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Magus: Aura Mortis

Magus: Aura Mortis Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Objective of the Game
  • Component List
  • Component Descriptions
    • Rooms
    • Player Boards
    • Hero Figures
    • "Legacy of Ardeth" Board
    • Cards
    • Markers
    • Tokens
    • Dice
  • Player Board
  • Setup
  • The Turn
    • Executing Actions
    • Resting
  • Movement
    • Moving Within Rooms
    • Portals
    • Doors
    • Altars
    • Entering a Room
    • Room Activation
  • Attack
  • Weapons
  • Hero Death
  • Loot
  • Cast Spell
    • Canceling Spells
  • Equip / Unequip Relics
    • Equipped Relics
  • Missions
    • Opposing Missions
    • Mission Objects
  • Castle Inhabitants
    • Threat
    • Appearance and Movement of Monsters
    • Minions
    • Guardians
    • Margoth
    • Lore
    • Xadak
    • Maiden
  • Hero Abilities
  • Random Events
  • Special Room Rules
  • Rules Summary
    • Setup
    • Turn Structure
    • Actions of the Turn
    • Dominion Points (DP)

Introduction

Welcome to Magus. In this game each player embodies a sorcerer who wants to gain control of the castle of the mage Ardeth, and has sent a hero to complete the tasks needed to achieve it. But they are not alone: other disciples of the great archmage will try to snatch the master's secrets from them. As a sorcerer you must test your cunning and your power (and, of course, have some luck) to prevail over your rivals.

Objective of the Game

The goal is to gain the greatest control over the castle and so banish the other players from it. Players must complete missions, steal relics of power, and achieve other map objectives until they reach 10 dominion points. The moment a player reaches this value, the game ends immediately.

Component List

  • 12 Rooms
  • 7 Player Boards
  • 7 Hero Figures
  • 1 Organizer Board
  • 94 Cards:
    • 14 Mission cards
    • 51 Spell cards
    • 17 Lore cards
    • 7 Relic cards
    • 5 Action Summary cards
  • 45 Markers:
    • 6 Guardian markers
    • 12 Minion markers
    • 1 Xadak marker
    • 1 Margoth marker
    • 1 Maiden marker
    • 6 Relic markers
    • 6 Portal markers
    • 5 Mission markers
    • 7 Corpse markers
  • 106 Tokens:
    • 61 Energy tokens
    • 20 Dominion tokens
    • 25 Wound tokens
  • 2 Dice
  • 1 Rulebook

Component Descriptions

Rooms

The game board is made up of a series of pieces representing the rooms of the castle. Throughout the game, players will discover rooms and gradually build the play area.

Player Boards

Each player has a personal board representing their ability as a sorcerer and the hero they control.

Power and control pools: During the game, players accumulate energy tokens by exploring the castle. These can be turned into power (by placing the tokens in the green pool) or into control (by placing the tokens in the violet pool). Power and control are the two resources the player must manage during the game. Power is mainly used to pay the cost of spell cards; control is mainly used to pay for the hero's actions (moving, attacking, etc.).

Hero Figures

They represent your hero in the play area.

"Legacy of Ardeth" Board

Organize your game markers and relic cards here.

Cards

Mission cards: Missions are the tasks a hero must carry out inside the castle. When completed, the player gains dominion points. There are secret missions for each player and global missions (which can be carried out by all players).

Spell cards: These cards represent spells with which the player can influence the course of the game, either by benefiting their hero or harming their opponents.

Lore cards: These cards represent new actions that remain permanently available to the player who discovers them.

Relic cards: These cards represent powerful objects hidden throughout the castle. Each relic grants dominion points when collected, and new abilities.

Action Summary card: Each player can consult these cards for the types of actions available on their turn.

Markers

Castle inhabitant markers: As they travel through the castle, heroes will encounter monsters and other beings.

Relic markers: Placed in rooms on top of altars, they indicate the presence of a relic.

Portal markers: Used to indicate quick connections between different parts of the castle.

Mission markers: Some missions require different objects to be carried out; these are indicated by mission markers.

Corpse markers: Represent the body and possessions of your hero once it has died.

Tokens

Energy tokens: Energy tokens have various uses during the game. They are placed in the control pool (as control) or the power pool (as power), and also mark the use of the various actions.

Dominion tokens: Used to keep track of dominion points over the castle.

Wound tokens: Used to keep track of wounds on heroes and monsters.

Dice

Many situations in the game will require resolution through a dice roll. Although there are different types of rolls, there is one golden rule common to all of them: ties are always resolved in favor of the player whose turn it is.

Player Board

The player board shows: the hero's type; the Hero Statistics (Reflexes, Mind, Movement, and Body); the hero's abilities; the sorcerer's abilities; the hero's wound counter; the hand of the sorcerer who controls the hero; the action slots for Move, Attack, Cast Spell, Loot, and Equip/Unequip Relic, under the labels "Hero Actions" and "Sorcerer Actions"; the power pool and control pool; and the favored relic space. Each action slot shows the type of energy used to pay for that action.

Setup

  1. Each player randomly receives a player board, the matching hero figure, and their corpse marker.
  2. Give each player an Action Summary card.
  3. Each player takes four energy tokens and places 2 in the control pool and 2 in the power pool (any space is valid).
  4. Shuffle the spell cards and deal 4 to each player. Place the deck face down within reach.
  5. Set aside and place face up for everyone to see the two global missions. Then each player receives one hidden mission (this will be their secret mission). The remaining missions are placed face down within reach of all players.
  6. Once each player has their hero, remove one relic at random from the relic deck that is not the favored relic of any player (in every game there must be exactly 6 relics).
  7. Shuffle the relic deck and place it face down on the "Legacy of Ardeth" board.
  8. Shuffle the lore deck and place it face down.
  9. Sort the markers by type on the "Legacy of Ardeth" board.
  10. Place the room titled "Starting Room" in the center of the table. Shuffle the remaining rooms and place them face down.
  11. The player who is most familiar with the rules begins the game (or choose a starting player by a random method). Play then proceeds to the left.
  12. Starting with the first player and following the turn order, each player places their hero figure on any square adjacent or diagonal to the portal in the center of the Starting Room.

The Turn

On their turn, a player may carry out, in any order, up to two normal actions and any number of quick actions available to them. At the start, only a small number of options are available, but as the game progresses it is possible to acquire new actions.

Actions have a cost, paid by removing tokens from the player's energy pools. Some actions require energy from the control pool and others require energy from the power pool. The possible actions in the game are:

Normal actions: Move, Attack, Loot, Cast Spell (normal spells), and Advance Mission.

Quick actions: Cast Spell (quick spells), Equip/Unequip Relic, Use Relic, and lore actions.

Executing Actions

Whenever an action (normal or quick) is performed, its use must be marked in the corresponding space. This is called blocking the action. Actions have a limited number of uses, and once that limit is reached they cannot be performed again. When a player blocks an action, they must place an energy token on top of it. Some effects can free blocked spaces; this is called unblocking the action.

Example: The player performs the Move action, which costs one energy from the control pool, so they simply slide an energy token from the control pool onto the Move action.

Resting

At the beginning of each turn, instead of taking actions, a player may choose only to rest. This uses up the entire turn and does not allow any other kind of action. Resting allows the player to unblock actions (on the board or on cards), moving up to 2 energy tokens from any action to the control pool, and removing up to 2 others, which are returned to the supply.

Example: At the start of their turn, the Elf's player decides they need to rest. They remove 2 of the 3 energies on the "Move" action, 1 on the "Cast Spell" action, and 1 on the lore "Explore". They then place 2 energies in the control pool and end their turn.

In the first round of the game, the Attack action and the Cast Spell action are not available.

Movement

A move action costs 1 energy from the control pool and allows the hero to move up to as many squares as its Movement value (the boot symbol on the hero statistics). It may move to any of the squares surrounding it, avoiding impassable squares (marked with a red border).

Obstruction: If a hero must cross a square occupied by an enemy, that step costs 2 movement points instead of 1 when leaving that square.

It is also possible to end movement on a square occupied by an enemy unit by making a reflexes roll (the lightning bolt in the hero statistics). Each player rolls one die and adds their Reflexes value. If the moving player wins (ties are resolved in favor of the player whose turn it is), the enemy hero or enemy marker is moved to an adjacent or diagonal square of where it stood, and the moving figure is placed in its place. If the moving player loses, they must end their movement on a legal square adjacent or diagonal to the enemy.

Example: In this case the Knight is not obstructed by the Illusionist, since it has a diagonal square available. The Illusionist, if she wanted to head for the doors, is obstructed by the Knight and the Guardian, and must pass through an occupied square which will cost her 2 movement points.

Moving Within Rooms

Room exploration: When a hero, by means of a move action, is placed in front of a free door (one not connected to another room), it must take the first room from the stack and place it into play at that moment, connected to that free door. If the room cannot be placed legally (see next page), rooms must be drawn from the stack until one can be placed (the discarded rooms are then shuffled back in with the ones still hidden). If no room can be placed, exploration is not possible through that door. After placing the room, the hero may continue its movement according to the rules for each door detailed below.

Portals

A portal may appear through various effects in the game and grants new movement possibilities. Moving through portals is considered a normal movement, as if both squares were adjacent.

There are two types of portals (red and blue). Neither is considered an entrance or exit, but a hero can never move through portals of the same color: if it enters a red portal, it must exit through any blue portal on the board, and vice versa. A player may simply pass across a portal square without using it.

If a portal marker must be placed and all of them are already in play, the player chooses one and places it anywhere in the play area.

Example: The player pays the move action and moves their Dwarf 2 squares to the red portal, then spends one more movement point to move to the blue portal, but cannot leave the room because the door is magical and consumes one extra movement point (only one remains), so the movement ends there.

A hero must always have enough movement to reach a legal square.

Doors

Common doors: May connect with another identical door or with a magic door. They are crossed normally, that is, they cost 1 movement.

Magic doors: May connect with another identical door or with a common door. They consume 1 extra movement point to pass, that is, they cost 2 movement points.

Stone doors: May connect only with another identical door or with a wall (thus enabling a secret passage). Crossing a stone door costs 1 movement point. Crossing a wall toward a stone door costs 1 extra movement point, that is, 2 points in total.

Altars

When a room with the altar symbol is placed into play, a relic marker must be taken and placed on top of the altar. In this way we know there is a relic to loot in that location. Once a hero collects it (see the Loot action, p. 14), the token is removed.

Entering a Room

When a move action ends inside a room in which the player has not been during this turn, the room is activated, and each of its features triggers in order from left to right. No feature activates before the previous one has been fully resolved.

If a player simply passes through a room (without ending their movement in it), it activates none of its features. The room in which a hero starts its turn is never activated, and no room is activated twice in the same turn. A player cannot decide not to activate a room. A room is only activated by a move action within the turn.

Example: Once the move action is paid, the player controlling the Dwarf (with a movement statistic of 4) moves 2 squares. On reaching a free door, they take the first room from the stack and place it in play. They still have two steps left, so they enter the room and end their movement there. Inside the new room, it is activated and its features are resolved.

Room Activation

Receiving energy: All rooms grant a certain amount of energy tokens, which must be assigned at that moment to the power pool or the control pool, at the player's choice. If a player has reached the maximum on one pool and still has to receive energy, the energy is placed in the other pool. If both are full, that energy is lost.

Random event: To resolve a random event, roll two dice, add the results, and check the effect in the list (see back cover).

Lore: When a move action ends inside a room with this icon, the player must take the top card of the lore deck and place it face up in their play area. If a player draws a card identical to one they already have, they place it at the bottom of the deck and draw a new one.

Special rules: Many rooms have special rules that are executed when they are activated (see back cover).

Attack

To attack, the player must spend 1 control energy while adjacent (orthogonally or diagonally) to the target. An attack consists of an opposed roll using the Mind or Body statistic.

It is resolved in the following steps:

  • The attacker declares whether they attack with Body or Mind. This also determines which stat the opponent must defend with. Monsters always attack using the player's weaker of Mind or Body.
  • Both opponents roll 1 die (in the case of a monster, any player may roll the die) and add the corresponding bonuses: the value of Mind or Body, the weapon used, relics, and rings. Ties are resolved in favor of the player whose turn it is.
  • If the attacker obtains the higher result, they cause 1 wound to their opponent (place a wound token on one of the hearts on the opponent's board). Some items or effects can make the hero cause even more wounds in a single attack.
  • It is important to note that if a hero ends its turn threatened by a monster, the monster attacks it automatically (the rules for monster threat are explained later, p. 18).
  • Counterattack: If the attacker loses the roll, the defender may spend 1 control energy and automatically cause 1 wound to the attacker (this wound cannot be increased by any effect). Monsters always counterattack heroes.

An attack must always respect line of sight. To attack, it must be possible to draw an imaginary straight line from the center of the starting square to the center of the target's square that does not touch any obstacle, hero, or monster.

Example: On their turn, the Knight's player decides to attack the Assassin. They spend 1 control energy and declare that they attack with Body, even though they would have an advantage with Mind, because with Body they have the chance to cause 1 extra wound (thanks to the sword they carry). They roll a die (result of 4) and add their 3 Body points and the 2 that the sword gives, for a total of 9. The Assassin's player must also roll a die and defend with Body; if they fail they receive 2 wounds, but if they succeed they may pay 1 control energy and counterattack.

Weapons

Weapons are a special type of spell that increase the hero's combat capacity. There are 3 types of weapons: Bows, Staves, and Swords.

A hero cannot have more than one weapon of each type, and when attacking or defending only one weapon may be used at a time.

Compatible statistic: Swords only apply to Body combat, staves only apply to Mind combat, and bows may apply to either of the two statistics.

Extra damage: A hero always causes 1 base wound plus the extra damage granted by the weapon.

Reach: A hero attacks while adjacent or diagonal, but may increase its reach according to what the weapon provides. Extra reach squares may be counted diagonally.

Area damage: This symbol indicates that the weapon causes damage to the target enemy and to all those around it (adjacent and diagonal). These weapons never cause damage to the hero that uses them.

Attack and defense: The value on the left is added to the hero's attack rolls. The value on the right is added to its defense rolls.

Weapon card labels, as printed: Cost; Energy type paid; Name; Extra damage; Compatible statistic; Reach; Area damage; Attack; Defense.

Hero Death

When a hero marks its last wound, it dies and remains out of play until its next turn. It must remove its figure from the board and place its corpse marker in its place. A player who loses their hero must set aside its equipped spells, relic cards, and missions (cards in hand and lore cards are not affected); these possessions now lie with the corpse. Cards that were face down or face up remain in the same position, and no player may look at them unless they loot that corpse (see the Loot action, p. 14). At the start of its next turn the hero returns to the Starting Room exactly as at the beginning of the game: it receives a mission, refills its hand to four spells, has two energies in the control pool and two in the power pool, and fully unblocks all of its actions. A player who has lost their hero may continue to use spells from their hand.

When a hero dies, the player loses 1 dominion point plus another extra point for each relic it was carrying.

If a hero dies and its corpse marker is already in play, the marker moves to the new death location, and the newly lost items are added to the loot if there are any.

Loot

Spending 1 control energy while adjacent to a relic, a player may take it by moving the relic marker to their play area (relics cannot be taken diagonally). Then the player takes the first relic card from the deck, looks at it, and places it face down in their play area. Taking a relic from an altar grants 2 dominion points.

This action may also be performed adjacent to a corpse marker to loot the body of an enemy. In this case the player takes all the possessions that were left on the corpse. If there were face-up cards (such as spells, started missions, or equipped relics), they remain in the same position; that is, the spells and relics become equipped by the player who performed the loot action (see the rules for equipping relics, p. 16). Taking a relic from a corpse grants 1 dominion point.

Example: Here the Weaver is able to take the relic, since she is adjacent to it. The Elf, on the other hand, is diagonal to the corpse marker, so it cannot use the loot action.

Cast Spell

This action allows spell cards to be put into play. Each spell card has a cost that must be paid with energy from the power pool at the time it is played.

The cost of a spell must always be paid by the player who is the target of that spell. If a spell targets an enemy, its cost must be paid with that enemy's power. If a player wants to cast a "ray" at an enemy and the opponent does not have enough power to pay for it, then it is not possible to target that opponent with the spell (nor is it possible for castle inhabitants to be targeted by spells).

When a spell is played, its use must be marked in the corresponding action. Most spells are discarded once their effect is resolved, but some remain in play (this is specified on each card). A player may never have more than 4 active spells in their play area (this includes only beneficial spells; harmful permanent spells have no limit). If a player would bring a fifth permanent spell into play, the player must discard one of those already in play.

Some spells may require a dice roll adding some characteristic against an established difficulty in order to overcome them or to be canceled. As with all rolls, a tie is resolved in favor of the player whose turn it is.

Normal spells: Normal spells may only be cast on the player's own turn.

Quick spells: These spells are distinguished by this winged icon in the center and may be played at any time (even outside the player's turn). Quick spells cannot interrupt enemy actions; they must be cast at the end of an action or before it is performed.

Priority of spells: In cases where one or more players want to play a spell on the same hero, priority goes to the player whose turn it is, and then following the play order.

Canceling Spells

Any spell may be canceled by another player at the moment it is played, if that player discards from their hand two spells that bear the mark in the upper-left corner. The enemy card is then automatically annulled (the action and the resources spent are lost). Cards discarded to cancel spells have no additional effect in the game. If a spell has a black frame, it cannot be canceled.

Example: An enemy tries to cast "Ignition" on the player whose turn it is (because it is a quick spell); this player has 5 energies in their power pool, so they can be targeted by the spell. Taking advantage of their priority in spells, the player casts "Ring of Life" as one of their two actions for the turn. The enemy has no way to cancel it, so the ring enters play and consumes 4 power energies from the player. Since they only have 1 power energy left, the enemy can no longer pay for their "Ignition" spell, so they return it to their hand.

Equip / Unequip Relics

Relics are powerful objects that grant new abilities when equipped. By paying 1 power energy, a player may reveal a relic in their possession (placing it face up), which means equipping it, or conceal it (placing it face down) if they no longer wish to keep it active. This action is quick and must be blocked on the board when used. There is no limit to the number of relics a player may have revealed in front of them.

If a hero equips its favored relic, it gains 2 extra dominion points (the player must indicate this by placing a relic marker on their board). These extra points are gained only once.

Example: The player with the Druid board has the "Jade Scepter" and performs the equip relic action, so they reveal the card and place it adjacent to their board. This is their favored relic, so they place the relic marker covering the indicated space. With their second action they use one of the abilities the "Jade Scepter" grants: they pay 1 wound as a cost, mark the action on the relic, and perform it.

Equipped Relics

Abilities: The relics a hero collects grant (in addition to dominion points) new actions that it can carry out if they are equipped. The actions granted by relics are quick. Also, some relics have passive abilities that come into effect when they are equipped.

Usage marker: Each time a relic ability is used, just like any other action in the game, it must be blocked with an energy token at the moment it is performed, in this case on the relic's usage marker.

Maintenance: Relics impose a reduction on the hero's statistics while they are equipped. This is a permanent and non-recoverable reduction of some statistic for as long as the relic remains equipped. A relic cannot be equipped if doing so would reduce any statistic to zero. If, through some effect, a player can no longer maintain control of the relic, it is automatically placed face down. A hero never pays the maintenance of its sorcerer's favored relic.

Missions

At the beginning of the game, each player receives a secret mission card, which when completed grants dominion points as a reward. To complete a mission, the player must travel through the castle searching for those rooms where the mission's actions must be carried out, indicated on the card by the room icon. When a player is about to carry out the first action of their mission, they must reveal the card and leave it face up; this is called the active mission. Missions have space to mark their progress (with energy tokens). When the last step is completed, the mission is discarded and the player gains the indicated number of dominion points (the reward).

Advance Mission is a normal action: when a player is in the corresponding room, the first action of the mission must be activated (placed face up) and its progress blocked. Of opposing missions, only one can be completed (p. 17).

Opposing Missions

Some missions carry an additional danger, since another mission exists that opposes them. These are recognized by their black frame and by the description of their opposing mission at the bottom of the card. If a player carries out a mission action and another player holds the opposing one, the latter can no longer make progress on it. To attempt to complete it, that player must first kill the enemy hero who began the mission. At that moment they take the progress that matches between both missions (it is not necessary to loot the corpse) and place it on their own. When a mission is completed, its opposing mission must be discarded. If the opposing mission was in a player's hands, that player gains 1 extra dominion point to the one who completed it; otherwise it is searched for in the mission deck and discarded without extra points.

Mission Objects

Some missions require collecting objects to be completed; these are highlighted on each card. When a hero makes a mission progress that grants an object, it must take the corresponding marker and place it on the mission card. Each mission object is unique, so if two missions require the same one (that is, two opposing missions), a player must take it from the other player's corpse if they want to keep advancing their mission.

Example: On reaching "The Crypt", player A reveals that they hold the mission "Banish the Spellbook" and completes the first step (obtaining the key). Player B holds "Recover the Spellbook", so they wait patiently until A performs the second action of the mission, which is identical to their own (reaching the study and opening the chest to obtain the book). Before A manages to perform the last action, B kills them and reveals their mission. So B removes the progress of A's mission and places it on their own. They then move to the final room (the Starting Room) and perform the last action, thus completing the mission.

Castle Inhabitants

Heroes are not the only inhabitants of the castle. Monsters and ancient creatures will interfere with the plans of the sorcerers, making the heroes' task harder in various ways. Each monster has a different way of generating threat toward heroes.

Threat

Threat is the condition that must be met for a monster to attack. No monster threatens more than one hero at a time. If a hero ends its turn threatened by a monster, the monster attacks it. If it is not within reach, it moves until it can attack. A monster never changes its target until the threatened hero leaves the room or dies. As with heroes, monsters may attack in all directions (if the hero has no legal square from which to be attacked, then the attack cannot be carried out).

Monsters are present in limited numbers. Each time a hero eliminates a monster, it keeps its token as a trophy. If a monster must enter play and there are no more tokens of that type, the effect is simply ignored. When a monster receives wounds, these are placed on the room in which it is located.

Appearance and Movement of Monsters

Whenever a monster is to enter play or move, it does so as directed by the player who triggered that effect.

Minions

Minions are monsters that are summoned by spells or random events. They appear adjacent to a hero and attack it. Once their appearance is resolved, they do not generate threat and do not obstruct movement. These creatures can move and attack under the orders of a player who holds the lore card "Command Minions". Minions cannot collect relics or carry out missions. Minions may leave the room in which they were summoned.

Example: A hero has triggered the random event "Minions" in a room; they appear and attack it at that moment, and afterwards take no further action. On the next player's turn, that player has the action "Command Minions", so they perform it, causing two minions to move and attack the Druid again.

Guardians

Guardians appear in play through the effect of a random event or through the relic "Seeing Stone". This creature threatens the player who summoned it, or the first one who enters its room if that player has no threatened target. A Guardian never leaves the room in which it was summoned, so if a hero threatened by the Guardian leaves the room, the Guardian does not follow it. While a Guardian is in a room, no mission progress may be made there and no loot action may be performed there.

Example: A hero enters a room and the random event "Guardian" is triggered; the creature appears and attacks the hero at that moment. If the player ends its turn threatened by the Guardian, it receives another attack. The player decides not to face it at this moment, so it uses a move action to leave the room, thereby losing the Guardian's threat. The creature will remain there until it receives a new target.

Margoth

When the room "The Den" ("Cubil") is revealed, place Margoth's marker on the shaded square. When a hero ends its movement in "The Den", Margoth moves adjacent to it and attacks it. When a hero begins a movement inside "The Den", while Margoth is alive, it must roll one die and add its Reflexes value against a difficulty of 7. On failure, the action is lost (the cost is paid and the action must be blocked normally). If a hero leaves the den, it loses the threat, and Margoth does not pursue it.

Lore

As a hero advances through the castle it uncovers its secrets. In certain rooms a player may obtain a lore card that grants a new permanent action for their hero. Lore actions are quick and, like all actions, must be blocked with an energy token when performed. Each card explains its effect, the value that must be paid to carry it out, and the number of uses it has. There are 6 different lore cards. If a player already has all 6 lore cards, they can no longer collect cards of this type.

Example: A player has the action "Channel" available, places an energy token on it, and performs it. They take one control energy from the opponent and remove it, exchanging it for two power energies. This makes the enemy reach the number of power energies needed to be targeted by a spell.

Xadak

This monster appears in play when either of the two missions involving it is carried out ("The Riddle of Xadak" and "Defeat Xadak").

Xadak threatens the first hero that attacks it. Once Xadak threatens a hero, that hero may not leave the room where it is located in any way, except by killing the demon or dying in the attempt. If either of these happens, the threat is lost.

Maiden

When a hero enters the "Chambers" and reveals either of the two missions that include the maiden ("Sacrifice the Maiden" or "Save the Maiden"), it places its maiden marker on the throne square.

The maiden is a creature that does not generate threat and does not block movement. It moves at the same time as the player who holds its mission. The maiden cannot be attacked by any player.

Hero Abilities

The following describes in detail some hero abilities for correct use. Read this section with the boards at hand.

The Knight

  • With this ability, the player who controls it wins the game upon obtaining its ninth dominion point, instead of the 10 that any other player would need.
  • This ability serves both when attacking and when defending against other heroes or monsters.
  • If the player fails an attack, no hero or monster targeted by it may counterattack.

The Elf

  • This reward is counted separately from the one granted by the global mission "The Creatures of the Castle".
  • This extra wound is counted only when performing an attack action, not when casting spells.
  • This spell does not return to the hand, but remains in its "equipped" position.

The Dwarf

  • These dominion points are lost when the Dwarf dies, since it no longer has any relics in its possession.
  • This energy may be assigned to any pool (power or control).
  • This ability covers any roll required by an enemy spell card.

The Druid

  • This ability applies in addition to the benefit of opposing missions.
  • In the case of the quick action, this ability is paid and marked on the board normally.

The Assassin

  • This ability is activated when looting its own corpse.
  • The Assassin does not spend extra movement when crossing squares occupied by enemy units of any kind. When wanting to occupy the same square as another hero, it also does not need to make the reflexes roll.
  • This ability is activated only if the wounds are caused by using the attack action; it is not activated when causing wounds with a spell.

The Weaver

  • The sorcerer ability to copy must necessarily be that of one of the sorcerers in play. This choice takes effect for the entire game; there is no possibility of changing it.
  • Any movement from one room to another costs her 1 movement, regardless of the type of door being crossed.
  • This ability is not taken into account for random events, since the Weaver's ability comes into effect when rolling a single die.

The Illusionist

  • This ability comes into play when an enemy hero dies from the effect of a spell card cast by the Illusionist's player in that same turn. If, for example, they cast the spell "Minions" but the minions do not kill the enemy hero at that moment, but on a later turn, then the ability no longer applies.
  • When using this ability, only the first visible card may be taken.
  • This ability may be used after reading the random event that would have been triggered.

Random Events

To resolve a random event, roll two dice, add the results, and check the effect in the list:

  • 2: At the end of the turn you may teleport to any room and unblock 2 uses of your actions. You get an extra turn after this one.
  • 3: Take 1 room and immediately place it anywhere in the play area (following legal placement). You may perform one extra action this turn (paying its cost normally). In addition, place 1 energy in your control pool.
  • 4/5: Draw spell cards until an equipable object (weapons or rings) comes up and play it at no cost. Then shuffle the cards discarded by this event back into the deck. In addition, unblock one use of one of your own actions.
  • 6: Take a red and a blue portal marker. Place one adjacent to your hero and the other on any square in the play area. If all are already in play, see page 11. Then place 1 energy in the control pool.
  • 7: Summon a Guardian adjacent to your hero, and the creature attacks it immediately.
  • 8: Summon two Minions adjacent to your hero, and they attack it immediately. In addition, place 2 energies in your power pool.
  • 9/10: Mark a wound on your board. Following the play order, only one enemy has the opportunity to play a spell card targeting your hero without you having to pay its cost (if an enemy has no spell or does not want to play one, the turn passes to the next; if no one plays a card, nothing happens). This spell cannot be canceled and does not count as a cast-spell action. Then place 1 energy in your power pool.
  • 11: Discard all spells from your hand and completely block the "Cast Spell" and "Equip Relic" actions on your board. Then place 2 energies in your power pool.
  • 12: Completely block the Move and Attack actions on your board. Then place 2 energies in your power pool.

Special Room Rules

Many rooms have special rules that are executed when they are activated.

  • You may spend 1 control energy to change your mission (if the hero had no mission, it receives one).
  • Take 2 cards from the spell deck.
  • Your hero recovers 2 wounds.
  • You may unblock up to 2 of your card or board actions.
  • You may cast any spell from your hand, paying its cost with tokens from the power pools of more than one player.
  • You may cast 1 spell of your choice from your hand, reducing its cost by 2 (to a minimum of 0). This does not count as the "cast spell" action.
  • In this room, minions and guardians cause 1 extra wound.

Rules Summary

Setup

  • Each player receives: 1 player board, the matching hero figure, and their corpse marker; 1 Action Summary card; 4 energy tokens (2 in the control pool and 2 in the power pool); 4 spell cards; and 1 hidden mission.
  • Place 2 global missions face up.
  • Remove one relic card at random (not belonging to any hero in play).
  • Place the "Starting Room".
  • Place the hero figures adjacent to the portal.

Turn Structure

  • Check the effects that trigger at the start of the turn (such as spells or abilities).
  • Perform up to 2 normal actions and any number of quick actions, or rest instead.
  • Resolve monster threat.

Actions of the Turn

To perform an action, it must be blocked (p. 8) by placing an energy token on its space.

Normal actions (up to 2 per turn):

  • Move: The player may move the number of squares indicated in the hero's statistics. When placed in front of a door not connected to another room, the player may explore (p. 9) and place a room. If there is a relic altar, place a relic marker on it. When a movement ends within a room, that room is activated and its effects must be resolved from left to right (p. 11 and back cover).
  • Attack: Declare a Mind statistic or a Body statistic; each player rolls a die and the results are compared (ties are won by the player whose turn it is). The loser marks the corresponding wound or wounds. Monsters attack the player's weakest statistic. Weapons increase the number of wounds caused (p. 12).
  • Loot: While adjacent to a relic marker, the player may take it (receiving a relic card). While adjacent to a corpse marker, the player may take its possessions (p. 14).
  • Advance Mission: While in the corresponding room, when a player is about to carry out the first action of their mission, they must activate it (place it face up) and block its progress. Of opposing missions, only one can be completed (p. 17).
  • Cast Spell (normal): May only be played on the player's own turn. Must be paid by the player who is the target of the spell. A player may never have more than 4 active spells in their play area (pp. 14–15).

Quick actions (any number per turn):

  • Cast Spell (quick): May be played at any time. The rest is the same as for a normal spell.
  • Equip / Unequip Relic: The player may reveal a relic and equip it to have its abilities available. Having a relic equipped means paying its maintenance. It may be unequipped if the player no longer wishes it to be active (p. 16).
  • Lore: Grant new quick actions to the player. There are 6 lore cards, which can be collected in certain rooms.
  • Use Relic: The player uses a relic ability by paying its cost and blocks it with an energy token from the supply, outside the board.

Dominion Points (DP)

A player gains dominion points when they:

  • Complete a secret mission (if the player held a mission opposing theirs, they gain one extra point).
  • Advance a global mission.
  • Collect a relic from its altar (2 DP).
  • Collect a relic from a corpse (1 DP).
  • Equip their favored relic (2 DP). This reward is granted only once.
  • Use their sorcerer ability.

A player loses dominion points when:

  • Their hero dies. They lose 1 DP plus 1 extra for each relic it was carrying.