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Descent: Journeys in the Dark (Second Edition) – The Chains That Rust

Expansion for Descent: Journeys in the Dark (Second Edition)

Descent: Journeys in the Dark (Second Edition) – The Chains That Rust Rulebook

Note: the expansion's separate Quest Guide booklet is not included.

Table of Contents

Table of Contents

  • Components
  • Using This Expansion
    • Expansion Setup
    • An Epic Story
    • The Chains That Rust Expansion Icon
  • The Chains That Rust Expansion Rules
    • Sludge
    • Elevation
    • Old Wall
    • Crumbling Terrain
    • Hybrid Classes
    • New Relic Types
    • Tainted Cards
      • Tainted Card Anatomy
    • Overlord Servants
  • Playing the Campaign
    • Standalone Campaign Setup
    • Choosing Quests
    • Finale
    • Playing with Mists of Bilehall
      • Combined Campaign Setup
      • Transitioning to Act II
  • Campaign Log

Components

  • 8 Plastic Figures
  • 6 Tainted Cards
  • 1 Servant Card and Token
  • 16 Class Cards
  • 3 Relic Cards
  • 9 Shop Item Cards
  • 6 Monster Cards
  • 3 Lieutenant Cards and Tokens
  • 1 Objective Token
  • 4 Condition Cards (with 5 Condition Tokens)
  • 8 Overlord Cards
  • 2 Travel Event Cards
  • 1 Villager Token
  • 15 Map Tiles
  • 2 Old Walls (with 2 Plastic Stands)
  • 8 Crumbling Terrain Tokens
  • 16 Damage Tokens
  • 8 Hero Tokens

Using This Expansion

Expansion Setup

Each Descent: Journeys in the Dark Second Edition expansion is designed to seamlessly integrate into your collection. Players should finish any campaigns they have started before incorporating the components from The Chains That Rust into Descent: Journeys in the Dark Second Edition.

Before using this expansion for the first time, perform the following.

  1. Incorporate Expansion Cards: Add the new Condition, Class, Shop Item, Relic, Monster, Overlord, Travel Event, and Lieutenant cards to the pool of available cards.
  2. Prepare New Cards: Combine the Tainted cards from this expansion with those found in other expansions. If you do not have other expansions that include Tainted cards, create a new deck using only the cards found in this expansion. Store the Servant card in the game box until called for.
  3. Incorporate Other Components: Add the tokens, monster figures, and map tiles from this expansion to their respective supplies.

An Epic Story

This expansion introduces a one-act campaign called "The Chains That Rust." Unlike previous campaigns, this campaign provides a complete narrative experience within a single act.

The Chains That Rust expansion can also be combined with Mists of Bilehall (a previously released expansion) to form a larger, two-act campaign. Together these expansions weave the two stories into a single, seamless narrative. Instructions for how to combine the two can be found on page 8.

The Chains That Rust Expansion Icon

All cards found in this expansion are marked with The Chains That Rust expansion icon to distinguish these components from those found in the base game and other expansions.

The Chains That Rust Expansion Rules

The following sections describe the rules associated with each of the new components found in The Chains That Rust.

Sludge

Any space defined by an orange line surrounding it is a sludge space. Like water terrain, a figure moving into a sludge space must spend 1 additional movement point or it cannot enter that space. Additionally, when a figure starts its turn or activation so that each space it occupies is a sludge space, its Speed is 1 and cannot be increased above 1 until the end of that turn or activation.

Elevation

Elevation is represented by a dotted red line along the edge of certain spaces. These lines, also known as elevation lines, block movement but not line of sight. A figure cannot move across an elevation line, but it can trace line of sight over one.

Adjacent spaces separated by an elevation line are still considered to be adjacent. However, when a figure declares a Melee attack targeting a figure on the opposite side of an elevation line, the target figure adds one additional black defense die to its defense pool. If the attacking figure's attack has the Reach or Extend keyword, the target does not add the additional black defense die to its defense pool.

When determining movement for large monsters, elevation lines block movement. However, when ending or interrupting movement for large monsters, the monster figure may be placed on spaces containing elevation lines, as long as those spaces are empty. For example, a large monster may occupy two empty spaces separated by an elevation line. A figure with the "Fly" ability may move through elevation lines.

Note: A figure cannot move diagonally across elevation lines through a shared corner of an elevation line and a wall (the black edge of a map tile).

Old Wall

This expansion includes a new feature called an old wall. An old wall is set up similarly to doors in a quest and is shown as a blue rectangle in The Chains That Rust Quest Guide. Old walls cannot be opened and closed like doors. Figures cannot trace line of sight or count spaces through an old wall. Spaces separated by an old wall are not adjacent.

Crumbling Terrain

This expansion introduces a new type of terrain and token called crumbling terrain. Crumbling terrain tokens are placed on the map during setup, as indicated on the quest map in The Chains That Rust Quest Guide. When placed near an old wall, the token may need to be rotated to fit optimally.

A space that contains crumbling terrain loses all other terrain types. Each time a hero enters a space that contains crumbling terrain, that hero may test Lore or Awareness, his choice. If he fails or chooses to not test, he removes that crumbling terrain token from the map and suffers the effects of the other terrain in that space as normal; if that terrain requires 1 additional movement point to enter, that hero suffers 1 fatigue instead. If a figure is in a space that contains crumbling terrain, other figures cannot enter that space.

Hybrid Classes

The Chains That Rust introduces a new type of Class deck to be used by the heroes: hybrid classes. Hybrid classes allow a hero belonging to one archetype to choose a second class that belongs to a different archetype.

When a player chooses a hybrid class during Hero Setup, the basic skill card associated with the hybrid class instructs him to choose one additional standard Class deck belonging to a different archetype. The basic skill card designates which archetype the additional standard Class deck can be chosen from. When choosing the additional class, the player cannot choose another hybrid class.

After choosing the additional standard Class deck, the player receives the basic skills and starting equipment from that Class deck. Each time he spends experience, he may purchase skills from either Class deck, excluding 3-experience cards from the additional standard Class deck.

A hero's archetype is not changed when he chooses a hybrid class. For example, if a hero belonging to the Warrior archetype chooses a hybrid class that allows him to select a standard Class deck belonging to the Mage archetype, that hero still belongs to the Warrior archetype and does not belong to the Mage archetype.

New Relic Types

Two new Relic card types are included in this expansion: monster relics and universal relics. Except where noted here, these relics follow the normal rules for relics. Each of these relic types is designated by an icon on the lower left of the Relic card. Monster and universal relics cannot be wielded by lieutenants.

Monster relics are wielded by monster groups in the same way regular relics are wielded by lieutenants. During setup of each encounter, the overlord chooses which monster relic (if any) each of his monster groups will wield. Each monster group can wield only one monster relic. The overlord places the chosen Relic card next to the monster group's card. The monster relic remains there until the end of the encounter, even if all monsters in that group are defeated. Monster relics cannot be wielded by lieutenants and have no effect if they are not wielded by a monster group.

Universal relics are not wielded. Instead, each time the overlord receives a universal relic, he places it in his play area, where it remains for the rest of the campaign. The overlord can use universal relics by following the instructions on the card.

Tainted Cards

During quests in "The Chains That Rust" campaign, the heroes use a new type of card: Tainted cards. Tainted cards represent the corruption that afflicts the heroes from their time in the Mistlands.

At the start of each quest, the overlord shuffles the Tainted cards together and deals 1 card to each hero, placing it facedown near each hero's Hero sheet. No player should know which card has been dealt to any hero. The overlord places the remaining cards aside. While a hero has a Tainted card in his play area, apply +2 to that hero's Health.

When a hero with a facedown Tainted card is defeated, he flips that card faceup. That hero is affected by the effects on that card until the end of the quest.

Tainted Card Anatomy

The printed anatomy diagram uses the Tainted card "Dream Walk" as its example. Its callouts are:

  1. Title: This area lists the title of the tainted effect.
  2. Flavor Text: The first paragraph explains how the tainted condition affects the hero.
  3. Unique Effects: The second paragraph explains the unique rules for this Tainted card.
  4. Generic Effect: The third paragraph explains the generic rules for Tainted cards.
  5. Health Icon: This is a reminder that a hero with a Tainted card applies +2 to his Health.

Card text of the example, as printed:

Dream Walk

Some corner of your mind is still asleep, drifting between reality and a dream. Your vision is dim, and your thoughts trail off in strange directions.

Apply -1 to your Awareness and Lore (to a minimum of 1).

You are tainted. While knocked out, you can only recover damage from untainted heroes or heroic feats.

Overlord Servants

The Soulbinder Overlord class functions similarly to the Overlord classes from the base game, but it includes a new type of Overlord card: the Summon card. The overlord purchases Summon cards normally during the Spend Experience Points step of the Campaign phase. Unlike other Overlord cards, the overlord places a Summon card faceup in his play area when he purchases it instead of adding it to his deck. This card does not count toward his deck size, nor does it count toward his ability to purchase higher-level cards.

Each Summon card corresponds to a Servant card and token. When the overlord purchases a Summon card, he places the corresponding Servant card and token in his play area. Each time the overlord uses the Summon card, he takes the corresponding servant token from its current location and places it as indicated by the Summon card. The servant token is treated as a minion monster in its own group, using the information found on the Servant card, and follows the same rules as other monsters.

Playing the Campaign

To play "The Chains That Rust" campaign, follow the rules found on pages 19-22 of the Descent: Journeys in the Dark Second Edition rulebook, with the following exceptions. This campaign can be played as a standalone one-act campaign or as a continuation of the campaign found in the previously released Mists of Bilehall expansion.

Standalone Campaign Setup

When playing the standalone campaign, before setup of the Introduction each player receives 5XP that they may immediately spend. Then, the heroes receive 225 gold per hero and may shop the entire Act I deck. Then, return all Act I Shop Item, Monster, and Lieutenant cards to the box. Remove all Act II Shop Item, Monster, and Lieutenant cards from the box. "The Chains that Rust" uses Act II cards.

Choosing Quests

Players complete a total of five quests throughout "The Chains That Rust" campaign. The campaign begins with the Introduction quest entitled "Castle Dalibor." After the Introduction, players use the new campaign map located on the back of this rulebook for each travel step, beginning each travel step at Rothfeld Village.

Players can use the campaign log on page 9 of this rulebook to record the quests that are played. Players can photocopy the campaign log or download and print a copy from the Fantasy Flight Games official website (www.fantasyflightgames.com).

Players are restricted when choosing quests during "The Chains That Rust" campaign. The outcome of each quest determines which quest will be available next. This is indicated by the arrows connecting those quests to the previous quest: if the heroes win a quest, follow the left-hand arrow; if the overlord wins, follow the right-hand arrow.

If there is only one arrow, follow that arrow. After completing a quest, the winner of that quest chooses which of the available quests will be played next. Unless some other effect provides additional quests, only one quest will be available to be chosen.

After completing four quests (including the Interlude), it is time for the Finale. Players resolve one Campaign phase as normal, and then the heroes travel to the "Profane Nexus" quest to determine the ultimate winner of the campaign.

Finale

The campaign ends in an exciting quest known as the Finale. The Finale is a two-encounter quest in which the players always play the same first encounter, but progress to a different second encounter depending on who won the first encounter. The winner of the second encounter wins the campaign!

Playing with Mists of Bilehall

Alternatively to playing a standalone campaign, this expansion can be combined with the Mists of Bilehall to form a grander two-act campaign by making the following modifications.

Combined Campaign Setup

Follow the "Mists of Bilehall Campaign Rules" found on page 8 of the Mists of Bilehall Rules and Quest Guide. Play the campaign as instructed until the Finale, "Hallowing Fire."

Instead of playing "Hallowing Fire" as the Finale, treat it as the Interlude. Immediately after completing "Hallowing Fire," each player gains 1 XP.

If instructed to read the overlord victory text on page 30, read the following instead of reading the overlord victory text:

Your head rocks back and forth to the rhythm of turning wheels and clomping hooves. A leafless canopy drifts by above you. Mustering your strength, you take a look around. You lie in an open cart, piled with scavenged materials and your undying bodies. You open your mouth to speak, but your exhaustion returns, and you slip back into darkness. When you awaken, you are bound to a chair, seated before a council of elders—living, untainted elders. They debate and reason among themselves for an hour before they are willing to even remove your gag. They ask of your life before, your journey through the mists, and your thoughts, desires, and motives now. Their suspicion and interrogation seem unending, but by the end of the second day, you have been untied and are free to walk about the hall. Guards watch you with wary eyes, but for now you are welcome here—though you are not sure they will let you leave.

If instructed to read the hero victory text on page 30, read the following after reading the hero victory text, and the heroes gain 25 gold per hero:

Thirst and hunger return with a fury, eager to remind you of the many days it has been since you've taken part in the necessities of living creatures. Yet a strange and stronger desire haunts you: to breathe the mists again—a desire you do not disclose to your companions. Perhaps you are not as free as you had hoped.

So it is weak, weary, and once again nearing death that you stumble into the small border village of Rothfeld. You barter for a room at the inn, but are told the there is no vacancy. You wander the streets seeking a place to stay and are at last greeted by the town council and militia. Tense minutes pass as they question you; the information you share is guarded, but at last they offer you a room at the town hall. You lay down on rickety beds and pray for rest.

Transitioning to Act II

After reading the appropriate victory text above, transition to Act II. Additionally, return the tiles from the Mists of Bilehall expansion to the box.

Then, the winner of "Hallowing Fire" chooses either "Legion's Hunter" or "Freedom from Flesh" as the first Act II quest, following the restrictions of the "Choosing Quests" rules to the left. "Castle Dalibor" is not played during the combined campaign. After completing a quest, the winner of that quest chooses an available quest as indicated on the next page.

Campaign Log

The campaign log on page 9 of the rulebook records the quests played, along with the Hero XP, Hero Gold, and Overlord XP.