Grimcoven: Hunters Expansion
Grimcoven: Hunters Expansion Rulebook
Table of Contents
Table of Contents
Components overview
To implement this expansion to the game, place dividers in the game box and all components from each Hunter behind their respective dividers.
- 2 dividers
- 2 double-sided Hunter tiles
- 5 models (or standees in Standard Editions)
- 2 custom cards
- 92 standard cards
- 1 Clockwork Dial
- 1 Critical injury token
- 5 Poison tokens
- This rules sheet
Hunter specific rules
Clockwork Giant
"A monstrous amalgamation of flesh and mechanical elements, the Clockwork Giant struts from one battle to another, spreading death and destruction. The enormous body hides an analytical mind, but expect neither mercy nor any other humane feelings."
Complexity: Medium
Playstyle
Clockwork Giant fills the role of a tank or offensive powerhouse. He is the Hunter with the single largest HP pool, but the tradeoff being he cannot Heal in the standard ways. Due to its special mechanic, some rounds played with the Clockwork Giant will be significantly better than others.
Special mechanic: Gears, Clockwork Dial & Critical Injury
The Dial shows a few important things: firstly, which Gear card is currently active, secondly, the additional effects to resolve when the Gear is switched to this one, and lastly, what is the current [value icon] value of the Clockwork Giant. In the Refresh step of each Round after the dice are rolled, the Dial will be moved once to another Gear. After that, place the current Gear card to the bottom of the pile, so that the new Gear of the following number is visible. Any tokens present on the Gear card are discarded. Lastly, resolve the instant effect of the Gear Dial. Changing the Clockwork Dial does not change the starting dice of the Player!
The Clockwork Giant cannot resolve Heal effects. Also, when this Hunter is reduced to 0 Health he resolves all effects but cannot draw the Secret card 2, for the Critical injury rules. Instead of drawing the card, place a Critical Injury token on the Hunter Board and set Health to 15. If this happens during the Enemy or Lament Phase ignore all negative effects until the Refresh step. If this Hunter drops to 0 Health for a second time, he is dead. Before the Final Act, this means the scenario is lost, and during the Final Act, he is removed from the game, similarly to other Hunters.
Additional setup
During Item setup choose one Weapon card (between Cogwheel Sword and Rugged Metal Sheet) and the Starting Gear. All other Gear cards should be placed in a pile under the Starting Gear. The pile should have a set order: if you choose Gear 1 as the Starting one, the order should be 1, 2, 3, 4. If you choose Gear 2, the order should be 2, 3, 4, 1 and so on. Gain starting dice from the chosen Weapon and Starting Gear. Lastly, set the Clockwork Dial to the area with a matching Gear number.
Clockwork Giant as deputy (solo mode)
Clockwork Giant uses his Clockwork Dial, switches Gears each round and resolves the effects of the Dial, but does not use the Gear cards.
Printed text of the Dial's Gear sectors, each shown as Gear title, instant effect, then value icon with number:
- Gear 1: Deal 1 [red X] in Range 0. Value icon: 1.
- Gear 2: Gain [icon]. Value icon: 0.
- Gear 3: Take 1 [icon]. Set 1 to chosen side. Value icon: 1.
- Gear 4: Move 2. Value icon: 2.
Transcriber's note: the PDF text layer does not carry the icons in square brackets, so they are shown as placeholders. The red X is read as damage from the Gear 1 text and the Twins' Poison text. The Gear 2 icon and the Gear 3 "Take 1" icon could not be identified from the sheet, and the value icon is the symbol shown before each number. Check these against the printed Dial before relying on them.
The Twins
"Facing one of them, you always fight two. The dancer-like, flitting assassin is never alone, as the shadow of her deceased brother always lurks somewhere in her shadow, their love being too strong even for death to sever their bond."
Complexity: High
Playstyle
The Twins are the most mobile of all the Hunters. They might play a role of support with their Poison tokens or a single-target damage dealer. The Twins have very low Health and limited defensive capabilities, so their positioning around the battlefield is crucial to their survival. Since the Twins use 2 models at the same time, all Hunters must keep in mind that there is a model limit on a single space. This rule will often come into play and might disrupt Hunters' plans.
Special mechanic: Shadow & Poison tokens
The Twins use two different models – the Assassin and the Shadow. The Assassin is the primary model. All Actions, if not stated otherwise, are performed by the Assassin. Only the Assassin may collect Lament and Treasures, interact with the Environment, and so on. The Shadow is a secondary model used by this Hunter. Many Actions may specify that the Action or a part of it is performed by the Shadow. The Shadow is not a Hunter, it cannot be attacked. It still counts toward the model limit on a single space and may be pushed out of the space – as a first priority when an Enemy is pushing a model out of a space. Kills scored by the Shadow award Lament to the Assassin. The effect of swapping the models' positions on the Map is treated as a Teleport.
Poison tokens might be dealt to Griefbound or Elite Enemies and stay on their Stat cards (NOT Attack cards!) until used. Dealing Poison is similar to dealing damage, it must specify the target and Range in which it can be dealt. Poison does not have any effect on its own. An Action or Passive effect must allow the use of a Poison token in some way.
Additional setup
Place the Shadow on the space with the Assassin. Place 5 Poison tokens next to your Hunter Board.
Shadow Twins as deputy (Solo mode)
No additional rules.
Pretenders
Pretender Clockwork Giant
A traveler and discoverer in his ancient past, the Clockwork Giant has not lost touch with his past habits. A terrifying creature made of distorted flesh and random machinery, the Giant is constantly on the move, eagerly searching for sources of Lament, yearning to absorb as much as there is to take. Obsessed with his greed, he will stop at nothing to get more, even if it means breaking through ranks of Hunters.
Special Mechanic: Clockwork Dial
The Pretender uses the Clockwork Dial, but differently to the Hunter version, the back side of the Dial. The Clockwork Dial will specify the instant effect of changing into a Gear and the Dice Effects during attacks. At the beginning of the scenario, place 1 [marker icon] on the Gear 1 section. Each time the Pretender changes Gear the [marker icon] is moved to the next section following the arrows on the Dial in order from 1 to 4.
The Clockwork Pretender may check the 'Gear value' on its cards. When this happens use the number provided on the Clockwork Dial, e.g. 1 for Gear 1, 2 for Gear 2 and so on.
Pretender Twins
The Assassin is happy as her search that drove her to the borders of death and turned her into a wraith-like being has finally reached its end. She reunited with her lost brother. Mad with the Lament that made her wish come true, she holds his hands and together they swirl and dance and laugh. However, she knows that there are stronger things than joy, and another trail will appear for them to follow. And once they enter it, there will be no return.
Special Mechanic: Shadow & Poison tokens
The Pretender Twins work exactly like the Hunter version in terms of Shadow movement and dealing Poison.
Poison tokens dealt to Hunters are placed on their Hunter boards, similarly to Hunger tokens, to resolve additional effects. Poison is treated as a Status for all game effects, and works when any effect mentions it. Poison tokens are discarded when the Hunter drops to 0 Health like all other negative tokens.
The Pretender Twins use two Models. Effects may specify that it is resolved by the Assassin, the Shadow or both Twins.
Transcriber's note: the marker shown as [marker icon] is a white diamond on the printed sheet. It is not named in the PDF text layer, so its name is not given here.