Kradia: Wild Hunt Festival
Kradia: Wild Hunt Festival Rulebook
Table of Contents
Table of Contents
Setup
- Each player selects a hero and places the corresponding Hero board in front of them. 4 heroes are used in every game, so in a 2-player game, each player will control 2 heroes. With 3 players, one player will control 2 heroes. In a 4-player game, each player controls 1 hero. In a solo game, the player will control all 4 heroes.
- Give each hero 9 transparent markers and place the markers as follows:
- Place 1 marker on the "MAX" space of the hero's HP track.
- Place 2 markers above the Red and Blue Mana tracks (they start with a value of zero).
- Place 1 marker below the Attack Buff track (it starts with a value of zero).
- Place the remaining 5 markers next to the Hero board.
- Decide which boss to fight and place the corresponding Boss board in the center of the table. Place 1 marker on the boss's "MAX" HP space and 1 marker to the right of the Rage track. You will only fight 1 boss at a time.
- Story mode: The heroes start by fighting a Level 1 boss and must defeat 4 bosses in a row to win the game (Level 1, 2, 3, and 4). Between each battle, heroes will Resupply and level up.
- Challenge mode: The heroes begin fully leveled up (Level 4) and fight a single Challenge boss.
- Some bosses will have additional cards called "Extra" cards. The symbols on these Extra cards match the boss to which they belong.
- Place the Battlefield board above the Boss board. Shuffle the 3 Battlefield cards and place them face down to the right of the Battlefield board. Place 1 marker next to the Battlefield board.
Setup layout (Story Mode Lv1): Retainer cards at left, Battlefield board at top center with Battlefield cards (face down) to its right, Boss board below it with Item cards and dice to its right, Stun and Evasion tokens and the First Player token at left, Hero boards around the table.
Hero Board
- Hero Health Points (HP): The maximum HP varies between heroes, and you may never have more HP than the "MAX" value.
- Hero Skills: As your hero levels up, their skills will increase in power and gain new abilities. When you activate your hero's skill, you perform the effects described at your current level.
- Thorn Seed, Lv. 1: This skill deals 2 damage to the boss and increases your own HP by +2.
- Thorn Seed, Lv. 2: The same action is stronger - the boss takes 3 damage and you receive +2 HP.
- Some skills are not available until a hero reaches the required level. After reaching Level 2, the Time-Traveling Dove skill may now be used.
- When a hero advances to Level 3, you must select which side of the Level 3 Skill card to use. This card is placed directly on top of the skills area of the Hero board.
- Mana Cost: This is the amount of Mana required to activate the skill.
- Hero Mana Tracks: Each hero has individual Red and Blue Mana tracks and the maximum Mana amount varies between heroes. Mana is gained through Skill Actions, Charge Attacks, Item cards, and "Enhancing".
- Charge Attack: When you activate a hero's Charge Attack, roll 1 die to determine the success (or failure) of the attack. When a hero advances to Level 4, a new Level 4 Charge Attack card is placed here to provide stronger effects. Example: Oakla (Level 2) chooses a Charge Attack and rolls a 3. The result is that she does 1 damage to the boss (-1) AND Enhances once.
- Physical and Mental Ailments: During a battle, you may be inflicted with Physical or Mental Ailments that are tracked here. You may have multiple types of Physical Ailments at the same time, but only 1 Mental Ailment (any newly-acquired Mental Ailment replaces the previous Ailment). Each hero has a different constitution that helps them avoid certain Ailments. For example, Oakla is not affected by Sleep.
Boss Board
- Boss Level: The boss's level must match the current level of the heroes.
- Boss Attack Chart: When the boss attacks, dice are rolled and the total sum determines which attack effects are activated.
- Boss Overdrive: When a boss's HP is at a certain level, Overdrive effects are applied whenever the boss attacks.
- Boss Rage Effect: The effect that is triggered when the final space of the Rage track is reached.
- Boss HP: As heroes inflict damage, the boss's HP decreases. Once a boss has 0 HP, they have been defeated.
- Mana Increase: The boss's current HP determines what type of Mana heroes receive when they Enhance. Odd numbers give heroes Red Mana, and even numbers give Blue Mana.
- Attack Dice: The number of dice that the boss will use to attack. Each diamond represents 1 die.
- Rage Track: When the marker reaches the last space of this track, the boss's Rage effect is immediately activated. After resolving the effect, the marker is removed from the board and starts again at zero.
- Attack Buff Track: Some bosses have an Attack Buff track that increases how much damage they inflict when attacking (in the same way as a hero's Attack Buff). Use a marker to note the boss's current Attack Buff level.
Ailments and States
Weakened States
Physical Ailments: Heroes may have multiple types of Physical Ailments at the same time. Effects are continuous.
- Poison: Take -1 HP damage at the beginning of your turn.
- Blind: Your hero may NOT perform a Basic Attack.
- Paralyze: Your hero may NOT perform a Charge Attack.
Mental Ailments: Heroes may only have 1 Mental Ailment at a time. A newly-inflicted Mental Ailment replaces the existing Ailment. Effects are continuous.
- Sleep: Your hero may NOT perform any action on their turn (Basic Attack, Charge Attack, or Skill Action). Sleep is removed once the hero takes damage.
- Confusion: Your hero may NOT perform any action. On your turn, deal -1 damage to the Start Player and Enhance once.
- Fear: Your hero may NOT perform a Skill Action (you may perform a Basic Attack or Charge Attack).
Positive Buffs
- Basic Attack Buff: Extra damage up to +4 HP is dealt to a boss when performing a Basic Attack. After the attack has been resolved, the Attack Buff track is reset to zero.
- Evasion: A hero with Evasion does not take HP damage, but does receive Physical and Mental Ailments. Place a marker on the hero's avatar to note that they have Evasion status. On the hero's next turn, remove the marker to indicate that the Evasion has ended.
Other Negative States
- Stun: When a hero is stunned, place a Stun token on the avatar of their Hero board to show this status. On their next turn, the hero may NOT perform any action. At the end of their turn, the token is removed and the stun status is resolved. Heroes MAY use Item cards while stunned.
- Fading: When a hero's HP is reduced to zero, they are Fading and become unable to perform ANY actions (including attacks or playing Item cards). In addition, all Mana, Enhance, and Ailment markers are removed from the hero board. Other heroes may use specific skills or items (Elixir) to restore the Fading hero to normal status, but HP recovery skills and items have no effect.
- If the hero is still Fading at the start of their next turn, they are retired from the battle.
- If a Fading hero is currently the Start Player, then they are still able to be targeted by a boss's attacks, but no damage or Ailments are applied. Once retired, the First Player token will skip them and move to the next clockwise hero.
Gameplay
Battlefield Phase
At the beginning of every round, the Start Player chooses a face down Battlefield card and flips it face up. The player then moves the marker on the Battlefield board to the corresponding symbol and the described effect is activated. When the round is over, the current Battlefield effect ends and a new effect will be selected at the start of the next round (see The Battlefield, below).
Hero Action Phase
The Start Player is first to act and play moves clockwise until each hero has taken 1 turn. On a hero's turn, you must select 1 of the following 3 actions:
- Basic Attack: Cause 1 HP damage to the boss and Enhance once.
- Charge Attack: Roll 1 die, select the desired Charge Attack, and resolve the effects.
- If an odd number is rolled, you may select ANY odd-numbered effect up to the value rolled. Example: You roll a 5 and may choose Charge Attack #1, #3, or #5.
- If an even number is rolled, you may select ANY even-numbered effect up to the value rolled. Example: You roll a 4 and may choose Charge Attack #2 or #4, but not #6.
- Skill Action: Spend the required Mana and activate the skill effect once.
Enhance: Receive Mana depending on the boss's current HP: ODD number: Red Mana. EVEN number: Blue Mana.
- You may use Item cards at any time on your turn and may use as many as you wish. After being used, Item cards are discarded.
- If your hero is unable to take an action due to Ailments or the current Battlefield effect, you may pass to forfeit your turn.
Boss Attack Phase
After all heroes have taken a turn, the boss attacks. The Start Player rolls the number of dice indicated on the boss's current HP space. Add up all rolled dice and apply the corresponding effects listed on the boss's Attack chart.
Note: Remember to apply the Overdrive effects if the boss's HP is at or below the required level.
Attack chart symbols:
- Start Player icon: The Start Player is the target.
- Heroes icon: ALL heroes are the target.
- [2nd]: The second hero in the turn order is the target. In the event that 3 heroes are Fading or retired, attacks to [2nd] have no effect.
- -3 (number): Target receives damage.
- Arrow (<-): Ailment is applied to the target.
- [etc]: The 3 heroes WITHOUT the First Player token are the target.
Boss Rage Phase
After the boss has attacked, their Rage increases. Advance the marker on the Rage track 1 space. When the marker reaches the last space of this track, the boss's Rage effect is immediately activated. After resolving the effect, the marker is removed from the board and starts again at zero.
New Round
Rounds continue until either the boss is defeated or all heroes have been retired. To start a new round, pass the First Player token to the next clockwise hero. If that hero is Fading, skip them and give the token to the next hero. In addition, a new Battlefield effect must be determined (see Battlefield Selection, below).
Resupply
If playing in Story mode, the following 5 Resupply steps are performed after successfully defeating a boss (the page introduces "4 Resupply steps" but lists 5):
- All Red and Blue Mana is spent. For each hero, remove the Mana markers and restore 1 HP for each point of Mana spent. A Fading hero does NOT recover.
- Remove all Ailments, Attack Buffs, and Evasion status.
- Each hero gains 1 Level.
- If upgrading to Level 3, choose a side of the Level 3 Skill card for each hero and place it directly on their Hero board covering the existing skill area.
- When upgrading to Level 4, place the hero's Level 4 Charge Attack card over the existing Charge Attack area.
- Each hero draws 1 Item card from the deck.
- Reshuffle the 3 Battlefield cards and place them face down to the right of the Battlefield board.
Story Mode Boss Order
Story mode is fought through one of two boss sequences, Level 1 to Level 4 (shown as two rows of boss icons): sequence 1 or sequence 2.
The Battlefield
Battlefield Preparation
Shuffle the 3 Battlefield cards and place them face down to the right of the Battlefield board.
Battlefield Selection
- The Start Player reveals a random face down Battlefield card at the start of every round.
- For the first round, a marker is placed on the corresponding symbol at the top of the Battlefield board. In subsequent rounds, the card revealed indicates which direction the marker will move.
Sequence:
- Reveal the first Battlefield card and place the marker on the top matching symbol of the Battlefield board.
- Next turn: Reveal the second card and move the marker down to the matching symbol.
- Next turn: Reveal the third card and move the marker down.
- Next turn: Move the marker to the top of the column whose symbol matches the current effect and leave the card with the matching symbol face up. Shuffle the other 2 cards and place them face down. Then repeat from the second step on each following turn.
Battlefield Reset
If all 3 Battlefield cards are face up when it's time to make a Battlefield Selection, a Battlefield Reset must occur:
- Turn the active Battlefield card sideways, leaving it face up. Shuffle and redeal the other 2 cards face down.
- Move the marker to the top space of the column with the same symbol as the face up card. The new location of the marker will be the Battlefield effect for the next round.
Battlefield Example
The example uses a Battlefield board with a Moon column and a Star column.
- Round 1: The revealed card is Moon.
- Round 2: The revealed card is Sun (red sun).
- Round 3: The revealed card is Star.
- Round 4: The effect of the last round was Star, so this round will have the first effect of the Star Column.
- Round 5: The revealed card is Moon.
- Round 6: The revealed card is Sun (red sun).
Game Victory
To win the game, heroes must:
- Story mode: defeat 4 bosses in consecutive order from Level 1 to Level 4.
- Challenge mode: defeat a single Challenge boss.
Game Defeat
If all heroes are either Fading or retired from battle, then the players have lost the game.
Summon a Retainer Card
During setup, a number of Retainer cards are placed on the table. These cards can be activated at any time, but only if a majority of players agree to use it. After the effects have been resolved, it is discarded and removed from the game.