Fire of Eidolon
Fire of Eidolon Rulebook
Table of Contents
Table of Contents
Components
Basic components:
- 1 Vestibule tile
- 25 Chamber tiles
- 21 Ritual Cards (plus a blank spare)
- 6 Basic Hero Cards and standees with plastic holders
- 4 Difficulty Cards (double-sided)
- 1 Threat Level tracking token
- 30 Cultist tokens
- 21 Tokens of Power: 7 Tokens of Intellect (blue scrolls), 7 Tokens of Strength (red picks), and 7 Tokens of Dexterity (green keys), (plus spares)
- 3 Dark Relic tokens: 1 Vorax's Knowledge token (blue tome), 1 Vorax's Heart token (red heart), 1 Vorax's Focus token (green gem)
- 1 Fire of Eidolon token
Optional components:
- 2 Advanced Scenario Cards (double-sided)
- 3 Add-on Chamber tiles
- 3 Event (!) Cards
- 6 +1AP tokens
- 2 Bomb/Passageway tokens
- 1 Boomerang token
- 1 Blessing token
- 1 Bob, the Automaton standee
- 3 Shade of Vorax standees (red, green, blue, plus spare)
- 6 Advanced Heroes and standees with plastic holders
Note: For simplicity, not all components shown. Some additional parts are included as spares and may be utilized in the future. Save these extra parts!
Quick Start Rules
Before beginning a Quick Start game, remove all of the Optional and Spare components and return them to the box. These parts are used for other game modes that are explained in the Advanced Options section.
Setup
- Set Difficulty. Place the "Beginner" Difficulty Card face-up at the side of the table. Place the Threat Level token on the bottom-most level of the card's Threat Track.
- Prepare Tiles. Place the Vestibule tile face-up in the center of the table. Shuffle the 25 Chamber tiles and stack them face-down on the table off to the side.
- Select Heroes. Using any method you wish, each player selects a Basic Hero and takes that Hero Card. Place the corresponding Hero standees on the Vestibule.
- Prepare Ritual Deck. Shuffle the 21 Ritual Cards and place the deck face-down on the table off to the side.
- Prepare Tokens. Sort the Cultist tokens, Tokens of Power, and Dark Relic tokens into individual piles and place them off to the side in separate piles. Place the Fire of Eidolon token nearby.
- Ready Player One! Choose a Hero to go first and begin!
SUPER TIP!: Some Heroes have Skills that are very useful at the very beginning of the game, while others are more effective after more Chambers have been revealed. Remember to work together and choose wisely!
Turn Order (How to Play)
Each Hero's turn consists of two phases which must be completed in order: the Heroes' Actions followed by the Cultists' Ritual.
Phase One: Heroes' Actions
Each Hero Card lists the number of Action Points (AP) that Hero may spend during their turn. The active Hero may perform any combination of the following actions, up to that Hero's total AP. Once the active Hero spends all of their AP, the Cultists' Ritual proceeds before the next Hero begins their turn.
EXPLORE (1 AP): Choose an unconnected, open Doorway in your Hero's current Chamber then Draw the top Chamber tile from the supply and place it face-up adjacent to the chosen Doorway in any orientation so long as a Doorway connects your current Chamber to the new one. The new tile may be placed in such a way that it cuts off Doorways to other Chamber tiles already in play.
There are 21 Basic Chambers (7 of each color) and 4 Special Chambers in the dungeon. The Basic Chambers contain Tokens of Power for Heroes to collect. Each Special Chamber contains one of the Dark Relics or the Fire of Eidolon. Special Chamber tiles may never be placed adjacent to the Vestibule, regardless of whether or not they share a Doorway. If this would ever occur, instead shuffle the Special Chamber back into the supply and draw a new tile to replace it until you reveal a Basic Chamber (and in such a case, if only Special Chambers remain in the Supply, you must choose a different Action or EXPLORE through a different Doorway.)
Any time you place a new Chamber, add the corresponding Token of Power, Dark Relic, or the Fire of Eidolon to the tile from the supply that matches the symbol on the tile, and then MOVE your Hero into that Chamber (this movement is mandatory but does not cost any extra AP.)
MOVE (1 AP): Move your Hero from its current Chamber through an open Doorway into an immediately adjacent Chamber that is already in play. Both Chamber tiles must be connected by a Doorway for the Hero to MOVE there.
CHALLENGE (? AP): Complete the challenge in the Hero's current Chamber to collect the Token of Power there, to destroy a Dark Relic, or to collect the Fire of Eidolon.
Collect a Token of Power: If your Hero is in a Basic Chamber containing a Token of Power, spend AP according to your number of stars in the related Attribute (STR, DEX, or INT), pick up the Token of Power and place it on your Hero Card. There is no limit to the number of tokens that a Hero can carry. (Three stars in the Attribute = 3 AP to collect; two stars = 2 AP to collect; one star = 1 AP to collect.)
Destroy a Dark Relic: If your Hero is in a Special Chamber with a Dark Relic, spend 6 of the matching Tokens of Power and 1AP to destroy that Dark Relic (turn it over.) When the third Dark Relic is destroyed, immediately advance the Threat Level token one step towards the top of the Threat Track on the Difficulty.
Retrieve the Fire of Eidolon: If all three Dark Relics have been destroyed and your Hero is in the Special Chamber containing the Fire of Eidolon, spend 1AP to pick up the Fire of Eidolon token, then get ready to run for the exit! The Fire of Eidolon token can be given to/taken from another Hero sharing your location for 1AP.
EXCHANGE (1 AP): Give any number of Tokens of Power to and/or take any number of tokens from any other Heroes in the same Chamber as your Hero. Heroes may not drop tokens; they may only TRADE them or spend them to destroy Dark Relics.
ATTACK (1 AP): Remove a Cultist token from the same Chamber as your Hero and return it to the supply.
SKILL (? AP): Use a Basic Skill or Master Skill as described on your Hero Card. If the skill description on the card contradicts the normal rules, the card takes precedence. Some skills are passive and do not require the Hero to spend any AP for the skill to take effect. While carrying the Fire of Eidolon, a Hero may only use Skills which are passive.
STAND (1 AP): If your Hero had to DIVE during the previous Cultists' Ritual, your Hero must STAND before taking any other action this turn. Place your Hero's standee upright on its current Chamber tile. More information about this in the next section.
WAIT (All remaining AP): Forfeit any remaining AP this turn and begin the Cultists' Ritual phase immediately.
Phase Two: Cultists' Ritual
Now the Ritual being cast by the Cult of Shadows floods the dungeon with Vorax's power, summoning more Cultists to obliterate Chamber tiles and send them into the empty, swirling Void.
- Reveal the top Ritual Card from the deck.
- If the corresponding Chamber is in play, place a Cultist token on that tile from the supply.
- If you place a second Cultist token in a Chamber because of this, the Cultists complete their ritual in that chamber. Remove the Chamber tile and any Token of Power on it from the board and send them and the corresponding Ritual to the Void by placing them in a separate pile near the supply (do not mix them together with the supply or the discard pile). Return both Cultist tokens to the supply. This might mean that Heroes can no longer reach Dark Relics, the Vestibule, or the Fire of Eidolon. However, Heroes may still use an EXPLORE action to rediscover a new Chamber in the empty space as long as there are tiles available in the supply. This is a realm of dark magic; space and time do not behave normally.
- If any Hero is caught in a Chamber as it is sent to the Void, the Hero must immediately DIVE to safety. Tip the Hero standee on its side and place it in any adjacent Chamber that is connected by a Doorway before sending the destroyed Chamber Tile to the Void. If there are no such adjacent Chambers available, the Hero is tragically lost into the Void along with the tile. Losing a Hero does not always mean that the Heroes automatically lose the game, but it does mean that a total victory is no longer possible. Lost Heroes skip their turns for the remainder of the game, including the Cultists' Ritual.
- If (and only if) the Ritual deck runs out of cards, immediately reshuffle the discard pile (but not the Void) to create a new Ritual deck. Once all Ritual Cards have been drawn during the current Cultists' Ritual, advance the Threat Level token one step along the Threat Track towards the top of the Difficulty Card. This may happen at maximum only once per Hero's turn.
- Repeat steps 1-4 until you have revealed the number of Ritual Cards that were indicated by the Threat Level pointer on the Difficulty at the start of the phase, even if the Threat Level increased during this phase.
- Your turn is now over, begin the next Hero's turn. Typically, play passes to the left after each Hero's turn.
SUPER TIP!: If you are having any difficulty keeping track of whose turn it is, try using one of the Magic Meeple standees and pass it around when your turn is over!
LOST?: Use the handy flowchart on the back cover if you get stuck in this Phase!
Victory and Defeat
Total Victory
If all Heroes are in the Vestibule and one of them is carrying the Fire of Eidolon, the game ends in total victory!
You have saved Eidolon and the world will sing the praise of your legendary heroism for generations to come. The Cult of Shadows has been banished from the realm and the dark sorcerer Vorax remains forever imprisoned in the Void, helpless to escape or influence the Sages of the Flame any longer...or so we believe.
Partial Victory
If a Hero carrying the Fire of Eidolon is currently in the Vestibule, but one or more Heroes can no longer reach the Vestibule and/or the Threat Level pointer reaches the Cult of Shadows' symbol at the top of the Difficulty, the game immediately ends in a partial victory. Any Heroes not on the Vestibule tile are lost to the Void in a heroic sacrifice.
You have saved Eidolon, but at a great cost. Statues will be erected and stories will be told to serve as an eternal reminder of the Heroes tragically lost and their noble sacrifice. Still, visions of the torment suffered by your comrades trapped with Vorax in the timeless Void begin to haunt your dreams; and in time stories will become myth, myth will become legend, and legend will become something that few actually believe….
Defeat (Game Over)
If the Fire of Eidolon is not currently being carried by a Hero in the Vestibule and any of the following conditions occur, the game immediately ends in defeat:
- The Cultist's Ritual has sent enough Chambers to the Void so that the Heroes can no longer reach the remaining Dark Relics or the Fire of Eidolon, or
- The Cultist's Ritual has sent enough Tokens of Power to the Void so that the Heroes can no longer collect 6 matching tokens to destroy a remaining Dark Relic, or
- A Hero carrying the Fire of Eidolon can no longer reach the Vestibule, or
- The Threat Level pointer reaches the Cult of Shadows' symbol at the top of the Difficulty Card
The light within the portal goes out. The Sages of the Flame try to close it, but it is all in vain. In an instant the portal turns as black as night and solid shadow erupts from it like a geyser. The Dark Sorcerer, Vorax has returned in his full power to claim the world of Eidolon. The last light holding the darkness at bay has been snuffed out in the neverending Void.
But hope is not all lost. Deep beneath the Temple of Eidolon, one of the eldest Keepers of the Flame knows that the Heroes could still be victorious, if they only had one more chance. He pulls out a small crystal hourglass - each grain within it the soul of a Keeper who came before him. Knowing that it will cost him his very existence, the Keeper turns it over. "...For Eidolon."
Advanced Options
Special Thanks to our 1,757 Kickstarter backers for making all of these enhancements possible! We could not have created this production without your support! THANK YOU!
Once you understand the basic game, discover all the ways to make rescuing the Fire of Eidolon even more exciting! Some of these options make the game more challenging, denoted by extra stars as found on the Difficulty cards. All of these options can plug-and-play into the basic game for ease of use - have fun trying them in any order or combination!
Select Difficulty
The double-sided Difficulty Cards have 8 Difficulty settings in total and each has its own Challenge Rating, shown as a quantity of stars. The more stars, the more deadly and unforgiving the dungeon will become.
SETUP CHANGES: During Step 1, choose a Difficulty setting with a higher Challenge Rating instead of "Beginner."
GAMEPLAY CHANGES: Difficulty settings above "Beginner" often require drawing additional Ritual Cards during the Cultists' Ritual and may add other challenges. Read each Difficulty Card carefully to understand its unique effects, as many of them also have tips and suggestions that will help the Heroes defeat Vorax.
Advanced Heroes (no modifier)
Expand your Hero roster by adding the Cleric, Dark-Knight, Engineer, Geomancer, Master-Swordsman, and Soldier. Explore new character combinations and master the dungeon with exciting new skills!
SETUP CHANGES: During Step 3, choose from among all 12 Heroes instead of just the six Basic Heroes.
GAMEPLAY CHANGES: The Skills of the Advanced Heroes are dramatically different and in some ways more complex than those of the Basic Heroes. Some of the Advanced Heroes also use additional components. Refer to the Hero Cards for more information about using the Advanced Heroes and their Skills.
Playing Multiple Heroes (no modifier)
Players may control more than one Hero if they wish. This is a good way to team up multiple Heroes who can really synergize their Skills and Attributes!
SETUP CHANGES: During Step 3, players may agree to allow one or more players to select a second (or even a third) Hero. Select these additional heroes in the same way as the others. It is still recommended to use a total of no more than 6 Heroes in a single game.
GAMEPLAY CHANGES: Each Hero takes their turn normally, just as if a different Player were controlling them. Treat each Hero individually and establish a specific turn order for the Heroes that remains consistent throughout the game.
Teleportation Glyph
SETUP CHANGES: During Step 2, include this Special Chamber with the other Chamber tiles before you shuffle them. There is no Ritual Card for this Special Chamber.
GAMEPLAY CHANGES: Instead of returning the Fire of Eidolon to the Vestibule to win the game, the Heroes must EXPLORE to find the Teleportation Glyph and bring the Fire of Eidolon to it. Unlike the Vestibule, this Chamber tile only has one Doorway.
Secret Passage Tiles (no modifier)
SETUP CHANGES: During Step 2, include these Special Chambers with the other Chamber tiles before you shuffle them. There are no Ritual Cards for these two Special Chambers.
GAMEPLAY CHANGES: Heroes must EXPLORE to discover these Special Chambers normally. Once both of the Secret Passages have been placed in the dungeon, a Hero who MOVES into one of them may immediately MOVE to the other Secret Passage as if it were an adjacent tile as a free action. A Hero may only MOVE between the Secret Passages this way once per turn. Only Heroes may use the Secret Passages.
Scenarios
Unless otherwise specified, Scenarios are played just like the basic game. However, each Scenario adds new twists to the dungeon that change some rules and add even more of a challenge. It is strongly recommended to use only one Scenario Card at a time. If anything on the Scenario Card contradicts the rule book, the card's text takes precedence.
Unstable Void
SETUP CHANGES: During Step 4, add the 3 Event Cards (red, green, and blue) to the Ritual Cards before shuffling them.
GAMEPLAY CHANGES:
- If an Event Card is drawn during the Cultists' Ritual, any Hero in any Chamber matching the Event Card's color is immediately forced to DIVE. Do not remove any Chamber tiles from the board, but tip the affected Hero onto its side in its current Chamber. The Hero must spend 1AP to STAND at the start of its next turn as normal.
- If an Event Card is drawn during the Cultists' Ritual that matches the color of a Dark Relic which has already been broken, send the Event Card to the Void and draw another Ritual Card to replace it. Heroes are not affected by that Event Card and do not have to DIVE. That Event Card does not count toward the number of Ritual Cards for the turn as indicated by the current Threat Level.
Vagrant Portal
SETUP CHANGES: During Step 4, shuffle the 3 Event Cards (red, green, and blue) into a separate 3-card stack and set them aside. DO NOT add the 3 Event Cards to the Ritual Cards. The Teleportation Glyph option cannot be used with this Scenario.
GAMEPLAY CHANGES:
- As soon as the Heroes destroy the third Dark Relic, reveal the top Event Card and leave it face-up. The Special Chamber shown on the face-up Event Card is now the current exit which the Heroes must reach with the Fire of Eidolon in order to win the game, instead of the Vestibule.
- Every time you must reshuffle the Ritual Cards, reshuffle the three Event Cards separately and reveal the top one. The Special Chamber shown on the new face-up Event Card is now the current exit.
Invasion of the Shadow Cult
SETUP CHANGES: Set up the game as you would normally.
GAMEPLAY CHANGES:
- Until the Heroes destroy the third Dark Relic, perform the following steps whenever a second Cultist token is added to any Chamber during the Cultists' Ritual:
- Remove one of the Cultist tokens from the Chamber and set it aside before removing the tile and any other tokens on it from the board and sending them to the Void as you would normally.
- If it is possible to trace a continuous path from that tile back to the Vestibule through one or more connected Doorways then, starting with the Chamber immediately adjacent to the tile being removed, place the Cultist token in the first Chamber along that path that does not already have a Cultist token. If there is more than one continuous path with equidistant Chambers, the current player may choose the one to which to add the Cultist token.
- If there are no empty Chambers remaining along the path to the Vestibule, place the Cultist token in the Vestibule itself. There is no limit to the number of Cultist tokens that can be added to the Vestibule in this way. Cultist tokens in the Vestibule cannot be ATTACKED or removed from the Vestibule in any way until the third Dark Relic is destroyed.
- If there is no path to the Vestibule from the Chamber being removed, return the Cultist token to the supply instead.
- When the third Dark Relic is broken, immediately remove all Cultist tokens from the Vestibule and resolve one Ritual Card for each token removed this way. This Scenario no longer takes effect for the remainder of the game.
Shades of Vorax
SETUP CHANGES: During Step 4, add the 3 Event Cards (red, green, and blue) to the Ritual Cards before shuffling them. Keep the three Shade of Vorax standees nearby.
GAMEPLAY CHANGES:
- After the Heroes have EXPLORED a Special Chamber containing a Dark Relic, when the matching Event Card is drawn during the Cultists' Ritual place the matching Shade of Vorax standee on that Special Chamber. If that Special Chamber has not yet been EXPLORED, instead discard the Event Card and draw another Ritual Card to replace it (in this case the Event Card does not count towards the required number of Ritual Cards drawn this turn).
- At the end of each Hero's turn, move any Shades of Vorax in the dungeon one Chamber closer to the Vestibule, using the shortest path of connected Doorways possible. If there is more than one such path the current player may choose which path the Shade of Vorax follows.
- If an Event Card is drawn and the matching Shade of Vorax is already in the dungeon, immediately move that Shade of Vorax one additional Chamber closer to the Vestibule as stated above.
- If a Shade of Vorax has no direct path to the Vestibule, draw an additional Ritual Card this turn instead of moving it.
- Whenever a Shade of Vorax reaches the Vestibule, remove the Shade of Vorax from the board and immediately perform an entire additional Cultists' Ritual this turn.
- Heroes cannot ATTACK a Shade of Vorax nor can they remove it with a SKILL. A Hero in the same Chamber as the Shade of Vorax can spend AP to CHALLENGE it by using the attribute associated with the matching color as the Shade (as if the Hero was collecting a Token of Power) and remove the Shade of Vorax from the dungeon. If the Heroes have already destroyed the matching Dark Relic, they are only required to spend 1AP to CHALLENGE and remove the Shade of Vorax.
- A Shade of Vorax is removed from the dungeon and returned to the supply if its current Chamber is sent to the Void during the Cultists' Ritual.
- A Shade of Vorax that has been removed from the dungeon will reappear in the dungeon the next time that the matching Event Card is drawn during the Cultists' Ritual.
The Heroes of Eidolon
Basic Heroes
The Warrior
3 AP per turn | Focus: Strength
POLEARM LUNGE (Basic skill - 1 AP - Once per Action/No Limit): The Warrior's mastery of spears and polearms gives him extra reach when facing off against cultists inside the dungeon. When performing the ATTACK action, the Warrior may remove a Cultist token from up to one Chamber away as long as the Warrior has line of sight through a connected Doorway.
HERO'S CHARGE (Master skill - 3 AP - Once per game): When the situation gets dire the Warrior explodes into a primal fury and rushes forward, destroying any foolish enough to stand in his path. The Warrior may take up to three consecutive MOVE actions and may execute an ATTACK or POLEARM LUNGE for 0 AP after each movement.
The Ranger
3 AP per turn | Focus: Dexterity
RANGER'S SIGHT (Basic skill - 0 AP - Passive): The Ranger's eagle-eyes have been well trained. Unlike other Heroes, whenever the Ranger takes an EXPLORE Action to reveal and place a new Chamber, the player may choose whether or not to move into the new Chamber.
MASTER FALCONRY (Master skill - 3 AP - Once per game): Even the forest elves are only so swift on their feet, but wings are much faster. The Ranger directs her Falcon companion 'Flappy' through the dungeon to pick up a single Token of Power from any Chamber and deliver it to any Hero (including herself). The Ranger, the Token of Power, and the other Hero must all be connected by a series of open Doorways but do not require line of sight; the falcon cannot travel through the Void.
The Wizard
3 AP per turn | Focus: Intellect
OBJECT PORTAL (Basic skill - 1 AP - Once per AP spent): Object portals are a common favorite among the cantrips taught to the young initiates of the Wizard's Guild but they're even more useful than most of them realize. Give a single Token of Power from your Hero to another Hero anywhere in the dungeon.
TELEPORT (Master skill - 3 AP - Once per game): Transporting non-living objects from one place to another is pretty easy as far as wizardry goes, but sending yourself? That's a different story. Still, it can be done with incredible focus. The Wizard instantly teleports himself from his current Chamber to any other Chamber in play. These Chambers do not need to have a clear path of connected Doorways.
The Paladin
3 AP per turn | Focus: Strength
SMITE (Basic skill - 1 AP - Once per turn): The Paladin's scepter is imbued with divine power which can be called upon to neutralize Shadow Cultists from afar. Once per turn, the Paladin can ATTACK a Cultist token on any Chamber on the board, not just her own.
HOLY LIGHT (Master skill - 3 AP - Once per game): In especially dire circumstances, the Paladin can call upon the light of her patron goddess to send a shaft of holy light streaming down, cleansing all Cultists from the area. Select a Cultist token on any Chamber and remove it. In addition, remove any Cultist tokens located on all four tiles orthagonally adjacent to the chosen tile. The adjacent tiles do not need to be connected by Doorways.
The Sage
3 AP per turn | Focus: Intellect
MINDSTRIKE (Basic skill - 0 AP - Passive): The Sages of the Flame are masters of the mind and can confuse their enemies. During the Cultists' Ritual phase of the Sage's turn, any time a new Cultist token would be placed on a Chamber the Sage may choose to redirect it to any other Basic Chamber instead. The Sage cannot redirect a Cultist token to a tile that already has a Cultist token or to any Special Chambers.
TIMETURN (Master skill - 3 AP - Once per game): The Sages of the Flame initiate only the wisest masters of time and space to watch over the Fire of Eidolon. The Sage may smash his crystal orb to create a bubble in time which can return any Chamber from the Void back to the dungeon in any legal location and orientation that the Sage chooses. The corresponding Ritual Card is NOT returned from the Void.
The Rogue
3 AP per turn | Focus: Dexterity
FIND SECRETS (Basic skill - 0 AP - Passive): Rogues are master burglars and locating hidden doors is second nature to them. When taking a MOVE Action, the Rogue may move to an adjacent Chamber even if there is only a single Doorway between them. She cannot pass between Chambers with two adjacent walls. The Rogue cannot use this skill to EXPLORE.
SNEAK ATTACK (Master skill - 0 AP - Once per game): Through intense focus, it is possible for master Rogues to invoke a short burst of lightning speed and reflexes. The Rogue may spend up to 6 AP this turn and is also temporarily capable of moving between adjacent Chambers even if there are no Doorways!
Advanced Heroes
The Cleric
3 AP per turn | Focus: Intellect
BLESS (Basic skill - 1 AP - Once per turn): The Cleric can call upon her patron goddess for a blessing to temporarily protect from the Cultists' Ritual. Place the Blessing token on the Cleric's current Chamber. The next time a Ritual would place a Cultist token there, retrieve the Blessing token instead of placing the Cultist token. The Cleric may only BLESS one Chamber at a time.
SANCTIFY (Master skill - 3 AP - Once per game): In times of dire need, the Cleric can completely cleanse a small area of all dark energy and place a barrier of power there to protect it from further evil. To SANCTIFY, the Cleric must be in a Basic Chamber whose matching Ritual Card is currently in the Discard Pile. The Cleric may then remove that Ritual Card from the discard pile and send it to the Void. After this, no more Cultist tokens will be able to appear in the affected Chamber.
The Engineer
3 AP per turn | Balanced
REMOTE CONTROL (Basic skill - 0 AP - Passive): The Engineer's mysterious knowledge of futuristic technology has enabled her to build an incredible automaton that can walk, talk, and even fight! She can remotely control this companion, whom she calls "Bob," from anywhere in the dungeon. After the Engineer spends all of her own AP each turn, Bob may then spend up to 2AP before the Cultists' Ritual begins. Bob is only programmed to MOVE, ATTACK, or WAIT; he cannot EXPLORE, CHALLENGE, TRADE or DIVE. Since Bob cannot DIVE, METALLIC SACRIFICE triggers automatically if his Chamber is sent to the Void during the Cultists' Ritual.
METALLIC SACRIFICE (Master skill - 3 AP - Once per game): The Engineer can send Bob one final signal. With a tragic goodbye chirp, Bob may MOVE up to one Chamber normally and then immediately self-destruct. Remove Bob from the board and send him and his current Chamber to the Void. Remove any Cultist tokens from any of the 8 Chambers adjacent to Bob's tile and return them to the supply. Tip over any Heroes currently in an affected Chamber as if they just had to DIVE (do not actually move the Heroes to another Chamber as part of this DIVE unless the Hero was in the same Chamber as Bob). Losing Bob does not count against a Total Victory since he is not a Hero himself (even if you feel a sense of moral defeat at his loss...there's a backup of his personality someplace).
The Dark-Knight
2 AP per turn | Focus: Strength
SOUL THIRST (Basic skill - 0 AP - Passive): The Cult of Shadows attempted to corrupt this ancient Paladin, leaving him cursed and in a severely weakened state - the Dark-Knight begins the game only able to spend a total of 2AP per turn. However, the Dark-Knight can use his cursed skills to regain his strength. Every time you ATTACK, place the Cultist token on your Hero Card instead of returning it to the supply. This has no immediate effect, but the Cultist tokens can be stored for later use with the Dark-Knight's CONSUME skill. There is no limit to the number of Cultist tokens that can be stored at one time.
CONSUME (Master skill - 0 AP - Passive, Once per turn): The Dark-Knight can turn Vorax's curse against him by absorbing the essence of slain Cultists. Spend an amount of Cultist tokens from your Hero Card equal to your current AP limit + 2 and place a +1AP token on your Hero Card. This Master Skill may be used more than once (and each time you increase your AP the cost to do so again will increase as well). The Dark-Knight may gain up to 5 +1AP tokens this way, for a maximum of 7 AP per turn!
The Geomancer
3 AP per turn | Focus: Intellect
GEOPIVOT (Basic skill - 1 AP - Once per AP spent): Over a lifetime of intense discipline and meditation, the Geomancer has mastered the ability to bend the very earth beneath her feet to her will. Perform one of the following per AP spent:
- Rotate the Geomancer's current Chamber tile in place to any new orientation.
- Slide a Chamber tile into an immediately adjacent open space in the dungeon, keeping the same orientation.
The Chamber must still share a connected Doorway with another Chamber at the end of the GEOPIVOT.
TERRAPORT (Master skill - 1 AP - Once per game): All the training of a lifetime wasn't enough to prepare the Geomancer for what would happen when her divine skills interacted with the dark powers of the Void. Pick up any Basic Chamber in the dungeon that does not currently have any standees on it and place it in any other available location, in any orientation. Any tokens in the Chamber are unaffected and travel with it.
The Soldier
3 AP per turn | Focus: Dexterity
ENORMOUS SWORD (Basic skill - 2 AP - Once per turn): Despite his small frame, the Soldier insists on writing his name in all capital letters and carries an impossibly enormous sword with ease which he uses to swiftly dispatch his enemies. The Soldier may spend 2AP to ATTACK a Cultist token in an adjacent Chamber as well as a second Cultist token in the next adjacent Chamber as long as both Chambers share line of sight with the Soldier's current Chamber through connected Doorways. He may use this skill as long as there is at least one valid Cultist token to target in either Chamber. This ATTACK does not target any Cultist tokens in the Soldier's current Chamber.
BREAK LIMIT (Master skill - 3 AP - Once per game): With an explosion of stored energy, the Soldier can channel raw power through his sword and eliminate all Cultist tokens in his current Chamber as well as any Cultist tokens in all immediately adjacent Chambers which share line of sight with the Soldier's current Chamber through connected Doorways.
The Master-Swordsman
3 AP per turn | Balanced
MYSTIC BOOMERANG (Basic skill - 1 AP - Once per turn): With this magical tool, the Master-Swordsman can reduce the difficulty of a CHALLENGE in any Basic Chamber. Choose a Basic Chamber which shares line of sight with the current Chamber through one or more connected Doorways and place the Boomerang token there. Any Hero who makes a CHALLENGE to collect the Token of Power there may spend 1 less AP than normal, to a minimum of 0AP. The Boomerang token returns to the Master-Swordsman at the beginning of his next turn.
WALLCRACK BOMBS (Master skill - 2 AP - Twice per game): The Master-Swordsman carries two special Bombs which he can use to blast through solid walls creating connecting Doorways. Turn over a Bomb token in the current Chamber and place it across the wall of an adjacent Chamber which is not connected by a Doorway; this wall may now be treated as if it were a connected Doorway. If either Chamber is sent to the Void, the Bomb token remains in place and the Heroes may EXPLORE a new Chamber there as normally. If the new Chamber has a wall adjacent to the Bomb token, the Doorway is cut off again as normal.
Acknowledgments
From the Designer, Michael Lipton:
Katie Lipton, design assistant and prototype artist. Danger Club Games, brutal playtesters extraordinaire.
From the Publisher, Magic Meeple Games:
Magic Meeple Games would like to express our gratitude and thanks to the following individuals and organizations for their undying support and encouragement as we have grown from Gamer's University, to G.U.Games, to Magic Meeple Games. Without all of you, we would not be here writing this today:
Adam & Jamie Powell (I can't even list all the reasons here); Andrew Christopher Enriquez (and the entire BoardGameGeek.Com Staff & Community); Andrey Batanov (& Staff at TableTopia); Board of Games (Superfans!); Brent Kinney, David Lipman (and all staff at Panda GM); Chris & Sarah Hartwig (for advice, support, proofreading, reviewing, and being all-around allies); Chris & Stacy Zogheib (Great friends, even better playtesters); Christopher Rowlands (Thank you for the video!); Darren Johnson (and all the regulars at the Monday/Thursday Game Nights at Imperial Outpost Games, Phoenix AZ. For giving us the best 'home' store that anyone could ever ask for and being living proof that if you support your FLGS, your FLGS will support you); Jason Washburn (Talon Strikes Studios, wouldn't be here today without you!); Jason Youngdale (MaricopaCon); Jamaica Popejoy & Kris Saddler (Thank you for being a part of MMG and helping us grow!); James Ernest, Andrew Looney, Mike Selinker, & Jamey Stegmaier (sage advice, inspiration, and for being just really nice people to all of us indie upstarts); Karen Arnold Ewing (and the whole Staff at RinCon Gaming Convention, Tucson AZ); Ken Grazier (for advice, support, proofreading, playtesting, reviewing, and being an all-around ally; Geek-craft.com); Kimiko and team @ Berserk Games (Tabletop Simulator); Luke Crane (and the rest of the Staff/Community at Kickstarter); Mary & Brent Trehern (Graphic design backup, playtesting, and for being great friends/neighbors); Matt Arnold (For your initiative with the visual design of Overworld while this project was completed); Michael & Brittany Coe, and Nathan Hatfield (Gamelyn Games; wouldn't be here today without you!); Michael & Katie Lipton (awesome game, great job!); Michael & Lisa Eskue (For the continued support with Darkrock Ventures and to the new games to come!); Phoenix Comicon (Especially the Gaming Staff & everyone who helps make it happen at the Hyatt Regency in downtown Phoenix); Scott & Brenda Stedman (Thank you mom & dad!); Tavis Parker, JT Smith, Jamie Vrbsky (and the rest of the team at TheGameCrafter.com); Tony Miller (Bearded Rogue); Victor Bugg (and everyone involved with Strategicon.Net); W. David Mackenzie, Isaias Vallejo (Daily Magic Games, wouldn't be here today without you!); William, Alex, Victoria, and Ethan. (We couldn't ask for a better bunch of kids.)
We would also like to thank Atari, Nintendo, Sega, and all of the video game makers of the 1990's for the wonderful childhood, inspiration, entertainment, (and for being good sports about the parodies!)
Credits / Legal
- Game Design: Michael Lipton
- Game Development: Ian Stedman, Katie Lipton, Trish Stedman
- Illustration: Brandi York (brandiyork.com)
- Pixel Art: Andreas Propst, Ian Stedman
- Graphic Design: Ian Stedman
- Rulebook: Mary Trehern
- Editing/Proofreading: Chris Hartwig, Ken Grazier
- Honorary Producers: Jamie Powell, Adam Powell, Mike Elmore, Carver Elmore
- Retail Supporters: Imperial Outpost Games (Glendale, AZ, USA), The Cloak & Blaster (Orlando, FL, USA), Offline Board Game Cafe (Saint John, New Brunswick, Canada), DreamDaze Comics Fun & Games, Inc. (Wilson, NC, USA), Mangaworld.eu, Dueller's Point Pte Ltd.
Warning: Choking Hazard. Hobby Gaming Product.
© 2016 Magic Meeple Games, LLC. All rights reserved.
No part of this product may be reproduced without specific permission. Fire of Eidolon, World of Eidolon, Super Nano Enhanced Series, Magic Meeple Games and all respective logos are trademarks of Magic Meeple Games, LLC. This product is not a toy and is not intended for use of persons 13 years of age or younger. Not suitable for children under 3 years old. Components may vary slightly from those shown. This product is NOT a video game and has no official affiliation with any video game producers/manufacturers. This work contains parody.
Questions? Comments? Visit www.MagicMeepleGames.com
Additional information about this game can be found at https://boardgamegeek.com/boardgame/190333/fire-eidolon
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