Drużyna do Zadań Specjalnych
Drużyna do Zadań Specjalnych Rulebook
Table of Contents
Table of Contents
Components
- 6 Hero sets, each containing:
- 1 double-sided Hero tile
- 10 Action cards
- 5 Evil sets, each containing:
- 8 Evil Scene cards (nos. 01-08)
- 1 Opponent Scene card (no. 09)
- 3 Evil Track cards
- 15 Basic Scene cards
- 16 Special Ability cards
- 1 Progress board
- 8 Adventure dice
- 8 Progress markers
- 4 Scene markers
- 16 Wound tokens (11 of value 1, 5 of value 3)
- 1 Evil Track token
- 1 Active Player token
Goal of the Game
The goal of the game is to defeat the Evil together by completing its Scene card, before it carries out its plan. Players take turns, supporting one another and passing through successive Scenes.
Setup
- Each player chooses a Hero and receives that Hero's set.
- a. Place the Hero tile in front of you with either side face up.
- b. Shuffle the Action cards thoroughly and place them as a face-down deck to the left of the Hero tile. Then draw the top 4 Action cards from the deck into your hand.
- c. Four-player game only: Each player removes (returns to the box) one chosen Action card from their hand and draws a new card in its place.
- Together choose one of the 5 Evil sets. Prepare the face-down Evil Scene deck:
- a. Prepare a face-down pile of 7 random Basic Scene cards.
- b. Place the face-down Opponent Scene card on top of it.
- c. Shuffle the Scene cards of this Evil together with the remaining Basic Scene cards and place them face down on top of the pile made earlier.
- Take the Evil Track cards of this Opponent and place them to the side of the play area so as to create a track of 3 cards beginning with the START space and ending with the DEFEAT space. The cards indicate which side to use depending on the number of players. Place the Evil Track token on the START space.
- Place the face-down Evil Scene deck next to the Evil Track.
- Draw the top 4 Scene cards from the Evil deck and place them randomly in the spaces designated for them on the Progress board. On each of them place a Scene marker on the first space from the left (ignore the icons covered at this moment). Place Progress markers on the spaces of value 0 on the 4 tracks of the Progress board.
- Shuffle the Special Ability cards and place them in a face-down deck next to the Evil Track.
- Take 3 Adventure dice and place them in the pool in the middle of the Progress board.
- Put the remaining dice, Wound tokens and Progress markers to the side.
Golden Rules
- All rules written on cards take precedence over the general rules in this rulebook.
- If players can resolve an effect in several ways (e.g. choose the target of the effect), they decide among themselves how to resolve it.
- Effects must be resolved to the maximum possible extent (as far as possible; e.g. if a Scene is to be slowed twice but it can only be slowed once, players slow it once). Players cannot decline to partially resolve an effect. If an effect cannot be resolved, players skip it without any consequences.
Scene Card Anatomy
During the game you will complete successive Scenes known from the books. Each is a unique challenge, and it is up to you how you deal with it.
A. Card name – no effect on gameplay. B. Scene difficulty level – indicates the minimum Progress value (marked by the Progress marker on the track on the Progress board next to the Scene) required to complete the Scene. C. Traits required to complete the Scene – one or several Traits whose resolution allows Progress points to be added to this Scene. D. Scene card deck – information relevant during setup. E. Scene type(s) – there are 7 Scene types in the game; many effects refer to Scenes of a specific type. F. Special Scene effect – described below. G. Scene track – shows how close the Scene is to being discarded; it may show numbers or icons. H. Adventure dice – the number of Adventure dice added to the pool when the card enters play (this is skipped during setup). I. Magical Scene marking – shows whether the Scene is Magical.
Scene effects
- [Checkmark] When the Heroes complete the Scene, resolve this effect.
- [Flag] When the Scene marker is placed or moved onto a space with this icon as a result of accelerating the Scene, resolve this effect.
- [Circular arrow] This effect is active from the moment the Scene appears in the game and affects only this Scene card.
Many Scene effects contain the mark "X", which refers to the value currently indicated on the Scene track.
Example: When the players complete this Scene and the Scene marker is on the space with value 1, the active player receives 1 Wound (X = 1).
Action Card Anatomy
Each player has their own unique deck of Action cards, reflecting your equipment and strengths. Cooperate to create powerful combinations of cards – you will not stop the Evil on your own!
A. Card name – no effect on gameplay. B. Left Traits of the card – Brawl (Bitka), Talk (Gadka), Ingenuity (Pomysłowość), Dexterity (Zręczność), with values from 1 to 3. C. Right Traits of the card – Brawl, Talk, Ingenuity, Dexterity, with values from 1 to 3. D. Action card effect – activated when a Hero supports other Heroes. E. Action card deck – information relevant during setup. F. Magical Action marking – shows whether the Action is Magical.
Hero Tile Anatomy
A. Hero name – no effect on gameplay. B. Wound limit – after this number of Wounds is exceeded the Hero immediately dies and the Heroes lose. C. Ordering marks – show where the player should keep their deck of cards, discard pile, completed Scenes and Special Abilities. D. Hero's Special Ability – activated after Adventure dice rolls.
Turn Sequence
The game consists of a series of player turns, each comprising:
- a mandatory Action phase,
- an optional Adventure phase,
- and a Camp phase, resolved after a successful Adventure phase.
After one player's turn ends, the player to their left begins their turn.
Action Phase
In this phase the Heroes undertake various Heroic deeds that push them toward defeating the Evil. Sometimes it will be a fight with a monster, at other times a successful flirt with a troll queen, and at still other times cooking a delicious bigos.
In each Action phase the active player:
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Chooses any Action card from their hand and plays it into one of the four available places on the Progress board.
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Immediately after that, accelerates all Scenes that are not adjacent to the Action card just played (the active card), moving their Scene markers 1 space to the right on the Scene tracks (and resolving any [Flag] effects).
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Next, any other player may support the active player by playing any Action card from their hand and covering the lower part of the active Action card with it. Support is optional – if nobody wants to support, the active player has to manage alone. Only one player may support each active Action card.
Note: The active player does not resolve the effect of the active Action card (the one they played themselves).
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The active player resolves, in any order:
- the effect of the Action card played as support,
- checks whether the Traits ([Brawl] / [Talk] / [Ingenuity] / [Dexterity]) of the active card match the Traits of the Scenes adjacent to them. If so, increases that Scene's Progress by the value of the matching Traits.
Note: If a Scene's Progress value would exceed 9, move the Progress marker back to 0 and place an additional Progress marker above the 0 space as a reminder that the Progress value is greater than 9.
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Both played Action cards are discarded onto their owners' discard piles.
Example:
- A. The active player is Kociołek. He plays his card PAMIĘTNIKI MATTA Z KURZU between the second and third card.
- B. He moves the Scene markers 1 space on the Scene cards that are not adjacent to PAMIĘTNIKI MATTA Z KURZU. The marker on the first card enters a space with [Flag], so the active player resolves its [Flag] effect. The marker on the fourth card does not trigger any effect.
- C. Zwierzak decides to support Kociołek with his CHWILA ODPOCZYNKU.
- D. Kociołek adds 2 Progress points to the left Scene, because the active Action card has 2 [Talk] on the left, and 4 points to the right Scene, because the active Action card has 2 [Ingenuity] and 2 [Dexterity] on the right.
- E. Next Kociołek resolves CHWILA ODPOCZYNKU, which heals the active player of 2 [Wounds].
- F. Finally PAMIĘTNIKI MATTA Z KURZU is placed on Kociołek's discard pile, and Chwila Odpoczynku on Zwierzak's discard pile.
Next, if the Progress value of any Scene is equal to or higher than its difficulty level, the active player may begin the Adventure phase if they wish.
If no Progress value meets this condition, the player ends their turn and passes the Active Player token to the player on their left, who then begins their turn.
Note: If none of the Traits on a given side of the played Action card matches the adjacent Scene card, add 1 Progress point to that Scene, regardless of the Traits shown and their values. Do so even if the Traits on the other side of the card match the Scene adjacent to them. If the Traits on neither side of the Action card match either adjacent Scene card, add 1 Progress point to each of them.
Adventure Phase
In this phase you check how well you have prepared for the challenges awaiting you. As in life, not everything can be foreseen, and the Evil keeps working against you. Fortunately, Fate (Dola) favours you, and its blessings can help you in a pinch.
The player chooses any Scene whose difficulty level is equal to or lower than its Progress value. Then they take all Adventure dice from the pool and roll them. If there are no Adventure dice in the pool, skip this step.
The player may, at the cost of receiving 1 Wound, reroll 1 chosen die. They may make any number of rerolls, using the same or different dice.
After the rerolls are finished, the player first resolves the Scene card effects that refer to dice rolls, and then the obtained results in any order:
- [Blank die face] No effect.
- [Evil symbol] The player lowers the Progress value of the Scene being resolved by 1, and then discards this Adventure die from the pool.
- [Dola symbol] The player resolves their Hero's Special Ability.
- [Evil and Dola symbols together] The player lowers the Progress value of the Scene being resolved by 1, and then discards this Adventure die from the pool. The player resolves their Hero's Special Ability.
If after resolving the results the Progress value is equal to or higher than the Scene's difficulty level, the Scene is immediately completed. The active player:
- Resolves the [Checkmark] effect (if the Scene has one).
- Places the Scene face down below their Hero tile.
- Lowers the Progress indicator value to 0.
- Draws the top Scene card from the deck and places it in the emptied space on the Progress board. Places a Scene marker on the first space from the left of this card (and resolves any [Flag] effect).
- Draws the number of Adventure dice indicated on the new card and places them in the pool with the remaining Adventure dice.
If after resolving the dice roll result the Progress value is lower than the Scene's difficulty level, nothing happens.
Note: If any effect tells a player to roll (not to be confused with rerolling) the dice, the player always rolls all dice from the pool and resolves the results according to the rules above.
In the Adventure phase a player may attempt to complete any number of Scenes, as long as they have the appropriate Progress values.
If the player managed to complete at least one Scene in the Adventure phase, the players move together to the Camp phase. Otherwise the player ends their turn immediately and passes the Active Player token to the player on their left, who then begins their turn.
Camp Phase
In this phase the Heroes finally have a moment to catch their breath, learn a new trick or pour spirits on festering wounds.
At the start of the Camp phase, beginning with the active player, players draw up to 4 cards in hand. If a player already has 4 or more cards at that moment, they neither draw more cards nor discard excess cards.
Then the active player may gain a new Special Ability card:
- They discard (to the box) the required number of their Scene cards.
- They draw 3 random cards from the Special Ability deck, choose 1 of them and place it above their Hero tile, and put the others on the bottom of the deck.
Heroes start with one Special Ability printed on their Hero tile. Gaining a second Special Ability requires discarding 2 Scene cards, a third – 3 Scene cards, and so on.
Special Ability cards give players additional effects that activate at the moment described on the card. A player may have multiple Special Ability cards.
Other Rules
Evil Track
The Evil Track presents a series of increasingly painful effects and ends with the Heroes' defeat. Each time players must move the Evil Track token, they move it by the indicated value and then resolve the effect of the space on which it stopped.
When a player is to draw cards from their deck but it has been exhausted, they move the Evil Track token 1 space, resolve the indicated effect, and then shuffle the discard pile to create a new deck.
Note: If as the result of any effect a Scene is accelerated while the Scene marker is on the last space (the first from the right) of the Scene track, that Scene is instead discarded (without resolving its [Flag] effect). In its place the active player lays out a new Scene from the deck, resolves any [Flag] effect and adds Adventure dice to the pool. Finally, they move the Evil Track token 2 spaces and resolve the indicated effect.
Heroes' Special Abilities
Each Hero has a Special Ability shown at the bottom of their Hero tile. Abilities are activated by rolling [Dola symbol] on the Adventure dice.
Opponent Scene Card
The Opponent Scene card is a special Scene card – it has no Scene track, so after it is revealed the Scene marker should be set aside. The Opponent Scene cannot be slowed or accelerated in any way. Instead, when a player plays an Action card so that it is not adjacent to the Opponent Scene, move the Evil Track token 1 space and resolve the indicated effect.
The Progress value of the Opponent Scene can be 20 or more – use the additional Progress marker, as for a value of 10 (see Action Phase, p. 8, point 4).
Additional Progress Points
Many Action card effects give players additional Progress points. They are always added to the values already printed on the cards, and it is the player's decision to which Trait (or Traits) to add them.
Example: The player playing Zwierzak has 2 [Wounds] and supported the active Action card with his card ATAK SZTYLETEM ("The active player gains 1 [wildcard Trait] for each [Wound] of Zwierzak (max. 3)"). The active player therefore receives 2 [wildcard Traits], which they may distribute freely among the Traits of the active Action card.
End of the Game
Victory
The Heroes win when:
- they manage to complete the Opponent Scene, OR
- they complete a Scene, the Scene deck is empty, and the empty space cannot be refilled.
Defeat
The Heroes lose when:
- any Hero receives more Wounds than the value indicated on their tile, OR
- the Evil Track token reaches the DEFEAT space, OR
- a player is to resolve their Action phase and has no Action cards in hand.
Game Variants
Solo Mode
In a one-player game the same rules apply as in a multiplayer game, with the following changes:
- During setup the player chooses 2 Heroes, shuffles their decks together to form one deck, and places 2 Hero tiles in front of them.
- The hand limit is 7 cards.
- The Wound limit is 12.
- During the Action phase the player may support an Action card they played themselves with an Action card belonging to the other Hero.
- The player is the target of all effects, including those that tell you to indicate another player.
- In the Adventure phase, if the player rolls [Dola symbol], they may resolve the Special Ability of either of their Heroes.
- The player gathers Scene cards in one pile and gains new Special Ability cards in the Camp phase according to the usual rules. Gained Special Ability cards are shared by both controlled Heroes.
Advanced Two-Player Mode
This variant allows more control over what happens on the board, but because of the complexity of planning one's turn we recommend it only to veterans of the basic variant.
In this variant, in the Action phase the active player plays and resolves two Action cards in succession – the other player may support each of them separately. The remaining rules do not change.
Icons
- [Brawl] Trait: Bitka
- [Talk] Trait: Gadka
- [Ingenuity] Trait: Pomysłowość
- [Dexterity] Trait: Zręczność
- [Wildcard] Chosen Trait
- [Wound] Wound
- [Die] Adventure die
- [Dola] Fate (Dola) – required to activate Heroes' Special Abilities.
- [Evil] Evil (Złe) – lower the Progress value of the Scene being resolved by 1, and then discard this Adventure die from the pool.
- [Checkmark] When the Heroes complete the Scene, resolve this effect.
- [Flag] When the Scene marker is placed or moved onto a space with this icon as a result of accelerating the Scene, resolve this effect.
- [Circular arrow] This effect is active from the moment the Scene appears in the game and affects only this Scene card.
Keywords
- Draw a card – draw the top card from the appropriate deck.
- Discard – put aside outside the play area.
- Discard a card – put the top card of the deck onto the discard pile.
- Accelerate – move the Scene marker 1 space forward on the Scene track.
- Slow – move the Scene marker 1 space back on the Scene track (do not resolve any [Flag] effect).
- Remove – return to the box.
- Gain a card – draw the 3 top cards from the appropriate deck, choose 1 of them, and put the others on the bottom of the deck.