures for the required monster groups and place them within easy reach of all players.
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Assemble the Activation Deck: Take all Activation cards and shuffle them together. This is the Activation deck. Place it facedown near the Exploration deck.
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Assemble the Peril Deck: Take all Peril cards and shuffle them together. This is the Peril deck. Place it facedown near the overlord track.
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Assemble the Search and Shop Item Decks: Take all Search cards from the base game and shuffle them together; this is the Search deck. Place the Search deck facedown near the Track sheet. Separate the Act I and Act II Shop Item cards and shuffle them separately; these are the Act I and Act II Shop Item decks. Place the Act I Shop Item deck facedown near the loot track. Place the Act II Shop Item deck off to the side for now.
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Prepare the First Encounter: Place the Exploration card that represents the starting encounter (identified by the star in the upper-left corner) faceup on the table next to the Exploration deck. It is now the active Exploration card. Use the encounter guide at the back of this rulebook to set up the encounter (see "Exploration" on page 5).
Card examples printed with General Setup: The Activation card example shows these active effects and actions:
- Fire Imps: If Last Breath is the current encounter, place 1 minion fire imp adjacent to each master fire imp, respecting group limits.
- Elementals: After each elemental's activation, it moves 1 space away from the closest hero.
- Merriods: The Target is the hero closest to the exit of the current encounter.
- Hybrid Sentinels: Each attack performed by hybrid sentinels that targets a hero in a lit space gains: [icon]: Burn.
The Peril card example (3/10) reads: From the moment you picked up the torch, a silent voice was asking for your every secret. Despite your best efforts, you answer each inquiry with complete honesty. The heroes must collectively gain a number of conditions equal to the torchbearer's [book icon], choosing from Burning and Stunned. The same chaotic riddle repeats in your mind, though each time it is asked, you must give a different answer. Each hero in darkness tests [book icon] or places 1 fire imp adjacent to his figure, respecting group limits. Each hero who fails suffers [heart] and [droplet icon] equal to his [book icon].
The sample Activation card and Peril card on these pages are illustrations; the individual Activation and Peril cards are physical components, and only the rules they illustrate are transcribed here.
Setup Diagram (Three-player Game)
The setup diagram shows a three-player game and is numbered as follows:
- Exploration Cards: The players assemble the Exploration deck and place it facedown.
- Track Sheet: This sheet contains the overlord and loot tracks. The doom and fate tokens, as well as a fatigue token, are placed on their respective tracks.
- Monster Cards: The monster cards corresponding to the monsters in this quest are placed in view of all players.
- Activation Cards: The players shuffle the deck of Activation cards and place it facedown.
- Peril Cards: The players shuffle the deck of Peril cards and place it facedown.
- Shop Item Deck I: The Act I Shop Item deck is shuffled and placed facedown next to the loot track.
- Shop Item Deck II: The Act II Shop Item deck is shuffled and placed facedown to the side.
- Starting Encounter: This Exploration card is placed faceup on the table to indicate that it is active.
- Starting Encounter Map: The starting encounter is set up as instructed by the encounter guide, leaving adequate space for expansion.
- Class Card: Players may choose to spend the 1 experience they gain during "General Setup" on a Class card.
Assembling the Exploration Deck
- Remove the starting encounter (identified by the star in the upper-left corner) from the other Exploration cards and set it aside. It is not used to assemble the Exploration deck.
- Remove the three main encounters (identified by a number in the upper-left corner) from the other Exploration cards and set them aside.
- Shuffle the remaining Exploration cards and deal them into three facedown stacks: two stacks of three cards and one stack of two cards.
- Shuffle the #3 main encounter into the stack that only has two cards and place that stack facedown within easy reach of the players.
- Shuffle the #2 main encounter into one of the other stacks and place that stack facedown on top of the previous stack.
- Shuffle the #1 main encounter into the remaining stack and place that stack facedown on top of the other two stacks. The three combined stacks make up the Exploration deck.
Playing the Game
The game is played over a number of game rounds. Each round consists of two phases, the Hero phase and the Overlord phase. Each hero takes one turn during the Hero phase, followed by monster activations and various game effects in the Overlord phase. Once the Overlord phase is complete, the round ends and a new round begins.
Hero Phase
During the Hero phase, each hero takes one turn, following the normal steps of a hero turn in the base game. Each hero completes his entire turn before another hero begins his turn. During each round, the players decide as a group the order in which each hero activates. This order may be different each round. If they cannot agree, they proceed clockwise, starting with a player determined at random. After all heroes have completed their turns, the Overlord phase begins.
Overlord Phase
The Overlord phase occurs after all hero players have completed their turns. The Overlord phase is broken into three steps as follows:
- Overlord Effects: Follow all effects printed in the red box of the active Exploration card (see "Overlord Effects" on page 6).
- Fate: If there is no active Exploration card, advance fate by 1 and resolve one Peril card (see "The Overlord Track" below).
- Monster Activation: Activate each monster on the map (see "Monster Activation" on page 7).
These steps are described in detail on pages 6-9. All rules regarding Overlord cards and the overlord player from the base game do not apply in cooperative adventures.
Winning the Game
To win, the heroes must successfully complete the third main encounter of the quest (see "Main Encounters and Experience Points" on page 10). The heroes win or lose the game together.
The Overlord Track
The doom (orange) and fate (purple) tokens advance toward each other on the overlord track as the heroes fail to complete encounters, move too slowly, or succumb to deadly perils. If the doom or fate tokens ever occupy the same space on the overlord track, the heroes immediately fail the quest and lose the game.
If a card or effect instructs players to advance fate, they move the fate token down the overlord track the required number of spaces. If a card or effect instructs players to advance doom, they move the doom token up the overlord track the required number of spaces.
If a card or effect instructs players to move fate backward, they move the fate token up the overlord track the required number of spaces. Players cannot move the doom token down the overlord track.
If a card or effect instructs players to refresh fate, they move the fate token to the top space of the overlord track.
Overlord track diagrams (captions as printed): 1. Doom Advances by 1. 2. Fate Advances by 1. 3. Fate Moves Backward by 1. 4. Fate Refreshes.
Additional Hero Rules
In addition to the actions a hero can normally take during his turn, heroes now have the option to explore and discover new encounters.
Exploration
When a hero performs an open a door action, he follows the steps below:
- Draw the top card of the Exploration deck and place it faceup on the table. That Exploration card is now ACTIVE. An active Exploration card defines an encounter's rules for as long as the card is active.
- Locate the encounter in the encounter guide (found at the back of this rulebook) and set up the map as shown. Attach the map so that the entrance of the new encounter is connected to the exit of the previous encounter. Then, read aloud the italicized flavor text located under the encounter name. Finally, follow any text listed in the corresponding green box of the encounter guide, placing monsters and tokens as indicated.
- Refer to the Exploration card for all rules regarding the encounter. Effects in the blue area of Exploration cards occur from top to bottom. Any text that says "After Setup" occurs immediately after the encounter has been set up. Refer to "Monster Activation During a Hero Turn" on page 11 for Exploration cards that require monster activation after setup.
A hero cannot open a door if there is an active Exploration card. Doors cannot be closed.
Exploration Card Anatomy
- Encounter Icon: If this icon is present, it signifies that this encounter is a main encounter or the starting encounter.
- Encounter Name: This area displays the name of the encounter.
- Encounter Rules: These are the effects that occur while the Exploration card is active.
- After Setup Rules: These effects occur immediately after the encounter is set up.
- Flavor: This text describes what happens when the overlord effects occur.
- Overlord Effects: These effects occur at the start of each Overlord phase.
Exploration Example
- Tomble has opened the door and is therefore exploring. Players draw the "Glimmerlack Hall" encounter from the Exploration deck. This is now the active Exploration card.
- Players locate the necessary tiles as indicated in the encounter guide and set up the map.
- Players attach the entrance of the new encounter to the exit of the previous encounter.
- Players read the flavor text and setup text in the green box of the corresponding encounter guide and place the hybrid sentinels, objective tokens, and search token as indicated, based on the number of heroes.
- Players now read the Exploration card for all rules regarding the encounter.
Loot
When a hero defeats a monster, he places a number of damage tokens on the loot track equal to the number of spaces the monster figure's base occupied (e.g., if the hero defeats a merriod, he places four damage tokens on the loot track). Each time a hero places a damage token on the loot track, he places that token on the lowest empty space of the track.
If a hero defeats a master monster, he moves the fatigue token on the loot track up one space. This is done before he places any damage tokens on the loot track for defeating the monster. The fatigue token on the loot track cannot go past the highest space of the track.
The loot limit is influenced by the number of heroes playing and is represented on the loot track by gray silhouettes. When the number of damage tokens on the loot track equals the loot limit, the hero that last placed a damage token on the track draws a number of Shop Item cards from the current act's Shop Item deck equal to the number indicated by the fatigue token. He gives one of the Shop Item cards to any hero of his choice and places any remaining cards at the bottom of the Shop Item deck. Then, he removes all damage tokens from the loot track and moves the fatigue token back to its starting position.
- 2 Hero Loot Limit
- 3 Hero Loot Limit
- 4 Hero Loot Limit
Any damage tokens that would be placed above the loot limit as the result of defeating a monster are ignored.
At any time during a hero's turn, he may flip one of his hero's faceup Search cards facedown, ignoring the effects of the card. If he does, he adds two damage tokens to the loot track.
Loot Track Anatomy
- Loot Stack: Damage tokens are placed in the spaces of this section, until the loot limit is reached.
- Loot Limit: These spaces represent the loot limit depending on the number of heroes.
- Loot Payout: The fatigue token is moved up the spaces of this section, determining the number of cards drawn when the loot limit is reached.
Heroic Feats
Heroic feats do not refresh in cooperative play. Each hero may only use his heroic feat once per quest.
Overlord Phase in Detail
The overlord phase occurs after all hero players have completed their turns. The players perform various steps that facilitate dangerous events and monster activity during the adventure.
1. Overlord Effects
Overlord effects are printed in the red boxes on the lower portion of Exploration cards (see "Exploration" on page 5). At the start of the Overlord phase, all Overlord effects on the active Exploration card occur in order from top to bottom.
Some Overlord effects have a [hourglass icon] symbol. When one of these effects occurs, do not immediately resolve the corresponding text. Instead, place one fatigue token next to the symbol. After placing a fatigue token, if the number of fatigue tokens matches the number associated with the [hourglass icon] symbol, the corresponding text occurs, and all tokens are removed. Continue placing one fatigue token during each Overlord phase for as long as the Exploration card remains active.
Overlord Effects Section of an Exploration Card (the "Last Breath" card, as printed): "Darkness floods the room like a rising tide. It grasps your legs and draws you toward the water. You hold the torch high and attempt to keep it above the liquid shadows." — 3 [hourglass icon]: Advance doom by 1. Then, discard this Exploration card.
2. Fate
If there is an active Exploration card, skip the Fate step.
Otherwise, advance fate by one (see page 4) and resolve one Peril card.
Peril Cards
Each Peril card contains one or more effects that provide deadly surprises for the heroes. Players perform the following when they resolve a Peril card:
- Draw one Peril card.
- If the card is divided into two sections, do the following:
- If there are no monsters on the map, resolve the effect listed on the top half of the card.
- If there are one or more monsters on the map, resolve the effect listed on the bottom half of the card.
- If the card is not divided into two sections, resolve the entire card's effect.
- Discard the Peril card.
If the Peril deck runs out of cards, the discard pile is immediately shuffled to create a new Peril deck.
Peril effects do not apply to familiars, figures treated as heroes, and heroes who are not on the map.
Peril Card Anatomy
- Flavor: This italicized text describes the peril that has arisen.
- Effect without Monsters: This effect is resolved if there are no monsters on the map.
- Effect with Monsters: This effect is resolved if there are monsters on the map.
Monster Activation
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Monster Activation: If there are any monsters on the map during this step, draw one Activation card and perform the following:
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Determine Monster Group: The order in which monster groups activate is determined by their location on the Activation card, as shown below. Locate the first group (lowest number on the diagram) that is on the map and has not yet activated. The diagram numbers the groups: 1 Fire Imps, 2 Elementals, 3 Merriods, 4 Hybrid Sentinels.
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Note Active Effects: Note any active effects for that group. Active effects are printed in italics directly under the name of each monster group.
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Choose a Monster:
- If there are yellow and red boxes, minion (yellow box) and master monsters (red box) activate separately. The order in which monsters are activated is defined from top to bottom, with all monsters of the top box activating before any monsters of the bottom box. Choose one monster that has not activated from the top box. If all monsters of the top box have activated, choose one monster that has not activated from the bottom box.
- If there are no yellow and red boxes, choose any monster of that group that has not activated.
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Perform Actions: Resolve all actions listed for that monster in order, from top to bottom, repeating the list of actions until that monster has performed two actions or follows the entire list and is unable to perform a listed action.
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Continue/Complete Activation: If there are monsters of the activating group on the map that have not yet activated, repeat from step 3. If there are more monsters of a different group that have not yet activated, repeat from step 1. If all monster groups have been activated, discard the Activation card.
If an action has no effect, monsters do not perform that action. For example, if an action reads "attack an adjacent hero" and there is no hero adjacent to the active monster, then the monster does not perform that action. Always follow monster rules outlined in the base game (e.g., only one attack per turn, two actions per monster) unless specifically noted on the card.
If a monster has multiple potential targets during monster activation, the target closest to the activating monster is chosen.
If a monster has a condition that can be discarded by using an action, such as Stun, its first action must be to discard that condition. If a monster is in a pit space, its first action must be to exit the pit space and enter an adjacent space as close to the exit of the current encounter as possible (see "Current Encounter" on page 10).
When an Activation card refers to a "hero," this includes figures treated as hero figures.
If the Activation deck runs out of cards, the discard pile is immediately shuffled to create a new Activation deck.
Activation Card Anatomy
- Monster Group Name: This area displays the name of the monster group.
- Master Activation: This section is red and specifies the actions for the master monsters of the corresponding group.
- Minion Activation: This section is yellow and specifies the actions for the minion monsters of the corresponding group.
- Active Effects: These effects are active during the activation of the corresponding monster group.
- General Activation: This section specifies the actions that all monsters of the specified group will take. The order in which monsters activate is decided by the players.
Monster Activation Example
- During the Monster Activation step of the Overlord phase, players draw one Activation card. There are fire imps and merriods on the map, so fire imps activate first, followed by merriods.
- The players note the active effect, but because Limbo's End is not the current encounter, this text is ignored.
- The Activation card instructs the master fire imp spot and attack the closest hero in line of sight. The master fire imp already has line of sight to Leoric of the Book, who is the closest hero to the fire imp's figure, so it skips this action. It performs the attack and then loops back up to the top of the listed actions. Because it still has line of sight it skips the first action, and because it cannot attack again, it skips the second action. It is unable to perform any of the listed actions so its activation ends.
- After the master fire imp's activation, minion fire imps activates. The Activation card instructs the minion fire imp to spot the farthest hero and then attack the furthest hero in line of sight. The minion fire imp moves one space to spot (gain line of sight to – see page 9) Widow Tarha, who is the furthest hero from the minion fire imp's figure. Then, the minion fire imp performs an attack that targets Widow Tarha, who is the furthest hero from the minion fire imp's figure. Its activation is now complete, and all fire imps have activated.
- The players note the active effect for the merriods, applying +1 Speed for a total of 4 Speed.
- The Activation instructs the master merriod to first engage the furthest hero, who is Leoric of the Book. The master merriod moves two spaces to engage (attempt to move as close as possible to – see page 9), spending all four movement points to move through the water terrain.
- After engaging, the master merriod is instructed to attack a hero within 2 spaces. This attack would normally target Widow Tarha; however, because the merriod has the Flail and Reach abilities, it attacks both Widow Tarha and Leoric of the Book. Its activation is now complete.
- All monsters have activated, so the Activation card is discarded.
Note: in steps 4 and 6 the PDF text drops a glyph before "see page 9"; the words are transcribed as printed.
Combat
When a monster performs an attack, the hero rolling defense dice also rolls the attack dice for that monster.
Special Monster Rules
- Merriods: The Flail ability targets the hero closest to the merriod in addition to the original target of the attack.
- Hybrid Sentinels: The Fire Breath ability targets as many heroes as possible. The path cannot be traced through any monster figures.
Surges
When performing an attack, monsters sometimes gain one or more surge. When a monster has surge to spend, they should be spent in the priority listed below. If the monster spends a surge and still has additional surge to spend, follow the list again from the beginning. Continue doing this until the monster cannot spend any more surge or has no surge left to spend.
- Hero Skills
- Range
- Special
- Pierce
- Damage
Additional Rules
- Hero Skills: A monster spends surge when certain hero skills, hero abilities, and heroic feats require the monster to spend surge to attack.
- Range: A monster spends surge on additional range if the monster cannot hit all of its targets with the monster's current range.
- Special: A monster spends surge on special abilities only when it will have an effect on at least one of the monster's targets (e.g., a monster will not Poison a hero who is already Poisoned). Special surge abilities include all abilities that are not Range, Pierce, or Damage.
- Pierce: A monster spends surge on Pierce only when one or more surge have been rolled by at least one of the monster's targets.
- Damage: When monsters spend surge on [icon], apply the [icon] with the highest [icon] bonus first.
Spending Surges Example
- An Act II master merriod is attacking a hero. The hero player rolls all the dice in his defense pool, as well as the attack dice for the merriod.
- The hero player follows the surge list and notices that the merriod has surge Immobilize, which is a special surge. However, the merriod cannot use surge Immobilize since it is not dealing damage, and thus the hero would not be Immobilized. The hero player continues going down the list.
- The next applicable surge on the list is damage, and the merriod has surge +3 heart. Thus, the merriod spends its first surge on surge +3 heart.
- Since the merriod has another surge to spend, the hero player starts from the top of the list again. This time the merriod spends its surge on surge Immobilize because it is now dealing damage and the hero will be Immobilized.
Movement
Monsters cannot enter terrain that causes them to suffer damage during movement.
If possible, when a monster with Reach engages a hero, it ends its movement so that its figure is two spaces away from the hero and it has line of sight to the hero. If not possible, it engages as normal.
Movement Vocabulary
Activation cards use special vocabulary that is new to cooperative adventures. Players should familiarize themselves with the terms below.
- Toward: When a figure moves toward a target, the figure moves into the target's space if possible. Otherwise, the figure must end its movement in the closest possible space to the target following normal movement rules. The figure always takes the route that requires the fewest movement points.
- Away: When a figure moves away from a target, the figure must increase the number of spaces between the figure and the target with each space moved. If a figure cannot increase the number of spaces between the figure and the target, the figure does not move.
- Furthest: The target that is the greatest number of spaces away from the monster.
- Closest: The target that is the fewest number of spaces away from the monster.
- Engage: When an effect instructs a monster to engage a target, that monster performs a move action and moves toward the specified target. If a monster would not move when performing this action, this action is not performed.
- Spot: When an effect instructs a monster to spot a target, that monster performs a move action and moves toward the closest space from which it would have line of sight to the specified target. If a monster already has line of sight to the target, that monster does not perform this action. If there is no space on the map from which the monster could have line of sight to the target, the monster targets a different hero, following the instructions of that same action while ignoring the hero it cannot target.
- LOS: Some monster activation actions contain the acronym "LOS." This acronym stands for "line of sight" and follows all of the rules for line of sight in the base game.
Large Monsters
When players determine movement for a large monster, they must choose one space that the monster occupies and count movement from the chosen space as if the figure occupied one space. When players move a large monster toward a target, they must choose the space occupied by the large monster that is closest to the target. When players move a large monster away from a target, they must choose the space occupied by the large monster that is furthest from the target. After players move a large monster toward or away from a target, players must place the monster as close to or as far away from the target as possible, respectively. Otherwise, large monsters follow the normal movement rules for large monsters.
Spotting Example
- The master fire imp is instructed to spot Syndrael. However, it already has line of sight to Syndrael, so it does not attempt to spot her.
- The minion fire imp is instructed to spot Syndrael. It must move two spaces in order to gain line of sight to Syndrael. Once the fire imp has line of sight to Syndrael, it stops.
Engaging Example
- The minion merriod has a Speed of 3 and the Reach ability, and is instructed to engage Tomble.
- The minion merriod ends its movement two spaces away from Tomble, and because it has Reach, its figure is placed so that it remains two spaces away.
Encounters
Encounters in cooperative adventures are different from encounters in the base game and do not follow the same rules. An encounter consists of all map tiles shown under the corresponding section of the encounter guide and follows all rules in this section and on the respective Exploration card.
The rules of an encounter affect the whole map unless otherwise stated.
Main Encounters and Experience Points
Main encounters are special encounters that are integral to each quest. Main encounters are labeled with a number on their Exploration card and corresponding section of the encounter guide. The outcome of one main encounter will affect the next main encounter, ultimately leading up to the final main encounter, or the Finale.
Heroes gain experience points in the first two main encounters. When a hero gains experience points, he may immediately spend those experience points, along with any saved experience points from earlier in the quest, by acquiring new skill cards of his class. Players may save any unspent experience points for future use, but can only spend those experience points immediately after gaining new experience points.
Current Encounter
The current encounter is the encounter on the active Exploration card or the most recent active Exploration card.
Entrances and Exits
Entrances and exits are defined spaces in each encounter. Refer to the encounter guide to locate an encounter's entrance and exit.
Overlapping Map Tiles
There are some situations in which players cannot set up an encounter because it would cause a map tile to overlap with an existing map tile. To solve this problem players must use end caps. An end cap is a two-space tile that is connected to other map tiles on only one side.
If map tiles overlap when placing a new encounter, use end caps to create a hidden passage instead. Connect one end cap to the exit of the previous encounter. Then, place the new encounter in an open space on the table and connect a second end cap to the entrance of the new encounter. The two end caps are considered linked.
If a figure is on a linked end cap, the figure may spend one movement point to move to the other linked end cap as if the spaces of both end caps were adjacent. If both spaces on the end cap a figure is moving to are occupied, the hero or monster places his figure in the closest empty space to that end cap.
Monsters and heroes cannot attack through or draw line of sight through linked end caps.
Overlapping Map Tiles Example
- The heroes have drawn the "Stones of the Founders" from the Exploration deck. However, they cannot place the "Stones of the Founders" because it would intersect with the existing "Breached Ice."
- The heroes place an end cap on the exit of the encounter that they are exiting, which is the "Passage of the Future."
- They also attach an end cap to the entrance of the newly explored encounter, which is "Stones of the Founders." This end cap is linked to the one on the "Passage of the Future."
Defeated Heroes
Each time a hero is defeated, advance fate by one.
Transition to Act II
When an Exploration card instructs players to transition to Act II, they perform the following:
- Place the Act I Shop Item deck back in the box, and move the Act II Shop Item deck next to the loot track. When drawing cards for loot, players will now draw from the Act II Shop Item deck.
- Replace all Act I Monster cards with Act II Monster cards. The new cards apply to monsters currently on the map as well as all future monsters.
Monster Activation During a Hero Turn
Some Exploration cards cause specific monster groups to activate after the corresponding encounter is set up, even though it is not the Overlord phase. To activate monsters during a hero's turn, draw an Activation card and activate only the specified groups, then discard the Activation card. Monster activation is described in detail on page 7.
Spawn and Place
If the encounter guide instructs players to spawn monsters, the players place monsters on the map based on the number of heroes as indicated in the encounter guide. If there are two heroes, place monsters on the spaces marked "2." If there are three heroes, place monsters on the spaces marked "2" and "3." If there are four heroes, place monsters on the spaces marked "2," "3," and "4."
If players cannot spawn a monster because the required figure is already on the map, remove that figure from the map, recover all damage and remove any conditions on that monster, and place it as directed. When players remove figures from the map in order to spawn monsters for an encounter, they cannot remove monsters that were just placed for that encounter. They must remove monsters that were on the map before the players started spawning monsters for that encounter.
If a peril effect or overlord effect instructs players to place new monsters on the map and there are not enough figures to place, place as many figures as possible. When players are instructed to place monsters on the map, they place master monsters first, respecting group limits.
The Golden Rules
There are two very important rules that players should keep in mind when playing cooperative adventures. These rules are below:
- If the text on a card conflicts with the rules listed in this rulebook, the card takes precedence.
- If a game effect has multiple potential targets and the intended target is unclear, heroes choose the target of the effect from among the potential targets.
Lighting Your Path
The survival of the heroes during this adventure largely depends on their ability to stay out of the darkness and in the light.
The Torch
The white objective token is the torch. Each space within two spaces of the torch is a lit space. As an action, a hero adjacent to the torch can pick it up.
The Torchbearer
The hero carrying the torch is the torchbearer. Each space within two spaces of the torchbearer is a lit space. As an action, the torchbearer may give the torch to an adjacent hero. If the torchbearer is defeated, place the torch in an adjacent space.
Darkness
Each space that is not a lit space is in darkness.
Each time a hero in darkness performs an attribute test, add 1 [icon] to the results.
Epilogue and Failure
- Winning the quest: If the heroes win the quest, read the Epilogue aloud. (The narrative is flavour text and is omitted here.)
- Losing the quest: If the doom and fate tokens occupy the same space or the heroes fail the quest, read the following aloud. (The narrative is flavour text and is omitted here.)
Encounter Guide
Encounters are listed in the order printed in the guide. The map tile codes are as printed beside each encounter; the map images themselves are not reproduced here.
Encounter Key: Entrance; Exit; Fire Imps; Elementals; Hybrid Sentinels; Merriods.
Token Key (as printed on the encounter maps): Torch (white objective token); Pedestal; Secret Passage (blue objective token); Pit Space (blue objective token); Vent (red objective token); Firepit; Chest.
Last Breath
Starting encounter (identified by the star in the upper-left corner).
Darkness fills your lungs and you cannot find your breath. You fix your eyes on the light and emerge from the depths.
Setup: Place a white objective token as indicated. This is the torch. Spawn merriods and fire imps as indicated. Each hero places his figures on a water space and suffers [droplet icon] equal to the attribute of his choice. Then, each hero tests that attribute. Each hero who fails is Stunned.
Map tiles: 28B, 21B, 11B.
Exploration card rules (Last Breath): Each water space is a lit space. If the torchbearer enters an empty space adjacent to the door, refresh fate and discard this card.
Overlord effect (Last Breath): Darkness floods the room like a rising tide. It grasps your legs and draws you toward the water. You hold the torch high and attempt to keep it above the liquid shadows. 3 [hourglass icon]: Advance doom by 1. Then, discard this Exploration card.
Stones of the Founders
Amber pedestals infused with fragments of bone protrude from the floor of this forgotten tomb.
Setup: Collect 4 red and 4 blue objective tokens. Shuffle the tokens together and place them facedown on the map as indicated. No players should know which objective tokens are which color. These are pedestals.
Map tiles: 2B.
The blue Exploration card rules for Stones of the Founders are printed only on the physical card and are not reproduced in this rulebook.
Passage of the Past
The webs were powerless to stop you, shattering like mist beneath your feet as you crossed the passage. You sprint forward, clearing the ancient strands from your path as you go. They only slow you momentarily as you enter the hallway, and you push them aside as you open the door.
Map tiles: 15B.
No setup text is printed for this encounter. Its blue Exploration card rules are printed only on the physical card and are not reproduced in this rulebook.
Passage of the Present
Deep within the darkness you find the truth. Nothing is as it seems.
Map tiles: 33B.
No setup text is printed for this encounter. Its blue Exploration card rules are printed only on the physical card and are not reproduced in this rulebook.
Passage of the Future
Monuments dedicated to your future glory stand watch over your decaying corpses – what does the future hold?
Setup: Collect a number of red objective tokens equal to the number of heroes. Then, replace 1 of those tokens with a green objective token, shuffle them, and place them as indicated. No players should know which objective tokens are which color.
Map tiles: 16B.
The blue Exploration card rules for Passage of the Future are printed only on the physical card and are not reproduced in this rulebook.
Breached Ice
Deep beneath the age-old ice you are standing on, you see another reality. The darkness of another world strikes up at you and shatters the fragile barrier.
Setup: Place 4 blue objective tokens as indicated. Spawn merriods as indicated. Move the exploring hero 1 space toward the master merriod.
The example on page 5 adds that each space containing a blue objective token is a pit space.
Map tiles: 7B.
The blue Exploration card rules for Breached Ice are printed only on the physical card and are not reproduced in this rulebook.
Breath of Stone
You hear deep breathing around the corner. You fear some great dragon or giant may be waiting for you, but as you peer into the darkness you realize the earth itself is breathing!
Setup: Spawn elementals as indicated. In a 3 hero game, spawn only the master elemental as indicated.
Map tiles: 5B, 4B.
The blue Exploration card rules for Breath of Stone are printed only on the physical card and are not reproduced in this rulebook.
Glimmerlack Hall
Gold, gems, and flames swirl about the room before you. On the far side stands a dragon hybrid, his arms raised as he maintains the spell. "Enter," he commands, "take part in the wonders of the hoard of Axirumn!" The room is only a fantasy, one that will disappear when you slay the delusional hybrid.
Setup: Spawn hybrid sentinels as indicated. The master hybrid sentinel is Axirumn. Place 2 blue objective tokens as indicated. These are secret passages.
Map tiles: 32B, 26B (Antechamber).
Exploration card rules (Glimmerlack Hall): A hero in a space containing a secret passage may spend 1 movement point to remove his figure from the map and place it on another secret passage as if they were adjacent spaces. If the space with the other secret passage is occupied, place your figure on the closest empty space.
If Axirumn is defeated and each hero is on the antechamber, discard the blue objective tokens and refresh fate. Then, discard this Exploration card.
If Axirumn or a hero is defeated, discard the blue objective tokens and advance doom by 1. Then, discard this Exploration card.
After setup: Activate minion hybrid sentinels.
Overlord effect (Glimmerlack Hall): Extending his hand, Axirumn beckons you forward. "Obey," he growls. Each hero in darkness moves 2 spaces toward Axirumn.
Incinerator
Noxious gas streams from vents in the wall. You can feel the miasmic poison assaulting your lungs as you draw close and recall that such gases are also highly flammable.
Setup: Spawn fire imps as indicated. Place red objective tokens as indicated, based on the number of heroes. These are vents.
Map tiles: 13B, 23B.
Exploration card rules (Incinerator): Each time a hero enters a space containing or adjacent to a vent, he suffers 1 [droplet icon] and is Poisoned.
If the torchbearer is adjacent to a vent or if a hero adjacent to a vent is Burning, the vents ignite.
As an action, while adjacent to a vent, a hero may test [fist icon] or [spiked-burst icon]. If he passes, the vent is shut and the token is discarded from the map. If he fails, he is Poisoned.
If there are no vents on the map, refresh fate and discard this Exploration card.
If the vents ignite, each hero is Burning. Then, advance doom by 1, discard each red objective token, and discard this Exploration card.
After setup: Activate fire imps.
Overlord effect (Incinerator): Deranged laughter echoes up one of the vents. Moments later, a flaming imp emerges. Place 1 fire imp adjacent to 1 vent, respecting group limits.
3 [hourglass icon]: With a single spark, the room becomes an inferno. The vents ignite.
Square One
Main encounter (numbered 1 on its Exploration card and in the guide).
Familiar yet unknown names line the gravestones before you. In the distance you see a campsite, the embers of the fire still glowing. You pause in wonder; this is your campsite. You do not recall the graves, however – nor the flaming guardians.
Setup: Spawn elementals and fire imps as indicated. Place 4 red objective tokens facedown as indicated. These are firepits.
Map tiles: 14A, 8A, 9A.
Exploration card rules (Square One): Each time a fire imp in darkness performs an attack, that attack gains +1 [icon]. Fire Imps cannot perform Engage or Spot actions.
Firepits block movement. As an action, while adjacent to a firepit that is not ablaze, a hero may flip that firepit faceup to show that it is ablaze. Then, test [icon] or [icon]. If he fails, he suffers 2 [icon] and 1 [icon]. Each space adjacent to a firepit that is ablaze is a lit space.
If each firepit is ablaze, discard each firepit. Each hero receives 2 XP. Then, refresh fate and discard this Exploration card.
If the fire dies, discard each firepit. Advance doom by 1. Each hero receives 1 XP. Then, discard this Exploration card.
Overlord effect (Square One): The small, gremlin-like creatures crackle with laughter as you try in vain to rekindle the fire. They inhale great, screeching breaths and consume your flames. Flip facedown each firepit that is adjacent to a fire imp. Every ember grows dark and… The fire dies. 3 [hourglass icon]
Note: the PDF prints the Square One test icons and the "+1" icon in a form the text layer cannot read, and the printed card is partly covered in the rulebook image, so those icons are marked [icon]. Check the physical card.
Nightmare Gate
Main encounter (numbered 2 on its Exploration card and in the guide).
Once again you find your way outside and happen upon your campsite. Charred bodies are huddled in the center, reaching out for an unscathed chest. You notice several more chests scattered about. Perhaps one of these holds the key to the black gate that looms opposite you.
Setup: Spawn hybrid sentinels as indicated. Collect 1 green, 2 red, and 3 blue objective tokens. Shuffle the tokens together and place them facedown as indicated. No players should know which objective tokens are which color. These are chests.
Map tiles: 31A, 34B.
Exploration card rules (Nightmare Gate): Hybrid sentinels do not activate until the locked door is removed. If the fire died in Square One, each time a hero enters a space adjacent to a chest, that hero suffers 1 [droplet icon].
At the start of each hero's turn, that hero gains movement points equal to 5 minus the number of heroes.
As an action, while adjacent to a chest, a hero may reveal that objective token. If he does, perform the following based on its color.
- BLUE: Replace this objective token with a minion fire imp, respecting group limits.
- RED: Replace this objective token with a master fire imp, respecting group limits.
- GREEN: If each chest has been revealed, discard this token and remove the locked door from the map. Otherwise, return this token facedown.
If there are no hybrid sentinels on the map, the heroes have slain Draemor's guard. Each hero gains 3 XP. Transition to Act II. Then, refresh fate and discard this Exploration card.
Overlord effect (Nightmare Gate): 4 [hourglass icon]: Advance Doom by 1 and reveal all chests. Each hero receives 2 XP. Transition to Act II. Then, discard this Exploration card.
Limbo's End
Main encounter (numbered 3 on its Exploration card and in the guide).
A dragon hybrid wallows in a pool of lava. His armor glows as it absorbs the unimaginable heat, but does not melt. He smiles up at you and wades out the opposite side.
"Welcome, heroes," he hisses with amusement and disdain. "I am Draemor. In a few short moments my ritual will be complete, and your life, strength, power, and glory will be mine. Try not to struggle too much," he laughs. The wall across from you ripples and disappears. You see shadowy forms of your bodies spread across the floor. The wall reappears as Draemor enters the secret chamber.
You don't have much time.
Setup: Spawn elementals, fire imps, and hybrid sentinels as indicated. The master hybrid sentinel is Draemor.
Map tiles: 17B, 12B, 18B, 35B, S1B.
Exploration card rules (Limbo's End): If the heroes failed to defeat Draemor's guard, each hybrid sentinel adds +1 [icon] to each of its defense results. Draemor does not activate and is not considered to be on the map until the secret room is revealed.
If there are no minion monsters on the map, the secret room is revealed. Ignore the black border surrounding the secret room; it does not block line of sight, movement, or counting spaces.
Each time Draemor is defeated, he is not removed from the map. Instead, 1 hero places his hero token in a space marked with an "X". This is that hero's body. Then, Draemor recovers all [icon], discards all conditions, and is placed in an empty space at least 3 spaces from each hero.
If each hero is in a space containing his body, the heroes win the Quest!
Overlord effect (Limbo's End): 5 [hourglass icon]: Shadow flickers like flame below your eyelids and waves of darkness break across your body. You gasp for air, but cannot find the light. The heroes fail the Quest.
Note: the Limbo's End icons for the defense bonus and the recovery are not legible in the PDF text layer and are marked [icon]. Check the physical card.
Quick Reference
Turn Summary
- Hero Phase
- Overlord Phase
- a. Overlord Effects
- b. Fate (If there is no active Exploration card, advance fate by one and resolve one Peril card.)
- c. Monster Activation
- Determine Monster Group
- Note Active Effects
- Choose a Monster
- Perform Actions
- Continue/Complete Activation
Defeated Heroes
Each time a hero is defeated, advance fate by one.
Special Monster Rules
- Merriods: The Flail ability targets the hero closest to the merriod in addition to the original target of the attack.
- Hybrid Sentinels: The Fire Breath ability targets as many heroes as possible. The path cannot be traced through any monster figures.
If possible, when a monster with Reach engages a hero, it ends its movement so that its figure is two spaces away from the hero and it has line of sight to the hero. If not possible, it engages as normal.
Movement Vocabulary
- Toward: When a figure moves toward a target, the figure moves into the target's space if possible. Otherwise, the figure must end its movement in the closest possible space to the target following normal movement rules. The figure always takes the route that requires the fewest movement points.
- Away: When a figure moves away from a target, the figure must increase the number of spaces between the figure and the target with each space moved. If a figure cannot increase the number of spaces between the figure and the target, the figure does not move.
- Furthest: The target that is the greatest number of spaces away from the monster.
- Closest: The target that is the fewest number of spaces away from the monster.
- Engage: When an effect instructs a monster to engage a target, that monster performs a move action and moves toward the specified target. If a monster would not move when performing this action, this action is not performed.
- Spot: When an effect instructs a monster to spot a target, that monster performs a move action and moves toward the closest space from which it would have line of sight to the specified target. If a monster already has line of sight to the target, that monster does not perform this action. If there is no space on the map from which the monster could have line of sight to the target, the monster targets a different hero, following the instructions of that same action while ignoring the hero it cannot target.
- LOS: Some monster activation actions contain the acronym "LOS." This acronym stands for "line of sight" and follows all of the rules for line of sight in the base game.
Monsters Spending Surges
- Hero Skills
- Range
- Special
- Pierce
- Damage
Doom and Fate
- Doom Advances by One
- Fate Advances by One
- Fate Moves Backward by One
- Fate Refreshes
The Golden Rules
- If the text on a card conflicts with the rules listed in this rulebook, the card takes precedence.
- If a game effect has multiple potential targets and the intended target is unclear, heroes choose the target of the effect from among the potential targets.