desConfronto
desConfronto Rulebook
Table of Contents
Table of Contents
- What's in the Box
- Setup
- Game Elements
- Symbology
- Conditions
- Corruption and Purification
- Elementals
- Condition Summary
- Coliseum Mode
- Hunt Mode
- Campaign Mode
- Exhaustion
- Levelling Up
- Elder Card
- Example of Play
- Daegur, the Final Boss
- Additional Rules
- Corruption Master Mode
- Secret Endings
- The Heroes of Sempreterna
- Artan, the Renegade Paladin
- Fildon, the Scribe Bard
- Gëlien, the Fugitive of Aliel
- Kandra, the Barbarian of the Asak-Hai
- Marzak, Druid of the Vaniel
- Pharanor, the Guardian Mage
- Tainara, the Monk of Nahaat
- Tesser, the Cleric of Üiala
- Quick Reference
What's in the Box
- 29 Wound Tokens (Tokens de Ferimento)
- 1 Central Playmat (back: Boss)
- 12 Boss Action Cards
- 10 Stone Tokens (Tokens de Pedras)
- 10 Shield Tokens (Tokens de Escudo)
- 1 Central Playmat (front: Creatures)
- 1 Boss Card (stage 1)
- 1 Boss Card (stage 2)
- 20 Creature Action Cards
- 8 Boss Cards (Summonable Guardians)
- 16 Creature Cards (Tier III)
- 16 Creature Cards (Tier II)
- 2 Active Hero and Creature Tokens
- 13 Corruption Tokens
- 16 Creature Cards (Tier I)
- 4 Akari Cards
- 4 Guardian Tokens
- 94 Condition Tokens
- 56 Class Markers
- 8 Class Decks of 28 cards each
- 22 Class Special Tokens
- 8 Legendary Weapons
- 8 Starting Equipment Cards
- 17 Shop Item Cards
- 8 Personal Artifacts
- 48 Creature Miniatures
- 15 Boss Miniatures
- 36 Exploration Cards
Setup
Tokens
- Separate all tokens into piles for conditions, wounds and rewards. Also set out the corruption and purification tokens, the rest tokens and the class markers in separate piles. Take the available dice and leave them within everyone's reach.
Separate the Special Cards
desConfronto is a board game with a story that progresses beyond your first adventure. Some cards in the deck are designed exclusively for the end of the campaign and will not be used on your first journey through Sempreterna. Therefore, before anything else, remove the following cards from the deck:
- Item cards: Solarion and Abyssal Blade (Lâmina Abissal)
- Enemy cards: Tenebrah and Corrupted Pharanor
- Map card: P5 (corrupted)
Note: these cards can spoil the story, so try not to read their contents much before putting them aside!
Build the Map (Campaign mode only)
Separate the map exploration cards from the rest of the deck. Keep them divided by biome (represented by the colour of the back), and place the Central card (K0), which represents the city of Kalahad, face up in the middle of the table. You may also arrange the first ring of exploration cards around it, face down.
Prepare the Creatures
Place the central playmat with the creatures face up, and separate the creature cards and the creature action cards from the rest of the deck. From these decks, set aside the Boss, Guardian and Boss Action cards: these cards are special and will only be used later.
Shuffle the creature action cards and place them in the location indicated on the playmat.
Separate the creature cards by tier I, II and III. Shuffle each tier separately and place them near the creature playmat.
Organize the Shop Items
In some locations of Sempreterna it will be possible to visit shops to buy items such as traps, bombs and potions. Separate these cards and keep them face up within the players' reach.
Choose Your Character
Each player takes on the role of a hero of Sempreterna and has at their disposal their class deck, hero playmat and tokens. Separate the heroes that will be used and return the rest to the box.
With the hero's deck in hand, separate the following items: Equipment, Skill Tree, Specialization, Elder and Class Actions.
- Of the equipment, keep only the head garment: this is the starting equipment. The weapon and the accessory will be found later in side missions, so keep them nearby but do not use them yet.
Skill Tree is the list of possible upgrades for your character. Lay them out under the playmat as indicated, or in some other way that lets you quickly tell which upgrades have or have not been acquired.
Specialization cards are identified by the Purification or Corruption icon in the upper left corner. Each character has six specialization cards in total: three gold and three purple. Separate these into a pile for later use.
Elder is a special card in your deck that shows the name and image of another hero. Set this card aside and keep it together with your equipment.
Action cards are marked by the dark silhouette of the character. You will also see cards with the symbol of a blue stone in the upper left corner: these are your Signature cards, the special powers of your hero. Shuffle both the action and the signature cards into the same pile and place it in the location indicated on the playmat as the draw pile. Draw 5 cards from this pile; these are the cards that make up your starting hand.
Example of a two-player game with the characters Tesser and Pharanor
Game Elements
The following is a list of terms that frequently appear on the game's cards. Some concepts are expanded on in other parts of this rulebook.
Dice
The dice have special icons, explained below.
- Corrupted Die. The action fails. No damage from this die is inflicted.
- 1 hit / 1 damage.
- 2 hits / 2 damage.
- Purified Die. Counts as 1 hit/damage inflicted and explodes, meaning it allows you to roll an extra die.
For reasons of immersion, when rolling dice for creature actions, you may "invert" the results of the Purified and Corrupted dice, keeping the feeling that the creatures benefit from results involving corruption.
Combat Terms
- Ally: The other players in your group are considered allies. A player is not considered an ally of themselves.
- Combat: A set of rounds. It is the whole period during which the heroes are fighting the creatures, or fighting one another in Coliseum Mode. A combat ends when there are no more turns available for the players to act.
- Active Creature: The Active Creature is the one carrying out the actions described. It is indicated by placing the Active Creature token (shown beside) on it.
- Damage: The value caused by the attack of a character or creature against its active enemy.
- Physical Damage: All damage caused by a dice roll. To cause wounds to a target, physical damage must first get past the target's shields.
- Magical Damage: All damage caused by Conditions or magical attacks. This type of damage passes over the target's shields, causing wounds directly.
- Note: some creatures can cause magical damage through a dice roll. Pay close attention to the iconography on the cards.
- Disadvantage: When you roll the dice, instead of rolling one die you must roll a pair of dice. The result used must be the worse result.
- Wound: The number of points removed from a target's Vigor Bar after shields and defences (where applicable) have been accounted for. Cards that cause wounds afflict Vigor points directly, ignoring defences or special abilities. These cards are not affected by Purification or Corruption bonuses.
- Active Hero: The Active Hero is the one carrying out the actions within the Round. Creature Action cards use the Active Hero as their reference or target for attacks.
Symbology
- Road Event: Indicates that a road event must be carried out when entering the card. The road event must be resolved before combat.
- Draw: The player must draw a number of cards from their deck equal to the number shown. There is no limit to the number of cards in a player's hand.
- Shop: At the end of a combat, it is possible to access the shop to make purchases at this location.
- Heal: The character recovers Vigor Points for themselves or an ally equal to the number shown on the card. A player may not heal themselves or be healed above their maximum Vigor value.
- Conclusion Token: At the end of combat against an Environment Boss, the players receive as a reward a token indicating the completion of this mission.
- Short Rest: As a victory spoil, the heroes receive the benefit of a short rest without the need to camp.
- Long Rest: As a victory spoil, the heroes receive the benefit of a long rest without the need to camp.
- Point of Interest: A special event may take place here, such as the side missions for a Legendary Weapon or a Class Specialization.
- Extra Action: The player gains a number of extra actions in their turn equal to the number shown. Extra actions not carried out during the turn are discarded at its end.
- Physical Attack: Indicates that the attack is physical. The number of dice beside it shows how many dice are rolled when making the attack, adding the number of symbols to the calculation of the final damage. Physical attacks are reduced by the number of Shields of the target, as well as by passive defence abilities.
Conditions
A condition is a status applied to a target, ignoring all of its defences or passive abilities. Wounds generated by a condition are not affected by Corruption or Purification.
Conditions are applied even when the card's total damage is negated by Shields or abilities.
- Stunned (Atordoado): On its next turn, the target loses 1 action. A Stunned target is unable to perform reactions. The target is still able to use shields to reduce damage received.
- Note: Tesser's natural ability to reflect damage is not considered an action or a reaction, and may be triggered even while Stunned.
- Exhaustion (Exaustão): The target is momentarily defeated and falls in combat. To get back up, the hero spends all of their available actions and loses 1 Level.
- Bleeding (Sangramento): At the start of every turn the target receives 1 wound. The condition is removed if the target receives 1 point or more of healing. When accumulated, the condition requires healing equal to the number of accumulations in order to be removed.
Corruption and Purification
- Corruption: On heroes, reduces the final value of damage caused by the hero on physical damage attack rolls by 1. The Corruption condition remains indefinitely, or until it is removed by a Purification condition, and may be accumulated to a maximum of 6 tokens per target.
| Number of corruption tokens | Reduction of physical damage caused | Increase of physical damage suffered |
|---|---|---|
| 1 | -1 | 0 |
| 2 | -1 | +1 |
| 3 | -2 | +1 |
| 4 | -2 | +2 |
| 5 | -3 | +2 |
| 6 | -3 | +3 |
On creatures, increases the final value of damage caused by the creature in an attack by +1. The condition lasts 2 turns or until it is purified.
One point of the Purification condition negates the effects of one point of the Corruption condition.
- Purification: On heroes, increases the final value of damage caused by the hero on attack rolls by 1. The Purification condition lasts 2 turns and may be accumulated to a maximum of 6 tokens per target.
| Number of purification tokens | Increase of physical damage caused | Reduction of physical damage suffered |
|---|---|---|
| 1 | +1 | 0 |
| 2 | +1 | -1 |
| 3 | +2 | -1 |
| 4 | +2 | -2 |
| 5 | +3 | -2 |
| 6 | +3 | -3 |
On creatures, Purification reduces the final value of damage caused by the creature in an attack by 1. The condition remains on creatures indefinitely, or until it is removed by a Corruption condition.
One point of the Corruption condition negates the effects of one point of the Purification condition.
Elementals
- Fire: At the start of the target's next turn it receives 2 wounds. The condition then ends. When accumulated, it increases by 1 the damage suffered by the target per accumulation; that is, if the target has 3 accumulated tokens, the damage received will be 2 + 1 + 1 = 4 points of wound.
- Ice: Every time the target performs actions, it suffers 1 wound per action performed. The condition lasts 2 turns. A target with the Ice condition is unable to perform reactions or retaliations, and is unable to receive healing points.
- When the Ice condition is accumulated with the Fire condition, in either order, Ice is immediately exchanged for 2 more Fire. When the Ice condition is accumulated with the Thunder condition, in either order, the target immediately suffers 1 wound and Ice is exchanged for 1 more Thunder.
- Thunder: The final damage suffered by the target increases by +1. The condition lasts for the next 2 attacks received.
- Poison: At the start of every turn, for the next 3 turns, the target receives 1 wound. When accumulated, the condition increases the number of turns it remains active according to the number of accumulations.
- Wind: Immediately allows the user to swap the position of one creature with any other on the creature board, thereby changing the active creature for the turn. When doing so, the elemental conditions affecting the swapped creatures are spread between them. For example: if a creature with the Fire condition is swapped with another with no condition at all, both now have the Fire condition. When applied against heroes, Wind only spreads the elemental conditions among the players, without swapping positions in the turn order.
Condition Summary
| Type | Effect | Duration | Accumulation | Secondary effect |
|---|---|---|---|---|
| Purification | +1 physical damage dealt / +1 reduction of damage suffered (buff) | 2 turns | Per token 1 to 6: damage dealt +1, +1, +2, +2, +3, +3; damage suffered 0, -1, -1, -2, -2, -3 | 1 Purification token cancels 1 Corruption token |
| Corruption | -1 physical damage dealt / +1 increase of damage suffered (debuff) | Until cleansed | Per token 1 to 6: damage dealt -1, -1, -2, -2, -3, -3; damage suffered 0, +1, +1, +2, +2, +3 | 1 Corruption token cancels 1 Purification token |
| Poison | 1 wound | 3 turns | +1 turn per accumulated token | - |
| Bleeding | 1 wound | Until receiving 1 healing | Increases the healing needed to remove the condition by +1 per accumulated token | - |
Note: conditions always remain between battles in any game mode. If they are not resolved before the enemy is defeated, they are resolved in the next combat. The exception is a Short or Long Rest, where conditions (except Corruption) are fully removed from the heroes.
Transcription note: the printed summary table is reproduced here row by row from the page image. Icons are described in words; the "Combo" and "Secondary effect" cells follow the icons shown next to each condition.
Coliseum Mode
In Coliseum Mode, the players face one another in a PvP system in which the first hero to reach 10 points is the winner.
Preparation
Prepare each hero's sheet and their corresponding markers for Coliseum Mode. From the equipment, keep only each hero's starting item (the head garment). Legendary Weapons, Elders and Prestige Classes are forbidden within the confines of the Coliseum!
Optional: if you want a bigger challenge, your group may use the Legendary Weapons and the Personal Artifacts.
Example of Coliseum Mode setup for two players.
In the first round, the players draw 5 cards. Then they may select any number of cards and send them to the bottom of their draw pile, drawing the same number of cards afterwards. On their turn, the players do not play the Creature phase. No attack is allowed in this first round!
Unlike Campaign Mode, where a player may choose not to carry out some of their actions, all players must carry out their 2 actions in Coliseum Mode.
Revenge (Revide)
In this game mode, all heroes receive a special reaction called Revide. With it, players may retaliate against attacks made directly against them. For area attacks, a main target must be declared, and only this target has the right to the Revide reaction, even though everyone takes the damage.
Revide may be used in one of the following ways:
- Draw a card;
- Make an attack with a card in hand;
- Play a Shield card (Attention: this shield played can only be used against the next attack suffered!)
Action symbols from extra actions, or cards that grant more actions, must not be counted while resolving the effects of a card used during Revide.
To be able to perform a Revide, the defender must have a total of Vigor Points greater than the value of the attack received; that is, attacks that reduce a target's Vigor to zero do not trigger the Revide reaction.
Scoring
Each time a player causes wounds to a target, they must place a Class token on top of that target. If the player inflicts more wounds on the same target before it falls to Exhaustion, it is not necessary to place more tokens.
When the target reaches Exhaustion, all those who deposited their Class token on it may level up 1 level, draw a card and heal 2 Vigor points. Each such victory counts as 1 point.
Exhaustion
If your hero reaches Exhaustion due to loss of Vigor points, lose one level and return with 5 Vigor points. You do not lose "kill" points when you fall in combat.
Now, if Exhaustion is caused by running out of draw cards, the player is immediately eliminated from the combat. Keep your score to compete for the final podium.
Final Round
When the first player completes 10 points, victory is not immediate. The Final Round begins at this moment, in which all players at the table (including the winner) take one – and only one – final action, following the clockwise order of rotation of the table.
Players who happen to be out of the table due to exhaustion from lack of cards, or who are unable to take actions, may not take part in this final round.
Then, at the end of this round, all players calculate their final score (including exhaustions suffered in the Final Round), even those who were already eliminated from combat. This way, there is still the possibility of a turnaround at the last minute!
Extra Difficulty: Condemnation by Beasts
If you want to add extra difficulty to Coliseum Mode, it is possible to send creatures against the players inside the arena. To do this, prepare the creature playmat and its decks, and then carry out the players' turns normally, with the Hero phase and the Creature phase.
The number of creatures that appear is equal to the number of players present in the game, and their tier follows this rule:
- Creature Tier I = Heroes of level 0 (starting) and 1;
- Creature Tier II = Heroes of levels 2 and 3;
- Creature Tier III = Heroes of levels 4, 5 and 6.
Defeating creatures does not grant points, but if a creature drives a hero to Exhaustion, every player loses 1 point each. So think carefully about who is the enemy of your enemy!
Hunt Mode
In Hunt Mode, the players face hordes upon hordes of creatures with the ultimate goal of summoning Daegur and defeating him once and for all. This mode is a cooperative survival mode that does not use the Campaign's Worldcrawler system.
In all, the players will fight 4 hordes of creatures, collect their battle spoils, and finally reach the Final Boss.
Setup
Prepare the heroes' playmat as normal, keeping only their starting item in their inventory (their head accessory). Set aside all other artifact cards (Legendary Weapons and Personal Artifacts), the subclass cards and Elder cards, and all common shop items (potions, bombs and traps), and leave them within everyone's reach on the table. You may freely buy the items you want according to the round you are in (see the table below).
Prepare the creature playmat and its action cards as normal. Remove the Guardians from the deck; they will not be faced in this mode.
Example of Hunt Mode setup for two players.
Setting Up the Hordes
In Hunt Mode, combat against creatures follows the same rules as Campaign Mode. The difference is that there is no map to explore: you will fight horde after horde until you reach Daegur, the Final Boss, and defeat him once and for all.
The number of creatures in combat is always equal to the number of players present. To start a combat, each player rolls a die: this will be the tier of one of the creatures, according to the rule:
- Die face, player decides the Creature's Tier
- Die face, Creature Tier II
- Die face, Creature Tier III
- Die face, Creature Tier I
(Die faces are shown as icons in the printed rulebook.)
After the setup is decided, arrange the creatures on the board in order from lowest tier to highest, and good combat!
Victory Spoils
When a combat is completed successfully, the players collectively receive a number of Soul Stone fragments equal to the sum of the tiers of the creatures faced. That is, if the group faces 3 Tier I creatures, it receives 3 fragments in total; if it faces 3 Tier III creatures, it receives a total of 9 fragments.
When winning a combat against at least one Tier III creature, the group also randomly gains 1 artifact (Legendary Weapon or Personal Item) from the heroes' item pile. This spoil does not increase if there are other Tier III creatures in the same combat.
Fragments may be used between combats to buy abilities from the skill tree or to acquire items from the Wandering Market.
Wandering Market
The Wandering Market is how the Shop works in this game mode. Every time the group wins a combat, the market brings a different stock of items, according to the horde defeated. The number of items or rest provisions that may be bought at the market, and their rarities, follow the rule below:
| 1 Player | 2 Players | 3 Players | 4 Players | |
|---|---|---|---|---|
| 1st Horde | 1 Common Item | 2 Common Items | 3 Common Items | 4 Common Items |
| 2nd Horde | Short Rest or 1 Common Item + 1 Artifact | Short Rest or 2 Common Items + 2 Artifacts | Short Rest or 3 Common Items + 3 Artifacts | Short Rest or 3 Common Items + 3 Artifacts |
| 3rd Horde | 1 Common Item + 1 Subclass | 2 Common Items + 2 Subclasses | 3 Common Items + 3 Subclasses | 4 Common Items + 4 Subclasses |
| 4th Horde | Long Rest + Elder | Long Rest + Elders | Long Rest + Elders | Long Rest + Elders |
- Common Items: Traps, Bombs and Potions.
- Artifacts: Legendary Weapons cost 2 fragments; Personal Items cost 1 fragment. They cannot be transferred between players.
- Subclasses: Cost 3 fragments and are considered Signature Cards. When buying a subclass, receive all the Signature cards related to it.
Final Boss
Upon achieving 4 consecutive victories against creature hordes, the players face Daegur, the Final Boss. Set up the boss as in Campaign Mode, and follow its special rules as described on page 26. Defeating the Final Boss completes the Hunt.
Attention
For more details on combat, dice rolling, shops, side missions and more, see the "Campaign Mode" section starting on page 20. For more details on the effects of your character's cards, see the Characters section starting on page 30.
Campaign Mode
The Campaign Mode explores the story of desConfronto. The players must join together to explore the map, fight against monsters and advance the story, using the resources of each hero and the items and equipment found during the journey. For more information on each hero and how to proceed with the story, see the Campaign Book (Livro de Campanha).
Exploration
The game map is made up of Exploration cards, which are organized based on the numbers on their back. There are 4 decks for exploring the world of Sempreterna. Each of these decks represents a biome present on the main continent: Forests, Ruins, Tundras and Swamps.
Another option is to lay the map cards out face up from the start, keeping the points and combats visible to everyone.
Exploration card (diagram key)
- Connection indicator to another card.
- Initial combat setup in this environment.
- Creatures available for combat in this environment.
- Combat spoils.
- Fast-travel cost to this location or for escaping combat.
- Special location symbol.
The group then starts the game in the city of Kalahad (K0), in the centre of the map. Place the group token on the indicated card. As the story advances, new cards will be revealed and new paths will be trodden.
Each card the group enters triggers a Combat (page 20). Once victory is obtained, the group gains the spoils described on that card and must decide in which direction to go next. The group's goal is to travel to the four corners of the map and defeat the Guardians.
All cards are considered hostile except those where the group makes a Long or Short Rest: these cards are considered safe cards, where a camp has been set up, and no further combats take place there after the first.
Together, the players have 1 movement point, which they may use to move in any direction proposed by the map, revealing one card at a time.
When moving, the players may enter or leave any cards, bearing in mind that on hostile cards a combat must always be carried out. Every time a combat is won, the players benefit from the victory spoils of that location, even if they have already gained them before.
This system of advancing across the map is called Worldcrawler: the story unfolds as the players advance along the trails of the map.
Example of a trail starting in Kalahad and going to one of the Guardians.
Advancing the Story
The game map works with an area-of-influence system, in which each new area explored requires the reading of a specific Scroll (Pergaminho). As the game progresses, the map will be opened up by the players and, for each layer, story scrolls will be read by the player who is narrating the texts of this adventure.
Every scroll has an introduction, read whenever the group enters the indicated area of influence for the first time, and a conclusion, which is read the first time the group leaves the area of influence.
When starting a campaign, read the prologue identified as Scroll 1: The Ring of Lament (O Anel do Lamento) in the Campaign Book. It is advised that the group does this reading before even choosing its characters, to better immerse themselves in the universe of Sempreterna. Then, read the introductory passage of Scroll 2: The Siege of Kalahad (O Cerco a Kalahad). This reading officially starts the players in the campaign universe, followed by the combat carried out on this card.
Finally, upon concluding the combat in Kalahad, read the conclusion of Scroll 2. Repeat this process of introduction and conclusion reading each time the group passes into a new area of influence. The scrolls that tell the story of the adventure are therefore divided into:
- Red Area: Scroll 2: The Siege of Kalahad.
- Blue Area: Scroll 3: On the Trail of Corruption (No Rastro da Corrupção).
- Green Area: Scroll 4: Echoes of the Past (Ecos do Passado).
- Orange Area: Scroll 5: Confessions (Confissões).
- Yellow Area: Scroll 6: The Akari (Os Akari).
- Red Area (end of the campaign): Scroll 7: Back to Kalahad (De Volta a Kalahad).
In particular, the orange regions are optional regions that the players do not necessarily have to visit to continue the story. In addition, for each yellow area, where the temples of the Akari are located, there is a text exclusive for reading. At that moment, it is advisable for the narrating player to read only the texts related to the cards where the group is located at the time, be it card R1, T3, F7 or P8.
Fast Travel
Instead of spending its movement point to reveal new parts of the map, the group may make a Fast Travel to any point already revealed on the trail. To do so, it is necessary to pay the cost indicated on the card of the desired destination. Fast travelling to a hostile card will automatically start a combat on the new card.
Short and Long Rests
During the journey, it is inevitable that the heroes will run low on resources and find themselves unable to keep fighting card after card. For this, it is possible to take Rests that restore their abilities and heal their weary bodies.
The players collectively have one token for each type of rest (2 in total) that can be used during the campaign. These tokens represent camps and can be used to take one of the two rests after a victorious combat. The card marked with a camp becomes a safe card.
Observe carefully on which card your group sets up a camp. Safe cards no longer generate combats and, consequently, their victory spoils can no longer be obtained after the first.
The types of rest are:
Short Rest
- Remove all pending conditions from your hero.
- Return your discard pile to your draw deck, except Signature cards, and shuffle it again.
In a Short Rest the players do not recover Vigor points, but they keep their active shields and character abilities in play (Chi points, song tokens, aura, animal form and summons), and they keep the cards they hold in hand unchanged for the next combat.
Long Rest
- Remove all pending conditions from your hero.
- Restore all your Vigor points.
- Recover all your abilities and exhausted cards.
- Interrupt all active hero abilities (active shields, Chi points, song tokens, aura, animal form and summons) and return them to their starting marker.
- Gather all your cards, including Signature cards, active shields and cards in hand. Shuffle them again into your draw pile.
- Draw 5 cards from the draw deck.
Road Events
Road Events are special encounters that must be carried out as soon as the group arrives at a card bearing the symbol beside it, before combat.
Access the Nat20 website or scan the QR code below to generate a random event (estrada.desconfronto.nat20games.com.br).
Read the introductory text and then the group, as a whole, must decide which option to follow. The resolution taken must respect options A or B, which have different endings depending on the choice.
Side Missions
During the course of the game, the group will pass through cards marked with an exclamation mark (!). These are Point of Interest cards, where a Side Mission is carried out. Side missions are story missions beyond the main one, which bring new abilities and equipment to the heroes in play. More information about each hero's mission and its respective spoils, as well as interpretive texts for each mission, can be found in the Campaign Book.
In summary, side missions follow this order:
- Legendary Weapon (equipment card)
- Prestige Class (subclass + personal artifact + summon card)
When choosing the group's leader hero at the start of the game, you determine an order in which the side missions take place: the first mission carried out on a Point of Interest card is the Legendary Weapon mission of the group leader. Afterwards, the side mission passes through all the players in clockwise order, until everyone has received their Legendary Weapon.
If needed, you may place each character's token on top of their side mission card as a reminder. When completing any mission at your point of interest, remove your token from the card, indicating that you succeeded at that mission.
The second mission is the Prestige Class mission. After winning the combat set up normally on the card, the player must read the text in the Campaign Book referring to their hero's mission. There, you will find texts and rules specific to this mission, as well as a choice to make. Each choice leads to a different Prestige Class: subclasses that offer two new Signature cards and a Passive Ability for the hero. Only one subclass may be chosen per player; the other remains out of play until the end of the current campaign.
Combat
The setup of each combat is determined by the dice roll indicated on its card. Each time the group passes through the location, the setup dice must be rolled again for that card, even if they have passed through it before. The only cards where combats do not occur are those affected by the Rest token, or when expressly stated on the card.
If your group has fewer than 4 players, remove the strongest creature (one for each player fewer than four in the team) during the combat setup phase (keeping at least 1 creature). For other difficulty settings, including Solo mode or larger player counts, see the Additional Rules section (page 29).
Creature card (diagram key)
- Creature name.
- Total Vigor of the creature.
- Number of dice rolled during the creature's attack.
- Passive ability.
- Number of shields of the creature.
Together with their new subclass, the player receives as the spoil of this mission: their Personal Equipment card (set aside from their deck at the start of the game) and the card of the defeated Elder (page 22).
Buying Items
Some consumable items may be acquired on cards bearing the shop symbol. They show their purchase price in Soul Stone Fragments at the top, and are divided into 3 categories: Traps, Bombs and Potions.
Item card (diagram key)
- Item purchase cost.
- Item name.
- Item effect.
Item cards are single-use; after being used, they must be returned to the shop space. Items may be traded freely outside of combat, but never during it.
Creature Action card (diagram key)
- Who will be attacking.
- First block of actions. In general, this defines the target of the attack.
- Second block of actions. How the attack will be carried out.
Creatures playmat (diagram key)
- Creature area.
- Creature Action deck: draw area.
- Creature Action deck: discard area.
Combat
Before anything else, the group must define which player will be the Leader, who is also the first Active Hero to play. This will be important for the order of the side missions later on.
With the Active Hero defined, take the Torch token and place it on this player's playmat. Now, place the Active Creature marker token on the first creature of the enemy playmat, in order from left to right, top to bottom. This will be the Active Creature for that turn. The Active Creature is the one that performs the actions coming from the Creature Action deck. You will draw only one card from this deck as soon as you finish all of your character actions.
Players take turns playing one at a time, clockwise. A player's turn has two phases: the Hero Phase and the Creature Phase.
Hero Phase
The Active Hero must first resolve all pending or accumulated conditions on their character. Then they may carry out two actions. The available options are:
- Draw a Card: Draw a card from the top of your draw deck and place it in your hand.
- Sacrifice a Card: Sacrifice a card from your hand, sending it directly to the discard pile without resolving its effects, in order to instead make a basic attack with 1 physical damage die.
- Play a Card: Place one of the cards in your hand on the discard area of your playmat and carry out its full effect. Resolve all effects of the card played before carrying out any other action.
- Swap Active Item: Swap your character's active item for another item available in your extended inventory. If the new item requires an action to be used, you may activate the item without spending another action after a swap action.
- Use Class Abilities: Some abilities on your Skill Tree require an action to take effect. This will be described on the ability card.
- Use Active Item: Use the ability of your active item (if it is a Bomb, Trap or Potion, consume the item and return the card to the Shop pile).
You may also choose to pass your turn, taking no action, or take only one action. Only a hero on the verge of entering Exhaustion for lack of cards (that is, the hero has only 1 card in hand and no other card left to draw in their draw deck) must carry out their two actions in their turn and then fall into Exhaustion (page 22).
Suggestion: the Exploration cards are responsible for the setup of the combat against the creatures. When defining the types and their quantities, place them as follows: from the lowest tier to the highest tier, from left to right and top to bottom. In this way, the lowest-tier creature will always be in the space marked with the number 1 and the highest-tier creature always in space 4. However, the players may define the position of the creatures on the playmat however they wish.
Creature Phase
At the end of the Hero Phase, the Active Creature acts. First, it resolves all of its pending or accumulated conditions. Then, draw a card from the Creature Action deck and place it in the discard area of the creatures playmat. Roll the dice as indicated on the card and resolve all effects of the creature's attack.
After finishing the creature's action and resolving all effects, it is time to rotate the game's marker tokens. The Active Hero marker must be passed to the next player in clockwise order.
The Active Creature marker must pass to the next available creature on the playmat. If there is only one, the token does not move.
When Does Combat End?
If a target becomes exhausted while still having available actions in its turn, it loses them. Exhaustion cannot be removed by abilities such as those of Fildon.
Combat ends when all creatures have been defeated by the heroes, or when the cards in the Creature Action deck run out. In that case, the creatures have fled and the players were not able to purify them. For this reason, they do not receive the combat's spoils.
If you have run out of cards in your draw deck, but still have cards in your hand, you may play normally until the cards in your hand run out (and only then will you enter Exhaustion).
The players lose the combat when all heroes enter Exhaustion at the same time. This does not mean the end of the game: the creatures flee and the heroes are unable to purify them. The heroes remain on the same card, but to start combat there again it is necessary to roll the combat setup dice once more, thus changing the creatures of that location.
The heroes may also decide to Flee from Combat before it ends. To do so, it is necessary to pay the cost indicated in the Fast Travel field. The group remains on the same card where the combat took place, but must set up the combat again and change its creatures if it chooses to try again.
End of Game?
In desConfronto the ultimate goal is for the characters to experience the growth of their heroes, as well as the main narrative that drives the plot of the game. For this reason, there is no "End of Game" condition. However, if your table wishes to have an experience of risk and failure on the journey, the group may use the General Exhaustion rule: if everyone in the group enters Exhaustion at the same time, the game comes to an end, causing the group to fail its missions and no longer be able to continue the journey.
Exhaustion
Exhaustion is the state in which a hero momentarily falls and is incapacitated from fighting. This does not mean the hero is out of combat, but they will need to use their next turn to recompose themselves.
An exhausted hero must use all of their actions on their next turn to get back up, and loses 1 Level in this process, together with the most recently purchased ability.
If, when starting your turn, you have no more cards available to draw in your deck, and no cards available to play from your hand, you may not pass your turn and you are Exhausted. Shuffle your discard pile (except Signature cards) and return by drawing only 3 cards.
If the exhaustion was caused by wounds, bringing a hero's Vigor Bar to 0, the hero returns to combat with 5 Vigor points.
Levelling Up
At the end of each combat, the players gain the spoils stated on the card. Some cards grant Soul Stone fragments, a resource that may be used both to buy items and to buy abilities.
When you buy an ability from your Skill Tree, your hero's level increases by 1. This new ability is available from the next combat, and if the hero falls into Exhaustion, the ability is lost together with the level as a penalty.
Specialization abilities are not affected by buying or losing levels.
A hero cannot have their level reduced below 0.
Elder Card
When completing the side mission of the Prestige Class, the player receives in their deck an Elder card. It is a summon, a momentary ally that may be conjured during combat, and it functions as a Signature Card.
When playing an Elder card, which is done in the Shield area, the player benefits from the shields listed and the attack made, indicated by the symbol at the lower left, as well as from the passive ability of this summoned spirit. These benefits last only one turn, except for the shields, which remain until the card is consumed in a defence. After that, place the Elder card in your discard pile and treat it as a Signature Card.
Example of Play
Ana and Bia are setting up their first game of desConfronto: initially, they choose the classes they will use during their adventures in the world of Sempreterna.
Ana chooses the Cleric Tesser as her character, while Bia chooses the Mage Pharanor. They decide that Bia will be the group's Leader during the adventure the two of them share.
First Turn: Bia (Pharanor)
Bia begins her turn by placing the Active Hero token on her playmat and the Active Creature token on the card Bicudo. The first thing Bia checks is whether there is any active condition on her character.
As there is no Condition to be resolved, Bia now has two actions available: she may attack any target on the battlefield. She decides to attack Froggo, because it has the lowest Vigor value and the highest damage value among the creatures in combat.
To do this, Bia plays from her hand the Pharanor card called Flaming Hands (Mãos Flamejantes). This card determines that Bia rolls two attack dice and applies the Fire condition to her target.
Bia rolls the two attack dice and obtains the following faces: (dice faces shown in the printed rulebook)
After reading and setting up the initial combat, the players know they will have to face the creature Bicudo and the creature Froggo. Ana places Bicudo in the first position for monsters, in the upper left corner, places Froggo in the second position (upper right), and places the Creature Action deck in the area designated for this deck.
With everything properly positioned, the players are ready to proceed to the first round of combat.
That means that in one of the attacks Bia rolled a sword, that is, 1 point of damage, and on the other attack she managed to Purify the die. With this symbol, Bia counts 1 point of damage on her second attack and also receives as a bonus a third die for a new roll.
On this extra roll she obtains: (die face shown in the printed rulebook)
This symbol means a failure for the heroes, because the die was Corrupted and will not add points to the total damage in your attack roll. Despite this, the initial attack still counts.
Bia calculates her attack: 1 point from the first die + 1 point from the second die + 0 points from the third die = 2 points of damage. She compares it with the target's defence and finds that Froggo has 1 shield. Subtracting the target's 1 point of shield, the total wounds inflicted on her enemy is 1 wound.
Bia then takes the 1-wound marker token and places it on the Froggo card to indicate the loss of the creature's Vigor. She also takes 1 Fire token to place above Froggo as well. This condition will be resolved when that creature's turn comes.
As her second action, Bia draws 1 card to keep her hand with a good amount of resources, knowing that the wound from her attack, together with the wounds her Fire damage will generate, will be enough to defeat Froggo.
Luck is with her: the next player is Ana, who is playing the Cleric Tesser. This is a great relief for Bia.
So Bia ends her turn and must now take control of the Active Creature (Bicudo) so that it carries out its action.
First Turn: Creature Phase
After finishing her actions, Bia prepares to act with the Active Creature. To do so, she confirms that the Active Creature is Bicudo and takes the opportunity to check for any pending condition on it. As there is none, she proceeds with Bicudo's turn and draws 1 card from the Creature Action deck:
She rolls two dice, one for each text block on the card, and obtains: (dice faces shown in the printed rulebook)
Configuring the first sentence as "the Active Hero" and the second sentence as "and inflicts Poison".
With this, Bia knows that the Active Hero, in this case herself, will suffer an attack from Bicudo, and this attack will apply Poison to her hero. Bicudo is a creature with 2 attack dice, so Bia rolls the two dice and obtains: (dice faces shown in the printed rulebook)
With these results, she knows that one die was Purified and another was Corrupted. Unlike heroes, creatures benefit when a die is Corrupted and are harmed when a die is Purified. This means that the Corrupted die will grant 1 point of damage and the chance for the creature to roll one more bonus die, and that the Purified die will mean a failure, not being added to the total damage calculation.
Continuing the attack, Bia rolls the extra die that exploded and obtains: (die face shown in the printed rulebook)
With this result, the total damage applied by Bicudo to Pharanor is 3 points. As Pharanor has no active shield, these 3 points of damage become 3 points of wounds, reducing Pharanor's Vigor total from 6 to 3, in addition to applying the Poison condition to the mage. It was a hard attack against Pharanor, and he may not survive the next rounds. But, by luck, the next player is Ana, who is playing the Cleric Tesser. This is a great relief for Bia.
Tip: one way to count how many turns a condition will still last is to place the condition token above the Vigor number equivalent to it. So 3 turns of Poison = Vigor 3.
Second Turn: Ana (Tesser)
Ana begins her turn by taking the Active Hero token and places the Active Creature token on the card Froggo. At this moment, she takes the opportunity to check whether she has any pending conditions before actually starting her turn. As there is nothing to resolve, Ana evaluates the state of the combat. As she is playing as Tesser, it is important for her to have a general sense of the state of her allies and of the creatures on the battlefield.
Knowing that Pharanor has only 3 Vigor points and a pending Poison condition (which may lead him to exhaustion), Ana plays a Tesser card called Blessing of Üiala (Bênção de Üiala). In this way, she heals 2 Vigor points of Pharanor and also uses the card's purification to strengthen him. With this 1 level of Purification, for Pharanor's next 2 turns, he receives a +1 bonus to his attacks.
As her second action, Ana plays the Shield of Light (Escudo de Luz) card. With this card, she places 1 active shield in her shield area on the playmat, with the aim of being able to activate her passive ability of reflecting damage dealt. As the card still generates the Stunned effect, she decides to use the condition on Bicudo, so that it cannot attack Pharanor again on its turn.
Second Turn: Creature Phase
Having finished all her actions, Ana prepares to carry out the Active Creature's action: Froggo. First of all, she checks whether there is any pending condition on it, and notes that there is a Fire token on its card (due to Pharanor's attack).
Therefore, Ana resolves the pending condition, inflicting 2 wounds on Froggo, which leaves it with only 1 Vigor point, and then discards the token. She carries on with the game and draws 1 action card for the creature:
Promptly, Ana rolls the two dice to set up the creature's action: (dice faces shown in the printed rulebook)
The final sentence reads "The Active Creature attacks the Active Hero with disadvantage". So she knows she must roll Froggo's attack dice using the disadvantage mechanic: for each attack die, she rolls a pair of dice and keeps the worse value between them. As Froggo has 3 attacks, Ana rolls 3 pairs of dice.
(Dice faces shown in the printed rulebook: 1 damage; failure; 2 damage.)
The total of the attack, considering the disadvantages, was 3 points of damage. As Ana had placed 2 shields on Tesser, she decides to consume that card to defend against the attack. Subtracting the value of the shields from the damage taken, the final result is equivalent to 1 wound, which makes Tesser's Vigor fall from 8 points to 7 points.
In addition, Tesser's passive ability is triggered every time she defends with shield cards. This means that the 2 points of damage defended are reflected directly to the target as wounds. As Froggo had only 1 Vigor point, upon receiving these two wounds (with no chance of defence by the creature, due to the nature of Tesser's passive ability), the creature is defeated!
But that is not the end of it. Froggo has a passive ability that says "When defeated, inflicts Poison on all targets", which means that Tesser now receives the Poison condition, and Pharanor, who was already poisoned, accumulates one more point of Poison, now having 2 Poison tokens on his sheet, and will have to deal with additional turns of this condition.
Ana ends her turn, after finishing both her turn and the turn of the Active Creature, and passes the Active Hero token back to Bia, as well as passing the Active Creature token to Bicudo.
The game continues for a few more turns, and the players succeed in defeating the last creature as well.
They analyse the spoils listed on the Environment card and see that the card grants 4 Soul Stone fragments. They decide that each will keep 2 fragments. Both spend 1 fragment to level up 1 level, acquiring the first ability of one of their Skill Tree cards, and decide to keep the remaining fragments to buy items when they have the opportunity during their journey.
After that, they discuss which direction to follow on their journey: to the Frozen Tundras of Rharak? To the scorching lands of the Ruins of Anôrea? Perhaps to the dense forest of Aliel? Or they could pass among the Swamps of Grêtil towards the Lands of Barhet?
Each of these regions connects to the main card of Kalahad, and now it is up to the two players to continue their journey.
Daegur, the Final Boss
At the end of the game, the group of heroes will find the Final Boss, the strongest creature in Sempreterna, their last trial before they win the war. Daegur has some special mechanics different from other creatures in combat. For this reason, special preparation is required when this combat begins.
Turn over the central creature playmat. This is the boss playmat, where the final combat will take place.
Setup
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Select the Boss Action deck (different from the monsters' deck), which has a red background. These cards will be used exclusively by Daegur on its turn. The Boss does not use cards from the Creature Action deck, and if the Boss Action deck runs out, the combat does not end. Shuffle the cards and continue playing normally.
If you wish, use an extended inventory playmat to position the Boss's attack cards.
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Place the Condition tokens in the locations indicated in the picture. These tokens will hide powerful bonuses that players can benefit from during the combat.
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Also place a token to track the Boss's current Vigor, and set aside a token to track the turns of the Summon Counter.
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Add each hero's tokens of the group to the central region indicated by number 8 in the picture.
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Finally, place Daegur's Boss card in the central region indicated by number 4 in the picture.
Anatomy of the Boss Playmat
- Boss Vigor bar and Thresholds.
- Soul Crystal.
- Creature summon space.
- Boss card area.
- Summon turn counter.
- Pillar of Fire.
- Pillar of Water.
- Central Platform (Altar).
- Pillar of Earth.
- Pillar of Thunder.
Pillars
During the entire fight against the Boss, the players may use 1 of their actions to move among the Pillars at the bottom of the board. Each Pillar is responsible for granting the Boss immunity to the condition shown on the pillar.
After moving onto a pillar, the hero may attack and break this pillar. Each pillar has its own unique Vigor bar and Shields, indicated below them. In addition, they are immune to any magical damage and to effects that cause conditions, receiving exclusively damage from physical attack cards.
If a player attacks a pillar with a card that has both a physical attack and an attack that would apply a certain condition, completely disregard the effect of the condition. Finally, pillars do not suffer damage from cards whose description says "inflict X wounds".
When breaking a pillar, the player steals the Boss's immunity and places it in the Central Altar region (08). From this moment on, players who remain on the central altar will have immunity to the corresponding element.
In addition, any player who starts their turn on top of a destroyed pillar receives the bonus indicated at the top of the pillar.
Finally, when breaking a pillar, place a Shield Break token on the Boss card. This means that for each pillar destroyed, the players also reduce the maximum number of Daegur's shields.
Thresholds
Upon reaching certain Vigor values, called Thresholds, Daegur summons creatures onto the battlefield. This happens when the Boss reaches 7 Vigor points and 1 Vigor point, respectively.
When reaching a Threshold number, the Boss's life does not drop below the stated value, and any excess damage in that turn is disregarded. The Boss then immediately summons 2 creatures onto the battlefield. These creatures will take their actions in the Creature Phase, using the common Creature Action deck, and Daegur becomes immune to any type of damage, so that the combat is carried out exclusively between the heroes and the summoned creatures.
The creatures summoned by the Boss follow the table below, always considering the highest-level player:
| Number of players | Levels 0 and 1 | Levels 2 and 3 | Levels 4 and 5 |
|---|---|---|---|
| 1 | 2 Tier I creatures (across all levels) | ||
| 2 | 2 Tier I | 2 Tier I | 1 Tier II + 1 Tier I |
| 3 | 2 Tier I | 2 Tier I | 2 Tier II |
| 4 | 2 Tier I | 1 Tier II + 1 Tier I | 1 Tier III + 1 Tier II |
Summon Counter
After the Active Creature's action ends, move the Summon Counter one space forward. If the heroes do not manage to defeat the creatures before the end of the counter, Daegur absorbs the creatures and recovers his life up to the maximum value of the Threshold he is at; that is, he goes to 12 Vigor points when on the first Threshold, and 6 Vigor points when on the second. During this stage of the game, each player may, only once per combat, sacrifice their turn to delay the counter by 1 space.
If the players succeed in defeating only 1 of the creatures during the summoning period, at its end (after the creature has taken an action and there are no more spaces left for the counter to move), the Boss absorbs the available creature and recovers a number of Vigor points equivalent to the tier of the absorbed creature. That is, if the creature is Tier I, he recovers 1 VP; if Tier II, he recovers 2 VP; and if Tier III, he recovers 3 VP.
Soul Crystals
When one or both of the summoned creatures are defeated, their essences (represented by their tokens or Corruption tokens) must be placed on one of the available Soul Crystals. From this moment on, the players may, on their turn, spend 1 action to move to one of these crystals and attack it with the intention of freeing one of the souls imprisoned there and, in this way, absorbing them so as to recover their discarded cards. The crystals may contain more than one soul at a time, but they release only one soul at a time.
Upon reducing a crystal's Vigor to zero, the player must shuffle their discard pile together with the cards in their draw pile, restoring the number of cards available to draw. These crystals may be attacked as many times as necessary while there are tokens allocated on them.
Drain Souls
The action card "Drain Souls" (Sugar Almas) may target the Soul Crystals. When attacking and destroying these crystals (reducing the crystals' VP), Daegur releases all of the creature souls contained in that (those) crystal(s), making it impossible for the players to claim the bonus for recovering their decks.
Boss Attacks
Unlike the minions, which had only one type of attack, the Final Boss has both physical and magical attacks. Its normal attack consists of two consecutive attacks, the first physical and the second magical (remembering that magical attacks ignore shields).
Second Form
During combat, after inflicting enough damage to bring the Boss to exhaustion, it will assume its second form. Discard Daegur's red card placed in the centre of the playmat and place Gûrthur's purple card in that position. Place the Vigor marker back on number 12 and repeat all the steps for this second phase of combat.
During the first phase of the combat against Daegur, only the 10 red-background cards of the Boss Action deck are used. During the second phase of the fight, insert the two purple-background cards to complete the action deck and reshuffle.
Any conditions applied to the Boss in its first form are transferred to its second form, including shields that have already been broken. Upon defeating the Boss in its second form, the game ends.
Unlike combats against creatures, it is not possible to flee from combat against the Boss; therefore, make sure you are prepared before facing it.
If the players lose the combat against Daegur, the combat must be restarted from the beginning, going through the first form again.
Additional Rules
Playing Solo
When playing a campaign alone, your entire deck is restored after each combat, except for Signature cards, which must spend a full combat in "recharge", and can then be used again.
Every combat of yours is always carried out against 1 single creature (unless you want a greater difficulty in your game).
When the card of a creature action mentions "the previous and the next hero", consider that both are you, and apply the effects of the attack twice.
Levelling the Difficulty
For games with fewer than 4 players, remove from each combat the creature of highest tier, one for each player fewer than 4, leaving at least one creature in the combat.
By the same logic, for games with more than 4 players, it is possible to add a new creature of the highest configured tier to each combat, so that the number of creatures and players remains the same.
You may also decrease or increase the tiers of the creatures individually. When doing so, also decrease or increase the number of Soul Stone fragments in the combat's spoils.
Example: Three players are adventuring in story mode and come across a combat that requires setting up 2 Tier 3 creatures, 1 Tier 2 creature and 1 Tier 1 creature. Because they are 3 players, they remove one creature of the highest tier, setting the combat up as 1 Tier 3 creature, 1 Tier 2 creature and 1 Tier 1 creature.
One of the players asks to make the combat easier, as they are not yet fully accustomed to their class. The group therefore decides to reduce the tier of the two remaining creatures to Tier 1, leaving the combat as 3 Tier 1 creatures. By doing so, they also reduce the spoils by 2 stones for reducing the Tier 3 creature to 1, and by 1 stone for reducing the Tier 2 creature to 1.
If the card's spoils were 8 Soul Stones, they now become 8 - 3 = 5 Soul Stones.
Corruption Master Mode
It is possible to play with 5 players, where one player controls the creatures, becoming the Corruption Master (Mestre da Corrupção). In this way, the Corruption Master is always responsible for rolling the combat setup dice and the creatures' damage dice.
At the start of each combat, the Corruption Master draws five Creature Action cards and chooses which of them to play in the Creature Phase. After playing, they draw another card.
Secret Endings
In your second campaign, before the final battle against Daegur, you may face the secret boss Tenebrah. To do so, go to card P5. There, if you have already defeated all the Akari and read the introduction to Scroll 7, you may replace the card with its corrupted version, which should be among the cards set aside during setup (page 08). Upon defeating it, your group receives the Abyssal Blade equipment card as its spoil.
If you have already done this combat during the adventure, there are still other secrets for your post-game:
- Solarion: If your group defeats Tenebrah with Purification tokens applied to it and Artan is in the group, you will receive the powerful Solarion Lance (Lança Solarion).
- Corrupted Pharanor: If your group has already received the Solarion Lance and the mage Pharanor is among its characters, you may fight one last battle against a corrupted version of the mage Pharanor. Take the special Boss card (Corrupted Pharanor) and place it on the creature board. The player who played Pharanor must carry out this battle in Corruption Master mode, using the Creature Action cards.
The Heroes of Sempreterna
In desConfronto, the players take on the role of great heroes of Sempreterna, each representing a "class" from classic RPG games. Each hero has unique abilities and play style, which are explained below.
Hero Cards
- Name of the ability.
- Card type: some cards may be of the Normal type (no icon) or of the Signature type.
- Class symbol.
- Primary effect.
- Secondary effect.
- Card effect: some cards may have more than one effect icon. All effects of a card must be carried out at the moment it is put into play (when played from your hand).
Hero Playmat
- Skill Tree: place the cards of the skill tree beneath the playmat, so that you can pull them up each time you buy a new ability.
- Specialization: space reserved for the identification card of the character's specialization, when the appropriate moment of their journey arrives.
- Active Shields: here are placed the Shield cards your hero currently has. When using the card to negate some damage, discard it from this pile.
- Level bar: your character starts at level 0 and gains levels as they buy abilities. Use a class token to mark your current level.
- Discard: every time you play a card to carry out an action or consume a shield, place it in this discard pile.
- Active item: the item placed here may be used during combat, by spending 1 action to carry out the description on the card.
- Draw deck: the action cards you may buy on your turn are kept here.
- Passive ability: your character's special ability.
- Vigor bar: the heart represents your maximum Vigor. Use a class token to track it.
- Extended inventory: on this separate playmat you place your equipment and the items from your backpack.
Artan, the Renegade Paladin
Play Style: Attack
Artan is a hero who has a unique system of auras that modify his cards. Depending on the aura that is active, the paladin may have access to a more offensive or a more defensive and strategic deck configuration.
His goal is to constantly alternate his active aura so as to maximize his damage and his other healing and defence capabilities, bringing great versatility to his group. He is not a hero recommended for beginners.
Artan has two auras: the Aura of Vengeance (red) and the Aura of Redemption (blue). Once per turn you may choose to activate one of the two auras; all cards played after that will carry out the effects related to the active aura. This activation does not consume an action and may be done after carrying out one or both of the actions in your turn.
Initial Setup
Set aside the marker tokens and the aura token, and place the aura token on the playmat.
Select the following cards to compose your Draw Deck:
Action cards (silhouettes):
Path of the Righteous (x01), Channel Attack (x01), Consecration (x02), Sacred Halo (x01), Relentless (x01), Fear (x01), Divine Protection (x01), Divine Punishment (x01), Redemption (x03), Sentinel (x01), Vengeance (x03).
Signature cards:
Absorb Corruption (x01), Healing by Hand (x01), Compel Duel (x01), Purge Corruption (x01).
Starting equipment:
Helm of Kephyr (x01): this card may already be equipped on your playmat.
Cards for later use:
These cards will be acquired during the campaign:
- Moonlit Scalate (Luar Escalate) (x01): this Legendary Weapon is acquired in the character's first side mission.
- Lily & Íris (x01): this Personal Artifact is acquired in the character's second side mission.
- Knight, Parry Attack and Compel Attack: these subclass cards are acquired in the character's second side mission if you choose the path of Purification.
- Executioner, Abyssal Strike and Tempest: these subclass cards are acquired in the character's second side mission if you choose the path of Corruption.
Deck Cards
- Channel Attack (Canalizar Ataque): Attack with 2 physical damage dice. Redemption: heal a target by 2 Vigor points. Vengeance: add a sword to the result of the attack dice.
- Path of the Righteous (Caminho do Justo): Redemption: apply 3 shields to a target. Vengeance: gain 2 extra actions.
- Consecration (Consagração): Apply the Purification condition to a target. Redemption: apply the Thunder condition to any target. Vengeance: apply the Fire condition to any target.
- Sacred Halo (Halo Sagrado): Redemption: heal a target by 3 Vigor points. Vengeance: draw 2 cards from your deck.
- Relentless (Implacável): Redemption: gain 3 extra actions. Vengeance: attack with 3 physical damage dice.
- Fear (Medo): Attack with 2 physical damage dice. Redemption: apply the Stunned condition to the same target. Vengeance: apply the Ice condition to the same target.
- Divine Protection (Proteção Divina): Apply 2 shields to a target and draw 1 card from the deck.
- Divine Punishment (Punição Divina): Attack with 2 physical damage dice. Redemption: apply the Bleeding condition to its target. Vengeance: add a sword to the result of the attack dice.
- Redemption (Redenção): Heal a target by 2 Vigor points and apply the Purification condition to any target.
Signature Cards
- Absorb Corruption (Absorver Corrupção): Extract the Corruption from a target and apply it to yourself. On allies, heal them by 3 Vigor points. On enemies, inflict 3 wounds.
- Compel Duel (Compelir Duelo): When a target carries out an attack, apply Corruption to it. Until you or it are defeated, all attacks made by it are directed at you and rolled with disadvantage.
- Healing by Hand (Cura pelas Mãos): Heal up to 5 Vigor points, distributed as you wish between you and allies. If applied only to yourself, instead of healing, remove all your Corruption.
- Purge Corruption (Purgar Corrupção): When a target has been corrupted or purified, completely remove this condition from that target. Until the end of your turn, all of Artan's attacks are made with advantage.
Skill Trees
Skill Tree 1 (Aura of Vengeance)
- First Ability: When activating your Aura of Vengeance, grant 1 advantage to 1 attack die of yours and of each of your allies.
- Second Ability: When activating your Aura of Vengeance, grant +1 point of damage to 1 attack of yours and of your allies.
- Third Ability: When activating your Aura of Vengeance, grant an extra advantage to one attack die of yours and of each of your allies.
Skill Tree 2 (Aura of Redemption)
- First Ability: When activating your Aura of Redemption, heal you and your allies by 1 Vigor point.
- Second Ability: When activating your Aura of Redemption, until your next turn, grant 1 temporary shield to a target.
- Third Ability: When activating your Aura of Redemption, once per turn, remove 1 condition from 1 target (except Corruption).
Prestige Classes
When carrying out Artan's side missions, you will eventually reach a choice between the path of Purification and the path of Corruption. Each path leads to a different subclass, and once chosen, the other subclass becomes unavailable for that ongoing campaign.
Knight (Cavaleiro) — path of Purification
- New Passive Ability: You become immune to Corruption. When healing a target, remove all Corruption condition from it and apply 1 Fire condition for each Corruption condition removed.
Executioner (Algoz) — path of Corruption
- New Passive Ability: Corruption and Purification have the opposite effect on you. However, at the start of every turn in which you are corrupted, choose: lose Vigor points equal to your level of corruption, or make an attack with 2 dice against an ally.
New Signature Cards (Knight)
- Parry Attack (Aparar Ataque): When an ally suffers an attack, use your reaction to completely cancel the attack and apply Stunned to the attacker.
- Compel Attack (Compelir Ataque): When an ally is purified, use your reaction to make that ally carry out an attack with a card from their hand (except Signature cards; cards with extra actions do not benefit from this effect). This attack is rolled with advantage.
New Signature Cards (Executioner)
- Tempest (Tormenta): All allies attack with disadvantage until your next turn. For each ally in this condition, increase the damage of a card in your hand by 1 die and play it immediately.
- Abyssal Strike (Golpe Abissal): On a target with the Corruption condition, apply a strike with a number of dice equal to the target's level of Corruption as magical damage. For each die rolled, you and your allies collectively suffer 1 point of wound.
Fildon, the Scribe Bard
Play Style: Support
Fildon is one of the heroes of complex play within the game. Fildon's main mechanic is the accumulation of Chords (Acordes).
Chord tokens: Resonant Chords (Simple and Double), Dissonant Chords (Simple and Double), and Mixed Chords.
Every time Fildon plays a card from his hand, he is considered to be playing a chord of his arcane melody. When doing so, he distributes 1 Simple Resonant Chord token (yellow note) or Simple Dissonant Chord token (black note) to a number of targets on the table according to Fildon's current level +2. When he does this a second time, turning Simple chords into Double chords (yellow with two circles, or black with two "x"s) or into a Mixed chord (white with a circle and an "x"), Fildon's passive ability "Grand Finale" comes into action according to his skill tree.
Having two tokens accumulated on a target, Fildon may at any moment exchange the Double/Mixed Chord token he placed on the target for the effect of the respective ability described in his skill tree. When doing so, he removes the token from the target.
Unlike the other classes, which must buy their abilities as they level up, Fildon starts the game with access to all of his abilities, without needing to buy them and without the penalty of losing them if he falls into Exhaustion, although he loses levels normally.
Initial Setup
Set aside the Chord tokens on your playmat.
Select the following cards to compose your Draw Deck:
Action cards (silhouettes):
Song of Swiftness (Canção da Celeridade) (x01), Song of Combat (Canção de Combate) (x02), Song of Ice (Canção de Gelo) (x01), Song of Blood (Canção de Sangue) (x01), Song of Thunder (Canção de Trovão) (x01), Defensive Song (Canção Defensiva) (x01), Song of Knowledge (Canção do Conhecimento) (x01), Song of Fire (Canção do Fogo) (x01), Fascinating Song (Canção Fascinante) (x03), Unsettling Song (Canção Inquietante) (x01), Revitalizing Song (Canção Revigorante) (x03).
Signature cards:
Dominate Target (Dominar Alvo) (x01), Weaken Intellect (Enfraquecer Intelecto) (x01), Bardic Inspiration (Inspiração Bárdica) (x01), Vicious Mockery (Zombaria Viciosa) (x01).
Starting equipment:
Kalahad Cap (Barrete de Kalahad) (x01): this card may already be equipped on your playmat.
Cards for later use:
These cards will be acquired during the campaign:
- Allegro (x01), Adagio (x01): acquired in the character's side missions.
- Virtuosi, Song of Celendalle and Song of Creation: these subclass cards are acquired in the character's second side mission if you choose the path of Purification.
- Thaumaturge, Song of Terror and Song of the Abyss: these subclass cards are acquired in the character's second side mission if you choose the path of Corruption.
Deck Cards
- Song of Swiftness (Canção da Celeridade): Gain 3 extra actions.
- Song of Combat (Canção de Combate): Inflict 2 points of magical attack on the target. Afterwards, draw 1 card from your deck and gain 1 extra action.
- Defensive Song (Canção Defensiva): Apply 4 shields to the target.
- Song of Knowledge (Canção do Conhecimento): Draw 3 cards from your deck.
- Song of Fire (Canção do Fogo): Attack with 2 physical damage dice and apply the Fire condition to the same target.
- Song of Ice (Canção do Gelo): Attack with 2 physical damage dice and apply the Ice condition to the same target.
- Song of Thunder (Canção do Trovão): Inflict 2 points of magical attack on the target and apply the Thunder condition to the same target.
- Fascinating Song (Canção Fascinante): Heal a target by 2 Vigor points and impose the Stunned condition on any target.
- Song of Blood (Canção de Sangue): Inflict 2 points of magical attack on the target and apply the Bleeding condition to the same target.
- Unsettling Song (Canção Inquietante): Draw 1 card from your deck and gain 2 extra actions.
- Revitalizing Song (Canção Revigorante): Heal a target by 2 Vigor points and impose the Purification condition on any target.
Signature Cards
- Dominate Target (Dominar Alvo): When a target suffers an attack, redirect the attack from 1 target to any other target (it cannot be the target itself).
- Weaken Intellect (Enfraquecer Intelecto): Until your next turn, all dice rolled to define creatures' actions are lowered by 1 level.
- Bardic Inspiration (Inspiração Bárdica): All targets heal 2 wounds. In addition, all targets roll their next attack with advantage. If the target hits its next attack on its turn, it heals +1 wound.
- Vicious Mockery (Zombaria Viciosa): All targets suffer 2 wounds. In addition, all targets roll their next attack with disadvantage. If the target misses its next attack on its turn, it suffers +2 wounds.
Skill Trees
Sonata of Joy (Sonata da Alegria)
- Resonant Notes (Notas Ressonantes): As a reaction, consume this token and exchange 1 Failure for 1 Sword, or vice versa.
- Mixed Notes (Notas Mistas): As a reaction, consume this token and roll 1 die with advantage or disadvantage.
- Dissonant Notes (Notas Dissonantes): As a reaction, consume this token and exchange the value of a die of 2 swords for 1 critical, or vice versa.
Requiem of Lament (Réquiem do Lamento)
- Resonant Notes (Notas Ressonantes): As a reaction, consume this token and remove 1 condition from the target (except Corruption / Purification).
- Mixed Notes (Notas Mistas): As a reaction, consume this token and exchange 1 shield for 1 heal (on creatures, the removal of the shield lasts 1 turn).
- Dissonant Notes (Notas Dissonantes): As a reaction, consume this token and exchange 1 critical die for 1 Stunned condition.
Prestige Classes
When carrying out Fildon's side missions, you will eventually reach a choice between the path of Purification and the path of Corruption. Each path leads to a different subclass, and once chosen, the other subclass becomes unavailable for that ongoing campaign.
Virtuosi — path of Purification
- New Passive Ability: When an ally is wounded, as a reaction consume 1 Double Chord token on the target to heal them by 1 wound.
- New Signature Cards:
- Song of Celendalle (Canção de Celendalle): Trigger: an ally makes an attack. Reaction: consume all of their chord tokens and increase your attack by 2 dice.
- Song of Creation (Canção da Criação): As a reaction, consume all Chord tokens of your allies (minimum of 2 per ally). Then distribute 6 points of healing among them.
Thaumaturge — path of Corruption
- New Passive Ability: As an action, consume 2 Chord tokens on a target to deal it 1 die of damage, to a maximum of 4 dice. Mixed chords count as 2 tokens.
- New Signature Cards:
- Song of Terror (Canção de Terror): Stun all creatures until your next turn, or stun 1 creature for its next 3 turns.
- Song of the Abyss (Canção do Abismo): Until your next turn, all attacks made against your allies have disadvantage. In addition, attacks cannot reduce your allies' life to less than 1 Vigor point.
Gëlien, the Fugitive of Aliel
Play Style: Attack
Gëlien is a hero whose play style focuses on a large amount of physical damage. His biggest difference from the other classes lies in the fact that his animal companion, Nina, can also attack.
Nina has 1 action point each of Gëlien's turns, which may be used to carry out the actions on cards marked with the claw symbol. Nina cannot draw cards, play shields, heal allies or use extra actions with her action; her action is used exclusively to carry out the effects of the claw symbol on a card. However, she may still be the target of shield and heal cards. Her advantages and disadvantages are handled independently of Gëlien's.
Nina is not considered a hero, but she may be considered an ally or even a creature. Attacks whose target description contains the keyword "hero" do not affect her, but area attacks may affect her, and she is subject to all conditions present in the game.
Nina has an individual Vigor Bar, counting her points independently of Gëlien. When Gëlien falls exhausted, Nina may still carry out her action in the turn. Place Nina's card on your playmat in a way that keeps her always visible. Nina does not occupy Gëlien's equipment space and may be placed beside him.
- Nina's action may be used to play Gëlien's attack cards (losing the effect of any other symbol on the card).
- If Nina becomes Exhausted, Gëlien loses 1 level and Nina cannot act for 1 round, returning only in the next one with 4 Vigor points.
- Nina always carries out the effects of the first card played bearing the claw symbol on Gëlien's turn. If you have already spent Nina's action and still wish to play another card that also contains actions with her symbol, the part of the card concerning her has no effect.
Gëlien can still use Hunter's Marks (Marcas de Caçador). Through these marks, Gëlien can inflict more damage on his targets, so always keep them marked for most of the time.
Initial Setup
Select the following cards to compose your Draw Deck:
Action cards (silhouettes):
Coordinated Attack (Ataque Coordenado) (x01), Camouflage (Camuflagem) (x01), Animal Defence (Defesa Animal) (x02), Hunter's Defence (Defesa do Caçador) (x01), Ambush (Emboscada) (x02), Study the Hunt (Estudar Caçada) (x01), Ice Arrow (Flecha de Gelo) (x03), Following Arrow (Flecha Seguidora) (x01), Poisoned Claws (Garras Venenosas) (x02), Favoured Enemy (Inimigo Favorito) (x03), Draw Weapons (Sacar Armas) (x01).
Signature cards:
Rain of Arrows (Chuva de Flechas) (x01), Command Charge (Comandar Investida) (x01), Primal Awareness (Consciência Primal) (x01), Feral Attunement (Sintonia Feral) (x01).
Starting equipment:
Fugitive's Hood (Capuz do Foragido) (x01): this card may already be equipped on your playmat.
Cards for later use:
- Gaia (x01), Marzak's Brooch (Broche de Marzak) (x01): acquired in the character's side mission.
- Guardian, Command (Grab), Command (Call), Avenger, Mark (Relentless) and Mark (Retaliation): subclass cards.
Deck Cards
- Coordinated Attack (Ataque Coordenado): Attack with 1 physical damage die. Nina's action: attack with 1 physical damage die.
- Rain of Arrows (Chuva de Flechas): Make an attack with 2 dice on all targets and apply the Hunter's Mark to them (this mark accumulates with your passive ability). The next attack not defended by a marked target inflicts 1 extra wound.
- Camouflage (Camuflagem): Heal a target by 2 Vigor points and draw 1 card from your deck.
- Command Charge (Comandar Investida): Use Nina's action to break all shields of a target (on creatures, cancel them for 1 round). Then, inflict 2 wounds on your target.
- Animal Defence (Defesa Animal): Apply 1 shield to 1 target. Nina's action: attack with 2 physical damage dice.
- Primal Awareness (Consciência Primal): When a target suffers 1 condition, use your Reaction to remove all conditions from that target (except Corruption). For 1 turn, all attacks made against this target are rolled with disadvantage.
- Hunter's Defence (Defesa do Caçador): Apply 3 shields to a target.
- Ambush (Emboscada): Attack with 2 physical damage dice. Nina's action: attack with 2 physical damage dice.
- Study the Hunt (Estudar Caçada): Draw 1 card from your deck and gain 1 extra action.
- Ice Arrow (Flecha de Gelo): Attack with 2 physical damage dice and apply the Ice condition to this same target.
Signature Cards
- Feral Attunement (Sintonia Feral): While you are the Active Hero, use your Reaction to equip this card on Nina. Until she is exhausted, she receives +1 for attacks and defences.
Skill Trees
Skill Tree 1
- First Ability: Use Nina's action to cause 1 wound to a target. Nina always has 1 active shield each turn.
- Second Ability: Nina receives +2 maximum Vigor points.
- Third Ability: When causing wounds to 1 target, discard up to 2 cards to roll 2 attack dice (for each card discarded) against another target.
Skill Tree 2
- First Ability: Direct 1 attack per turn to Nina. After her defence, she inflicts 1 wound on the attacker.
- Second Ability: Use Nina's action to draw 1 random card (except Signature cards) from your discard pile.
- Third Ability: Reduce all damage received by Nina by 1 point after her defence roll. After this, she inflicts 1 wound on the attacker.
Prestige Classes
When carrying out Gëlien's side missions, you will eventually reach a choice between the path of Purification and the path of Corruption. Each path leads to a different subclass, and once chosen, the other subclass becomes unavailable for that ongoing campaign.
Guardian (Guardião) — path of Purification
Gëlien and Nina improve their connection.
- New Passive Ability: You now fight mounted on Nina. Once per turn, discard 1 card and use Nina's action to have her carry out 1 attack with 4 damage dice. If this attack causes wounds, Gëlien gains 1 extra action.
- New Signature Cards:
- Command: Bite and Grab (Comando: Morder e Agarrar): Keep this card active. You may have only 1 active command. When making an attack with Nina that causes wounds, on your next turn you may change the target's position using Nina's action. When doing so, have advantage when attacking the target.
- Command: Charge (Comando: Carga): Keep this card active. You may have only 1 active command. When making an attack with Nina and rolling 1 Purified die, sacrifice that die to break 1 shield of your target.
Avenger (Vingador) — path of Corruption
- New Passive Ability: Nina becomes a corrupted specter. Her attacks become magical and inflict 1 Corruption on the target. Any cards that grant increased damage, advantage or disadvantage no longer have any effect on her. When she enters Exhaustion, Gëlien receives 1 additional damage die on all of his attack cards.
- New Signature Cards:
- Relentless Mark (Marca Implacável): Keep this card active. You may have only 1 active mark. Your mark now costs 1 action, but increases the damage inflicted by 1 die and grants advantage on 1 attack made against the target until the end of the turn.
- Mark of Retaliation (Marca da Retaliação): Keep this card active. You may have only 1 active mark. As a reaction, you may redirect any attack to Nina a number of times equal to half your level (minimum 1).
Kandra, the Barbarian of the Asak-Hai
Kandra is a tribal fighter from a brave society of warriors who inhabit the Tundras of Rharak, in the far north of Sempreterna. A strong and powerful woman, both physically and mentally, Kandra was responsible for ending the war between the northern peoples, a conflict that cost the life of her twin brother, Kalnor. Guided by the pain of loss and armed with an indomitable determination, Kandra became known as the Asak-Hai of her generation, which in the ancient language of her people means: "the imprisoned storm".
Play Style: Damage
Kandra is a hero with a very aggressive play style. With few magical damage cards and many physical damage cards, Kandra's focus is to inflict brutal damage through devastating attacks. When playing with Kandra, always seek to redirect to yourself the largest number of attacks that would otherwise go to your companions. In this way, you will maximize your passive abilities, being able to retaliate with heavy attacks without the need to spend cards to do so.
Initial Setup
To set up Kandra's initial game, select the following cards to compose your Draw Deck:
Action cards (silhouettes):
Powerful Attack (Ataque Poderoso) (x01), Call to the Hunt (Chamado para Caçada) (x01), Primal Knowledge (Conhecimento Primal) (x01), Strength of the Wilds (Força dos Ermos) (x01), Brutal Blow (Golpe Brutal) (x03), Defensive Blow (Golpe Defensivo) (x01), Charge (Investida) (x01), Swift Movement (Movimento Rápido) (x01), Bestial Recovery (Recuperação Bestial) (x02), Savage Resistance (Resistência Selvagem) (x01), Trespass (Trespassar) (x03).
Signature cards:
Savage Fury (Fúria Selvagem) (x01), Whirling Attack (Ataque Giratório) (x01), Retaliation (Retaliação) (x01), Reckless Attack (Ataque Imprudente) (x01).
Starting equipment:
Helm of Kalnor (Elmo de Kalnor) (x01): this card may already be equipped on your playmat.
Cards for later use:
These cards will be acquired during the campaign:
- Dawn Blade (Lâmina da Manhã) (x01): this Legendary Weapon is acquired in the character's first side mission.
- Saori (x01): this Personal Artifact is acquired in the character's second side mission.
- Zealot, Sacred Cry and Cry of Command: these subclass cards are acquired in the character's second side mission if you choose the path of Purification.
- Berserker, Reckless Cry and Impetuous Cry: these subclass cards are acquired in the character's second side mission if you choose the path of Corruption.
Deck Cards
- Powerful Attack (Ataque Poderoso): Attack with 2 physical damage dice and then apply the Thunder condition to this same target.
- Call to the Hunt (Chamado para Caçada): Gain 2 extra actions this turn.
- Primal Knowledge (Conhecimento Primal): Draw 3 cards from your deck.
- Strength of the Wilds (Força dos Ermos): Attack with 2 physical damage dice and draw 2 cards from your deck.
- Brutal Blow (Golpe Brutal): Attack with 3 physical damage dice.
- Defensive Blow (Golpe Defensivo): Apply 1 shield to a target and the Bleeding condition to any target.
- Charge (Investida): Attack, inflicting 2 points of magical damage, and apply Stunned to this same target.
- Swift Movement (Movimento Rápido): Attack with 2 physical damage dice and gain 1 extra action this turn.
- Bestial Recovery (Recuperação Bestial): Choose a target: heal it by 3 Vigor points.
- Savage Resistance (Resistência Selvagem): Apply 2 shields to a target and gain 1 extra action.
- Trespass (Trespassar): Attack with 4 physical damage dice and suffer 1 wound.
Signature Cards
- Whirling Attack (Ataque Giratório): The target suffers 2 wounds. All enemies in combat receive the Bleeding condition.
- Reckless Attack (Ataque Imprudente): Reaction: until your next turn, direct 1 or more attacks to yourself. Accumulate a number of dice equal to the dice of the attacks suffered. On your next turn, spend your 2 actions to attack with the sum of the accumulated dice, and draw 2 cards.
- Savage Fury (Fúria Selvagem): Destroy the shields of your target (on creatures, cancel them until your next turn) and draw a number of cards from your discard pile equal to the number of shields destroyed. Then inflict 2 wounds on the target.
- Retaliation (Retaliação): When making an attack, suffer 1 wound. You gain advantage and +1 point of damage on every attack die during the turn in which this card is played.
Skill Trees
Skill Tree 1
- First Ability: Once per round, direct 1 attack made against an ally to yourself.
- Second Ability: Gain +2 maximum Vigor points. Once per turn, discard an attack card to heal yourself by the same number of dice as that card.
- Third Ability: Direct +1 attack made against an ally to yourself. Increase your physical damage reduction to 2.
Skill Tree 2
- First Ability: Critical symbols count as 1 additional sword in your rolls.
- Second Ability: When suffering at least 1 wound from an attack, retaliate with 2 physical damage dice.
- Third Ability: Whirling Attack may be played as a reaction to an attack suffered. All targets suffer 2 wounds.
Prestige Classes
When carrying out Kandra's side missions, you will eventually reach a choice between the path of Purification and the path of Corruption. Each path leads to a different subclass, and once chosen, the other subclass becomes unavailable for that ongoing campaign.
Zealot — path of Purification
Kandra becomes a powerful leader, blessed by the northern god Baram'Dir, the Lord of Storms. Kandra inspires and guides her companions on the battlefields with powerful war cries. Nothing but victory will stand in her way.
- New Passive Ability: Until your next turn, your attacks are rolled with disadvantage so that one attack from each ally is rolled with advantage. If one of your attacks inflicts wounds on a target, heal your allies by 1 VP (only once per turn).
- New Signature Cards:
- Sacred Cry (Grito Sagrado): Keep this card active. You may have only 1 active cry card. Once per turn, when an attack results in a Purification symbol on the die, instead of inflicting the critical damage, place 1 Purification token on any target of your choice.
- Cry of Command (Grito de Comando): Keep this card active. You may have only 1 active cry card. Once per turn, when an attack results in a Purification symbol on the die, instead of inflicting the critical damage, choose 1 ally who will immediately play a common action card (except Signature cards). Cards with Extra Action have no effect.
Berserker — path of Corruption
Kandra's heart is bathed in the bestial fury of her ancestors, leaving her in a constant state of excitement and in pursuit of the only thing that will satisfy the emptiness of her spirit: a glorious combat.
- New Passive Ability: At any moment you may inflict 1 wound on yourself to increase by 1 die the damage of any card of any target, including enemies. During a combat, use this ability a number of times equal to your level.
- New Signature Cards:
- Reckless Cry (Grito Imprudente): Keep this card active. You may have only 1 active cry card. Until your next turn, your attacks and those of your attackers are rolled with disadvantage. At the start of every turn you may reactivate this cry.
- Impetuous Cry (Grito Impetuoso): Keep this card active. You may have only 1 active cry card. With this card active, at any moment, suffer 1 wound to turn the failure of a die into [2] on any target. You may only activate this card a number of times equal to your level.
Marzak, Druid of the Vaniel
Marzak is one of the many Druids of the Vaniel Circle. Responsible for training candidates to master Primal magic, Marzak has a unique gift for taking the animal forms of wolf and bear. Nobody knows her exact age, since her druidic powers grant her enormous resistance to the effects of time, but it is known that she and Pharanor are great friends, and the old mage always calls her "Little Fang".
Play Style: Control
Marzak is a hero whose play style focuses on controlling enemies on the battlefield. Her damage is divided between physical and magical damage and her ability to impose various conditions on her targets. Her main feature (and passive ability) is the capacity to take animal forms, and with them to gain additional effects on her cards.
When playing with Marzak, keep in mind that you will constantly have to switch between your animal forms so as to optimize the effects of your cards.
Marzak has two animal forms: Wolf Form (Forma de Lobo) and Bear Form (Forma de Urso). Once per turn you may choose to activate one of the two forms; all cards played after that will carry out the effects related to the active form. This activation does not consume an action and may be done after carrying out one or both of the actions in your turn.
Initial Setup
Set aside the marker tokens with the bear/wolf symbol, and place the token on the playmat.
Select the following cards to compose your Draw Deck:
Action cards (silhouettes):
Feral Agility (Agilidade Feral) (x01), Bear Attack (Ataque de Urso) (x01), Natural Communion (Comunhão Natural) (x01), Bear Armour (Couraça de Urso) (x01), Flaming Claws (Garras Flamejantes) (x02), Lupine Strike (Golpe Lupino) (x01), Hibernation (Hibernação) (x01), Glacial Fangs (Presas Glaciais) (x02), Lunar Ray (Raio Lunar) (x03), Solar Ray (Raio Solar) (x02), Lightning (Relâmpago) (x01).
Signature cards:
Circle of Healing (Círculo da Cura) (x01), Mass Metamorphosis (Metamorfose em Massa) (x01), Wall of Thorns (Muralha de Espinhos) (x01), Storm of Vengeance (Tempestade da Vingança) (x01).
Starting equipment:
Hood of Aliel (Capuz de Aliel) (x01): this card may already be equipped on your playmat.
Cards for later use:
These cards will be acquired during the campaign:
- Lunar Scythe (Foice Lunar) (x01): this Legendary Weapon is acquired in the character's first side mission.
- Remorse (Remorsos) (x01): this Personal Artifact is acquired in the character's second side mission.
- Archdruid, Protective Bulb (Bulbo Protetivo) and Petals of Aliel (Pétalas de Aliel): these subclass cards are acquired in the character's second side mission if you choose the path of Purification. They come with the treant/phoenix tokens.
- Wild Fire (Fogo Selvagem), Rise of the Phoenix (Ascensão da Fênix) and Ember Feathers (Penas de Brasa): these subclass cards are acquired in the character's second side mission if you choose the path of Corruption. They come with the phoenix/treant tokens.
Deck Cards
- Feral Agility (Agilidade Feral): Apply 2 shields to a target. Bear: gain 2 extra actions.
- Bear Attack (Ataque de Urso): Attack with 2 physical damage dice. Bear: apply the Bleeding condition to the same target.
- Natural Communion (Comunhão Natural): Heal 1 Vigor point of a target and draw 3 cards from your deck.
- Bear Armour (Couraça de Urso): Heal 2 Vigor points of a target. Bear: apply 3 shields to a target.
- Lupine Strike (Golpe Lupino): Attack with 3 physical damage dice. Wolf: gain 2 extra actions and apply the Wind condition to a target.
- Hibernation (Hibernação): Apply 2 shields to a target. Wolf: heal 2 Vigor points of a target. Bear: draw 2 cards from your deck.
- Glacial Fangs (Presas Glaciais): Attack with 2 physical damage dice. Wolf: apply the Ice condition to the same target.
- Lunar Ray (Raio Lunar): Inflict 2 points of magical attack on the target and gain 1 extra action.
- Solar Ray (Raio Solar): Attack with 2 physical damage dice and apply the Stunned condition to the same target.
- Lightning (Relâmpago): Attack with 2 physical damage dice and apply the Thunder condition to the same target.
- Flaming Claws (Garras Flamejantes): Attack with 2 physical damage dice. apply the Fire condition to the same target.
Signature Cards
- Circle of Healing (Círculo da Cura): Trigger: an ally suffers an attack. Reaction: you have 8 healing points to distribute among your allies.
- Mass Metamorphosis (Metamorfose em Massa): Transform all your allies into wolves or bears. Wolves: allies receive 2 damage dice for their next attack. Bears: allies receive 3 extra shields.
- Wall of Thorns (Muralha de Espinhos): Trigger: a target suffers any amount of wounds. Reaction: reflect the same amount of wounds back to the attacker.
- Storm of Vengeance (Tempestade da Vingança): For each target in play below half of its maximum Vigor points, inflict 1 condition of your choice. If the target has 3 or fewer Vigor points, the target also suffers 1 wound.
Skill Trees
Skill Tree 1 (Bear Form)
- First Ability: When entering your Bear Form, receive 1 temporary shield until your next turn.
- Second Ability: Once per turn, when entering and remaining in your Bear Form, increase your maximum Vigor to 12.
- Third Ability: In your Bear Form, once per turn, spend 1 action to recover 2 Vigor points.
Skill Tree 2 (Wolf Form)
- First Ability: When entering your Wolf Form for the first time in your turn, receive +1 sword for 1 attack.
- Second Ability: Once per turn, when making 1 attack in your Wolf Form, have advantage on 1 attack.
- Third Ability: Once per turn, when making 1 attack in your Wolf Form, add 1 die to that attack.
Prestige Classes
When carrying out Marzak's side missions, you will eventually reach a choice between the path of Purification and the path of Corruption. Each path leads to a different subclass, and once chosen, the other subclass becomes unavailable for that ongoing campaign.
Archdruid (Arquidruida) — path of Purification
Marzak joins the ancient circle of the Archdruids of Aliel, receiving the blessings of the goddess of nature, Tawartári, the Wild Queen, and gaining access to powerful summons such as the Children of Tawartári: the Treants.
- New Passive Ability: As an action, discard up to 2 cards to summon up to 2 treants (one per target). Each target may use 1 of its actions to choose whether to heal or to defend with the selected treant.
- New Signature Cards:
- Petals of Aliel (Pétalas de Aliel): All targets that have treants may consume them to: heal themselves by 3 points, or increase the damage of 1 attack by 3 swords.
- Protective Bulb (Bulbo Protetivo): Place 1 shield on each target. Targets with 1 treant receive 1 extra shield and also 2 points of healing.
Wild Fire (Fogo Selvagem) — path of Corruption
Marzak uses the powers of the primordial flame to burn and purge the world of the influence of Corruption.
- New Passive Ability: As an action, consume the Fire condition of any target to summon an ember spirit (maximum of 2 spirits). Spend 1 action to choose to attack or defend with the selected spirit.
- New Signature Cards:
- Rise of the Phoenix (Ascensão da Fênix): Trigger: an ally suffers fatal damage. Reaction: discard this card and remove the exhaustion from the target (without loss of level). Heal it by 1 Vigor point, and all targets suffer the Fire condition.
- Ember Feathers (Penas de Brasa): Keep this card active. While this card is active, in any attack made against you or against your spirit, the attacker suffers 1 Fire condition.
Pharanor, the Guardian Mage
Pharanor is the last of the Magi, a council of powerful mages who swore to dedicate their strength and knowledge to protecting Sempreterna. More than 1500 years have passed between the end of the great Calamity and the present day. Once again Pharanor perceives the movement of the forces of darkness, and finds himself charged with investigating the source of this Corruption and ruin, which should long have been sealed in its prison. Something very wrong is happening to the world, and it falls to the last of the Magi to summon a new generation of heroes to protect Sempreterna.
Play Style: Control
Pharanor is a hero whose play style controls enemies on the battlefield. His damage capacity is based on his magical attacks and his ability to apply various conditions to his targets. His set of abilities makes Pharanor one of the only classes able to constantly recover cards from its discard pile, including Signature cards.
When playing with Pharanor, keep in mind that you will constantly have to seek cards in your discard pile through your passive abilities, assembling card combos that grant you several actions in a single turn.
Also, always keep in mind that your goal is to apply the greatest number of conditions to your targets, looking to fit great combos into your hand and, of course, to make the most of the interaction between the elemental conditions available in your deck.
Initial Setup
To set up Pharanor's initial game, select the following cards to compose your Draw Deck:
Action cards (silhouettes):
Clairvoyance (Clarividência) (x03), Arcane Discharge (Descarga Arcana) (x01), Enervation (Enervação) (x01), Flaming Hands (Mãos Flamejantes) (x02), Magic Missiles (Mísseis Mágicos) (x02), Toxic Mist (Névoa Tóxica) (x01), Arcane Protection (Proteção Arcana) (x01), Ice Blast (Rajada de Gelo) (x02), Arcane Recovery (Recuperação Arcana) (x01), Vampiric Touch (Toque Vampírico) (x01), Speed (Velocidade) (x01).
Signature cards:
Prismatic Cone (Cone Prismático) (x01), Meteor Shower (Chuva de Meteoros) (x01), Stop Time (Parar o Tempo) (x01), Transfer Vigor (Transferir Vigor) (x01).
Starting equipment:
Memento of Anárien (Lembrança de Anárien) (x01): this card may already be equipped on your playmat.
Cards for later use:
These cards will be acquired during the campaign:
- Tome of Soul (Tomo D'Alma) (x01): this Legendary Weapon is acquired in the character's first side mission.
- Ring of Lament (Anel do Lamento) (x01): this Personal Artifact is acquired in the character's second side mission.
- Arcanist, Elemental Aura and Arcane Aura: these subclass cards are acquired in the character's second side mission if you choose the path of Purification.
- Necromancer, Curse (Pestilence) and Curse (Rot): these subclass cards are acquired in the character's second side mission if you choose the path of Corruption.
Deck Cards
- Clairvoyance (Clarividência): Draw 2 cards from your deck and gain 1 extra action.
- Arcane Discharge (Descarga Arcana): Attack your target with 3 physical damage dice.
- Enervation (Enervação): Inflict 1 point of magical damage on your target and apply Stunned to that same target. Afterwards, heal 1 Vigor point of a target.
- Flaming Hands (Mãos Flamejantes): Attack with 2 physical damage dice and apply the Fire condition to that same target.
- Magic Missiles (Mísseis Mágicos): Inflict 2 points of magical damage and gain 1 extra action.
- Toxic Mist (Névoa Tóxica): Attack with 2 physical damage dice and apply Poison to that same target.
- Arcane Protection (Proteção Arcana): Apply 3 shields to a target and draw 1 card from your deck.
- Ice Blast (Rajada de Gelo): Inflict 2 points of magical damage and apply Ice to that same target.
- Arcane Recovery (Recuperação Arcana): Draw 3 cards from your deck.
- Vampiric Touch (Toque Vampírico): Heal 2 Vigor points of a target and apply Bleeding to a target.
- Speed (Velocidade): Draw 1 card from your deck and gain 2 extra actions.
Signature Cards
- Meteor Shower (Chuva de Meteoros): The main target suffers 2 dice of damage and the other targets suffer 1 wound. All affected targets suffer the Fire condition.
- Prismatic Cone (Cone Prismático): For each target in play, inflict 1 elemental condition of your choice.
- Stop Time (Parar o Tempo): Take 3 actions. Extra action cards have no effect. Your targets cannot retaliate if attacked.
- Transfer Vigor (Transferir Vigor): Exchange the Vigor points of two targets, for a maximum of 4 points among creatures and 6 among Bosses/Heroes (PvP). The resulting values may not exceed the targets' maximum Vigor.
Skill Trees
Skill Tree 1
- First Ability: At the start of every combat, if you have fewer than 5 cards in your hand, draw cards until you have 5 cards in your hand.
- Second Ability: Increase the damage of Magic Missiles by 1. Its damage may now be distributed among up to 3 different targets.
- Third Ability: Instead of drawing 1 card, draw 2. Choose one of them to go to your hand and put the other on the bottom of your deck.
Skill Tree 2
- First Ability: Once per turn, discard 1 attack card to increase an ally's damage by one die.
- Second Ability: Once per combat, discard 2 cards from your hand and, with 1 action, recover 1 card from your discard pile of your choice (including Signature cards).
- Third Ability: Upon defeating 1 target, restore 3 random cards from your discard pile to your deck. Then shuffle it.
Prestige Classes
When carrying out Pharanor's side missions, you will eventually reach a choice between the path of Purification and the path of Corruption. Each path leads to a different subclass, and once chosen, the other subclass becomes unavailable for that ongoing campaign.
Arcanist (Arcanista) — path of Purification
Pharanor gains access to the full power of the great Archmagi and can easily control all the elements of nature. As the last guardian of Sempreterna, Pharanor carries the legacy of an order of protectors who opposed the wave of ruin brought by Corruption.
- New Passive Ability: Discard 1 card to enchant an attack with one more condition, or to change the condition of one of your attacks. You gain access to the Wind and Thunder elements.
- New Signature Cards:
- Arcane Aura (Aura Arcana): Keep this card active. You may have only 1 active aura card. When an ally makes an attack, discard any 1 card and change the number of attack dice of the target's card into magical damage.
- Elemental Aura (Aura Elemental): Keep this card active. You may have only 1 active aura card. For every 2 elemental conditions applied, your next elemental card will apply the condition to all other targets on the table.
Necromancer (Necromante) — path of Corruption
Pharanor learns to manipulate energy directly from the Abyss. Few have dared to take this path. Manipulating arcane and divine magic, Pharanor becomes a chosen one of the goddess and lady of death, Demiel, bringing an end to those who are subject to the forces of Corruption.
- New Passive Ability: When defeating a target, consume its essence. Spend 1 action to summon 1 skeleton per essence to serve you (maximum of 2 skeletons). Spend 1 action to choose to attack or defend with the selected skeleton.
- New Signature Cards:
- Curse: Rot (Maldição: Podridão): Keep this card active. You may have only 1 active curse card. Mark a target. While the target is standing, the Bleeding condition lasts indefinitely on that target.
- Curse: Pestilence (Maldição: Pestilência): Keep this card active. You may have only 1 active curse card. Mark a target. While the target is standing, the Poison condition deals 1 extra point of damage to that target.
Tainara, the Monk of Nahaat
Tainara Yamandú is a monk born in the region of Nahaat, the Forests of the Sun, at the foot of the Kronengrak mountains. She learned with relative ease to channel her inner energy, the Chi, shaping it and using it to her advantage in combat. Because of her self-control and moral resilience, Tainara soon showed herself to be a strong candidate for the position of Sypave, the Mother of the People, the highest position among the warrior women of the people of Nahaat.
Play Style: Attack and Support
Tainara is a heroine whose play style adapts to the needs of the group. This is possible thanks to her mantras, which focus on attack, healing and defence. Tainara's mechanic depends exclusively on her Chi points. By accumulating enough Chi, the monk can carry out much of her special abilities, such as her main passive ability: the flurry of blows.
Chi is counted on your playmat, accumulated through the use of your Signature cards and abilities of the Skill Tree. Every time the group takes a Long Rest, the accumulated Chi is lost.
When playing with Tainara, try to identify your group's need, and activate, as quickly as possible, the mantra referring to the play style you intend to follow. The great advantage of this heroine is that, at any moment, you may completely change your play style simply by changing your mantra card and your combat style.
Initial Setup
Place a marker on Tainara's Chi Bar at level 0, to easily control her accumulation.
Every time you need to activate a Mantra, place it outside your discard pile. The suggestion is to place them above the Chi bar.
Select the following cards to compose your Draw Deck:
Action cards (silhouettes):
Adamantine Soul (Alma Diamantada) (x01), Arctic Barrier (Barreira Ártica) (x01), Channel Chi (Canalizar Chi) (x01), Cyclone Kick (Chute Ciclone) (x01), Stunning Blow (Golpe Atordoante) (x01), Meditation (Meditação) (x01), Explosive Palm (Palma Explosiva) (x03), Vibrating Palm (Palma Vibratória) (x01), Bodily Purity (Pureza Corporal) (x02), Thundering Fist (Punho Trovejante) (x02), Serenity (Serenidade) (x02).
Signature cards:
Mantra of Healing (Mantra da Cura) (x01), Mantra of Protection (Mantra da Proteção) (x01), Mantra of Retaliation (Mantra da Retaliação) (x01), Five Fists Offensive (Ofensiva dos 5 Punhos) (x01).
Starting equipment:
Hood of Ñamandu (Capuz de Ñamandu) (x01): this card may already be equipped on your playmat.
Cards for later use:
These cards will be acquired during the campaign:
- Yeoui (x01): this Legendary Weapon is acquired in the character's first side mission.
- Promises (Promessas) (x01): this Personal Artifact is acquired in the character's second side mission.
- Shaman, Purification Fold (Dobra de Purificação) and Epiphany: these subclass cards are acquired in the character's second side mission if you choose the path of Purification.
- Predator, Corruption Fold (Dobra de Corrupção) and Vital Points (Pontos Vitais): these subclass cards are acquired in the character's second side mission if you choose the path of Corruption.
Deck Cards
- Adamantine Soul (Alma Adiamantada): Apply 3 shields to a target. Afterwards, choose a target and heal it by 1 Vigor point.
- Arctic Barrier (Barreira Ártica): Apply 2 shields to a target and the Ice condition to any target.
- Channel Chi (Canalizar Chi): Heal 1 Vigor point of a target and draw 2 cards from your deck.
- Cyclone Kick (Chute Ciclone): Attack with 3 physical damage dice and apply the Wind condition to the same target.
- Stunning Blow (Golpe Atordoante): Attack with 3 physical damage dice and apply the Stunned condition to the same target.
- Meditation (Meditação): Draw 3 cards from your deck.
- Explosive Palm (Palma Explosiva): Attack with 2 physical damage dice and apply the Fire condition to the target.
- Vibrating Palm (Palma Vibratória): Inflict 2 points of magical attack on the target.
- Bodily Purity (Pureza Corporal): Heal 2 Vigor points of a target and impose the Purification condition on any target.
- Thundering Fist (Punho Trovejante): Attack with 2 physical damage dice and apply the Thunder condition to the same target.
- Serenity (Serenidade): Apply 1 shield to a target. Afterwards, choose a target and heal it by 2 Vigor points.
Signature Cards
- Mantra of Retaliation (Mantra da Retaliação): When activating this card, discard any active mantra card and make an attack with 3 dice (this attack does not accumulate Chi). Afterwards, once per round, when receiving an attack, as a reaction, retaliate with 2 physical damage dice (this attack does not accumulate Chi).
- Five Fists Offensive (Ofensiva dos 5 Punhos): Spend 1 Chi point per damage die and make an attack with the total of accumulated dice (this attack does not generate Chi points). You may distribute each of these damage dice among 1 or more targets.
Mantras
The Mantras of Healing and Protection are listed below in the Signature section. When played, each mantra discards any other active mantra card.
- Mantra of Healing (Mantra da Cura): When playing this card, discard any active mantra card and distribute 4 points of healing among your allies. Afterwards, while this mantra is active, spend 2 Chi points to heal 1 Vigor point of any target.
- Mantra of Protection (Mantra da Proteção): When playing this card, discard any active mantra card and grant 1 shield to each of your allies (including you). Afterwards, receive 1 Chi point for each point of shield used when defending an attack.
Skill Trees
Skill Tree 1
- First Ability: When making an attack, accumulate a number of Chi points equal to the number of dice rolled in that attack.
- Second Ability: While the Mantra of Protection or Healing is active, receive up to 3 Chi points when an ally plays a shield or heal card (respectively).
- Third Ability: When activating a mantra, spend 3 Chi points and recover another mantra card from your discard pile.
Skill Tree 2
- First Ability: Once per round, direct 1 attack made against 1 target to yourself.
- Second Ability: Spend 3 Chi points to create 1 shield on 1 target.
- Third Ability: Increase your maximum Vigor by 2 points. Always have 1 active shield.
Prestige Classes
When carrying out Tainara's side missions, you will eventually reach a choice between the path of Purification and the path of Corruption. Each path leads to a different subclass, and once chosen, the other subclass becomes unavailable for that ongoing campaign.
Shaman (Xamã) — path of Purification
Tainara joins the ancient council of her people as a Sypave. Channelling the forces of the elements and the light of Purification, the monk is blessed by the goddess of nature, Tawartári, the Wild Queen, and becomes a Shaman.
- New Passive Ability: You may spend 2 Chi points to: heal 1 target by 1 VP, or transform the healing effect of a card into 1 Purification.
- New Signature Cards:
- Epiphany (Epifania): Spend both of your actions to play this card: all your allies may play 1 attack card (except Signature; cards with extra actions do not benefit from this effect).
- Purification Fold (Dobra de Purificação): Choose 1 corrupted enemy. Spend 2 Chi points and exchange 1 level of corruption for 1 elemental condition. You may do this up to 3 times per combat, as long as you have enough Chi to do so.
Predator (Predadora) — path of Corruption
Tainara renounces her title of Sypave. Instead, she begins to hunt the creatures of Corruption. Until her homeland is avenged, the monk continues to prey upon those who have been touched by ruin, protected by the stars and with the blessings of the Lady of the Night, Silhyne.
- New Passive Ability: You may consume 2 points of your Vigor to generate 1 Chi point. You deal 1 extra damage on your attack for each Chi point generated in this way.
- New Signature Cards:
- Vital Points (Pontos Vitais): Choose 1 target. Roll 1 damage die for every 3 Vigor points it has already lost (maximum of 5 dice). Until your next turn, if the target is not eliminated, all of its attacks are rolled with disadvantage.
- Corruption Fold (Dobra de Corrupção): Choose 1 corrupted ally. Exchange 1 level of corruption for 2 wounds. If your ally remains above half of their maximum Vigor, return this card to your draw deck and shuffle it.
Tesser, the Cleric of Üiala
Tesser Marbleshine is the only survivor of the terrible attack carried out by the spawn of Corruption on the great Monastery of Üiala in the Kronengrak mountains. Now, Tesser sets out following the call of an old mage of Kalahad, as a bearer of divine light, bringing resignation and hope to the hearts of those who live amid the fear and horror that the Darkness brings with it.
Play Style: Support
Tesser is a heroine whose play style is entirely defensive. Her damage capacity depends almost exclusively on her passive ability to retaliate against physical attacks received.
When playing with Tesser, always seek to redirect to yourself the greatest number of attacks that would otherwise go to your companions, always keeping in mind that your goal is to heal and assist your friends, using your passive abilities and the large number of shields in your deck as a damage sponge.
Note: Tesser's damage reflection during her defence is considered physical damage, and is therefore subject to the target's shield reductions and other resistances.
Initial Setup
To set up Tesser's initial game, select the following cards to compose your Draw Deck:
Action cards (silhouettes):
Spiritual Weapon (Arma Espiritual) (x01), Holy Armour (Armadura Santa) (x01), Divine Aid (Auxílio Divino) (x01), Blessing of Üiala (Bênção de Üiala) (x03), Blade Barrier (Barreira de Lâminas) (x01), Channel Divinity (Canalizar Divindade) (x01), Column of Flames (Coluna de Chamas) (x01), Heal Wounds (Curar Ferimentos) (x02), Shield of Light (Escudo de Luz) (x03), Inflict Wounds (Infligir Ferimentos) (x01), Divine Rampart (Muralha Divina) (x01).
Signature cards:
Destruction (Destruição) (x01), Invigorate (Revigorar) (x01), Purify (Purificar) (x01), Sanctuary (Santuário) (x01).
Starting equipment:
Helm of the Ghanyr (Elmo dos Ghanyr) (x01): this card may already be equipped on your playmat.
Cards for later use:
These cards will be acquired during the campaign:
- Dawn (Alvorada) (x01): this Legendary Weapon is acquired in the character's first side mission.
- Scroll of Üiala (Pergaminho de Üiala) (x01): this Personal Artifact is acquired in the character's second side mission.
- Hierophant, Shield of Faith (Escudo da Fé) and Word of Command (Healing) (Palavra de Comando (Cura)): these subclass cards are acquired in the character's second side mission if you choose the path of Purification.
- Reaper (Ceifadora), Word of Command (Exhaustion) (Palavra de Comando (Exaustão)) and Spectral Shroud (Mortalha Espiritual): these subclass cards are acquired in the character's second side mission if you choose the path of Corruption.
Deck Cards
- Spiritual Weapon (Arma Espiritual): Attack with 1 physical damage die and gain 1 extra action.
- Holy Armour (Armadura Santa): Apply 3 shields to a target.
- Divine Aid (Auxílio Divino): Draw 1 card from your deck and gain 2 extra actions.
- Blessing of Üiala (Bênção de Üiala): Choose a target and heal it by 2 Vigor points; afterwards, apply the Purification condition to any target.
- Blade Barrier (Barreira de Lâminas): Attack with 2 physical damage dice and apply 1 shield to a target.
- Channel Divinity (Canalizar Divindade): Apply 2 shields to a target and the Thunder condition to any target.
- Column of Flames (Coluna de Chamas): Attack, applying the Fire condition to your target; afterwards, draw 1 card from your deck.
- Heal Wounds (Curar Ferimentos): Choose a target and heal it by 3 Vigor points.
- Shield of Light (Escudo de Luz): Apply 2 shields to a target and the Stunned condition to any target.
- Inflict Wounds (Infligir Ferimentos): Inflict 2 points of magical damage on a target and apply the Bleeding condition to that same target.
- Divine Rampart (Muralha Divina): Apply 3 shields to a target. Afterwards, choose a target and heal it by 1 Vigor point.
Signature Cards
- Destruction (Destruição): Destroy all shields of an enemy hero or, on creatures, cancel them for 1 round. Then inflict 2 wounds on the target.
- Purify (Purificar): Place 4 Purification tokens on a target. If the target is an ally, heal it by 2 Vigor points; if it is an enemy, inflict 2 wounds.
- Invigorate (Revigorar): When a target suffers damage that brings it to Exhaustion, discard this card and remove the Exhaustion from the target, without loss of level. Heal it by 5 Vigor points.
- Sanctuary (Santuário): When a target is attacked, cancel this attack made against the target. Your opponents are unable to attack it for 1 round.
Skill Trees
Skill Tree 1
- First Ability: Once per turn, defend an attack directed at one of your allies. During this defence, you may discard 1 card to generate 2 shields.
- Second Ability: Healing in excess of a target's maximum Vigor may be redirected to another target.
- Third Ability: As a reaction, discard a card and perform a heal of 3 Vigor points.
Skill Tree 2
- First Ability: Always have 1 active shield. When fully defending against an attack, heal 1 Vigor point of any 1 target.
- Second Ability: Gain +2 maximum Vigor points. Retaliate with the total of shields used in your defence roll.
- Third Ability: When activating Sanctuary, all enemies attack with disadvantage for its duration.
Prestige Classes
When carrying out Tesser's side missions, you will eventually reach a choice between the path of Purification and the path of Corruption. Each path leads to a different subclass, and once chosen, the other subclass becomes unavailable for that ongoing campaign.
Hierophant (Hierofante) — path of Purification
Tesser becomes as powerful as the Priors of the Ghanyr order. Touched by divine magic as an envoy of the goddess Üiala herself, Tesser walks the lands of Sempreterna with a single purpose: to heal the world of the wounds caused by Corruption.
- New Passive Ability: You become immune to Corruption. When healing 1 target, it restores the same number of cards from your graveyard to your deck (maximum of 2 cards).
- New Signature Cards:
- Shield of Faith (Escudo de Fé): Until your next turn, your allies receive the same amount of shields as you have active on your board.
- Mass Healing (Cura em Massa): Trigger: you play a heal card. Reaction: play this card at no cost. All your allies receive the value of the heal card played.
Reaper (Ceifadora) — path of Corruption
Tesser uses the greatest weapon of the enemy against itself. The greater the light, the greater the darkness, and Tesser carries this teaching to the end of her journey, walking a winding path guided by the goddess and lady of death: Demiel.
- New Passive Ability: Heal cards may now inflict wounds on 1 target but, when doing so, your allies must also jointly suffer the same amount of damage (which may be distributed among the group).
- New Signature Cards:
- Spectral Shroud (Mortalha Espiritual): Mark a target. When this target is defeated, apply the damage that defeated it to the other targets in play.
- Word of Command: Exhaustion (Palavra de Comando: Exaustão): Inflict 4 damage dice on a target, or 5 if it is below its maximum Vigor. Defeat it instantly if it has 6 or fewer Vigor points.
Quick Reference
Campaign: Combat Summary
Set the turn order of the heroes. Each turn consists of a Hero phase (in which the hero carries out 2 actions) and a Creature phase (in which the creature attacks using a creature action card).
The first player takes the Active Hero token for themselves and places the Active Creature token on the first creature of the creatures playmat.
In the Hero Phase you must:
- Resolve all pending conditions on your hero.
- Carry out 2 available actions, which may be: draw a card, play a card, sacrifice a card for a basic attack, use an active ability, use the active item, swap the active item.
- Define a target before playing a card and rolling the dice.
- When playing the card, carry out all effects represented by the icons on the card, from left to right.
You may decide not to take any action, except when your hero has no cards available to draw.
In the Creature Phase you must:
- Check which creature is the Active Creature and whether it has conditions that must be resolved.
- If the Active Creature is defeated by conditions, pass the Active Creature token to the next one, and then resolve its conditions.
- Draw 1 card from the Creature Action deck.
- Roll two dice, one for each text block on the card, which will define who the creature attacks and how.
- Carry out the creature's action based on the result of the card and its passive abilities.
- End the creature's turn by taking the Active Creature token and passing it to the next creature in order, then take your Active Hero token and pass it to the next player.
Campaign: Combat Summary (Final Boss)
First Form:
- All heroes start in the centre of the board, with their individual tokens.
- You may use one of your actions to move among the pillars in the lower region of the board. Each pillar has its own Vigor and Shields, and destroying them removes the Boss's immunity to that condition. There is no limit to the number of heroes who may be on a pillar at one time.
- When destroying a pillar, place the condition token on the central platform. From now on, heroes positioned on the central platform gain immunity to this condition. The Boss also loses 1 Shield for each pillar destroyed.
- The Boss acts in the Creature Phase of each Hero. However, it has a specific deck of Boss actions, and does not use the common creature action deck.
- When the Boss reaches the Threshold of 7 points and 1 Vigor point respectively, negate all additional damage to the Boss in that turn and add creatures to the board according to the table on page 48.
- When a creature is defeated, place a soul fragment on one of the crystals. The players may then spend 1 action to move to the crystals and 1 action to attack one. Breaking a crystal allows the player to shuffle their discard pile again together with their draw pile.
- The First Form ends when the heroes inflict enough damage to bring the Boss to exhaustion.
Second Form:
- Exchange Daegur's card for Gûrthur and add the two purple boss cards to the deck. Shuffle and start the combat again.
- Any conditions applied to the Boss in its first form are transferred to its second form, including shields that have already been broken.
- Repeat all the steps of the first form for the second form.
- The players win the game by winning the combat against the Second Form.
Coliseum: Combat Summary
Set the turn order of the heroes. On your turn, you must:
- Resolve all pending conditions on your hero.
- Mandatorily carry out the 2 available actions, which may be: draw a card, play a card, sacrifice a card for a basic attack, use an active ability, use the active item, swap the active item.
- Define a target before playing a card and rolling the dice.
- When playing the card, carry out all effects represented by the icons on the card, from left to right.
When attacked on another player's turn, you are entitled to a Revide. With it, you may:
- Draw a card, or
- Make an attack with a card in hand, or
- Play a Shield card and reduce the damage of the attack.
To be able to perform a Revide, the defender must have a total of Vigor Points GREATER than the value of the attack received; that is, attacks that reduce a target's Vigor to zero do not trigger the Revide reaction.
Each time you inflict damage on another hero, place a Class token on them. When a hero falls by Exhaustion, all those who have tokens placed on that hero may level up 1 level, draw a card and heal 2 Vigor points, in addition to receiving 1 point. Tokens cannot be accumulated on the same character, even if several wounds are inflicted by the same attacker.
You do not lose points when you fall by Exhaustion. However, if Exhaustion occurs from running out of the draw deck, the player is immediately eliminated from combat, keeping their total score.
The Coliseum ends when the first player reaches 10 points. Then, everyone takes, in order, a single final action, and adds up their points to determine the winner.
If you choose to use creatures in the Coliseum, play the full turn, with the Hero phase and the Creature phase. Defeating creatures does not count towards the final score, but falling into Exhaustion from a creature's attack causes all players to lose 1 point.
Hunt: Combat Summary
Each player present rolls a die to determine the tier of one of the creatures in the combat. The rule is:
- [1] Player decides the Tier
- [2] Creature Tier II
- [C] Creature Tier III
- [P] Creature Tier I
(The die faces are shown as icons in the printed rulebook; the labels above follow the printed key.)
Set the turn order of the heroes. Each turn consists of a Hero phase (in which the hero carries out 2 actions) and a Creature phase (in which the creature attacks using a creature action card). The first player takes the Active Hero token for themselves and places the Active Creature token on the first creature of the creatures playmat.
In the Hero Phase you must:
- Resolve all pending conditions on your hero.
- Carry out 2 available actions, which may be: draw a card, play a card, sacrifice a card for a basic attack, use an active ability, use the active item, swap the active item.
- Define a target before playing a card and rolling the dice.
- When playing the card, carry out all effects represented by the icons on the card, from left to right.
You may decide not to take any action, except when your hero has no cards available to draw.
In the Creature Phase you must:
- Check which creature is the Active Creature and whether it has conditions that must be resolved.
- If the Active Creature is defeated by conditions, pass the Active Creature token to the next one, and then resolve its conditions.
- Draw 1 card from the Creature Action deck.
- Roll two dice, one for each text block on the card, which will define who the creature attacks and how.
- Carry out the creature's action based on the result of the card and its passive abilities.
- End the creature's turn by taking the Active Creature token and passing it to the next creature in order, then take your Active Hero token and pass it to the next player.
At the end of the combat, the group receives fragments equal to the sum of the tiers of the creatures in the combat. Winning a combat against a Tier III creature also gives a random artifact. Use the fragments to buy abilities or items at the Wandering Market.