Long Dark Sea
Long Dark Sea Rulebook
Table of Contents
Table of Contents
Components
Official component list, as printed on the components page.
Cards
- 522 standard sized cards (88 x 63)
- 4 Character ID
- 72 Character Basic Action
- 72 Character Advanced Action (Codex)
- 8 Player Aid
- 4 ID Support
- 24 Support Basic Action
- 48 Support Advanced Action (Sanctuary)
- 18 Weakness
- 36 Enemy
- 20 Location
- 38 Event
- 56 Prologue and Chapter
- 54 Secret
- 2 Dark Secret
- 31 Enemy Crew
- 13 Raid Gear
- 12 Mission
- 10 Threat
- 62 mini sized cards (44 x 67)
- 44 Loot
- 6 Destiny
- 12 Special
- 12 oversized cards (80 x 120)
- 12 Nemesis
Boards and books
- 1 Rulebook
- 1 Game Board
- 1 Nemesis Board
- 5 Bags
Tokens
- 85 tokens
- 20 XP
- 20 Credit
- 20 Titanure
- 20 Belitium
- 2 Markers
- 3 Various
- 65 double-sided tokens
- 25 Damage
- 12 Character
- 8 Altered Condition
- 8 Time
- 8 Sector
- 3 Mission
- 1 Player Turn
Dice
- 10 dice
- 2 Raid
- 2 Credit
- 2 Belitium
- 2 Loot
- 2 Titanure
Designed for players with color blindness and other visual impairments. Additional components are shown on pages 34–35.
Card Anatomy
Each numbered element is printed on the card example shown on the card anatomy page.
- Base Value. Value gained when playing the card as an Action.
- Action Icon. Indicates the type of Action: Explore, Attack, or Block.
- Range. Indicates the maximum Range of an Action: Long, Medium, or Short.
- Card name. Identifies the card. Unique cards have their name in quotation marks.
- Type and Traits. Identify subcategories. They have no inherent effects, but may be referenced by other effects.
- Rarity. Shows the card's tier. It can be Basic, Rare, Epic, or Mythic.
- Card Effects. Effect of the card in the game. It may include timewords and keywords.
- Boost Value. Value gained when playing the card as a Boost.
- Boost icon. Indicates which cards can be used as Boosts or which area of the card can be used as a Boost.
- Boost effect. Determines the effect of the card when used as a Boost.
- Character Action. A special Action available while the Character is ready. It can be improved with Gear.
Board Anatomy
- Sectors. The central area is made up of 3 rows, each consisting of 4 Sectors. Each row is set at a different Range from the players (Long, Medium, or Short). Each Sector displays a printed central value indicating its name and cost, and includes up to 3 circular spaces for placing Sector tokens. The row at Short Range is called the «Imminent Zone».
- Raid Line. Raid cards move face down between Sectors, from the farthest position to the closest, following a "2"-shaped path. When a card reaches the Imminent Zone, it is automatically revealed. If it manages to leave the board through the closest Sector, the card is recovered and a penalty is applied.
- Secrets Deck. Placed outside the play area, it is arranged in numerical order and revealed as the Act progresses. Once revealed, cards may be placed on the Raid Line, in the Shared Area, or in a player's Personal Area.
- Raid Ships. Placed to one side of the board, they interact with the Raid Line through Order cards. The Enemy Ship carries hidden Crew cards, which may be deployed onto the game board.
- Raid Deck. Combines cards from the current Act with modular cards. The back of each card indicates its type on the front: skull (Enemy), vortex (Event), mountain (Location), and eclipse (Any).
- Chapter Deck. Arranged in numerical order, it advances the story of the current Act. Once revealed, cards may be retired or placed in the Shared Area, updating ongoing Missions or introducing new ones.
- Active Bounty. Indicates the Bounty currently in effect.
- Loot Deck. During their explorations, players may find all kinds of useful Gear and Items.
- Destiny. Used to place the Destiny deck and its discard pile, and vice versa.
Basic Concepts
Scenario Structure
Each scenario is divided into 3 Acts, which can be played separately, in a single session, or in Campaign mode, where results carry over and decisions influence subsequent Acts.
Each Act is more challenging than the previous one and consists of a Supply Stage and a Raid Stage. During the Supply Stage, players build or improve their decks; during the Raid Stage, they put those decks to the test.
In Campaign mode, players spend the Experience and Resources obtained in the previous Act. In a standalone game, they instead use preset values based on the chosen Difficulty.
| Act | Structure | Starting resources |
|---|---|---|
| Act I | Supply - Raid | 150 XP |
| Act II | Supply - Raid | Inherited or default |
| Act III | Supply - Nemesis | Inherited or default |
Late Deck System
Long Dark Sea uses its own deckbuilding system based on Experience (XP) values, compatible with both game modes. This system allows players to build and improve their decks at three different points during the game: before, during, and after play.
In the first Act, players have 150 XP, which they spend to create their starting deck by selecting Basic cards resulting from the combination of a Character and a Support.
As the Acts progress, players will need to acquire new Advanced cards, as both the Character and the Support gradually lose the effectiveness of their basic tokens and skills.
Action System
Long Dark Sea features an Action system that allows players to freely decide what to do during their turn, ranging from performing a single boosted Action by spending all the cards in their hand, to executing multiple Actions in the same turn.
Each Action card can be used in two ways: to initiate an Action or to boost an Action that has already been initiated. Each type of Action, as well as the Boost function, has its own icon.
To initiate an Action, the player places an Action card from their hand into their Personal Area, indicating its Base Value. Before resolving it, they may increase said value by playing additional cards from their hand for their Boost Value.
When the player no longer wishes (or is no longer able) to continue boosting the Action, they add together the Base Value and the values of all Boosts played to obtain the Final Value. After applying it, all cards used are discarded.
Whenever a player must draw a card and their deck is empty, they form a new deck by shuffling their discard pile.
Hidden Cards
During the Raid Stage, players reveal hidden cards by using the Explore Action.
Raid cards feature three different card backs that provide clues about their front side: a mountain indicates a Location, a skull indicates an Enemy, and a vortex indicates an Event. This allows players to plan their strategies and prioritize their Actions.
In addition, Long Dark Sea includes a fourth type of card back, the Dark Side, represented by an eclipse, which conceals a more difficult version of any of the other three card types.
Goal of the Game
At the beginning of each Act, players are assigned a Main Mission that they must complete. This Mission is the same in both game modes, and can be played in solo mode as well as in cooperative mode for up to 4 players.
During the game, players may discover new Missions and alternative ways to continue the adventure.
Players win by revealing the final Chapter of each Act, either through the Main Mission or through another type of Mission. Players lose if all Characters in play are defeated.
In Campaign mode, the game may be saved between Acts, allowing players to continue from that point in the event of defeat.
Board Ranges
The central section of the board is divided into 3 rows, each made up of up to 4 adjacent Sectors. Each row is set at a different Range relative to the players: the top row is at Long Range, the middle row at Medium Range, and the bottom row—also called the Imminent Zone—at Short Range.
A player may only act in a Sector if they meet the required Range. The maximum Range icon is shown next to the Action's Base Value and determines how far that Action can be applied.
Thus, the Short Range icon only allows actions in the Imminent Zone, while the Long Range icon allows actions in any of the three rows. These icons are also printed on the board as a reminder.
The Golden Rule
As in many other card games, Long Dark Sea follows the Golden Rule: some cards may contradict or modify the rules in this rulebook. When this happens, the rule stated on the card takes precedence.
The Pirate Treaty
Long Dark Sea is a game in which it is easy to make rules mistakes. If, during a game, you make an unintentional error, don't get frustrated or invalidate your victory: you may invoke the Pirate Treaty and avoid an unworthy win!
Key Concepts are on page 37.
Advanced Concepts
A Cooperative Experience
Long Dark Sea is designed to be played solo or cooperatively with up to four players. Its mechanics encourage active cooperation and communication among players.
Players may share any information, including revealing their hands, although it is recommended to use expressions such as "I can help you" to keep the game flowing smoothly and support decision-making. If the active player must make an important decision, it is advisable to consult with the rest of the group beforehand.
That said, Long Dark Sea carries a strong thematic and narrative focus tied to piracy, and players are given freedom of interpretation. Each pirate has their own concept of wealth, fame, and power; as a result, selling Loot to another player instead of giving it away altruistically is a personal choice.
Sector Tokens
Each Sector features up to three spaces where Sector tokens may be placed, either Sector Counters or Character tokens. These tokens only affect the Sector in which they are placed and do not move as cards advance.
Each circular space can hold up to 4 Counters or a single Character token. Counters have absolute priority: if a Counter must be placed and all three spaces are already occupied, the active player chooses which Character token is discarded. Character tokens may not discard Sector Counters.
Turn Token
The Turn Token indicates who the active player is at any given time. It may be flipped at the end of the Scenario Phase to indicate that the player is now in their second Main Phase.
When the active player ends their turn, they pass the Turn Token to the next player, flipping it again.
Raid Gear
During setup, players must choose their ship and spend the XP indicated on the Additional Setup card to form their shared Raid Gear. Some cards, such as Drones or Orders, are shuffled into the Raid deck, while others, such as the Gachadrone, are placed in the Shared Area.
The «Allied Flare» Order card allows players to interact with the allied ship or, alternatively, apply a powerful effect. When the ship is unavailable due to Scenario restrictions, players must choose this alternative effect if they include this card.
Gachadrones are placed in the Shared Area along with a number of hidden cards per player equal to their Load Value. These cards allow players to improve different aspects of their character during the game without having to wait for the Supply Stage.
To activate a Gachadrone, during your turn spend the Resources indicated in any of the three options on its front side and flip it. Then resolve the effect on its reverse side: the greater the investment, the higher the chance of success!
After use, Gachadrones require time to be ready again, reducing their Time Value by 1 during each Maintenance Phase.
Enemy Crew
Likewise, during Additional Setup, players must choose the enemy ship and spend the indicated XP to form the Enemy Crew they wish to face.
The «Enemy Beacon» Order card forces players to interact with the enemy ship, either placing it on the game board if it is available or deploying new hidden Enemies according to its Load Value.
Resolving an Action
The following timeline shows the order in which skills are resolved, from the moment an Action is initiated until the player decides to resolve it: Base (Play), Boost (Play), Close (Resolve), Impact, Condition (Success).
The game uses a timeword system, shown in gold and followed by a colon, which indicates the exact moment when skills are resolved. Some resolve immediately (Play), while others delay their effects until a later moment (Resolve).
If multiple timewords resolve at the same time, the active player chooses their order of resolution.
When a player closes an Action, they resolve it. After applying its impact on the game, it is determined whether the Action was a success or a failure, which may trigger the effect of certain skills. If the final value of an Action does not meet the required minimum cost, the Action fails and is resolved without producing any impact.
Keywords, written in bold, indicate skills whose rules are detailed in this rulebook.
Some Keywords are followed by a number indicating how many times that skill must be applied. These values may stack, although their effects cannot be split among different targets.
Players can find a complete list of all the game's timewords and keywords on pages 36–37 of this rulebook.
Difficulty Levels
The game includes three difficulty levels, which can be adjusted independently for each track on the board: Hard, Normal, and Easy.
There are additional ways to adjust the difficulty, such as increasing the number of Scenario cards with a Dark Side, modifying the composition of the Weakness deck, or changing the Additional Setup.
Alternative Missions
When an Alternative Mission is revealed for the first time, it is placed in the Shared Area. From that point on, each time players reach the limit of the Mission Track, they may choose either to reveal a new Mission from the deck or to cover one of the Mission spaces on the Alternative Mission, applying its effect. If players complete all Mission spaces, they resolve its Sequence effect.
Type and Traits
Below each card's name, its Type is shown in uppercase letters, and its Traits in lowercase italics. They have no direct effect on their own, but may be referenced by certain skills.
Rarity System
The Rarity system indicates the level or quality of each card. There are up to four Rarity levels, distinguished by their color and symbol, located just below the card's Type and Traits: Basic, Rare, Epic, and Mythic.
Sets and Unique Cards
Each card has a maximum of three copies, except for Unique cards (whose name appears in quotation marks and of which only a single copy exists) and Weakness cards (whose number of copies is unlimited).
Exhausted Components
Some components are flipped to indicate that they are exhausted, while others are rotated ninety degrees.
Act I Setup
-
Place the Board. Place the board or playmat showing its Raid side. Place the dice, tokens, and the Secrets deck within reach of all players. Place the allied ship and the enemy ship to one side of the board.
-
Choose Your Adventure. Take all cards marked with the Act I symbol from the Scenario of your choice. Shuffle them and place the Raid deck (2A), Mission deck (2B), and Threat deck (2C) face down in their starting spaces. Arrange and place the Chapter deck (2D) in its designated space. The Raid deck may contain a maximum of 3 copies of the same card.
-
Customize to Your Liking. Players must spend the XP indicated in the Additional Setup to choose the allied Raid Gear. Depending on their type, shuffle the selected cards into the Raid deck or place them in the Shared Area.
You must also spend the XP indicated in the Additional Setup to choose the Enemy Crew. Shuffle its cards into the Raid deck and, with the remaining cards, place a number of hidden cards equal to its Load Value face down on the enemy ship.
Remember to check the Additional Setup and the Act's special rules, and to set aside the Secrets deck.
A. Choose Your Crew. Choose a Character and a Support, and place their cards next to their tokens with their Ready side up in your Personal Area. You may freely choose any combination you wish, but once selected, they remain linked for the rest of the game.
B. Build Your Deck. Build your starting Basic deck with a total value of 150 XP, combining the Basic cards of your Character and your Support. Each Basic card has a value of 10 XP. Choose from a total of 18 cards per Character and 6 cards per Support.
Check the preconstructed Basic decks on pages 32–33.
C. Something in Your Pocket. Starting resources by difficulty:
| Resource | Easy | Normal | Hard |
|---|---|---|---|
| Credit | 8 | 5 | 0 |
| Belitium | 5 | 3 | 0 |
| Titanure | 5 | 3 | 0 |
Your First Contracts. You may choose up to 1 Contract and 1 Bounty. You may claim both objectives either during the game or in the Market of the next Supply Stage.
- Pirate Treasures. Shuffle the Loot deck, draw 12 cards at random, and place them in the indicated space. Return the remaining cards to the box.
- Forge Your Destiny. Shuffle the Destiny deck and place it in the designated space.
- Choose Your Challenge. Choose the difficulty for each track. This will be its reset point during the game.
- Nobody's Perfect. Form the Weakness deck and shuffle it. It must include 6 starting cards plus 4 additional cards per player beyond the first (for example, in a 2-player game, the deck would contain 10 cards).
- Ready. Shuffle your deck and draw a number of cards equal to the sum of the Hand Values on your Character and Support cards.
- Set. Choose the starting player, who takes the Turn Token, reads both sides of the Prologue, reveals Chapter 1, and starts the first turn.
Go!
Gameplay example on page 22.
Let's play!
The Raid Stage
The Raid Stage has an unlimited number of turns. Turn order is determined by the players at the start and the Stage ends when the end of the Act is reached or when the players are defeated.
On each turn, the active player must complete all 5 Phases of their turn before passing the Turn Token to the next player.
- First Main Phase
- Scenario Phase
- Second Main Phase
- Discard and Draw Phase
- Maintenance Phase
The Turn Token indicates who the active player is at any given time and may be flipped to show which of their two Main Phases they are currently in.
Main Phase
You have two Main Phases: one before the Scenario Phase and one after it. Their separation is purely strategic.
During either Main Phase, you may freely perform any number of Actions of any value, either by playing cards from your hand or by using cards located in your Personal Area or the Shared Area.
You may end either of these Main Phases at any time, whether because you choose to or because you are unable to perform any more Actions.
Shared Area
Some cards obtained during the Scenario, as well as certain cards from the Raid Gear, such as Gachadrones, are shared by all players and are placed in the Shared Area, which has unlimited space.
Cards placed in this area may only be used by the active player and are therefore also affected by that player's Maintenance Phase.
In Campaign mode, Shared Area cards that are not retired remain available in the next Act.
Explore Action
The Explore Action has up to three different uses: revealing a hidden Raid card, exploring an already revealed Location, or resolving the «Interact» timeword on certain cards. The cost to perform any of these uses is equal to the value printed on the Sector where the target card is located.
- Reveal. When exploring a hidden Raid card (face down), flip it face up and resolve its «Reveal» timeword. If the revealed card is a Location, do not automatically roll the Exploration Dice.
- Explore a Location. To explore an already revealed Location, the card must show at least one die icon in its upper-left corner. Roll simultaneously the type and number of dice indicated and apply the results obtained.
- Interact. Some cards include the «Interact» timeword in their text, followed by an effect. This option is an alternative Action that only allows applying the described effect.
Exploration Dice
When dice are rolled after exploring a Location, their results are resolved in the following priority order:
- First, apply Resource results (Credits, Belitium, and Titanure), gaining the same number and type of tokens.
- Next, apply Loot results by drawing the same number of Loot cards.
- Then apply Success results, advancing the Mission Track by the same amount.
- Finally, apply Miss results, advancing the Threat Track by the same amount.
Resources
Resources gained are placed in the active player's Personal Area. There is no limit to the number of Resources a player may accumulate.
Each Resource has a specific purpose in the game, and players may freely trade Resources with one another at any time.
- Credits are the game's currency and can be used to buy or sell anything.
- Belitium is a mineral used in the manufacturing of Gear, Artifacts, and Weapons.
- Titanure is a source of energy used to enhance Support abilities.
Loot Cards
There are two types of Loot cards: Items and Gear.
You may equip your Character with up to 4 Gear cards and, by default, carry up to 2 Items in your Inventory.
Gear cards are placed on both sides of the Character's Identity card, connecting through matching values to improve them.
Item cards are placed in the available Inventory slots. Gear cannot be placed in this area. Supports may increase the number of Inventory slots through their Loot Value.
When you gain a Loot card and are already fully equipped or your Inventory is full, you may replace cards, give excess cards to another player, use them, or retire them from the game.
Tracks
Successes are applied first, followed by Misses. When either track reaches its limit, immediately draw and resolve its corresponding card. Once resolved, the track is reset and returned to the space indicated by the selected Difficulty.
It is possible for both tracks to reach their limit at the same time during a single roll. In that case, resolve the Mission card first, followed by the Threat card.
Any excess Successes or Misses rolled after reaching a track's limit are lost. This effect cannot be prevented.
Attack Action
The Attack Action allows you to deal Damage to any revealed card that has a printed Health Value, typically an Enemy.
Each point of Attack equals one point of Damage dealt. However, some Enemies have a Block Value, which must be subtracted from each Attack before Damage can be dealt to the target.
For each point of Damage suffered, place the corresponding Damage tokens on the card. When an Enemy suffers Damage equal to or greater than its Health Value, it is defeated.
An Enemy cannot accumulate more Damage tokens than indicated by its Health Value; any excess Damage is lost.
When an Enemy is defeated, discard it face up to the Necropolis, removing all tokens from it.
See the Block Action (page 20).
Character Action
Through your Character, you have an additional way to initiate any of the three Actions (Explore, Attack, or Block), as indicated on their Identity card.
To do so, declare the type of Action you are going to use and its Base Value, then flip and exhaust your Character's Identity card. At the moment it is flipped, the Identity card reveals its unique skill, each with its own timeword, which determines when it is resolved.
Once flipped, you may boost this Action just like any other. After resolving it, the Character remains exhausted until its owner's next Maintenance Phase, meaning this additional Action cannot be used again until it is readied once more.
See the skills (page 28).
Supports and Their Boosts
Supports cannot initiate Actions on their own, but they can boost Actions that have already been initiated by any player.
When you initiate an Action, any player may boost it by playing a card from their Support from their hand. At that moment, that Support's Identity card is flipped and becomes exhausted. When flipped, the Identity card unlocks the unique skill printed on its reverse side.
The Support remains exhausted until its owner's next Maintenance Phase, so no additional cards may be played until it is readied again.
Scenario Phase
During the Scenario Phase, all revealed cards are activated one by one, starting with the Sector closest to the players and ending with the farthest one (Sector 9).
To activate a Sector, complete the following steps before moving to the next:
- Resolve token effects.
- Resolve the «Activate» timeword or reveal the top Destiny card.
- The card performs a Raid Attack.
- Reduce a Time counter by 1.
Once all revealed cards have been activated, advance the Raid deck one space along the Raid Line, triggering the Advance effect and any other associated effects (pages 20–21).
Token Effects
Tokens take priority over cards. Before resolving a card's effects in a Sector, first resolve that Sector's token effects, followed by any other tokens on the card, such as altered conditions.
Some Sector tokens have ongoing effects (such as «Exposed» or «Fortune»), while others have triggered effects (such as «Illusion»). Sector tokens do not move as cards advance.
Likewise, tokens that cause altered conditions may have constant effects (such as «Marked») or triggered effects (such as «Bleed»). These tokens are placed on cards and do move with them as they advance.
A card may be defeated or recovered by a token effect before it is activated.
Activating a Card
After resolving Sector token effects and altered conditions, the activation of the revealed card begins.
Resolve the card's «Activate» timeword, regardless of its maximum Range (unless otherwise specified).
This step is especially important for allied Raid Gear, as cards shuffled into the Raid deck can only resolve their activated skills at this moment.
If the card being activated shows the Destiny icon, reveal the top card of the corresponding deck. Its number determines which skill is activated or remains active until the next activation. Once fully resolved, discard the Destiny card.
If a new card must be revealed and the Destiny deck is empty, shuffle its discard pile and place it face down in the same space to form a new deck. Each time the deck is depleted, reverse the order of its spaces.
Time Counters
When a card with a Time Value is revealed, place a number of Time counters on it equal to that value.
At the end of its activation—whether it resolves its skill or performs a Raid Attack—reduce its Time Value by 1. If it reaches zero, the card is recovered.
Raid Attack
When an enemy Raid card performs an Attack, if its maximum Range allows it, the active player suffers Damage equal to that Attack's value. If the enemy card lacks sufficient Range, skip this step.
Players may redirect suffered Damage to an Ally in the Shared Area or to their Gear, provided it has a printed Health Value. Direct or Unblockable Damage cannot be blocked or redirected and is always suffered by the active player.
Damage assigned to Gear cannot be healed, and any excess Damage is dealt directly to the Character. When a piece of Gear is fully damaged, it is not retired, as it may be repaired later.
When the number of Damage tokens equals a Character's printed Health Value, that Character is defeated. The game ends if all players are defeated. A defeated Character may be healed.
Block Action
Block Actions may be played in response to an incoming Attack to prevent Damage.
You may initiate a Block Action during any turn and at any Range, including through your Character Action.
You may only initiate one Block Action per Attack received, and you may boost it like any other Action, either yourself or through a Support.
The initial target of the Attack—the Character or Ally—still suffers any unblocked Damage and all associated effects.
Advance Effect
After all revealed cards have been activated, advance the Raid deck one Sector along the Raid Line.
To resolve this effect, place the top card of the Raid deck in the Sector closest to the deck, without revealing it. If that Sector is already occupied, push the card toward the next closest Sector (2), creating a chain reaction that ends when a card reaches an empty Sector or leaves the Raid Line.
Cards with the «Immovable» keyword do not move. Instead, the card attempting to push them bypasses them (3) and is placed in the next available Sector.
Imminent Zone
If, as a result of the Advance effect, a hidden card reaches the Imminent Zone, it must be revealed immediately (4). When revealed this way, its «Reveal» effect is also applied.
In the unlikely event that more than one hidden card reaches the Imminent Zone at the same time, reveal them one by one, starting with the card closest to the players.
Sectors in the Imminent Zone are highlighted as a reminder of this effect (4) and have their Sector cost printed, allowing players to Explore or Interact with revealed cards.
Threat Threshold
If, due to the Advance effect, a revealed Enemy leaves the Raid Line through the Sector closest to the players (5), advance the Threat Track by 1 and, if applicable, resolve its «Threat» timeword. Then recover the card.
Any other revealed card (that is not an Enemy) that leaves the Raid Line is also recovered and resolves its «Threat» timeword, but DOES NOT ADVANCE the Threat Track.
If a hidden card leaves the Raid Line this way, always advance the Threat Track and reveal the card to resolve its «Threat» timeword, if applicable, before recovering it.
Discard and Draw Phase
At the start of the Discard and Draw Phase, after completing your second Main Phase, decide whether to discard the remaining cards in your hand or keep them for the next turn. Then draw cards from the top of your deck until you reach your maximum hand size.
Your maximum hand size is determined by the sum of all cards in your Personal Area and the Shared Area that show a Hand Value (usually your Character and Support Identity cards).
This is the only Phase in which maximum hand size is enforced; during any other Phase, you may exceed this limit and hold more cards.
Only when you must draw cards and your deck is empty do you shuffle your discard pile to form a new deck. No other game effect (such as discarding or looking at cards) triggers this reshuffle.
Maintenance Phase
This is the final Phase of the active player's turn. First, all exhausted components are readied; then all «Maintenance» timeword effects are resolved.
This Phase affects both the cards in the active player's Personal Area and those in the Shared Area.
End of Act
In Campaign mode, players keep all cards under their control in their Personal Area and the Shared Area, as well as any Raid Gear that has not been retired from the deck.
Set aside all cards in the Necropolis and the Destiny deck. All cards previously retired by game effects and all remaining decks—including the Loot deck—are retired from the game.
Gameplay Example
- With Haramiyida alongside her, Morrilyn begins her turn with a hand size of 6.
- During her first Main Phase, she decides to explore the "Temple of Ashes", which has a Sector cost of 4.
- To do so, she initiates her Character's Explore Action at Medium Range with a Base Value of 2, flipping her Identity card.
- Since the required cost is 4, she boosts her Action by +2 by playing two cards from her hand for their Boost Value.
- She chooses to close the Action and apply its impact, rolling the four indicated Exploration Dice.
- She applies the results, drawing 1 Loot card that she chooses to equip.
- She then advances both tracks: first the Mission Track by 2 spaces, then the Threat Track by 1.
- Since her Exploration was successful, she may place 1 of her tokens under that Location. Finally, she discards all cards played.
- Morrilyn decides she will continue playing in her second Main Phase, so she begins the Scenario Phase. As the revealed cards have no «Activate» effects, Attacks, or Time counters, she applies the Advance effect.
- To do so, she places the top card of the Raid deck in Sector 9, pushing the other cards. Once the Advance is complete, she flips her Turn Token.
- In her second Main Phase, she decides to explore the "Temple of Ashes" again, playing her "Boarding!" card and discarding the token previously placed under that Location. This allows her to roll 8 dice!
- To meet the required cost, she plays "Eternal Companion," flipping her Support's Identity card.
- Playing "Eternal Companion" lets her «Scout 2» when its reverse is revealed and adds +2 to her Action's value. She's lucky: she's able to discard another Support card from her deck.
- She chooses to resolve the Action, returning the Support card from her discard pile to her hand and rolling the eight Exploration Dice (rolling the Raid Dice two additional times).
- This time, she gains 3 Credits and draws 2 Loot Items, which she may place in the Inventory of her Personal Area.
Act II Setup
Supply Stage, standalone game.
A and B. Choose and Build. To start Act II as a standalone game, repeat steps A and B from the Act I setup: choose your game Gear and build your Basic deck.
C. Default Resources. Starting values for a standalone game, by difficulty:
| Resource | Easy | Normal | Hard |
|---|---|---|---|
| XP | 300 | 200 | 100 |
| Credit | 20 | 12 | 8 |
| Belitium | 12 | 8 | 4 |
| Titanure | 12 | 8 | 4 |
- Place the Board. Make sure the board or reversible playmat is set to the Supply Stage side. Place all cards from the previous Act in the Shared Area, and in each Personal Area place your cards, XP, Resources, and Loot gained. If playing a standalone game, gain the default Resources indicated.
- Tally. Place all cards previously set aside from the Necropolis in the Market space. If playing a standalone game, skip this step.
- Lower Prices. Place the cost tokens in the spaces of the Supply Lines and Restock Requests. The illustration shows the configuration for Normal difficulty; you may adjust these values to increase or decrease the difficulty.
- Edko's Codexes. Thoroughly shuffle four different Codex (advanced Character cards) to form a single deck and place it face down in the designated space. Reveal the top four cards and place them face up in that Supply Line.
- Raid Gear. Place the upgraded versions of all selected allied Raid Gear that were not retired during the previous Act. In a standalone game, first select the initial allied Gear following the instructions on the Setup card.
- The Sanctuary. Shuffle and form one deck for each Support in play using all of its cards, including any Basic cards not used to build the starting deck. Place each deck face down in any of the four spaces of that Supply Line, then reveal the top card of each deck.
- Rapsoda's Inventions. Shuffle all Loot cards—or the remaining ones after removing those set aside in the previous Act—and split them into two similarly sized decks. Place each deck in its designated space and reveal the top four cards of each, placing them in their Supply Line.
- Pirate Turn. Prepare the Nemesis bag by placing all tokens of the Characters in play into it.
- Supply Deck. Space to place each available deck face down, except Unna.
- Supply Line. Area where the available cards from each deck are displayed for purchase.
- Cost Tokens. Indicate the additional cost to acquire a card or request a Restock.
Raid Stage.
Repeat steps 1–8 to set up the Act II Raid Stage (page 14). This time, take all Act II cards and spend the indicated XP to form the Enemy Crew.
Carefully read the Additional Setup cards and the special rules.
The Supply Stage
During the Supply Stage, players may spend their Experience and Resources to improve different aspects and prepare for the next Act. Any excess may be saved for later Supply Stages.
This Stage is divided into 6 Phases, during which players take turns across an unlimited number of rounds and progress together.
- Market Phase
- Edko Phase
- Allied Gear Phase
- Unna Phase
- Rum Phase
- Rapsoda Phase
Supply Line
During the even Phases (2, 4, and 6), players may acquire new cards from the different Supply Lines. Whenever a player acquires a card, they place it in their Personal Area and then reveal the next card from the deck.
Each line functions differently: during the Edko Phase, the newly revealed card is placed in the closest Sector, triggering a chain Advance effect if it is occupied (causing older cards to become cheaper over time); during the Unna Phase, simply reveal the next card from the deck; and during the Rapsoda Phase, the newly revealed card replaces the empty space left by the acquired card.
Restock
On their turn, before acquiring a card, the active player may spend Credits to make a Restock Request. This recovers all revealed cards from that Supply Line and reveals new cards from the deck.
Before revealing them, place the top card face down in the Sector closest to the deck, discarding its Cost token. Each Request adds one additional face-down card, progressively limiting the number of available Supplies.
Pirate Turn
Players may use the Pirate Turn to determine turn order in each of the three card-acquisition Phases (Edko, Unna, and Rapsoda).
To do so, place all Character tokens into the Nemesis bag. Then draw tokens at random, one by one. When a player's token is revealed, that player chooses to take their turn or pass; if they pass, remove their token.
Once all tokens have been revealed, reshuffle only the tokens that were not removed to begin a new round. Each of these three Phases ends when all tokens have been removed.
Market Phase
First, each player gains Experience equal to the total XP value of the cards set aside in the Necropolis (cards with dark XP subtract Experience). In a standalone game, players instead gain the values indicated during setup.
Second, each player gains the Experience and Resources from completed Contracts and Bounties. This is when the «Market» timeword is resolved.
From this point on, and during any Phase, a player may sell Loot or exchange Resources with the supply at the listed Market price, as well as trade freely with other players. Damage and Experience cannot be transferred.
| Action | Resources | Price |
|---|---|---|
| Sell | 1 Belitium / 1 Titanure | 2 Credits |
| Buy | 1 Belitium / 1 Titanure | 3 Credits |
Edko Phase
During this Phase, players take turns acquiring advanced player cards by spending Credits and XP earned. Codex cards may be learned by any Character, regardless of the illustration.
Each card's cost is determined by the XP value shown in its top-right corner and the Cost token beneath it.
Unna Phase
During this Phase, players take turns acquiring advanced Support cards by spending Titanure and XP earned.
Each card's cost is determined by its XP value shown in the top-right corner and the Cost token beneath it.
A Restock Request only affects the Support deck of the player who makes it.
Rum Phase
During this Phase, you may forget Skills or purge Weaknesses. The cost to purge a Weakness or retire any other card from a deck is its XP value.
You may also remove all Damage from cards in the Personal Area or Shared Area at no cost. However, when playing on Hard difficulty, you must pay a cost to remove that Damage.
Hard difficulty:
- Heal 10 costs 10 XP. Fully healing any player or Ally costs 20 XP.
- Fully repairing a piece of Gear costs half its Credit value.
Allied Gear Phase
Players may upgrade the shared Allied Gear by each paying the XP difference between its Basic and upgraded versions.
In Campaign mode, only cards kept from the previous Act may be upgraded. In a standalone game, players receive the XP indicated in the specific setup to first select and then upgrade their Raid Gear.
Rapsoda Phase
During this Phase, players take turns acquiring new Loot cards by spending Credits and Belitium.
Each card's cost is shown in its top-right corner. You must respect both your equipped Gear limit and your Inventory limit.
Each Restock affects each line separately. "Space Scrap" shows the same symbol: you may retire this card from your Personal Area or from the Supply Line to make a free Restock Request, without applying the usual limitation.
Act III Setup
Nemesis Stage, standalone game.
Nemesis Board. Choose the Nemesis board side indicated on its Setup card (A or B) and place it over the main game board, making sure it is perfectly aligned.
Place the Board. Set the board or reversible playmat to the Raid Stage side. Place the dice and the Damage, XP, Mission, Time, and Resource tokens nearby so all components are within reach of all players.
A and B. Choose and Build. To start Act III as a standalone game, repeat steps A and B from the Act I setup: choose your game Gear and build your Basic deck.
C. Time for Upgrades. To begin Act III, whether as a standalone game or in Campaign mode, perform the preceding Supply Stage. Repeat all Supply steps listed in the Act II setup. In a standalone game, remember to use the Resource values indicated on this page.
D. Default Resources. Starting values for a standalone game, by difficulty:
| Resource | Easy | Normal | Hard |
|---|---|---|---|
| XP | 400 | 260 | 180 |
| Credit | 28 | 16 | 12 |
| Belitium | 16 | 10 | 6 |
| Titanure | 16 | 10 | 6 |
Raid Setup.
- Adventure. Take all cards marked with the Act III symbol of the chosen Scenario. Shuffle them and place the Raid deck (2A) face down in its starting space. Arrange and place the Chapter deck (2B) in its space.
Final Boss. Create a single image by joining all Nemesis cards (2C) on their A side, following the pattern shown on the visible side of the Nemesis board.
- Forge Your Destiny. Shuffle the Destiny deck and place it in the designated space.
- Nobody's Perfect. Build the Weakness deck and shuffle it. It must include 4 additional cards per player beyond the first (for example, in a 3-player game, the deck would contain 14 cards).
- Nemesis Bag. Prepare the Nemesis bag following the instructions on the Setup card and add the indicated tokens. Tokens placed in the bag may not serve their usual function (for example, Threat or Mission markers).
- Ready. Shuffle your deck and draw a number of cards equal to the sum of the Hand Values on your Character and Support cards.
- Set. Choose the starting player. That player takes the Turn Token, reads both sides of the Prologue, reveals Chapter 1, and begins the first turn.
Go!
Let's play!
Remember to check the Additional Setup and the Act's Special Rules, and set aside the Secrets deck.
IMPORTANT: Each Nemesis has a unique Setup and may not use decks such as Mission, Threat, or Loot.
The Nemesis Stage
During the Nemesis Stage, players alternate through an unlimited number of turns while facing a powerful final boss.
This Stage uses the same concepts as the Raid Stage, but introduces key differences for the final climax: Nemesis cards remain Immovable, forming a single mosaic, and there is only one Main Phase for every two Nemesis Phases.
- First Nemesis Phase
- Main Phase
- Second Nemesis Phase
- Discard and Draw Phase
- Maintenance Phase
Board and Range
The board orientation and the layout of the Nemesis cards (vertical or horizontal), as indicated on the Setup card (A or B), affect the Range system.
- In the horizontal layout (A), top cards are at Long Range, middle cards at Medium Range, and bottom cards at Short Range.
- In the vertical layout (B), top cards are at Long Range and bottom cards at Medium Range.
In both cases, cards in the visible Imminent Zone of the main board are always considered at Short Range.
Nemesis Bag
During this Stage's setup, players prepare the Nemesis bag by placing all tokens indicated on the Setup card into it.
Some game effects require revealing a token from the bag; in that case, the active player reveals one at random, applies its effects, and places it in the indicated space. Each token has a different effect, as listed on the Setup card.
Whenever a token must be revealed and the bag is empty—or when instructed by the Nemesis—players recover all tokens and refill the bag.
Nemesis Cards
The final Act is represented by a set of six double-sided Nemesis cards that form a single mosaic while remaining individual. Each card acts independently and connects via nodes to other cards that share skills.
Nemesis cards cannot be recovered or moved on the board; instead, they may be flipped. As a result, when a Nemesis card is defeated or would be recovered by any effect, it is flipped instead. In addition, their Raid Attack Range is always at the maximum.
Nemesis Phase
During the Nemesis Phase, one of the six parts that form the Nemesis is activated. First, reveal a Destiny card; its number determines which part is activated.
To activate it, complete the following steps:
- Resolve its token effects.
- Resolve the «Activate» timeword.
- The card performs a Raid Attack.
- Reduce 1 Time counter.
After all steps are completed, the Nemesis Phase ends.
Cards in the Imminent Zone may be activated individually or together by other card effects and follow the same steps, with no Advance effect applied.
Reveal Destiny
At the start of the Nemesis Phase, reveal the top card of the Destiny deck. Its number determines which Nemesis part is activated.
Once its ability is fully resolved, discard the Destiny card.
If a new card must be revealed and the Destiny deck is empty, shuffle its discard pile and place it face down in the same space. Each time the deck is depleted, its spaces are reversed.
Token Effects
Tokens take priority over cards. Before resolving the effects of a Nemesis part, first resolve any token or altered condition effects on that part.
When players reveal tokens from the Nemesis Bag, they first apply their effects, and then place them in the indicated space.
Sector tokens may only be placed in the Imminent Zone, in which case the same rules apply as during the Raid Stage.
Activating a Card
Resolving the «Activate» timeword for a Nemesis part or a card in the Imminent Zone follows different rules than during the Raid Stage.
For a Nemesis part, resolve the card's «Activate» timeword of that card or of any other card connected to it by a line, regardless of its maximum Range.
Cards in the Imminent Zone during this phase are only activated when the scenario's rules specify.
Time Counters
When a card with a Time Value is revealed, place a number of Time counters on it equal to that value.
At the end of its activation—whether or not it performs a Raid Attack—reduce its Time Value by 1. If it reaches zero, the card is recovered.
For Nemesis cards, when a card would be recovered, instead of returning to the bottom of its original deck, it is flipped.
Main Phase, Discard and Draw Phase, and Maintenance Phase
Players have a single Main Phase, played between the two Nemesis Phases.
The Main Phase, Discard and Draw Phase, and Maintenance Phase use the same structure and concepts learned during the Raid Stage (pages 16–21).
Starting Decks
The preconstructed starting decks for each Character and Support pair. Character descriptions are omitted; each Character's skills and the card lists are transcribed.
D. Emperatore, Dark Lord
- Character Token. His «Illusion» tokens reduce an enemy's Raid Attack value by 1 for each token discarded and may also be used at times to boost his own Attacks.
- Additional Skill. Allows him to glimpse the near future, absorbing his own Weakness to Heal any Character or Ally in play.
Deck: D. Emperatore: 2x Delusio Minotauri, 3x Urumi's Dance, 3x Delusio Argentavis, 2x Alternative Path, 2x Delusio Leviathan. Omanodon: 3x My Primate Steps.
Omanodon, primary skill. With «Opportunity 2», he can improve the player hand by discarding useless cards, making their turn more efficient.
Sie Morrilyn, 7th Fortune
- Character Token. Her Fortune tokens, once placed after successfully exploring a Location, allow any player to reroll one die for each token in that Sector.
- Additional Skill. She may discard one of her tokens to boost or perform simultaneous Actions, making her one of the most versatile characters in the game.
Deck: Sie Morrilyn: 2x Echo of Gunpowder, 3x Sabotage, 3x Keep an Eye Out, 2x Boarding!, 2x Lucky Day, 1x Tailwind. Haramiyida: 2x Eternal Companion.
Haramiyida, primary skill. With «Scout 2», she can improve future turns by looking at and discarding cards from the top of the deck.
Little Wall, Light of Alsvid
- Character Token. Whenever he reveals a card at Long Range, he may place 1 «Exposed» token, reducing that Sector's value by 1 per token and easing future explorations.
- Additional Skill. He may «Mark» Enemies revealed at Long Range, permanently reducing their Block value by 1.
Deck: Little Wall: 3x Charged Shot, 2x Catch Your Breath, 3x Under Control, 1x Take a Detour, 2x Evasive Maneuver, 2x Optical Camouflage. Hook & Moon: 1x Ace of Fire, 1x Hawk Eye.
Hook & Moon, primary skill. They are always ready. They may alternate between each other and chain Boosts indefinitely.
Tomoe Masako, Oni Hunter
- Character Token. Her «Prey» tokens may be discarded to increase the Damage dealt to an Enemy by 1. If she places all 3 tokens in the same Sector, they lock and become a «Hunting Ground», increasing all Attacks made in that Sector by 1.
- Additional Skill. She may inflict «Bleed» on Enemies, causing them to suffer additional Damage.
Deck: Tomoe Masako: 3x Odenta Fury, 1x Oni Terror, 2x Follow the Trail, 2x Stalk the Prey, 3x Counterattack. Genbu / Bugen: 2x Earth Requiem, 2x Sowing.
Genbu / Bugen, primary skill. After being summoned for a short time, she allows multiple combos to be chained through the Cultivation Cycle.
Expansions and Editions
Weaknesses Expansion
18 Weakness cards.
Some game situations affect players with Weaknesses—cards that, once revealed, are placed in their discard piles, making hand management harder and sometimes triggering additional negative effects.
This expansion adds two new types of Weakness, "Dystopia" and "Dishonor", both Rare cards, thematically completing the four fears of the Wellerman crew.
It is designed to increase both the replayability and the difficulty of the base game.
Bounties Expansion
24 Bounty cards.
The Bounties expansion introduces a new modular card set that allows players to hunt the most feared figures of the Luminara System. The higher the rarity, the greater the reward.
Each player may carry up to 1 Bounty in their Inventory. When an Enemy is revealed for the first time, its Bounty is automatically activated and placed on the board. If the Enemy is defeated, the Bounty is flipped and returned to the Inventory, allowing the player to choose between retiring the card to immediately gain fewer Resources or waiting until the Market.
Contracts Expansion
24 Contract cards.
The Contracts expansion introduces a new modular card set that lets players complete additional Challenges. Higher rarity means greater difficulty and a higher reward.
Each player may carry up to 1 Contract in their Inventory. When the Challenge is completed, the card is flipped in the Inventory, and the player may choose between retiring the card to immediately gain fewer Resources or waiting until the Market.
If you end the Act without completing its objective, the Contract is failed and retired from the game.
Dark Side Expansion
49 Dark Side cards.
In each Act, players encounter Enemies, Events, and Locations that can usually be identified by their card backs. However, the base game includes one copy of a more powerful version of each, marked with a different back called «Dark Side», which prevents immediate identification.
This expansion adds additional copies of these stronger Enemy, Event, and Location versions. Players may choose the proportion of Dark Side cards to include in their Raid, always respecting the maximum number of copies.
It is designed to increase both the replayability and the difficulty of the base game.
Editions
| Components | Standard | Limited |
|---|---|---|
| 1 Deluxe Box (SG) | Yes | Yes |
| 1 Adapted insert (SG) | Yes | Yes |
| 1 Tutorial sheet | Yes | Yes |
| 1 Rulebook | Yes | Yes |
| 1 Game board | Yes | Yes |
| 1 Nemesis board | Yes | Yes |
| 10 Deluxe dice (SG) | Yes | Yes |
| 4 Player bags | Yes | Yes |
| 1 Nemesis bag |
Reference Guide
Keywords
- Bleed X (Altered condition). Place X Bleed tokens on a damaged, undefeated Enemy. When resolving altered conditions, flip only one Bleed token to deal 2 direct Damage.
- Bribe X. The active player may spend X Credits to resolve the effect described on the target card.
- Commandeer X. Discard X cards from the top of your deck.
- Counterattack X. The target player or Enemy returns X direct Damage. Counterattack only resolves if the target survives the Attack.
- Deploy. Reveal the top hidden card placed under the target card (Load Value).
- Draw X. Draw X cards from the top of your deck.
- Echo X. Place X generic counters on the card. Each counter triggers the described effect X times.
- Engulf. Retire this card and all cards beneath it. Discard all tokens in its Sector. Key cards cannot be retired by this effect.
- Exposed (Character Token). Reduce the printed Sector's value by 1 per token.
- Flight. The Enemy can only be targeted by Long Range Attacks or by direct Damage.
- Fortune X (Character Token). Reroll X dice from the same roll simultaneously. As a token, each has "Fortune 1".
- Fury. The Enemy doubles its Attack value if the condition is met. It does not stack and cannot be reverted.
Timewords
- Activate. Resolved during the second step of a card's activation, after applying token effects.
- Bypass. Resolved when another card passes over the card with this skill.
- Exhaust. Resolved when the card is exhausted. The card must be flipped or rotated 90 degrees.
- Interact. Resolved when players perform this type of exploration as an alternative Action. No Exploration Dice are rolled.
- Maintenance. Resolved during the active player's Maintenance Phase.
- Market. Resolved during the Market Phase of the Supply Stage.
- Ongoing. The skill has a permanent effect while it remains active or revealed.
- Play. Resolved immediately when the card is played, either as an Action or as a Boost.
- Recover. Resolved when the card is recovered; that is, when it returns to the bottom of its original deck.
- Resolve. Delays its effect until the card is fully resolved.
- Retire. Resolved when the card is retired, either by a game effect or voluntarily by a player. If retired voluntarily, it may be resolved at any time, even in response before other effects are applied.
- Reveal X. Resolved when the card is revealed by any game effect. If a number is shown, it indicates how many times that same card must be revealed to apply that effect.
Key Concepts
- Retire. When a card is retired, it permanently leaves the game from any area.
- Recover. When a card is recovered, place it face down on the bottom of its original deck.
- Defeat. When an Enemy or Ally is defeated, place it face up in the Necropolis.
- Adjacent. Sectors next to each other within the same Range row are considered adjacent.
- Vertical. Sectors above or below another in the same column are considered vertical, even if they are at different Ranges.
- Must. Players are required to fully resolve the skill.
- May. Players may choose whether to resolve the skill. If they do, it must be resolved in full (unless it includes the phrase «up to»).
- Stack. Tokens may stack. A token or card may be stacked on another card. However, a card cannot be stacked on a token; if this occurs, the token must be discarded or removed first.
- Player. Each player controls a Character during the game, representing their avatar. Player and Character are linked; any effect that affects a player is suffered by their Character.
- Reveal. The card is shown and its front information is shared with all players.
- Look. Only the player resolving the effect gains information from the card's front.
FAQ
- Unless stated otherwise, you may use any token or alternative component to track game effects.
- The discard pile is only shuffled to form a new deck when a card must be revealed or drawn. Effects such as Scout or Discard do not trigger a shuffle.
- There is no limit to how many times a Location may be explored.
- An Action may be boosted with cards of the same type or any other type, as long as they have a Boost Value.
- Activating allied Drones is not affected by additional costs directed at a player (hence the use of "may" instead of "you may").
- Gear cards linked to a Character permanently improve the main value they are connected to.
- A card may perform a Raid Attack with a value of 0.
- Morrilyn's skill allows her to place tokens after successfully exploring a Location (after rolling and rerolling dice).
- Dice roll results are always determined simultaneously. If additional dice are rolled by an effect, note their results and reroll them before resolving the roll.
- If an Action requires an additional cost, you must be able to pay it to perform that Action.
- When a numbered card is recovered, it returns face down to its original deck, respecting its initial order. If there are multiple cards with the same number, place it at the bottom of that set.
- To perform a simultaneous Action in two different Sectors that requires paying a Sector cost, pay the higher of the two costs.
- During another player's turn, you may only play Block Actions, Support Boosts, and Retire effects from cards in your Personal Area.
- A dice roll is successful if it shows at least 1 Success symbol.
- All Character tokens are designed for cooperative play; only the active player may apply their effects.
- Some Supports do not exhaust when one of their cards is played; instead, they show a different version when flipped. Only cards from a Support whose Trait matches its Identity name may be played (Hook/Moon or Bugen/Genbu).
Quick Reference
Phases
Raid Stage
- First Main Phase
- Scenario Phase
- Second Main Phase
- Discard and Draw Phase
- Maintenance Phase
Supply Stage
- Market Phase
- Edko Phase
- Allied Gear Phase
- Unna Phase
- Rum Phase
- Rapsoda Phase
Nemesis Stage
- First Nemesis Phase
- Main Phase
- Second Nemesis Phase
- Discard and Draw Phase
- Maintenance Phase
Token Icons
- Illusion Token
- Exposed Token
- Fortune Token
- Prey / Hunting Ground Token
- Bleed Token
- Immovable Token
- Mark Token
- Time Counter
- Sector Counter
- Turn Token
- Mission Counter
- Mission Marker
- Threat Marker
Dice Icons
- Credit
- Titanure
- Belitium
- Loot
- Success
- Miss
Resources, Act I
| Resource | Easy | Normal | Hard |
|---|---|---|---|
| XP | 150 | 150 | 150 |
| Credit | 8 | 5 | 0 |
| Belitium | 5 | 3 | 0 |
| Titanure | 5 | 3 | 0 |
Resources, Act II
| Resource | Easy | Normal | Hard |
|---|---|---|---|
| XP | 300 | 200 | 100 |
| Credit | 20 | 12 | 8 |
| Belitium | 12 | 8 | 4 |
| Titanure | 12 | 8 | 4 |
Resources, Act III
| Resource | Easy | Normal | Hard |
|---|---|---|---|
| XP | 400 | 300 | 200 |
| Credit | 28 | 16 | 12 |
| Belitium | 16 | 10 | 6 |
| Titanure | 16 | 10 | 6 |
Printing note: the Act III setup page gives Normal and Hard XP as 260 and 180, while this Quick Reference gives 300 and 200. Both are transcribed as printed; the source does not resolve the difference.
Card Codes
| Code | Card Set |
|---|---|
| HC | Player Aid |
| SG | Sand-Gri'la |
| PH | Pharos |
| DT | Destiny |
| SE | Secret |
| DS | Dark Secret |
| CH | Character |
| SP | Support |
| CX | Codex |
| LT | Loot |
| KL | Key Loot |
| WK | Weakness |
| MD |