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Malhya: Lands of Legends

Malhya: Lands of Legends Rulebook

Table of Contents

Table of Contents

  • Preparation
    • What the Game Offers
    • The Group of Heroes
    • Before Playing
      • Preparing the Components
        • Stickers
        • Tokens to Be Put Aside
        • Double-Layered Boards
        • Choosing the Game Mode
  • Components Overview
  • Overview
  • General Concepts
    • The Heroes and How They Work
      • 1. Heroes' Components
        • 1. The Hero Board
        • 2. The Knapsack
        • 3. People Cards
      • 2. Focus on the Knapsack
        • 1. Resources
          • Special Cubes
        • 2. Objects
          • Focus: Consumable Objects
        • Organizing Objects in the Knapsack
        • Carrying Capacity
        • 3. Life Points and Wound Spaces
          • Life Points
        • Healing
          • Potions
      • 3. Around the Hero Board
    • Weapons
      • 1. Weapons
        • Overview
        • The Weapon Card
        • The Barehanded Card
      • 2. Armor
        • Equipping Armor
        • Focus: Carrying and Encumbrance
      • 3. Artifacts
      • 4. Talents
        • Overview
        • Mhaÿ Talents
        • Acquiring a Talent
      • 5. Aura Tokens
      • 6. People Card - Leveling Up
        • Aura Zone
        • Evolution Table
        • Leveling Up
    • The Booklets and How They Work
      • 1. The Booklets and Their Specific Features
  • Gameplay
    • Golden Rules
      • 1. Starting the Adventure
        • 1. Beginning
        • 2. Player Space Setup
        • 5. Scenario Tokens
        • 6. Action Cards
        • Gems
        • Searching
      • 2. Setting Up a New Hero
        • 1. Basic Elements
        • 2. Assembling Equipment
          • Talent Card
          • Starting Weapon Card
          • Various Resources
          • A Choice
        • 3. Adding or Removing a Hero During a Game
          • Adding a Hero
          • Removing a Hero
        • 4. Special Adventure Setup
      • 3. Saving and Getting Back Into a Game
        • Scenario Save
        • Hero's Save
          • Getting Back Into a Saved Game
    • The Travel Phase
      • 1. The Elements of the Phase
        • Setup
        • The Region Board
        • The Timeline
        • Travel Tokens
        • Travel Cards
        • Event Cards
      • 2. Travel Phase Gameplay
        • Draw a Travel Card
          • Possibility 1: Unmatching Terrain
          • Focus: Travel Card Effects
          • Possibility 2: Matching Terrain
  • Special Elements
      • 1. Spell Cards
        • 1. Overview
        • 2. Connection with Talent Cards
          • Acquiring a School Spell Card
        • Exchanging and Improving
        • Mhaÿ Talent: Improvement
      • 3. Spell Type Overview
        • First Type: Spell with Skill Check
        • Casting a Spell of This Type
          • Gameplay
          • Notes
        • Another Example of a Spell with a Skill Check
        • Second Type: Spells with Effects
      • 4. Casting a Spell
        • Stealth Mode
        • Combat Mode
        • Heroes with 0 Life Points
        • 5. Spell Casting Example
          • First Spell
          • Second Spell
        • 6. Auratic Defense
          • Hero Side
      • 2. Special Scenario Cards
        • 1. Gear Cards
        • 2. State Cards: Illness, Poisoned, and Auratic Accident
        • 3. Rule Cards: Target, Rare Resources, and Turn Tracker
          • Target Card
          • Rare Resource Card
          • Turn Tracker Cards
        • 4. Bonus Cards: Aura Stone and Emperor Beetle
          • Aura Stone Card
          • Emperor Beetle Card
        • 5. Game Mode Card
  • Icon Glossary
      • Organization
      • General – Life Points, Aura, Damage, Gems
      • General – Action Points, Initiative, Movement
      • Heroes and Their Upgrades
      • Characteristics, Abilities, Talents, Schools of Magic
      • Dice and Their Sides
      • Skill Checks
      • Game Modes, Stealth Board
      • Cubes
      • Travel Board, Travel Card, Exploration Wheel
      • Token-Specific
      • Card-Specific
        • Scenario
        • Action
        • People
      • Objects and Weapons
      • Enemy
      • Talents
        • Event, Spell
      • Exploration Booklet and Deployment Board
      • Gold Coins and Market
  • Reminders
      • Stealth Mode Golden Rules
      • Reminder Board for Movement and Line of Sight in Exploration Mode
      • Cards Behavior

Preparation

What the Game Offers

Your adventure in Malhya Lands of Legends is written across a series of booklets through which you will tell your story. Every action will take you from one to the next, following rules that will be explained to you.

The game consists of a 9-book campaign, plus an introduction booklet. We advise you to start with that one for your first game. It will lead you straight to the start of the campaign once you've played it.

The game also features independent missions in the Events booklet. These missions, ranging from 1 to 3 hours in length, will enable you to enjoy a more condensed experience, over the course of an evening for example. These missions have no connection with the campaign's story.

As the campaign is very long, we recommend that you take the time to prepare for it. Reading the rules beforehand is essential to properly grasp all the concepts.

You can stop playing at any time, due to the game's save system. However, it's easier to restart your adventure from the beginning of a booklet.

The Group of Heroes

Each player can control one or more heroes as long as the group is always made up of between 2 and 5 heroes. So solo players must control at least 2 heroes.

It's possible to add other heroes to the group if new players wish to join the game, and also to remove heroes just as easily (see "Adding or removing a hero during a game", p. 21).

Before Playing

Preparing the Components

Stickers

You will find a sheet of stickers in the box, which you will stick onto the cubes. Before playing, place the stickers on the Action, Movement, and Initiative cubes. Explanations of these cubes can be found on page 10. Prepare 5 Action cubes, 5 Movement cubes and 5 Initiative cubes. You must put an element on the opposite side of each cube as shown: 'Heads' side / Action cube; 'Tails' side / Movement cube, Initiative cube.

You must also place one on each Resource cube. Because there are so many of these, we suggest placing the x2 stickers as you need them, and when the need for a double cube arises (see "Specific Cubes", p. 11).

The last part of the stickers (the shapes) is there in case they are needed.

Tokens to Be Put Aside

Remove the 4 blank Upgrade tokens. Do not use the Titan token for the start of the campaign.

Double-Layered Boards

Remove the pre-cut parts on the double-layered boards before playing.

Choosing the Game Mode

The game is set at a 'Normal' difficulty setting. This can be changed to 'Easy' or 'Difficult' through Scenario card 73. The use of this card is detailed on p. 68 (Game mode card).

Components Overview

  • 1 Event Booklet
  • 1 Exploration booklet
  • 46 Common Object cards
  • 26 Rare Object cards
  • 87 Scenario cards
  • 8 Event cards
  • 1 Game Mode card
  • 10 Campaign booklets: 9 Adventure booklets and 1 Introduction booklet
  • 18 Common Weapon cards
  • 11 Rare Weapon cards
  • 5 Basic Weapon cards
  • 4 Attack Spell cards
  • 12 Spell cards
  • 1 Region board
  • 30 Action cards
  • 5 Barehanded/Claws cards
  • 42 Talent cards (5 classes)
  • 1 Crafting card
  • 13 Enemy cards
  • 12 Day cards
  • 8 Night cards
  • 1 Rest card
  • 5 People cards
  • 5 Knapsacks
  • 5 Hero boards
  • 1 Block of Save sheets
  • 1 Initiative track
  • 1 Timeline
  • 1 Exploration wheel
  • 1 Stealth board
  • 20 Gold coin tokens (10 x1, 5 x5, and 5 x10)
  • 14 Corpse/Noise tokens
  • 20 Interest/Vigilance tokens
  • 12 Success and 3 Stop tokens
  • 42 Aura tokens (31 singles and 11 doubles)
  • 12 numbered Scenario tokens
  • 20 Enemy Damage tokens (12 x1/3 and 8 x5/10)
  • 3 Travel tokens
  • 4 Access tokens (2 of each)
  • 8 Invocation tokens (2 of each)
  • 20 Upgrade tokens
  • 24 Initiative tokens
  • 1 Titan token
  • 1 Group token
  • 1 Weather token
  • 4 Open/Broken door tokens
  • 30 Crystals (value 1)
  • 10 large Crystals (value 3)
  • 35 Yellow cubes
  • 35 Red cubes
  • 25 Purple cubes
  • 35 Green cubes
  • 30 Blue cubes
  • 10 White cubes
  • 3 Power dice
  • 3 Dodge dice
  • 3 Defense dice
  • 3 Attack dice
  • 3 Stealth dice (2 white, 1 black)
  • 2 Difficulty dice
  • 5 Skill dice
  • 4 double sided A tiles
  • 5 double sided B tiles
  • 3 double sided C tiles
  • 3 double sided D tiles
  • 4 double sided E tiles
  • 5 double sided F tiles
  • 4 double sided G tiles
  • 2 H double sided tiles
  • 2 double sided I tiles
  • 2 double sided J tiles
  • 6 double sided Z tiles

Overview

During your adventures, not all game components will be used, depending on the game mode you're playing. All game elements are shown here. Ensure that you only place the components needed for your selected game mode to save space on your table. Make sure that each item is easily visible to all players.

The table is organized into areas:

  • Player area: Unique for each hero (presentation on following pages). This area will be set up at the start of each game. It holds the hero's card decks, tokens pool, knapsack, hero board, and save sheet.
  • Travel phase: The Region board, Timeline, Exploration wheel, and Travel cards. Presentation and explanation on page 24.
  • Playing area: Must be accessible to all players, with all game elements placed there at given times. Includes the dice and cubes pool.
  • Booklets: The Event Booklet, the campaign booklets, and the Exploration booklet. Presentation and explanation on page 17.
  • Exploration Phase: Exploration, Stealth and Combat modes, explained from page 36. Includes the dungeon/location tiles, enemy space, the Stealth board and Stealth mode tokens, and the Combat mode board and tokens.

General Concepts

The Heroes and How They Work

1. Heroes' Components

During a game of Malhya you will be taking on the roles of numerous heroes. To do this, you will have to put together all the components associated with each hero, which are a Hero board, a Knapsack, as well as the People card of the associated hero.

1. The Hero Board

The Hero board is made up of different zones showing the characteristics of your hero, represented by cubes. They will evolve throughout your adventure.

  1. Hero's Name and Illustration
  2. Hero's Emblem
  3. Hero's Characteristics. 5 in number, they are chiefly used for Skill Checks (see Skill Checks, p. 30): Strength, Dexterity, Perception, Intelligence, Knowledge.
  4. Special Skill. This is unique to each hero.
  5. Action points. Each hero has 6 of these, and spending them allows you to perform actions.
  6. Initiative Characteristic. The Initiative value is used in Combat Mode. This determines the characters' turn order.
  7. Movement Characteristic. The indicated value represents the free base movement of each hero.
  8. Equipment and Card spaces (see Around the Hero board, p. 12).
2. The Knapsack

The Knapsack, identical for each hero, lets you carry equipment and resources.

  1. Life points and Wound spaces (details p. 12).
  2. Slots for storing Equipment cards (see Around the Hero board, p. 12).
  3. Carrying zone (see Focus: Carrying and Encumbrance, p. 14).
  4. Potion effect reminder (see Healing, p. 12).
  5. Resource storage space (see Resources, next page).
  6. Special Arrows and Lockpicks (see Special Arrows, p. 57, and Lockpicking, p. 35).
  7. Unequipped Weapon card space (see Around the Hero Board, p. 12).
3. People Cards

This card is given to the chosen hero, according to their People. The front has information on how to set up a new hero (see Setting up a New Hero, p. 21). On the back is the evolution table and the effects of Aura points (see Peoples card - Leveling Up, p. 16).

  1. People's Emblem
  2. Hero's Name
  3. Starting number of Aura tokens (see Aura Tokens, p. 15)
  4. Starting number of Life points (see Life points and Damage Space, p. 12)
  5. Starting Carrying Capacity value (details on next page)
  6. Evolution Table
  7. Aura Zone

2. Focus on the Knapsack

A Hero will carry different types of Equipment and Resources during their adventure. These elements will be placed in spaces in the Knapsack, according to certain rules.

1. Resources

The hero can collect or craft resources. They will be represented by colored cubes. Each cube must be placed on one of the available spaces in the zone specific to that type of Resource.

Types of Resources: Raw Materials, Key and Lockpick, Potion, Special Arrow, Plant.

Example: This Red Plant cube must be placed in an available space in the Plant line.

Special Cubes

Some cubes will have a x2 sticker on one of their sides. This means that the cube counts for 2 Resources. If the players run out of cubes of a particular color, they can use this side to indicate that they have 2 of that color.

A x2 cube does not change the amount of space you have in your Knapsack. The cube indicates 2 Resources of the same color, so the cube takes 2 storage spaces for that Resource.

Example: The heroes each gain 2 Red Plants. There aren't enough red cubes for all the heroes to have 2 each. A player turns a red cube to its x2 side and places it in their Knapsack, leaving one space empty. They know that cube is worth 2 Plants.

Later, this hero gains a Yellow Plant. They know that there is an unavailable space in their Knapsack because it represents the first Red Plant of their x2 cube. They therefore place the Yellow Plant into this space. The Plant space in their Knapsack is full.

When the hero uses this double Resource, they move the cube one space to the left to show it has been used. They turn the cube so that a neutral side is showing.

2. Objects

Common Object or Rare Object cards have different types: Armor (see Armor, p. 13), Artifact (see Artifacts, p. 14), or Consumable.

  • a. Object Category reminder
  • b. Purchase Value in Gold Coins
  • e. Quality Indicator. Some Common Objects are called 'Quality' which is indicated by a crown. The way they are used will be explained later (see Saving, p. 22).
  • d. Object's number.
  • c. Object's effect.
Focus: Consumable Objects

For the most part, Objects are one-use.

At any time during their turn, a hero can consume or use it, and the Object is placed and mixed in with the draw pile of its category.

Sometimes an object has a usage condition, like spending Action points or being in a specific game mode, for instance.

Example: To use this object, the Heroes must be in Combat mode, spend 1 Action point, and then discard it.

Organizing Objects in the Knapsack

Unused or Unequipped Objects are stored in the Knapsack.

A hero cannot carry more Objects than their Carrying Capacity.

If a hero gains an object after they have reached their carrying capacity, they must either discard an Object to take the new one, or discard the newly-acquired one (see Focus, next page).

Carrying Capacity

Carrying Capacity determines the number of Objects and Raw Material cubes that a hero can carry in their Knapsack. All spaces below the value of the hero's carrying capacity are not available. It is represented by a cube.

Example: Here, the hero has 2 Object spaces and 2 Material spaces available (because their carrying capacity is 2). They are already carrying 2 Objects, so they can't carry another one.

The hero gains a new Object but there is no more room. They choose to keep it, so they discard another card to make the necessary room for it.

3. Life Points and Wound Spaces
Life Points

Heroes have a number of Life points, which are represented by crystals. These Life points represent the health of the Hero. A hero that has no more Life point crystals in their Health point zone can no longer act (see Unconscious Hero, p. 54).

Crystals move from one space to another, depending on the type of damage the hero suffered (see Applying Damage and Healing, p. 53). The zones are, from worst to best: Injury, Damage, Life Points.

Healing

Life points are recuperated differently depending on the type of wound suffered (see Healing Heroes, p. 54).

The Healing effect allows a crystal to move one zone per Healing effect (from the Injury zone to the Damage zone or from the Damage zone to the Life points zone).

Potions

A hero can use potions on their turn for themselves or for an adjacent hero. This action does not cost action points. Once used, discard the cube representing the potion and apply the associated healing. The generic effects are shown on the Knapsack.

A Yellow potion gives 2 Healing. A Red potion gives 4 Healing.

Example: Here, each hero heals 3 Life points.

Sometimes during your adventure, the booklets will also allow you to heal.

The details concerning wounds is explained in the Combat Mode, page 50.

3. Around the Hero Board

Different cards will be placed around your Hero board.

  1. Stored Weapon
  2. Equipped Weapon
  3. (Special) Skill card
  4. Barehanded/Claws card
  5. Life Points crystals
  6. Action point track

Weapons

1. Weapons

Overview

Weapons are your hero's primary pieces of Equipment. They fall into 3 categories: Basic, Common, and Rare. As Common Objects, Common Weapons can also have a Quality status.

Each hero may have a maximum of 2 Weapons. One equipped, and one stored in the Knapsack. If the chance arises to get others, the hero must choose the ones they will keep and discard the extra.

A hero may switch Weapons as many times as they wish, but only during their turn. In Stealth or Combat modes, changing Weapons costs 1 Action point.

Tip: It might be a good idea to have a melee Weapon and a Distance Weapon to give more options during play.

The Weapon Card
  • a. Purchase Value in Gold coins
  • b. Number and possible Quality status
  • c. Encumbrance (if applicable). The encumbrance of a Weapon always counts, whether it is equipped or stored.
  • d. Some Weapons have effects. These are primarily used during Skill Checks (see Skill Checks, p. 30), or during Stealth mode (see Stealth Mode, p. 44) and are only active if equipped.
  • e. Armor Icon
  • f. Weapon's Passive Effect in Combat
  • g. Weapon's Combat Table. This contains details of attacks and defenses, as well as their application conditions.

How Weapons are used in combat is explained in the Combat mode section, p. 50.

The Barehanded Card

Heroes always have a Barehanded card. This card is used in the same way as a Weapon card, but isn't considered one. It does not count towards the 2-weapon maximum.

Whenever a hero does not have a Weapon equipped, they must immediately (and at no cost) equip their Barehanded card.

Important: the back of the card 'Claws' is specifically associated with the Ancient Heroine.

This card can be voluntarily equipped by placing the equipped Weapon card in the Knapsack if the slot is available (this action costs 1 Action point in Stealth or Combat mode). If the hero is wearing Armor, this slides under the Barehanded card.

2. Armor

  • a. Object Category reminder
  • b. Purchase value in Gold Pieces
  • c. Potential Encumbrance (see Focus, next page)
  • d. Special Effect
  • e. Activated Defense Effect (see Attack and Defense Overview, p. 52)
  • f. Number and Quality status

Limit: No more than one Armor may be equipped. Equipping them costs nothing.

An Armor's Encumbrance always counts, whether it is equipped or stored in the Knapsack.

When a hero equips Armor, simply slide it under the Weapon card. This way it makes the defense line bigger. This effect is always active as long as the Armor is equipped.

Example: This hero will have supplementary elements to add to their defense, if required.

Equipping Armor

A hero may immediately equip Armor as soon as they acquire it, as long as they don't already have one equipped.

In the Travel phase, a hero can change Armor and/or unequip it after having resolved all the effects of a Travel card and/or finished the current Event and before drawing a new Travel card (see Travel cards, p. 25).

In the Exploration phase, a hero can change Armor or unequip it before entering a new room once all miniatures are off the board.

If the hero changes or loses their Weapon, the Armor is not lost. It is immediately equipped onto the new Weapon or onto the Barehanded card, if necessary.

Focus: Carrying and Encumbrance

Carrying capacity determines the number of Objects and Materials each Hero can carry in their Knapsack.

There are 2 icons representing encumbrance:

Encumbrance capacity: This icon appears on the Knapsack and some special Skills. It is cumulative and represents the maximum capacity of a hero to carry heavy equipment. This capacity can change during the game, as you go up levels.

Heavy equipment: This icon symbolizes a piece of heavy equipment. It is found mainly on Weapons and Objects. A hero can never carry more heavy equipment (red icon) than their encumbrance capacity (green icon).

These encumbrance icons don't have any special effects except if a game element refers to it. In that case, simply follow the booklet instructions.

Object and Weapon cards with a heavy equipment icon always count, whether they are equipped or in the Knapsack.

Example: The Yoktal has a carrying capacity of 2, which gives them a carrying capacity of one piece of heavy equipment. In addition to that, their special skill increases their encumbrance capacity by one additional piece of heavy equipment (2 in total).

The more you increase your carrying capacity, the more you increase your encumbrance capacity.

3. Artifacts

  • a. Effect of Equipped Artifact
  • b. Purchase value of the card in Gold Coins
  • c. Type of Artifact
  • d. Number and Quality status

Artifacts can be equipped by heroes. When they are, their effects are immediately applied to the hero. This continues as long as the Artifact is equipped.

A hero may equip more than one Artifact, but they cannot wear more than one Artifact of the same type (ring, amulet).

Example: To equip an Artifact, place it half-under the indicated space on the Hero board. Once equipped, immediately apply the effect. Here, the Initiative level increases by 1 as long as the Artifact is equipped.

When a non-equipped Artifact is acquired, it is placed in the Knapsack like a classic Object.

An Artifact that is unequipped or lost is discarded and re-shuffled into its deck.

4. Talents

Overview

Talent cards represent Skills acquired by your hero. They are divided into Classes, each with their own deck of cards.

Talent Classes: Rogue, Ranger, Warrior, Scholar, Mhaÿ.

The Talent's Class is shown on the back of the card. During setup, place the cards in face-down piles according to Class.

Talent cards have two sides. A Normal Talent side and an Improved Talent side. Heroes always equip the card on the Normal Talent side to begin with.

  • a. Talent number
  • b. Improved Talent effect zone
  • c. Talent Class
  • d. Talent number
  • e. Normal Talent effect zone

Some Talents have activation conditions.

Important: Acquiring a new Talent, through Leveling up for example (details next page), does not allow you to improve a Talent you already have.

Talents are always active. However, some of them require conditions to be met for them to be used.

Mhaÿ Talents

Mhaÿs, the magical entities of Malhya, are part of a particular Class that allows for the learning of Spells (see Spell Cards, p. 64).

Mhaÿ Talents, like all other Talents, are compatible with other Classes.

Acquiring a Talent

When a hero acquires a Talent, they must draw 3 cards from the Class deck(s) of their choice, then they choose one of those 3 and add it to the appropriate space.

The other cards are shuffled back into their respective decks.

A hero can have Talents of different Classes.

Important: You can only have a maximum of 2 heroes in your group with one or more Mhaÿ Talents.

At certain points during your adventure, you'll be able to improve a Normal Talent of your choice. To do this, turn the card around.

5. Aura Tokens

These tokens represent the hero's unique ability, as an Awakened One, to concentrate their Aura to do incredible things. A used token is exhausted, but not lost. It can be reactivated either by a potion, or by instructions in the booklets.

Discarding a Green Potion allows 2 Aura tokens to be reactivated.

Example: here, each hero reactivates 2 Aura tokens.

Important: Never discard your Aura tokens when used. Only turn them to their spent side to show that they need to be reactivated.

6. People Card - Leveling Up

After setting up the hero (see p. 21), flip over their People card and slide it under the Player board, leaving only the Aura zone visible.

Aura Zone

The Aura zone is always visible. This is where you will find the useful effects that will help you throughout your adventure; to make a Skill Check, a Combat, or even Stealth a little easier. Each icon is explained in the Icon Glossary, p. 70.

To make use of one of the effects in their Aura zone, a hero must spend an Aura point by turning a token to its spent side.

Example: This hero decided to spend an Aura token to add elements to their defense (a die and 2 Shields). They have 3 Aura tokens. They spend one and flip it over.

The applied effect is not permanent and only lasts as long as the Action. Only one Aura token can be used per Action. This token is not reactivated until the adventure allows it.

This effect, common to all Peoples, allows heroes to temporarily increase a characteristic, for the length of an Action. For example, for a Skill Check (see Skill Checks, p. 30), they would get an extra Skill die. This could also allow the hero to acquire a prerequisite to handle a Weapon (see Handing Weapons, p. 56).

Evolution Table

The top part of your People card shows your hero's Evolution Table. You will use it every time you Level Up. It shows the bonus associated with the increase of every characteristic.

Bonus Possibilities: Extra Life point, Extra Carrying Level, Extra Movement Level, Extra Initiative Level, Extra Aura point, Extra Talent Card, Improve a Talent.

Example: When the Hero gets to Level 3 of their Strength characteristic, they immediately acquire a Talent.

Leveling Up

When this icon appears during your adventure, it means that all Heroes Level Up (unless the booklet states otherwise).

When Leveling Up, always do the following:

  • Each Hero increases one of their characteristics by 1, by moving the corresponding cube on their Hero board one space to the right.
  • Then each hero consults their Evolution Table, and gains the bonus associated with the value of the characteristic they just increased.
  • Finally, the People card is placed back under the Hero board.

Example: The Yoktal has the opportunity to Level Up. They choose to increase their Strength characteristic from Level 3 to Level 4. They also increase their Carrying Capacity by 1 as a bonus.

The Booklets and How They Work

1. The Booklets and Their Specific Features

Types of Booklet

There are QR codes on the back cover of each booklet. They will give you access to any possible updates. We suggest consulting this as soon as you open up a new booklet.

Adventure Booklets

There are a number of Adventure booklets in Malhya ('The Awakening' booklet, and the 9 other booklets of the campaign). If you play the campaign, you will use these booklets in the indicated order.

Important: There is a fast mode that can be set up at the beginning of the adventure. If you decide to use this mode, you will not be able to change your mind until the end of the campaign. This mode will allow you to experience the same adventure, but more quickly, by cutting out some episodes.

The Exploration Booklet

This booklet contains the various maps and plans representing the places you will visit, their setup, the challenges, and sometimes the creatures the heroes will come across.

You will use this booklet when your adventure calls for it. Its usage will be explained in detail later (see Exploration Booklet, p. 36).

The Event Booklet

This booklet will be used throughout the campaign, and even further. In fact, in these pages you will find the different independent missions Malhya has to offer, as well as the Events you will have to brave during your voyages and adventures.

Chapter Numbers

The booklets work with numbered chapters that will allow you to move through your adventure. When a chapter, an Action, or a choice sends you to a number, go and read that number's chapter to continue your adventure.

The Numbers' Shapes

There are a few shapes that surround the numbers. Each shape represents the type of booklet to be consulted to move forward in the adventure: Event Entry, Event Chapter, Chapter of the current Adventure booklet, Chapter of the Exploration booklet.

The Chapters

To use the Adventure and Event booklets, one of the players will read the current chapter aloud, including any options offered by the chapter, so that everyone can hear.

All players may look at and read the booklet. In certain specific cases, reading might be restricted to only a certain number of heroes. When this happens, make sure to respect the instructions.

Chapters are not always read in their entirety. Once an instruction obliges you (or the group agrees) to go to another chapter, to finish your turn, or to hit the road, you must do this without reading the rest of the chapter.

You must only read the indicated numbers. You are not allowed to leaf through the pages to look at a number, and then go back to where you were unless it is specifically permitted by the text.

Choices and Conditions

In all booklets, you will be given two types of proposals. You will either have choices on how to progress the adventure, or you will have conditions to submit to.

When a condition is presented and you satisfy the criteria, you must carry out the instructions. Often, you will be directed to a particular chapter. When more than one condition is presented, read them in order. As soon as you satisfy one, immediately perform the required action, without looking at the rest of the chapter.

Example: In this situation, the group does not satisfy the first condition (a), so they go to the next one (b) and follow the instructions.

In this case, the group satisfies the first condition (c), so they immediately follow the instructions without reading or worrying about what is left in the chapter (d).

Entries in the Event Booklet

The specific feature of the Event booklet is that every Entry starts with an 'Entry'. It has two numbers on the top and two numbers on the bottom.

You will access the Entries in the Event booklet during the Travel phase (see Travel Phase, p. 24), or during random Dungeons (see Dungeons, p. 68). All Entries are found at the beginning of the Event booklet.

When you must go to an Entry, open the Event booklet and read the corresponding Entry.

Moving from One Booklet to Another

The Adventure, Event, and Exploration booklets can send you from one to the other, all you need to do is look at the shape surrounding the number. A diamond sends you to the current Adventure booklet, a rectangle to the Event booklet, and a book icon to the Exploration booklet.

Example: The players are currently in the Event booklet (a). They have 2 options, (b) and (c) when they come out of this chapter. If the condition is satisfied, they must go to the current Adventure booklet (b). Or stay in the Event booklet (c) if the condition is not satisfied.

Note: It is possible to have numerous booklets open at the same time.

Closing the Booklets

When this icon appears, you must close the booklet and go back to the stage of the game where you were.

This icon appears most often during the Travel phase, at the end of an Event.

Otherwise, a specific instruction can direct you to close the booklet.

Other Instances of Numbers

Numbers can be found on these game elements outside of the booklets. As with the other numbers, you can consult the chapter of the indicated booklet when the conditions are met. (Examples: the Region board, a Scenario card.)

Hidden Numbers

During your adventure, you may find illustrations containing hidden numbers, or puzzles leading to secret numbers. If you think you have found one, go immediately to the chapter of the number you discovered in the booklet you are currently playing, without finishing reading. Keep in mind the chapter where you were so that you can come back to it in case you don't find the number.

Example: There are two numbers hidden in this illustration. If you can make them out, go to the indicated chapter in your current booklet.

A magnifying glass icon at the beginning of the chapter will indicate that you correctly spotted it. If this is the case, read this chapter. If it's not, go back to the chapter that you just left, and continue.

There are no hidden numbers in the Event booklet.

Gameplay

Golden Rules

If it has not been outlined in the rules, it is not allowed. When there is a draw, a decision, a conflict, the heroes choose. Text in the booklets or on the cards override the basic rules.

1. Starting the Adventure

To start a game, players must decide between going on an independent mission or starting the campaign.

Note: Many short missions are available at the beginning of the Event booklet.

All the other missions (including the ones that make up the campaign) are presented as Adventure booklets.

1. Beginning

We suggest starting with the booklet 'The Awakening' which is an accessible Adventure booklet, perfect for learning the rules as you go. It is also the introduction scenario for the campaign.

When you have chosen the mission, the players must take a Save sheet, where they will write down the date, the players, and the name of the mission.

The elements of the Save sheet will be explained bit by bit throughout these rules.

2. Player Space Setup
  1. The Play Area. All the elements which belong (or are relevant) to the group are placed in this area. This is where you will place game elements you come across. The Gold coins supply is shared by the group. The Gold coins acquired or spent, regardless of which hero does it, are removed from or placed in this supply. It is also possible that the heroes possess cards that are for the group, like Scenario cards. This common area must be accessible to all players.
  2. Hero Space
  3. Preparing Object and Weapon Card Decks. At the start, and every time you get back into your game, perform the following actions: Remove the 'Quality' Weapons from the deck of Common Weapons, and the 'Quality' Object cards from the Common Object deck. Then refer to the Domain Upgrades section on the Save sheet. Here you will find the number of Quality cards of each type you will have to place randomly into their respective Common Weapon and Common Object decks. By default, this number is 2 cards for Weapons, and 4 for Objects. This number is likely to increase during your game. If this happens, follow the instructions. All the other Quality cards are to be put back in the box. If you decide to pause your game, when you get back into it the Weapon and Object cards your group already possesses do not count towards the number of cards to be added. Then, place the decks of cards so that they are accessible to all players.

The other elements of the Save sheet will be explained in their own section, on page 22.

  1. Scenario Cards. Scenario cards will come into the game throughout your adventure. They come in different categories. You'll have to put them into their corresponding zones (for example, in a hero's Artifact zone, if it's an Artifact). If no zone has been specified, the card goes into the play area (generally, these are cards relevant to the current Mission). You will not necessarily need to keep Scenario cards for your entire adventure. You might be asked to discard them back into the Scenario card deck.

Example: Take Scenario card 55 (card gained). Discard Scenario cards 70 and 55 (cards discarded).

Each Scenario card is different, but some elements will appear on most of them:

  • a. Card Type Reminder
  • b. Card Number
  • c. When the bottom of the card has a Knapsack element, this means that this is an Object to be carried in the Knapsack. A hero can take it if they have the necessary Carrying Capacity.
  • d. Special symbol. Adventure booklets will sometimes ask if you have certain items. This may be the icon of a Scenario card. If you have it, you can apply the effect of the instruction in question, or ignore it.

Tip: Some cards have a cost, they can therefore be sold at the Market (see The Market, p. 68), at the risk of compromising their real use. If they are sold, return them back into the Scenario card deck.

Other elements can be found on the cards. Their use will be revealed during play.

Apart from the cards that go in the Knapsack, all the Scenario cards in play are available in the Play area and are accessible to all heroes. They cannot be discarded or lost, unless specifically indicated.

Details of specific Scenario cards will be explained in the 'Specific Scenario cards' section, p. 67.

5. Scenario Tokens

These tokens are to be kept in a pile near the Play area. Like the Scenario cards, they will come into play on a regular basis. Acquired tokens will be placed in the Play area.

Example: Take token 1. Then, go to chapter 52 (acquired token). Discard token 1 (discarded token).

The booklet will ask if you have them. If you do, follow the instructions. Otherwise, ignore them.

6. Action Cards

These cards are used regularly during all phases of play or in the various booklets. Their role is to create randomness in different ways, and to provide treasure during searches.

Another main effect will be used during Stealth mode. It is also possible to use them during the Travel phase.

These cards are omnipresent throughout the game. Always keep them nearby. Never shuffle the deck unless instructed to do so (going into Stealth mode, deck exhausted, or booklet instruction), and always keep the same draw deck and discard.

Gems

The Gem part of the Action card is the area of the card that will be most used during your Malhya adventures. These 4 icons will be used for your randomization needs.

The 4 Gems: a white circle, a blue square, a red triangle, and a black pentagon.

Whether it is in the various booklets or for any other element of the game, you will be asked to draw these cards and refer to the gem that is shown there. It will then give you the result you require.

Example: The instructions tell us to draw an Action card. The revealed Gem is a black one, so the 4th choice is applied.

Searching

The Search part of the Action card allows players to gain treasures when the booklets allow it. They draw the indicated number of cards and gain what is shown.

There are many possible types of treasure: Object cards, Weapons, resources, Gold coins...

Example: You search the bodies, draw 2 Action cards. The booklet says to draw 2 Action cards. The hero therefore gains 2 Gold coins, a Purple Plant, and a Yellow Plant.

2. Setting Up a New Hero

Each player chooses one or more heroes (no more than 5 per group). A solo player must choose at least 2 heroes.

1. Basic Elements
  1. Start by taking the elements shown on the back of your hero's People card, namely the Aura tokens (a) and the crystals, the latter representing Life points (b). Place a colored cube (you may choose, but they must be different for each hero) into the Carrying zone, to represent the Carrying Capacity (c). Finally, flip the People card and slide it under the Hero board, leaving only the Aura zone visible (d).
  2. Place a cube into the first space to the left of each characteristic. For the Initiative and Movement cubes, the X side must not be visible.
  3. Place the Action cube into the furthest space to the left of its track, Action side visible.
2. Assembling Equipment
Talent Card

Each hero starts with a Talent card. Randomly draw:

  • 1 Talent card from the Mhaÿ deck

OR

  • 3 Talent cards from one or more decks of the Ranger, Warrior, Scholar, Rogue. Then choose 1 of those Talents and discard the 2 others.

The chosen card is equipped at the Normal level.

You can never have more than 2 heroes with at least 1 Mhaÿ Talent in your group.

Starting Weapon Card

In addition to their Barehanded card, the hero gets a Basic Weapon amongst those available. Draw one randomly. If none are available, a hero who has 2 must give them one, of their choice. This card is immediately equipped by the hero.

Various Resources

Each hero starts with 5 Gold coins for the group that they put into the Play area. They also get 2 Potion cubes (1 Red and 1 Yellow) to put into their Knapsack.

A Choice

To finish up the setup, each player must make a choice for their hero(es). Each one can:

  • Draw 2 Common Weapon cards, keep one and discard the other

OR

  • Draw 2 Common Object cards, keeping one and discarding the other and gain 2 Gold coins for the group

OR

  • Take a Plant cube of each color (5 in total) and gain 3 Gold Coins for the group.
3. Adding or Removing a Hero During a Game

It is possible to add or remove one or more heroes during the course of a game (keeping within the minimum of 2 and maximum of 5 heroes in the group).

This can be done at any time, except:

  • In the Travel phase during an Event (see Travel Phase Gameplay, p. 26).
  • In the Exploration Phase (see Exploration Phase, p. 36), during a Challenge or while a location/board is being installed; it can be done between the installation of 2 locations.
Adding a Hero

To add a new hero, follow the setup rules for a new hero, then refer to the level number written on the Save sheet (see 5. Adventure, p. 23). Perform all the Level ups for this new hero (see Leveling up, p. 16). Now the new hero will be at the same level as the rest of the group. You can then pick up your adventure where you left off.

Removing a Hero

When a player leaves the game in the middle of a session, the rest of the group recovers its properties:

  • The group must retrieve the Scenario cards from the hero's knapsack, as well as his personal Scenario tokens.
  • If space permits, the group can divide up the departing character's effects (Weapon and Item cards, plus resources). It is also possible to set aside some for the character's future return to the group.
  • Artifact cards equipped by the hero are not recoverable by the rest of the group, and are discarded and shuffled into their respective decks. It is also possible to set them aside for a future return to the game.
  • The hero's Talent cards (and any associated Spell cards) are set aside for the hero's future return.

Any other cards not covered by the above conditions are reserved for this hero's future return to the game. If, on the other hand, the player leaves the game for good, these cards are shuffled back into their respective decks and made available again to the rest of the group when the opportunity to acquire them arises.

When the distribution is complete, the player creates a Character Save (see next page) and notes down any items that have not been recovered by the rest of the group. These can be retrieved when the player returns to the game. These cards and other items (crystals, cubes) are then returned to their respective decks and supplies.

If, on returning to the game, certain equipment is no longer available (e.g. a Weapon card recovered and used by another player during his absence), the player may not recover it, and will observe the rules for setting up a new hero for these missing items.

Future situations relating to the number of heroes or enemies encountered are immediately adjusted to the size of the new group.

4. Special Adventure Setup

Each adventure, whether it be an independent mission or one in an Adventure booklet, has its own specific setup, shown on its first page. Players must respect every aspect of this setup. Once this setup is complete, the game can start.

Note: A single special setup for each independent mission is available at the beginning of the Event booklet.

3. Saving and Getting Back Into a Game

During an adventure, whether it's an independent mission or in a Campaign booklet, players will be asked to write down or check off elements on the Save sheet. These elements must be noted down immediately, as they also influence gameplay.

One side of the Save sheet is reserved for saving your hero, while the other for saving your current Adventure. This way, if you decide to finish a game session, you will be able to note down all the elements for when you pick it up again.

Properly noting down information/elements is crucial. Certain elements (in zones with a yellow background) influence gameplay in your adventure, and could lead to a complete dead-end if you do not have them. Every time you take a new Save sheet for the same Adventure, you must transfer these elements to it.

Some elements, when they are checked off, will provide bonuses or will send you to a specific chapter.

Scenario Save

This section is for noting down all the events important for your group's advancement in your adventures.

  1. Information on the current Campaign
  2. Playing Area. Here you will note the group's elements in your Play area. Note down the group's Gold coins (a), the different tokens and crystals collected along the way, as well as any cards present (b). These will usually be Scenario cards. Some of them have special effects which must also be indicated (c). Finally, a section for Scenario tokens (d).
  3. Points. This space is for the various points that the heroes can gain over the course of their adventures. The information on how to note them down will be explained in the booklets. These elements are to be transferred from one Save sheet to another.
  4. Stealth Mode. This section is for noting down the advances made in Stealth. The level of the Threat track (e) must be noted down, as well as the Stealth difficulty and the number of Action cards left in the draw deck (f).

When you pick up your game again, create the draw deck with this information, without taking into account which cards were already in the discard. Shuffle the deck of Action cards only, and make the draw deck again, as well as the discard.

  1. Adventure. Here the group will write the adventure they are currently going through. There's a space to write the name of the booklet (g), the overall level of the group (h) and the number of the current chapter of the booklet (i).
  2. Dungeon. The group of heroes could be adventuring in dungeons whose organization is random (see Dungeons, p. 68). There are two parts here. A temporary section and one to carry forward.

Part I: In this part you'll note down the elements of the current Dungeon, in particular any crystals, cubes and Damage tokens placed on the Dungeon tile (k). Then you must indicate the number on the tile of the current Dungeon and check off the Event cards in the deck being played (which have not yet been used) (j).

When the game starts up again, before exploring the Dungeon, you must construct the draw deck using only the unused cards.

Part II: For this section, you will check one space (l) every time you finish a Dungeon. This information needs to be transferred to each new Save sheet you use. As the check marks accumulate, more chapters will become available to you. It's the only way to get there.

Example: When the group checks off the 6th space: Go to the indicated chapter 1023.

  1. Travel. This section is for your Travel phase. You will note down your group's hexagon space (m) on the Region board, as well as the Titan (n) if applicable. The Rest space (o) must be checked off if it has been used, how many crystals on the Timeline (p), and if you have any Travel tokens (q). Finally, we note the current weather (r), as well as the last space used on the Timeline (s).

When you start your game again, slide your first Travel card into the first available space, based on where you were. You don't need to fill the preceding spaces (more details on the Travel phase on p. 24).

  1. The Domain. If the heroes acquire a Domain, the information tied to this will be noted here, and must be transferred to every subsequent Save sheet. The instructions on how the Domain works will be explained in due time. You can also refer to information checked off here to know the number of Quality cards to add to each deck (see Player Space Setup, p. 19).
  2. The Triangles. These elements represent key moments that will influence how your adventure plays out. You will be instructed when to check them off, and later you will have to see if you have checked them off to follow a specific path. These elements should be transferred from one Save sheet to another.

Check off the triangle icon on the save sheet.

Hero's Save

This part is reserved for your hero. Before putting your Hero board away, note down all the elements on it. These are general information (1), characteristics (2), Life point elements (3), Equipment (4) or Resources (6). The heroes can also be subject to the effects of certain Scenario cards (7). Finally, this part has space for taking notes (5) which could come in useful.

Getting Back Into a Saved Game

To pick up a saved game, perform the following steps:

  • Player Space setup.
  • Setup of heroes according to their Hero Save sheet.
  • Setup of the Play Area according to the Scenario Save.
  • Pick the Adventure up where you left off. Possibly at a booklet number or in a Travel phase.

The Travel Phase

The Travel phase is the time your group of Heroes spends travelling through the Lands of Malhya. This phase is played on the Region board. During this phase, the Heroes will move from terrain to terrain to accomplish their missions. They will suffer through the hazards of various events, enter dark dungeons, gather resources, craft potions and arrows or take a well-deserved rest.

The Travel phase begins or continues when your Adventure booklet asks you to close it and to start or resume your journey, particularly when you see this icon.

1. The Elements of the Phase

Setup
  • Take the Region board (1) as well as the Group token (2). Your current booklet will tell you where to place it.
  • Take the Timeline (3), and place the Weather token (4) on it. If the token's side is not specified, place it on the 'Fair Weather' side.
  • Place the decks of Day (5) and Night (6) cards on their respective spaces.
  • Take the Event cards, remove the card, then shuffle the remaining cards and place them next to the board (7).
  • Keep the Rest (8) and Crafting (9) cards nearby, as well as the Travel tokens (10), and the Exploration Wheel (11).

Other elements might be added to this phase, in particular the various booklets in which your Adventures will unfold.

Important: Do not put away the Travel phase components when you move to another phase, unless it is specifically stipulated. If you do decide to put them away anyway (because of lack of space, perhaps), fill out a Save sheet (see Saving a Game, previous page).

The Region Board

The Region board represents the Lands of Malhya in which your heroes will grow and develop. The hexagons each represent a type of terrain: Forest, plains, mountains, swamps, sea, city.

The Sea hexes are inaccessible to the hero group.

The hero group never separates during the Travel phase (unless the story demands it). The group's position on the Region board is defined by the Group token.

The movement of the Group token is how you'll track your heroes' progress. You can move it as you wish to reach your destinations. Some are fixed (like Cities), while others will be presented through Scenario cards that will be placed on the Region board.

The icon on the card tells you on which hex to place it. As long as the card is in play, it is part of the Region board.

When your Group token lands on a hex with a chapter number (on the board or on a Scenario card), you must immediately go to the corresponding chapter in the current booklet.

Example: Go to chapter 53 in your Adventure booklet. Go to chapter 947 in the Event booklet.

The Timeline

The Timeline shows the advance of the day during your heroes' journey. It also has information about the weather. Different cards will be associated with this board to create random events and to simulate the passage of time.

  • a. Weather Token. In the upper left corner, we find the Weather token. This token indicates if the weather is Fair or Bad (depending on the side showing). Movement on the Region board will be more or less difficult, depending on the weather.
  • b. Travel Card Spaces. Place the decks of Day and Night cards onto their spaces on the Timeline. Shuffle each deck. These cards will tell you how fast the group is moving, if you're passing a village, or triggering an event.
  • c. The Day's Progress. There are 6 spaces on the Timeline. 4 for the Day part, and 2 for the Night. This is where the different cards are placed. When a day is over (when there are no more spaces available), the cards are reshuffled into their respective decks and a new day begins (see End of Day and Starting a New One, p. 29). When this happens, place a crystal on space (d), which is used to count the passing days.
Travel Tokens

The Travel tokens are found next to the Region board or on Travel cards. These tokens will be acquired through the booklets or on Travel cards, and allow the group to move (see Movement, in the following pages).

There are only 3 Travel tokens in total, so use them wisely! If an Action tells you to take one, but there are already 3 in your Play Area, you do not gain anything.

Once a token has been acquired, place it in your Play Area. Travel tokens are also used in other situations which will be explained later.

Travel Cards

There are 2 types of Travel cards: Day cards and Night cards. These each represent a specific type of terrain out of 4 possible (mountain, forest, plains, and swamp). Depending on whether or not the terrain your group is on matches that of the card, the card's effect will be different.

Side used if the terrain matches. Side used if the terrain does not match. This part is used to create a random Event. This part offers different effects (gain a Travel token, change of Weather, etc.).

If the side used allows it, these cards can be linked to Event cards to create a chapter entry that will be linked to your Event for these cards.

Event Cards

Event cards determine the second part of the Event's entry depending on the Weather. A reconstructed chapter entry can always be found in the Event booklet.

  • a. Associated Number. To create an Entry, join one of these parts of the card with the Travel card already in play.
  • b. Turning the Card. To know which side to use, simply refer to the current Weather. All you need to do then is turn the card in the corresponding direction.

Other elements are present on the Event cards which will be explained in the Dungeon section, p. 68.

Example: If you are on the plains (1) and it is Fair Weather (2), link the cards like this to create an Entry (3).

2. Travel Phase Gameplay

During this phase, you can choose to perform several actions. You can draw a Travel card, move, use the Rest card, Collect, and Craft. These steps aren't all mandatory and you can do them if you want or are able to.

Travel Phase Summary:

  1. Draw a Travel card: Day/Night/Rest (see Using a Rest card, next page): Apply the effects or trigger an Event.
  2. If an Event is triggered: Draw a new Event card and resolve it.
  3. Optional (Move – Collect – Craft – Rest)
Draw a Travel Card

In order to Travel, you must draw a Travel card corresponding to the period of the day you are in (Night or Day). Slide each Travel card under the next available space on the Timeline.

The card will be placed on one side or another, based on whether it meets the required condition. There are 2 possibilities:

Possibility 1: Unmatching Terrain

If the terrain type does not match the one beneath the Group token (on the Region board), the card is turned 180° and slid under the first available space, with the board covering the illustration.

Example: The players draw a Travel card. It's a Plains card (1). The group are on a Forest space (2), the card is turned around before being placed under the Timeline (3).

At this stage, no Event has been triggered. You will simply look at the card and resolve any effects showing on this part of the card.

Focus: Travel Card Effects

Weather Change: If indicated, turn the Weather token to the side shown. If the token is already on this side, do nothing.

Get a Travel Token:

  • No Condition: Simply take a Travel token. This option can stack with the other options listed below.
  • Condition 1: Terrain. If your group is on the Terrain shown, you can take a Travel token.
  • Condition 2: Timeline Space. If the card is placed in the requested location, at the right time of day, you can take a Travel token.
  • Condition 3: Going to the Village. Here, you must make a choice. Either take a Travel token, or take the option to go to the village. It's one OR the other.
Possibility 2: Matching Terrain

If the Terrain type matches the one beneath the Group token, slide the card under the first available space, only leaving the illustration showing.

Example: The players draw a Travel card. It is a Plains card (1). The Group is on a Plains hex (2), so the card is placed under the Timeline (3).

In this situation, the first Event card is drawn. This one should be turned in the direction of the corresponding current Weather (Fair or Bad) before being slid under the Timeline. You should then refer to the indicated Entry in the Event booklet.

You should resolve this event before performing any other action.

Movement
Steps on the Region Board

When the Group wants to move on the Region board, they first must consult the conditions on the Weather token.

  • Fair Weather Side: Spend 2 Travel tokens to move onto an adjacent hex.
  • Bad Weather Side: Spend 3 Travel tokens to move onto an adjacent hex.

If the Group is instructed to leave the board or enter a Sea hex, draw a new card.

Example: The Weather token is on Bad Weather, the players decide to spend 3 Travel tokens to move ahead 1 hex. They leave the Plains to go into the Forest, and move their Group token onto the adjacent Forest hex.

The Group can move to one adjacent hex in any direction. By default, the Group cannot move onto the Sea hexes, or onto the half-hexes (around the edge of the Region board). Once the Group has moved, they may draw a new Travel card.

Focus: Movement – Random, Forced, or Chosen

During your adventure, you might have to move your Group token without having passed through the previously-listed steps, because of instructions from the booklets.

Example: Here, an instruction from the book tells us to go directly to 'City hex 500'.

Other instructions are less specific. Some icons will only tell you to move out of the hex you're in:

  1. Group's choice. When this happens, if it's an icon with only a hex, the Group moves onto an adjacent hex of their choice.
  2. Random movement. If there is a hex with a question mark, the Group must move onto a random adjacent space. In this case, draw an Action card and move in the direction indicated on the ring around the North icon.
Using the Rest Card

The Rest card is a card that works exactly like a Travel card. Like its name indicates, it allows players to rest during their adventure and, among other things, to regain Life Points. There are 2 ways to use it: Either your adventure tells you to use it at a specific moment, or you can play it instead of a Travel card, Day or Night.

They have 2 sides: Inn side and Campfire side. Like Travel cards, the Campfire side creates an Event Entry number when combined with an Event card.

The Rest card may only be used once per day. If it has already been slid into a space on the Timeline, it can no longer be used, either voluntarily or by a Scenario instruction.

Campfire Effects

The Campfire side can be used at any time during the Travel phase, if the card is available. To use it, slide it under the first empty space of the Timeline.

  1. The effects of the Campfire allow the heroes to roll dice to regain Life Points and reactivate Aura tokens (2) for each Threat sign revealed.
  2. If it is Night, the special sides of the Stealth dice are activated and they are worth 3 Threat signs.

When the Campfire side is played, and after its effects have been applied, you must draw an Event card. It is turned and slid depending on the current Weather (the same as with a Travel card). Then you must go to the Entry that has been created in the Event booklet.

Inn Effects

The Inn side is only accessible in 2 ways: Through a booklet that tells you that you can use it, or when you access the Village on the Exploration wheel (see Focus: The Village, next).

The effects of the Inn are similar to the Campfire. The difference is that the heroes regain all their Life Points and can reactivate all their Aura tokens, without having to roll a die.

Once the card has been used, the Group resumes its journey.

The Rest card is also placed in the first empty space of the Timeline.

Do not associate an Event card with it at that point.

Focus: The Village

The Village is on the other side of the Exploration Wheel. The heroes can access this when a Travel card proposes it, or by an instruction from a booklet.

Here, the players can choose to take a Travel token or go to the Village.

When the Village option has been taken, the heroes can use the wheel, whose 4 steps must be performed in order. These steps can be ignored if the heroes cannot or do not want to use them.

  1. The Market. This market is available to the players as soon as they arrive in the Village. In addition to being a classic market (see The Market, p. 68), this one offers the group the opportunity to sell their Resources, Plants, and Materials, as many times as the heroes can or want to.
  2. The Inn. At the Inn, the heroes will be able to eat and recover from their fatigue. This action can only be used once per Village phase. The Group spends 2 Gold Coins so that each hero can recover 2 Life points and reactivate 1 Aura point.
  3. The Room. This option is only possible if the Rest card has not been used. The Group can use a Room to completely recuperate, but must spend 2 Gold Coins per hero. At that moment, the Rest card is slid under the first available space on the Timeline, with its Inn side face up. Each hero regains all their Life Points and their Aura points.
  4. Departure. Once all the Village actions have been completed, the heroes resume their journey.
Collecting

Once the heroes have resolved the event on the Travel card, they can Collect. When they do this, they must use one of the sides of the Exploration wheel.

  1. Collect Cost. To Collect, the Group must spend 1 Travel token.
  2. Terrain. The Collect is done based on the Terrain the Group is on. The players will turn the wheel so that it corresponds to the Terrain on the Region board.
  3. How to Collect. The Collect is entrusted to one hero. They must draw twice the value of their Knowledge characteristic in Action cards, which reveals gems.

Each gem allows the recovery of one (and only one) Resource, as indicated on the Exploration Wheel (4). The Group chooses the Resource they want, out of the ones being offered. The Resources collected this way are split amongst the heroes as they see fit.

Example: The heroes are in the Forest and decide to perform a Collect. They turn the Exploration Wheel accordingly. They decide that the Yoktal will do the Collect, because they have the highest Knowledge. They draw 2×2 Action cards and collect the Resources.

Crafting

When the heroes have resolved the Event on the Travel card, they may Craft. This action transforms the Group's Resources into Potions, Arrows, Keys, and Lockpicks. To Craft, refer to the Crafting card and convert your Resources to gain the corresponding elements. Resources Crafted in this way must be placed in the heroes' Knapsacks as they wish.

Any Resource Crafted that does not have a corresponding space available in the Knapsack is lost. You may discard an element to make room for a new one.

Example: A hero wishes to Craft a special Green Arrow cube. They discard the required cubes (a Green Material and Plant). They then place the new Resource into the appropriate space.

Tip: Crafting is collective; you may transfer Resources from one hero to another.

End of Day and Starting a New One

The spaces on the Timeline will fill up bit by bit. When there are no spaces available to slide a new card, the day is over.

When this happens, perform the following 2 steps:

  1. Place a Crystal into the space on the Timeline used for tracking the days. Each Crystal represents 1 day. This allows players to track how many days a journey has taken.
  2. Collect all the cards used for this day and shuffle them back into their respective decks. If the Rest card is amongst those collected, it becomes available again. A new day starts by drawing a new Travel card, or by playing the Rest card.

When you have reached your destination, leave the elements on the Timeline visible (unless instructed otherwise). That information (current Weather, etc.) might be useful.

Skill Checks

Your heroes will face challenges or choices represented by Skill Checks. These checks are performed with 12-sided dice, with the main goal being to get the required number of Successes without getting the number of Stops that would cause you to automatically fail the check.

1. Preparing a Skill Check

1. Types of Check

The banner indicates that the heroes will perform a Skill check. The color represents the characteristic being tested: Strength (red), Dexterity (yellow), Perception (purple), Intelligence (blue), Knowledge (green).

Who Can Participate?

The icon in the banner shows whether the check is Solo, Individual, or Group.

  • Solo Check: Only one hero may participate (dodging an arrow, for instance).
  • Individual Check: All heroes participate in the check, but each one applies their own result independently of the others (like climbing up a cliff).
  • Group Check: All heroes participate in the check, but they pool their Successes and apply the result only once they have all finished the check (like lifting a heavy gate).

Some checks are also limited to a maximum number of heroes.

2. Check Description

The characteristic being tested is indicated for each check. It is worth noting that the color of the banner matches the color of the characteristic.

The hero must take the number of Skill dice equal to the value of the characteristic being tested.

There are 3 sides on this die: Success side (6 per die), Blank side (4 per die), Special side (2 per die). This side can be activated by an effect (of a Talent or a Weapon, for instance). All the effects that activate this side can stack. Otherwise, it is considered a blank side.

Example: The Yoktal performs a solo check. Their Intelligence value is 2, so they will use 2 Skill dice.

5. Check Difficulty

The hero must take the number of Difficulty dice indicated by the check. This represents the difficulty they will face in this check. The higher the number of Difficulty dice, the greater the difficulty of the check and the risk of failure will be.

There are 3 sides on this die: Stop side (4 per die), Blank side (6 per die), Special side (2 per die). This side can be activated by an effect (of a card or a Scenario, for instance). All the effects that activate this side can stack. Otherwise, it is considered a blank side.

Example: For this check, the Yoktal takes the 2 Difficulty dice.

4. Abilities

Some checks activate Abilities for your hero. If the same Ability symbol is visible on a piece of your hero's Equipment (on a Talent, Object, Weapon card...), you can use the bonus for this Ability. Bonuses can stack if you have more than one of the same symbol.

Abilities: Vigilance, Demolition, Balance, Climbing, Alchemy, Camouflage, Charisma, Mechanical, Swimming, Power, Crafting, Knowledge & Legends.

In this example, the Yoktal has 2 Talents, with a Power (a) and Demolition (b) Ability on the first, and Power (a) and Swimming (c) on the second. These two cards allow the Yoktal to change each Special side of the Skill dice to a Success (d) for any check that includes these specific Abilities.

This check activates a Power Ability, so the Yoktal can change any Special sides rolled to Successes during their check.

The value of a Skill die's Special side is equal to 2 Successes for the Yoktal in this check.

2. Skill Check Gameplay

Heroes performing a check must roll the Skill dice and the Difficulty dice at the same time and collect the tokens corresponding to the sides of the dice that are showing. Their objective is to get the required number of Successes before attaining the check's failure condition.

Example: The conditions: Master the explosion. 2 Stops (6): Go to chapter 40. 5-11 Successes (7): Go to chapter 173. 12+ Successes: Go to chapter 8.

Solo and Individual Checks

In a Solo or Individual check, the hero must continue rolling the dice until either the success or failure condition is met. Once a success level has been attained, the hero may decide to stop and apply the result, or to reroll the dice to try to attain a higher level of success.

The details of Group checks are explained further on.

6. Check Failure Conditions

When the number of Stop tokens of the check's failure condition have been collected, the check ends immediately. The active hero's check is over, and they must immediately apply the result. All of this hero's Success and Stop tokens are discarded, unless otherwise stated (in a Group check, for instance – see next page).

The hero applies the effect of the check's failure condition as soon as the indicated number of Stop tokens are collected, even if they were able to collect enough Success tokens to pass the check at the same time. Failure always takes precedence over Success.

Example: 2 Stops are enough to end this check. Go to chapter 40.

7. Check Success

When a hero attains a Success level (by collecting the minimum number of indicated Successes), they can end the check and apply its result. They may also continue in the hopes of attaining a higher level of Success.

Example: In this check there are 2 possible Success levels. If the hero gets 12 Successes or more, the group must go to Chapter 8.

Success and Failure Conditions

A check's Success conditions may have a number of forms.

1. Numerous Success Levels

If the check has many Success levels, only the level attained is applied. You may not choose a result from another level (a lower one, for instance).

Example: Move the Obelisk. In this check, a result of 0-4 Successes will take the heroes to Chapter 42 (your turn ends, you didn't really help the group). If the result is equal or superior to 5, they must go to Chapter 3.

2. End Conditions

Some checks have a particular end, either when all the heroes have completed the check or have failed, or because a specified number of heroes have attained a specific result.

Example: The end of this check 'When all heroes have finished their check', is at the end of the Chapter: "Once all the heroes have finished this check, go to chapter 43."

3. Level Conditions

It is also possible that one or more Success levels have conditions attached to them. In this case, the condition must be respected to attain this level.

Example of different possibilities: This check's base number of Successes is 4, to which you must add +2 more per member of the Group. This check's base number of Successes is 10, from which you must subtract -1 per crystal the Group possesses (according to the check's instructions).

4. Multiples

If the Infinity symbol is visible on the number of Stops required to fail the check, but it does not necessarily end the check. Apply the check's failure effect(s), discard all the Stop tokens and keep any Success tokens already collected. Continue the check, if necessary. Repeat these instructions every time you have the indicated number of Stop tokens.

In the case where the Infinity symbol is visible on the required number of Successes, the result is only applied once the check is finished. The potential gain is then multiplied by the number of times the Success level was attained.

Example of potential situations: For each Stop token. For each time you attain 5 Successes. For each pair of Successes.

5. Unknown

Finally, some Success levels are hidden. The hero(es) can stop when they want, and hope to have attained the required number of Successes. This information will be given in the Chapter.

Example: ? Success → Go to chapter 54.

Using an Aura Point During a Check

In each check, a hero may use 1 (and only 1 for the whole check) Aura token to temporarily improve their characteristic and roll an additional Skill die. The extra die is kept for all rolls for the rest of the check until they succeed, decide to stop, or fail.

If the hero restarts the check afterwards, they will not benefit from the extra die. They may, however, spend another Aura token to take an extra die. Because the maximum number of Skill dice is 5, a hero can never roll more than 5 dice.

Because the characteristic's improvement is only temporary, do not modify it on your Hero board (do not move the cube).

Additional Check Instructions

Some checks include additional instructions. You can (or must) apply them, whether they be bonuses or penalties.

Some examples:

In this example, if the hero discards a Purple Plant, they will gain automatic Successes: "For each purple Plant consumed by the hero."

If the hero performs this check during the Night (see Travel cards, p. 25), they will benefit from an effect on the Special sides: "If the weather is bad, the guards will be..."

If the Group is made up of 4 heroes or more, this activates the Special sides of the Difficulty dice. If it is showing after a roll, the hero suffers 1 Stop: "If the group consists of 4 or 5 heroes."

Sometimes, additional instructions will influence the number of Stops or Successes required.

In this example, if the hero has this level of Dexterity, the check's difficulty changes. The number of Stops that will trigger a failure goes from 2 to 3: "If the hero's Dexterity level is 3 or more, the check's difficulty changes: 3+ → +1 Stop." Possible consequence: "As soon as you get onto the douk's back, it throws you with one powerful movement. You suffer 2 Damage (non-defendable). The group takes 1 [icon]. Your check ends."

All the effects of the additional instructions in a single check can be added together if the conditions are met. They may apply differently to different heroes.

For the most part, these instructions are imposed upon the heroes, and must be performed, even if they do not favor the players.

Action Point

You might be asked to spend Action points before performing the check. This will be either an option, or a requirement to continue the adventure.

The number of Action points to be spent could be followed by a + or –. In this case, you must add or subtract the number of Action points to or from the initial number, according to the required condition.

Example: "In order to perform this check, you must spend 3 Action points."

Group Checks

The Group checks are slightly different from the Solo and Individual checks. A part (or the whole) of the Group must pool together their Success tokens in order to succeed at this type of check.

  1. Verify the maximum number of heroes that can participate in the check, and choose the participants. If nothing is indicated, all the heroes can (and should) participate. Each hero can only participate once in the check.
  2. One after the other, in the order determined by the players, each participating hero performs the check as they would a Solo check.

For their check, the hero may:

  • Fail, by getting the number of Stops to trigger a Failure: They discard all their Success and Stop tokens.

OR

  • Stop their check by placing any Success tokens they acquired aside, and discarding any Stop tokens. The Success tokens put aside in this way are considered 'validated' and will count toward the final result of the check.

When a hero has completed his check, it's time for the next hero to do the same.

Every hero in the group must take part in the check. Even if the Success condition has already been reached by another hero in the group. If there are any remaining heroes who have not participated, they roll their dice at least once and collect the Stop and Success tokens.

When the last hero completes his check, the validated Success tokens are accumulated to determine the outcome of the check. If the first Success level is not reached, the players consult the consequences of the failed check.

Example: The heroes are in front of a door that must be forced. It's a Group check with a maximum of 3 heroes (a). The Group chooses which heroes will participate, and they start.

"Wonder what this door is made of..." OR "Use brute force": 0-7 → It budges, but does not yield, go to chapter 21. 8+ → The door shatters. Behind, a staircase heads to higher floors, go to chapter...

A hero that gets 2 Stops during their check must apply the effect, and discard all the Success and Stop tokens they acquired: "Wonder what this door is made of... It's just a message with no consequences. Phew!"

If a hero chooses to stop their check before they get 2 Stops, the Success tokens they collected are considered validated. They discard their Stop tokens, if any, and cannot continue this check. Play moves on to the next hero.

When the third hero ends their check, the group verifies the Success level(s) and compares them with their validated Successes. If the group validated between 0 and 7 Success tokens, they resolve the first level (b). If they validated 8 or more Success tokens, they resolve the second level (c).

Tip: In a Group check, each hero has a different number of Skill dice and Abilities. You can therefore choose the order of play that best favors success.

How to Stop a Check Depending on Its Type

If the check is Solo or Individual, the hero cannot stop until they have reached a Success level. If this happens, they apply the indicated effect.

If it is a Group check, each hero performs the check in its entirety on their turn. Each one may stop when they wish, without having to attain a Success level.

Each hero that decides to stop, without having attained the failure condition, validates their Successes and places them in a common pool. They also discard any Stops they accumulated, and pass the dice to the next hero. Each hero's Successes are added together to attain the Success level, and cannot be lost (unless otherwise stated).

Summary: Step by Step

At any moment during your check you can use an Aura token to temporarily increase the required characteristic. This will allow you to add 1 extra Skill die. This effect lasts until the end of the check, is limited to 1 token per hero, and cannot result in more than 5 Skill dice.

Now move on to the following steps:

  1. Take the Skill and Difficulty dice into your hand.
  2. Roll the dice.
  3. Take as many Stop tokens as you have Stop sides showing and as many Success tokens as you have Success sides showing. Think about taking their Abilities into consideration, as well as the instructions concerning bonuses and penalties.
  4. Verify the check's failure condition.
    • If it has been attained, this player's check is over; all their tokens are discarded (not those that have already been validated in a Group check) and the check's failure effects are applied.
    • Otherwise, the check continues and the hero must decide whether they want to continue or stop, if possible.
      • If they continue, they must reroll all the dice and refer to the previous steps (1 to 4), keeping all Success and Stop tokens already collected.
      • If they stop, the Stop tokens are discarded, and the number of Success tokens are counted.
Detailed Example
Analysis of a Check
  1. This is a Solo check, so only one hero can participate. For this check, they have 2 in Perception, and they don't have the Balance Ability.
  2. They have a Weapon card with a piece of Heavy Equipment (a), but no corresponding Talent card (b). If the hero has two Warrior or Scholar Talents, the check's difficulty changes: The Special sides come up, they will become Successes during the check.
  3. The check stays at the 1 Stop Difficulty, as the second Additional Instruction has not been activated, since the conditions have not been met for this instruction to be taken into account.
  4. Here, you'll need 2 Successes to succeed at the check. This check does not send you to another chapter. The goal is to not receive an Injury when they fail.

There is also a condition later that is related to Stealth mode (see Stealth Mode, p. 44). In that situation, it would be taken into account. It calls for a die to be rolled at the end of the check (which could have consequences). We will ignore this example.

Performing the Check

First Roll

The hero rolls the dice required by the check and verifies the results:

  1. The Difficulty dice results do not trigger the end of the check, as neither of them shows a Stop. The Special side (a) is not active (no check conditions activate it) and the blank side (b) does nothing.
  2. The Skill dice give one Success to the hero, as the Special side (c) is active. The blank side (d) does nothing. The hero is only missing 1 Success to complete the check.

Second Roll

  1. The Difficulty dice produce a Stop. This is the check's End Condition. Despite the second Success rolled (4) at the same time, the hero has failed. They apply the failure condition and continue their turn.
Example of Group and Individual Checks

The analysis of Group and Individual checks are identical to that of Solo checks. The only difference is that each Additional Instruction applies to each hero individually. Some conditions will be met by one hero, and not by another. Make sure to take these differences into account.

Group Checks

Example: "Healing the Huntress." This check is a Group check with a maximum number of heroes (1) that can perform it. In this case, only 2 heroes can participate.

If the hero has 3 Scholar Talents, the check's difficulty changes: → +1 Stop.

  • 0-2 Stops: "You aren't able to do anything. Your turn ends."
  • 8-12 Successes: "You are able to administer first aid. This will be enough to keep her alive. She shows you the right path. Go to chapter 109."
  • 13+ Successes: "You heal her in record time. As well as showing you the right path, she offers you something she found on her travels. Gain a Travel token. Then, go to chapter..."

Each hero will perform the check. Here, the Yoktal has 3 Knowledge and the Ancient has 1. This will therefore be the number of dice that each will be able to use for this check against 2 Difficulty dice.

The Ancient's Check

The Ancient rolls first. The Additional Instruction applies because the Ancient has 3 Scholar Talents (see Talents, p. 15). The number of Stops that will therefore be 3 for her.

After a number of rolls, the Ancient gets 2 Stops and decides to stop her check because she's too close to the check's failure condition, which is 3 Stops. She doesn't want to take the risk. She keeps the Successes she got, which are validated for the group, and discards her Stops.

The Ancient collected 5 Successes before getting the 3 Stops for her check.

The Yoktal's Check

It's the Yoktal's turn to perform his check. He rolls 3 Skill dice. The Additional Instruction does not apply to him. Because of this, the failure condition of his check is 2 Stops.

After a number of rolls, he gets 4 Successes and 1 Stop. He checks to see if they have attained a Success level, which they have. The heroes add together their Successes and refer to the check objectives.

The Yoktal collected 4 Successes before deciding to stop his check, giving a total of 9 Successes.

With what they were able to accumulate, they attain the first Success level. The heroes apply the indicated result.

0-7 Successes: "You aren't able to do anything. Your turn ends." 8-12 Successes: "You are able to administer first aid. This will be enough to keep her alive. She shows you the right path. Go to chapter 109." 13+ Successes: "You heal her in record time. As well as showing you the right path, she offers you something she found on her travels."

The second Success level wasn't reached, they would have needed at least 13 Successes.

Reminder: Each hero (2 in this check) must roll at least once, even if the other heroes have already reached the number of required Successes.

Individual Checks

These checks are similar to Group checks, but with each hero performing it. The only difference is that the result will only apply to the hero that performs it. It is possible, however, that the consequence of either a Success or a Failure in the check could affect the Group as a whole, and prevent the other heroes from performing the check.

Example: This is an Individual Dexterity check (1) against one Difficulty die (2) with unlimited participants. Each hero will perform the check in turn order.

"Unlock the trapdoor" — 0-4 Successes: "Despite your best efforts, the lock resists. Your test ends here. Perhaps another hero will be more successful..." 5+ Successes: "You successfully remove the lock. Go to chapter 47." If 3 Stops: "Your repeated and increasingly clumsy attempts finally break the lock. No more tests are possible. Go to chapter 20."

Successes are not pooled; each result is specific to each hero.

Here, when a hero gets 2 Stops (actually 3 Stops per the check's failure condition), the check ends immediately, regardless of whether they are the first or last hero to take the check.

There are 2 Success levels. The first applies at 0 Success. Each hero can then decide to stop after each die roll to avoid attaining the failure condition.

The first Success level is not ideal, but at least has no consequences attached. If a hero decides to stop, the next one can always try to attain the second one.

If a hero attains the second Success level, there is a consequence for the entire group.

Finally, if no heroes reach the second Success level and that the failure condition is not triggered (no hero had the required Stops), an instruction is applied.

"If all the heroes failed this check, go to chapter 22."

All the checks are different and their resolutions won't always have this format. Specific instructions will be explained when necessary.

Lockpicking

During your adventure you will be able to force open chests or locks. Brute force is not always the solution! To pick a lock, you must use Lockpicks (see Resources, p. 11) that will be discarded after the check. The color of your Lockpick indicates the value of the number of Stops, and therefore the failure condition of the check. This value is indicated on your Knapsack.

A blue Lockpick is worth 1 Stop. A purple Lockpick is worth 2 Stops.

Example: "Pick the lock" — a Solo check with 3 dice. "You missed the spot: the lock won't budge and your additional white Threat die at the end of your turn." "The door is now unlocked."

For this check the hero decides to discard a purple Lockpick, so the value of the check is 2 Stops.

Regardless of the check's outcome, you must discard the Lockpick you used.

Careful, you cannot perform a Lockpicking check if you do not possess a Lockpick.

The Exploration Phase

Throughout the adventure your Group will be adventuring in various places (dungeons, caves, sewers, etc.). For most of these, you'll be playing with your miniatures and having encounters, meeting enemies, and creatures.

This game phase is made up of 2 main modes, Stealth mode, and Combat mode, whose specifics are detailed below. The different places you'll explore will be presented in the Exploration booklet. These two modes share certain rules but also have their own specificities.

1. The Exploration Booklet

Overview

The Exploration booklet outlines the setup of each location. It is used to either show how to set up the tiles to make the game board, or to play the encounter directly on it. In both cases you will need to use your miniatures and those of the enemies.

When you see an 'Exploration' icon, go to the corresponding number in the Exploration booklet.

The page might be a double one, in which case you must simply open the booklet to show the 2 pages in question.

Example: The booklet instructs us to open the Exploration booklet to Chapter 54.

Making a Location Map

Some locations are represented in the Exploration Booklet as a plan to assemble. Each plan indicates which tiles to use as well as other elements to place in the playing area.

Placing Tiles

In the top left corner you'll find the tiles to be used to create your Location map (1). All the tiles are numbered (2) and are double-sided. You can use the overview visual to find the necessary tiles to set up your Location.

Note: In the upper left corner you will also find what direction North is for this Location, which will help when moving enemies during the Stealth phase (see Enemy Phase, p. 47).

Placing Tokens

Once the tiles have been set up, you can place the indicated tokens on the Location map:

  1. Interest Tokens: These represent an area of interest with which the heroes. Most of the time, they will be attached to a Chapter number indicated on the Location. When a hero moves onto this Interest token, they must immediately interact with the number, if there is one. If the number is surrounded by a diamond shape, it is in the current Scenario booklet. Otherwise it will be in the Event booklet.

Note: For the Exploration booklet, Interest tokens are often represented by a white icon, these are still the same tokens.

  1. Access Tokens: These tokens are points of reference, particularly during Stealth mode. In addition to this, they are sometimes used as indicators of exits from certain Locations (usually associated with an Interest token).

Note: It is possible to have many of the same Access tokens on the same Location map.

  1. Invocation Tokens: These tokens are used as deployment points for enemy miniatures. They can also have other uses in Stealth mode.

Note: The Location maps may evolve during the game phases. Your actions can lead to you to add or remove elements.

Instructions

The Location maps have different instructions depending on the Location, but most of the time you will have the two main ones: All the Enemies are neutralized. All the heroes are at 0 Life Points.

If the condition(s) indicated in an Instruction are met, regardless of when it happens, you MUST immediately apply the Instruction's effect. Most of the time it will indicate a Chapter number to consult.

Some Instructions can be specific to a game mode (a), or to a specific instruction, like eliminating a particular enemy (b), a rule on a Scenario card (c), or moving onto an Access token (d).

(a) This Access token is only usable in Stealth mode. (b) When all the specified enemies have been neutralized, go to the Chapter. (c) End of Turn-tracker Scenario card (see Special Scenario cards, p. 67). (d) These Access tokens indicate exits.

Some Scenario cards may have Additional Instructions to take into account.

All these Instructions, whether they be on the Location map or Scenario cards, take precedence over all other rules.

Zones

Not all the tile spaces are accessible to the players, or they may have specific conditions to be able to move onto them. The Location maps have a key, indicating what each of these spaces corresponds to.

The three zones to take into account are Shadow, Water, and Rifts. Zone effects are all explained in the Combat and Stealth mode phases (see Zones, p. 40).

In addition to Zones, the Location maps also show obstacles that both block and impede. Their explanations will also come later (see Obstacles, p. 40).

Facing Challenges

Sometimes the Exploration booklet won't give you a Location map, but a Challenge. All the Challenges are different and are played directly on the booklet.

A hero can be represented in different ways. It could be with their miniature, or their Initiative token (see Combat mode, p. 50) or the cube of their color.

Most of the time, Challenges will have their own specific rules that will be present in the Chapters, or directly on the booklet.

The Challenges (Encounter or Trial) also have instructions that can put an end to the event or help it evolve.

You will not always be asked to play on the pages. Make it so that all players can access it easily; the page's orientation and/or the space around the booklet could be important too.

Challenge 1: Encounter

Some challenges represent monster combats that have a particular way of working.

  1. Usually, your challenge will be accompanied by game rules explaining the setup and the specific instructions for your challenge.
  2. Enemy section. Here you will find all the enemy's combat information: Their particular attacks, effects, and the possible evolutions during combat. This part is in relation to the instructions of the current booklet.
  3. Attackable Zones. These zones are the places where the heroes will position their miniatures (or other elements that represent them). The hero indicate how many miniatures there can be.

Tip: Each creature has different zones with different instructions, so read all the rules well before starting combat!

Challenge 2: Trial

Another type of Challenge, Trials, are possible and are different from Encounters. A chase, a drinking contest, sneaking into a camp of bandits, or simply closely surveying the landscape. These Challenges are also accompanied by specific rules.

Starting and Finishing

Often, a Challenge will have a beginning and an end. Depending on the instructions, the aim may change, but certain elements will recur, such as the start (S) and finish (F). These Zones must be taken into account for the setup and the goal of the Challenge.

Example: In this Challenge, there is a pre-set Start Zone and Finish Zone.

2. Exploration Phase General Rules

1. Placing Hero and Enemy Miniatures

In general, a Chapter in the Exploration booklet will be accompanied by a table outlining the deployment of the enemy and hero miniatures.

Placement Information
  • a. Event booklet Chapter number.
  • b. These symbols show which types of enemy are present.
  • c. Hero deployment icon. This icon is not always present. Sometimes it will be given in the instructions or in another Chapter. It shows where to put the hero miniatures. Some Location maps have many different deployment points. The icon will show a number to let you know which deployment point you must use (see Hero Deployment, p. 39).

Example: On this Location map, there are a number of possible deployment points, indicated with icons. The booklet will instruct you as to which one to use when setting up.

2. The Table

This table shows how many enemies your Group will face, and where to place them. The more heroes in your group, the more enemies there will be.

  • a. The number of heroes in your group.
  • b. Invocation tokens in the Location.
  • c. Enemies to be placed. Each number corresponds to the symbol of an enemy. Place the indicated enemy miniatures from the appropriate column (corresponding to the size of your Group) on the Location.

Example: The Group is made up of 3 heroes. We start by reading the first column, the one for a Group of 2 heroes, and we place the indicated enemies. A 01 and 02 enemy on the Blue Invocation token, and a 05 enemy on the Green Invocation token.

Then we move on to the next column. The Group places another 02 enemy on the Green Invocation token. You don't need to read the other columns.

Placing the Enemy Miniatures

There can never be more than one enemy miniature on the same space. If you must put more than one enemy on the same Invocation token, place the first one on it, and then the rest of them on the valid adjacent spaces of your choice. If you cannot put them on adjacent spaces, put them on the nearest possible space.

Example: The first column in the table instructs you to place a 05 enemy on the Green Invocation token. The second column of the table tells you to place a 02 enemy on the Green Invocation token. Because that space is already taken, you must place it on an adjacent space of your choice.

Hero Deployment

Your heroes' figurines are placed after the enemy setup (unless otherwise stated in the booklets). From the deployment point indicated in the instructions or the table, place your heroes in the order of your choice by placing the first one on the point, then the others on valid adjacent squares (and then the next nearest) of your choice, the same as for the enemies.

Important: 2 squares separated by a red line, a blocking obstacle (see Obstacles, p. 40), are not adjacent. This is therefore not an option for placing heroes near the deployment point.

Example: The Deployment table says that the Group must place themselves on Deployment point 1. The deployment is done on this point (the deployment point 2 can be ignored in this case). The Group is made up of 3 heroes and one of them will be on the Deployment point. The rest of the Group chooses where to place themselves.

2. Miniature Movement
Adjacent Space

The heroes and the enemies move from one adjacent space to another. A movement can be made horizontally, vertically, or diagonally. A space is adjacent to another if it shares at least one corner, as long as there are no obstacles blocking it (red line, wall, see Obstacles, p. 40). Other types of obstacles (like Hindering Obstacles, see Obstacles, p. 40) do not affect adjacency.

Diagram terms: Wall, Blocking obstacle, Hindering obstacle.

General Movement Rule
  • A space can only be occupied by a single miniature. It is therefore impossible to end a move on a space already occupied by a miniature.
  • A character may not move through a space occupied by an enemy miniature, but can move through a space occupied by an ally.

Here, enemy (a) can go through the space of enemy (1).

Heroes
Free Movement

Each hero has 1 free movement per turn. Its value indicates the number of spaces they can move on their turn.

  • This movement can be performed at any time on the hero's turn.
  • It doesn't cost any Action points.
  • If the hero ends their free movement without having moved the maximum number of spaces allowed, the unused movement is lost.

Example: In situation (1) the Yoktal uses his 5 movements all at once. In situation (2), he decides to only use 1. He loses the other 4 that were left over.

  • If the hero starts their free movement and they perform an Action that requires the use of at least 1 Action point (check, attack, weapon change, etc.), they lose the rest of their free movement.

Note: The hero does not need to perform their free movement at the beginning of their turn. Depending on their needs, they may move by spending Action points, perform actions, then do their free movement.

  • The free movement is automatically lost if the hero is adjacent to an enemy, is waiting (see Waiting, p. 46), or ends their turn.
  • This movement will be available again on their next turn.
Additional Movement

In addition to their free movement, a hero can spend Action points to acquire additional movement spaces. They can spend X Action points to move X spaces, as indicated on their Hero board.

  • The additional movement can be taken at any moment during the hero's turn, including when they restart their turn after Waiting (p. 46).
  • The movement cost is indicated on the Hero board.
  • It can be used as many times as desired as long as the Action point cost can be paid.

For each Action point spent, the Yoktal can move one space.

Each hero is different, and the cost of additional movement might be different from one hero to another. Refer to the information on the Hero board.

Example: The Yoktal wants to move 8 spaces. He has 5 free movements. He spends 3 Action points to get to 8 and does his movement.

Because the additional movement is temporary, do not move the cube along your Movement track.

Enemies

Enemies have a movement value indicated on their Enemy card.

Enemy movement is only available in Combat mode (see Combat, p. 50). In Stealth mode, it's managed by the Action cards (see Enemy phase, p. 47).

3. The Tiles

The elements in this section sometimes refer to the concept of Line of Sight, which will be explained later (p. 42).

1. Obstacles

Two types of obstacles can be found on the tiles: Blocking Obstacles, and Hindering Obstacles. They will affect Line of Sight and character movement.

A – Blocking Obstacles

These obstacles are indicated by solid red lines. They block movement, Line of Sight, and shooting.

A character cannot access a space if they have to pass through one of these obstacles.

Walls and doors are also blocking obstacles.

Examples: Wall in the middle of the tile. Walls on the sides of the tile. Door.

B – Hindering Obstacles

These obstacles are represented by a broken yellow line. They impedes movement and Line of Sight, but are not impassable. A character must spend one more Movement point than they would normally spend.

In Stealth mode, a Line of Sight is cancelled if it touches or passes through a hindering obstacle. In Combat mode, a Line of Sight is impeded if it touches or passes through a hindering obstacle.

Example: The Yoktal wants to take the path indicated to the right. He uses 2 movements (1) to get through the hindering obstacle. He uses 1 movement (2) to move into the next space. Then, because he has to move through a hindering obstacle again, he uses 2 movements (3). Even though his path only takes him through 3 spaces, he must use 5 movements.

Obstacles and Diagonal Movement

Diagonal movement past a space with an obstacle (hindering or blocking) is possible. There is no extra movement cost.

Diagonals are possible with blocking obstacles (1) and there is no extra cost for the corner of a hindering obstacle (2).

Corners are taken into account for Line of Sight, however.

2. Zones

Water, shadow, and rift zones have specific rules for movement and Line of Sight. They are visible in the Exploration booklet. All miniatures are subject to them.

A – Water Space

Water spaces are indicated by blue squares. They have no effect on Line of Sight.

Entering into a Water space costs an extra movement point. Leaving a Water space has no extra cost.

Example: The enemy wants to move through this Water zone. They use 2 movements (1) to enter into the first Water space. They use 2 movements (2) to move into the second Water space. Then they use a normal movement to move into the third space (3). Even though their path was only 3 spaces, they used 5 movements.

B – Rift Zone

Rift zones are represented by crevasses, edges, wells, or the inaccessible void. The rift spaces are indicated by purple squares. They have no effect on Line of Sight. It is possible to jump over them, but no miniature can end their movement on a rift space, they must be able to land on a valid space (otherwise, this movement is not allowed).

Entering into a rift space costs 1 extra movement point. An enemy or a corpse token pushed into a rift space is eliminated, and is removed from the board; a hero in this situation loses all their Life points, and their Initiative token is placed on the closest valid space.

Example: The Yoktal wants to get away from danger. He has to jump over a rift. First, he uses 1 movement (1). Then he uses 2 movements (2) to advance one space and jump over the rift space. Finally, he uses 1 movement to end his path in the 3rd space (3). Even though he only moved through 3 spaces, it cost him 4 movements.

The jump must be performed in a straight line. You cannot change direction during the jump. The landing space (outside of the rift zone) must be directly opposite. A straight line remains straight and a diagonal goes from corner to corner.

C – Shadow Zone

These zones, indicated by black squares, are only taken into account in Stealth mode. There is no extra movement cost to move through them. A hero or a Corpse token (see Stealth Mode Elements, p. 44) in a shadow zone do not come into an enemy's field of vision unless they are adjacent (see Enemy Vision Range, p. 44). They do not block Line of Sight.

Shadow zones only affect Stealth mode, and will be explained later in these rules, on p. 44.

Special Case: Light Movement

A character with this icon is not affected by hindering obstacles, water spaces, or rifts. There are no extra movement costs.

They cannot end their movement on a rift space. They must stop before reaching it, or cross the rift completely.

4. Special Case: Miniatures with 4-Space Bases

If a character has a miniature whose base covers many spaces, apply the following rules in addition to the general movement rules.

General Rule

Regardless of their movement, these miniatures must move from 4 valid spaces and end their movement on 4 valid spaces (without obstacles, other miniatures, etc.).

To count the movement, take one of the spaces of the base as a movement reference and perform a movement as though the miniature had a one-space base. This space becomes the reference at the end of the movement. The miniature does not turn around the axis of this space.

In this example the enemy moves 2 spaces; the white space is the reference. This is the 'furthest' in the movement. In this case, the same movement is not valid because the miniature turns on the reference space, so it is no longer the 'furthest' in the movement.

These characters all have Light Movement, and are therefore not subject to the penalty of moving through zones or hindering obstacles.

On Rift Zones

These characters can stop their movement on one or more rift spaces, as long as their base is on at least one valid space.

Example: These 2 movements are valid for this enemy. In case (1), one of the spaces of its base is on a Water space. In case (2), only one space of their base is on a Rift space.

3. Line of Sight

Line of Sight is a way of judging whether two characters can see each other. A valid Line of Sight allows characters to perform ranged attacks, using a Weapon (see Ranged Attacks, p. 55) or a Spell (Spell cards, p. 64).

Some Line of Sight rules apply differently depending on the game mode being played.

1. Determining Line of Sight

If the characters are in the same row or column (1), the Line of Sight is measured from the centre of the space to the centre of the other space.

If the characters are on different rows or columns (2), the line of sight is measured between the two closest corners.

A Line of Sight is only required when the attacker and their target are more than one space apart. If they are on adjacent spaces there is no need for Line of Sight.

Hero and Enemy are adjacent, no need for Line of Sight. Hero and Enemy one space apart, Line of Sight required.

2. Line of Sight and Obstacles

To know whether a Line of Sight comes into contact with an obstacle, all you need to see is whether it touches or crosses that space. If the Line of Sight comes into contact with the space, that is to say, if it runs along the edge or if it brushes a corner, it touches it. If the Line of Sight passes through the middle of the space, it crosses it.

Example: Here, Lines of Sight (1) and (3) touch the grey space. Lines of Sight (2), (4) and (5) cross it.

A. Blocking Obstacle

A Line of Sight that touches or crosses a blocking obstacle (red line, wall, or door) is not valid.

Examples: Hero (a) is in the Line of Sight of enemy (d) but not of enemy (e). Hero (b) is in the Line of Sight of enemy (d) but not of enemy (e). Hero (c) is not in the Line of Sight of enemies (d) and (e).

B. Hindering Obstacle

A Line of Sight that touches a hindering obstacle (broken yellow line) is considered differently depending on the game mode:

In Stealth Mode: The line of sight is considered non-valid, as though it were a blocking obstacle.

Examples: Enemy (a) does not see hero (b). The same thing applies between enemy (c) and hero (d). On the other hand, (a) can see (d) and (c) can see (b) (because this last pair is adjacent, the hindering obstacle has no effect).

In Combat Mode: The Line of Sight is considered valid. This allows attacks with a Ranged Weapon (see Ranged Attacks, p. 55). The attack will have a penalty attached to it, however, with a single dodge die.

If many penalties accumulate, one single dodge die is added to the target's hand.

This point will be explained in detail in the Combat mode section.

In this situation, enemy (a) can use their Ranged Weapon on all heroes. The Line of Sight to hero (b) does not come near any obstacles (because the characters are on the same row, see 1. Determining Line of Sight, p. 42). The Line of Sight to hero (d) goes through 3 lines of hindering obstacles. Hero (d) must use 1 die when defending (despite all the hindering obstacles). The Line of Sight with hero (c) touches a hindering obstacle (the corner of the space), so she uses an extra die when defending.

C. Line of Sight and Characters

Line of Sight is not blocked or hindered by allied characters. A line of sight is valid if it passes through an allied character. However, if a Line of Sight passes through (not just touches) a space containing an adversary, the space is treated like a hindering obstacle.

Ally (b) is not an obstacle for enemy (a) if they want to shoot past to hit adversary (c). Hero (d) is a hindering obstacle for enemy (a) if they want to shoot past to hit adversary (e). On the other side, (b) hinders (c) to hit (a) and (d) does not hinder (c) to hit (a). Ally (f) is not an obstacle for enemy (a) if they shoot at her (g) because the Line of Sight touches – but does not pass through – the space of hero (f).

Summary Table of Movement and Line of Sight in Exploration Mode
Blocking obstacleHindering obstacleRift spaceWater spaceShadow space
Crossing MovementNot possible+1 movement+1 movement (stop forbidden)+1 movementPossible
Touching, passing alongside MovementPossiblePossiblePossiblePossiblePossible
Line of Sight ValidityNot validNon-valid in Stealth mode unless adjacent / valid in Combat modeValidValidNon-valid in Stealth mode unless adjacent / valid in Combat mode
Ranged AttackImpossibleImpossible in Stealth mode / possible with a penalty for the attacking miniature in Combat modeValidValidValid

4. Stealth Mode

The entry into Stealth mode is always indicated in the booklet you are currently playing. There are 2 levels of Stealth difficulty: Standard and Extreme.

Leaving Stealth mode will be indicated, or even forced if you move into Combat mode.

1. Stealth Mode Elements

Every time you enter into Stealth mode (even if you were already in it), do the following actions:

  1. Place the Stealth board in the play area on the side corresponding to the indicated level (Normal or Extreme).
  2. Place a cube of your choice on the first available space of the Threat track.
  3. Place the Stealth dice, the Noise/Corpse tokens, and the Interest/Vigilance tokens nearby.
  4. Take all the Action cards and shuffle them to create a deck. Set it up with a space nearby for discards.

Important: Perform these actions only if you see the instruction "enter/go into Stealth mode." "Go into Standard Stealth mode."

You can be in Stealth mode without actually playing on the tiles (by moving from one room to another, for example). Remember to keep the Stealth board within reach, without resetting it (unless there are instructions to the contrary, or if entry into a new Stealth mode is indicated).

2. The Stealth Board

All the information required for each step of the Stealth mode is found on this board. You can plot your progress on it, and its consequences on any enemies who are present.

The Stealth board has two sides: Standard Stealth and Extreme Stealth. The two work the same way, only the Threat track is different.

a. The Threat Track

The cube on the track indicates the Threat level for enemies. The higher the level, the more their visual range increases and the more they activate. The Threat increases depending on the actions the heroes perform during their turns.

b. Enemy Visual Range

Depending on the position of the cube on the Threat track, enemies will be able to see to a greater or lesser distance. This simulates their attention level. The higher the Track, the further they can see. The number on the table indicates how many spaces they can see. It is important to note that they can see 360°, and not just in one direction.

Enemies' Visual Range follows the rules of Line of Sight (see Line of Sight, p. 42).

At this Threat level, the enemies can only see one space away. Increasing the Threat allows enemies to see 2 spaces away. Associated zones of vision (shown either side).

Focus: Shadow Zones

In Stealth mode, enemies can't see what's in a Shadow space (character, corpse token, equipment, etc.), unless they are adjacent to it. A Shadow space does not break Line of Sight. If an enemy can see past a Shadow space, they can see all the spaces behind it, until its limit of vision or an obstacle.

Example: The enemy has a Visual Range of 3 spaces around him. They can't see what is in the Shadow spaces (1) but they can see what is in the Shadow spaces (2), because they are adjacent. Don't forget, no character can see through Blocking obstacles (3).

Shadow spaces are indicated on the Location map and the tiles. If an Invocation token is on a Shadow space, flip it onto its Shadow side.

c. Number of Enemy Action Cards

Another consequence of the position of the cube on the Threat track is the number of Action cards the enemies will use during their phase (see Enemy Phase, p. 47).

d. Hero Phase Actions

In Stealth mode, heroes can perform 4 specific actions, which may or may not cost Action points:

  • Move
  • Ranged Kill (with a Ranged weapon)
  • Melee Kill (with or without weapon)
  • Move an enemy corpse

This icon indicates that each different Action line activated requires a Stealth die roll. Depending on the result, this will move the cube forward on the Threat track.

The more different Actions there are, the more dice there will be to roll, and the more the Threat will increase. Each Action is detailed opposite.

e. Triggering an Alarm

An alarm is triggered if:

  • The cube reaches the end of the Threat track (h).
  • A hero or a Corpse token is spotted (by coming into an enemy's field of vision) (f).
  • The deck of Action cards is exhausted (i).
  • A hero rolls a Special side on the black Stealth die (g) (see Rolling Stealth dice, next page).

When this happens, the entire group immediately enters Combat mode (j) and starts the Combat turn with 0 Initiative (k) (see Combat mode, setup, p. 50).

3. Stealth Mode Gameplay

Stealth mode is played in turns made up of 3 Phases:

A. Heroes' Main Phase B. Enemy Phase C. Heroes' Secondary Phase

You will continue taking turns until you leave Stealth mode, either by triggering an Alarm, or by leaving the Location without having been spotted.

A. Heroes' Main Phase

The heroes will each play their turns in the order of their choice. They must all start their turns in this phase. At the start of the phase, all the heroes get their 6 Action points back.

During their turn, a hero can perform the various Stealth-specific Actions (shown on the table to the right) of their choice, and in the order of their choice. The hero must spend Action points to perform them. The same Action may be performed multiple times as long as the number of Action points allow it. A hero can also decide to Wait (details on next page) and pick up their turn again when they want.

For each type of Action on the table, the die is only ever rolled once, and not as many times as the Action was performed.

  1. Move. A hero can move according to the movement rules. Once per main phase (and only if they aren't Waiting – see next page), each hero can use their free movement.

Reminder: The movement can be shorter than the hero's free movement, but the reminder is lost. A hero can add movement by paying the cost their requires. The hero can choose to use their free movement at any time, depending on their situation.

If they want to perform numerous movements (or a longer movement), a hero can use paid movements. They can repeat the operation as many times as they wish, as long as their remaining Action points allow it.

The (extra movement action is the only one whose cost is not shown on the Stealth board, because it is already written on your Hero's board.)

  1. Ranged Kill. Only a hero with a Ranged Weapon (a) can perform this action. The Line of Sight to the target must be valid and without penalties (no hindering obstacles or adversaries along the path). The hero spends 5 Action points (b) to eliminate the target. The enemy miniature is removed from the board and replaced by a Corpse token (c). The Corpse token collapsing to the floor generates a Noise token (d) that is placed on the same space as the Corpse token.

  2. Melee Kill. All heroes can perform this action, regardless of their weapon (even barehanded). The target must be in an adjacent space. The hero spends 4 Action points (a) to eliminate their opponent. The enemy miniature is removed from the board and replaced by 1 Corpse token (b). This does not generate a Noise token because the attacker lowers their target to the ground to stay quiet.

  3. Moving a Corpse. All heroes can take 1 Corpse token currently on their space or an adjacent one to them (a) and place it on their space or an adjacent one by spending 1 Action point (b).

A Corpse token placed on a rift space is discarded from the tile for good (c). Placing Corpse tokens in rift zones makes them disappear. This reduces the chances that an alarm will be triggered. It is also possible to pile up Corpse tokens. A hero can move it one (it an enemy will trigger an alarm).

Corpse tokens, even if they are not in play, can still count in game instructions, or for counting things on some Action cards. Be sure to keep them near the tile so they won't be forgotten.

Focus: Stealth Rules for Weapon and Enemy Cards

Some cards have special Stealth rules. They will often indicate that it is impossible to perform a Kill action (Distance and/or Melee), that the Action point cost changes, or even that actions cannot be performed.

This Weapon: The Ranged Kill action is not possible with this Weapon. This Weapon: Ranged Kill is possible with this Weapon. This Weapon: Melee Kill costs one fewer Action point.

Enemy cards also have this kind of instruction, that also changes their behaviour in Stealth mode.

This enemy cannot be Killed with a Ranged Attack. This enemy cannot be Killed in Stealth mode. Killing this enemy in melee costs 2 extra Action points. This enemy can move one more space than indicated on the Action card (regardless of the zone on the Action card, see Enemy phase, next page). This enemy can see one space further than indicated on the Stealth board.

Example: In this example no Corpse tokens are visible to the enemy (a), because of the hindering obstacles that are blocking their Line of Sight. Enemy (b) is adjacent to a Corpse token, however. They spot it, and the Alarm is triggered.

This is only possible in Stealth mode. Line of Sight through hindering obstacles is not blocked in Combat mode.

Waiting and/or Ending Your Turn
Waiting

Waiting allows a hero to come back into play later on, to intervene during the turn of another hero or of an enemy. If they Wait, the player pays the number of Action points indicated on their board. To do this, they flip the Action cube on their Hero board to its Waiting side.

The cost to Wait is different for each hero.

Example: To Wait, the Yoktal must spend 1 Action point.

The player loses their Free Movement if they haven't used it yet.

Tip: A hero can start their turn by Waiting if they wish.

Ending Your Turn

If a hero decides to end their turn, they lose all their remaining Action points. They then count their performed Actions to roll the Stealth dice and potentially increase the Threat level. If they haven't used it yet, the hero loses their Free Movement.

Rolling the Stealth Dice

When they have finished their turn or chosen to Wait, the player must roll 1 Stealth die per different Action they performed. The hero rolls 1 die per Action line activated. A hero may, for example, move twice or more during a game phase, but will only roll a single die.

Each die has symbols, and for each Threat symbol rolled, advance the cube one space on the Threat track. The more the cube advances, the more difficult it will be to remain in Stealth mode.

White Stealth die: Success side (4 sides), 3 sides, 2 sides, 1 side (Special side). Black Stealth die: 3 sides, 3 sides, 3 sides, 1 side (Special side).

Stealth Die Special Face

If a hero has to roll 3 white Stealth dice, they replace them with 1 black Stealth die.

The black die's Special side automatically triggers an Alarm.

The white die's Special side increases the Threat track by a number of spaces equivalent to the number of pieces of Heavy Equipment (equipped or not) owned by the hero who rolled the die (cumulative effect).

Other Ways to Change Threat Level

The booklets will sometimes ask you to increase or decrease the Threat level. Simply perform the required action on the Threat track. If, during this action, an Alarm is triggered, finish the instructions, and then move into Combat mode.

Leaving Waiting, and Picking Up Your Turn

A Waiting hero can pick their turn up again for free. To do this, they turn their cube onto its Action side and play their turn.

They can interrupt the turn of an ally or an enemy at any time, before or after an action, or in the middle of a movement – but not between the rolling of dice and the application of a result. When the hero who Wait, or the enemy that was interrupted is suspended. When the hero who interrupted finishes their turn (or decides to Wait again), the turn of the character who was interrupted starts again where they left off.

A hero can also pick up their turn again during the enemy phase. They can even do it to interrupt an enemy's movement. They don't need to wait until the enemy has finished their movement or that action has been applied (see below).

A Waiting hero can interrupt an action already underway to pick their turn up again. When the hero ends their turn or goes back to Waiting, the enemy phase starts back up again.

Example of starting up again: On his turn, the Yoktal (a) wants to get to the white space. If he did, he would become visible to the enemy (c). He already used his Free Movement this turn, and doesn't have enough Action points to kill the enemy and move.

The Ancient (b), who was Waiting, decides to pick up her turn again to kill the enemy (c). She spends 5 Action points to perform a Ranged Kill (she has a Ranged Weapon). A Corpse token and a Noise token are placed where the enemy was. The hero (b) rolls a Stealth die for their Action (d). She doesn't have any Action points left, so she ends her turn.

The Hero (a) starts back up where they left off and spends 2 Action points to move toward the white space (e). He then rolls 1 Stealth die (f) because he only moved this turn (a Free Movement before the interruption and 1 Additional Movement afterwards).

3. B. Enemy Phase

This phase deals with the movement of the enemies in the room where the heroes are. Draw as many Action cards as the Stealth board indicates, but keep them face-down. Flip the top card and apply the effects before flipping the next card and doing the same thing. After having applied the effects of an Action card, discard it.

At this level, draw 3 Action cards.

If the value of the Threat track changed during this phase, do not draw additional Action cards.

Reading Action Cards
  • a. Number of enemies involved
  • b. Indicates both the target square to find out which enemies are moving and what their movement will be.
  • c. Maximum number of spaces the enemies will move to get to the target space.
  • d. The enemies can move in any direction to reach the target space.

The reading of this card is: "The two enemies closest to the green Invocation token move 2 spaces toward that token."

The enemies move toward the Invocation tokens, and if their movement brings them onto that space, they stop there. If the token is already occupied, they finish their movement on a free adjacent space, even if they have more movements to use.

When asked to move enemies closest to an Invocation token, ignore all the enemies who are already there, or who cannot get any closer (because they are adjacent, for example). Focus instead on all the other enemies who can get closer to the token by at least one space.

  • e. Enemy field of vision. They can now see infinitely in a straight line, 3 spaces wide, as long as their line of sight does not come in contact with blocking or hindering obstacles. On the other hand, because this enemy is so focused on what's in front, they cannot see spaces behind or beside them. Shadow zones do not block line of sight, but anything in a shadow space is still invisible.

Example: The two closest enemies are (2) and (3). They move 2 spaces toward the green Invocation token.

Focus: Moving Enemies in Stealth Mode

In Stealth mode, enemies don't use the movement value on their Enemy cards. Instead, the Action card defines the number of spaces they will move.

When an enemy moves in Stealth mode, it will always prioritize the clearest and shortest path possible. They will choose diagonal movements before horizontal or vertical ones.

During their movement, enemies keep their visual range in each space they move into.

On the other hand, they can enter a water zone or cross over a rift zone if that is the best route toward the reference point given by the Action card, taking into account any movement penalties these spaces might have. If there is a route that is easier, that will gain priority.

Once this first step is done and has been resolved (and if it didn't trigger an Alarm), move on to step 2.

Step 2

This step is different from the first one. It is concentrated on a single enemy whose behaviour will change. They will move in a specific direction and their visual mode will be different from the others during this turn.

Note: This enemy may already have moved in Step 1.

  • a. Activation condition for this step. If an enemy is on the Invocation token, they must perform this step. If there are no enemies, ignore Step 2 altogether.
  • b. Movement the enemy must perform.
  • c. Enemy's movement direction (here it is towards the left – taking the map's north as a reference).
  • d. Vigilance token to place on a space in front of the enemy miniature after its movement (place it in the direction indicated on the Action card, in this case, to the right, in relation to the north.)

This token is placed on a valid space not occupied by a miniature, with no Vigilance token, and which does not cross or is not a blocking obstacle.

If the space in front of the miniature cannot hold a Vigilance token, do not place it, and keep the enemy's basic vision (as indicated on the Stealth board).

If an enemy moves and stops on this space afterwards, it is discarded. Finally, if the enemy associated with the Vigilance token moves again, discard the token and the enemy goes back to its basic vision.

Example: The enemy is on the green Invocation token (a), so they activate step 2 and move 3 spaces to the left (b).

For now, on the first level of the Stealth board, the enemy can only see one space around them. The heroes are not visible at the beginning of the enemy's movement.

Then, place a Vigilance token (c). The Ancient (d) becomes visible. No heroes leave the Waiting state to try something. The Alarm is triggered.

The enemy's vision changes with the Vigilance token. They can see everything in the light area. They can't see into the shadow zones and their vision is interrupted by obstacles.

Special Cards

Not all cards have the same layout, some are special (no second step, for example, or different instructions).

This card only has one step; the first one.

In the first step of this card, the token for movement is the closest Noise token. The enemies will check the source of the noise. This concerns all Noise tokens, but the enemies will move towards the closest ones.

The second step of this card is different. For each Corpse token on the board (including those in rifts), the Threat Level increases by 1. The enemies are concerned by the disappearance of their buddies. There is no movement scheduled.

3. C. Heroes' Secondary Phase

Once all the enemies' Action cards have been played, and if an Alarm has not been triggered (see Triggering an Alarm, p. 45), the heroes can play their Secondary phase.

Only heroes who were Waiting and who have sufficient Action points to play can be active during the Secondary phase.

This phase plays the same way as the Main phase, except that you are not allowed to use your Free Movement. At the end of this phase, any remaining Action points are lost. Then, the heroes move on to a new cycle and start again with the Heroes' Main phase.

Reminder: Stealth dice must be rolled when heroes go into Waiting mode or end their turn.

4. End of Stealth Mode

1. Triggering the Alarm

When the Alarm is activated, regardless of the cause, Stealth mode ends immediately and the heroes move into Combat mode. Regardless of the phase that the heroes and enemies are in, a new turn begins, even if they haven't finished their turn begins. In this first turn, all heroes start with 0 Initiative.

Reminder on the Stealth board.

It is possible that the instructions in the booklets or on the Scenario cards in play make you change the mode, or follow a different process if you trigger the Alarm. Follow the instructions before doing all other actions.

2. Picking Up Your Turn Again to Avoid the Alarm

Picking up your turn again is possible at this exact moment, but only for killing actions (ranged or melee). A hero cannot move or move a Corpse token seen by the enemy.

If a kill action is possible, the Alarm is avoided and the current phase resumes.

Important: An enemy eliminated to avoid the Alarm (now a Corpse token) can be seen by another enemy in visual range, which means that enemy will now have to be killed to avoid triggering the Alarm. It is, however, impossible to eliminate 2 enemies at the same time. If a hero is adjacent to 2 enemies, the Alarm will be triggered, the next immediate action does not allow for the killing of these 2 enemies in a single action.

A Waiting hero can resume their turn just before the Alarm is triggered in order to avoid it. To do this, the next action must be to Kill the enemy. It cannot be another action (hero movement or moving a Corpse token).

3. Voluntarily Ending Stealth Mode

The heroes can voluntarily decide to end Stealth mode during a hero's phase and if no hero is in an enemy's field of vision.

If the hero decides to voluntarily end Stealth mode, move into Combat mode, start a new turn by getting back all your Action points (see Combat mode for more details).

5. Additional Rules and Details

Noise Tokens

When a booklet tells you, or when you perform a ranged Kill on an enemy, place a Noise token on the space, or on the Corpse token, if applicable.

Placing a Noise token on a Corpse token does not make the Corpse token 'disappear'. The Corpse token still counts.

The token does not disappear at the end of the turn, but only when an enemy moves onto a space with a Noise token. When this happens, the token is immediately discarded. If 2 enemies move towards the token, and the first enemy reaches it, discard the token. The second enemy doesn't.

If a Hero Has 0 Life Points

In Stealth mode, when a hero loses their last Life point, swap their miniature with their Initiative token. This hero can no longer do anything until they regain at least 1 Life point.

This token is now considered a Corpse token, and follows the same rules (except that it cannot be placed in a rift space) for heroes and enemies. The heroes can be on the same space as the token, and they can move it.

To come back into the game, another adjacent hero can spend their 6 Action points so that the fallen hero can regain 1 Life point. They get them back, if possible, from their Damage zone, otherwise from their Injury zone. Put their miniature back on the space.

A hero with 0 Life points cannot leave a room. They must be healed by another hero to come back into play.

If the narrative forces you to leave the room, the hero gains 1 Life point and the adventure continues.

Leaving a Board

In Stealth mode, the heroes can leave the board without having eliminated all the enemies. To do this, all heroes in play must be off the board.

"You can use this access. In this case, place your miniature off the board. When all the heroes have left the board using this exit: go to chapter 518." Example of the directions in a booklet.

You cannot leave the location before having healed a hero with 0 Life points.

The heroes can leave with enemies still alive only in Stealth mode. In Combat Mode, they must eliminate all the enemies before being able to leave the location.

Ways of Leaving

There is always one or more exits from a room. This could be via an Interest token, which is linked to an Access token or to a hidden exit. If this is the case, you must simply go to the chapter number of the current booklet.

If the booklet explains that the hero can leave, they can then choose to leave. If they do, their miniature is placed next to the board and no longer participates in game turns. They can decide, at the beginning of a future turn, to come back onto the board by placing their miniature on the token that they used to leave. Only heroes can leave a room.

Example: The Yoktal (b) reached an exit through an Interest token. He can place his miniature off the board and wait. The Ancient (a) must also get to the token to be able to leave.

Different actions (checks, specific enemies being neutralized, missions, etc.) can also cause this to happen, and they will have their own specific rules explained, if necessary.

Empty Room

Sometimes all enemies will have been eliminated before all heroes leave. If you eliminate the last enemy in the room, the hero whose turn it is does not roll a Stealth die at the end of their turn (there is no-one left to spot him or to get suspicious).

Unless otherwise stated by Scenario turn-tracker cards (see page 67), or specific instructions, you can continue exploring the location without using your movements or the actions on the Stealth board.

If there are one or more Interest tokens, you can choose which hero goes on which token beforehand by checking the number.

Putting the Components Away

Once the group has left the location, unless otherwise stated at or at the beginning of a Combat mode, you can put away the tokens (and any miniatures) on it.

Keep the Stealth board nearby and continue to modify the Threat if the booklet requires it. When you create a new Location, do not shuffle the Action cards at the end of a room and keep the deck as it is. The next time you use it, and for any action, draw the top card of the draw deck.

You can go into Combat Mode even if the group is playing in a booklet, and not physically on the tiles. This means that the next location visited will be in Combat mode, and not in Stealth.

Leaving a room or a Location doesn't mean leaving Stealth Mode. If the Alarm has not been triggered, continue in the same Mode.

5. Combat Mode

In the Exploration Phase, when you are not in Stealth mode and there is at least one enemy miniature present, you are automatically in Combat mode.

1. Setup

The board you were playing on might already be ready (thanks to a Stealth exit, for example). In this case do not change anything unless otherwise stipulated.

Special instructions may be given upon arrival in Combat mode. Refer to the current booklet, the Exploration booklet, or even a Scenario card, and follow them.

Game Elements
  1. Take the Initiative track (a) and all the Initiative tokens (b) of characters in play, both heroes and enemies.
  2. Place the cards of the enemies in play in view of all players.
  3. Make a pile with the Upgrade tokens (c) placed face-down. Place the enemy damage tokens nearby (d).

Leave aside the 4 blank Upgrade tokens. They are linked to a specific Spell card (see Icon Glossary, p. 70).

  1. Finally, place all the 6-sided dice in easy reach of all players.

2. General Combat Mode Rules

Engaged Character

In Combat mode, a character (hero or enemy) is engaged if at least one adversary is adjacent to them.

A character with no adjacent adversary is considered 'non-engaged'.

If two characters are engaged, they don't need Line of Sight. Line of Sight only applies if they are at least one space apart.

Lost Movement

When a hero becomes engaged, they lose their Free Movement for the current turn. Losing Free Movement doesn't mean the hero can no longer move, they can still spend Action points for additional movement.

Enemies are also subject to this loss of movement rule.

Leaving the Board

Unless otherwise stated, by a Scenario card or an instruction in a booklet, heroes can leave combat locations once all enemies have been eliminated.

A Hero off the Board at the Start of Combat

When the heroes move into Combat mode, if one or more of them are off the board, they come back into play. Each one goes back onto the last occupied space or, if this is not possible, the closest free space.

If Combat mode is triggered by an Alarm, heroes coming back into play this way keeps their Initiative for the first turn (they don't start at 0).

Example: The Ancient (a) just entered into the visual range of an enemy. The Alarm is triggered. The heroes move from Stealth mode to Combat mode. At this moment, the Yoktal is off the board.

In the first Combat mode, the Ancient start at 0 Initiative (c). The Yoktal comes back onto the board (on the space with the Interest token) with his Initiative intact (d) (4 in this case).

3. Combat Mode Gameplay

In Combat mode, the heroes use their Weapons, Armor, and Talents to fight the enemies. In this mode, heroes and enemies take turns acting, depending on their Initiative: the higher the Initiative, the earlier the character will act. Their offensive and defensive power is determined by the attack and defense dice that go up against each other during these clashes.

The turns continue one after another always respecting the same 3 phases:

  1. Initiative Phase
  2. Enemy Improvement Phase
  3. Action Phase
1. Initiative Phase

At the start of each turn each hero gets their 6 Action points back (like in Stealth mode).

Initiative Level

Each hero and each enemy has an Initiative level that determines the order in which they act during Combat mode. A character with a high Initiative will act earlier than the others. In case of a tie, the players decide the turn order of the concerned characters.

For the heroes, the Initiative level is indicated by the track on the Hero board, while for the enemies, is it specified on their Enemy card.

The hero has 4 Initiative. The enemy has 5 Initiative.

At the start of each turn, all characters will place their Initiative tokens on the Initiative track. This way, the players will know the order of the Combat round... for now.

In this situation, the Ancient with 10 Initiative (1) plays first. Then the enemies take their turn, with 6 Initiative. The Yoktal finally takes his turn with 5 Initiative (3), before the Yoktal (2).

Temporary Increase

During this phase, each hero has the opportunity to temporarily increase their Initiative level for this turn. To do this, the hero must spend Action points, according to their Hero board. As each board is different, the costs and benefits can differ.

The hero spends one Action point and increases their Initiative by 1. They move their Initiative token up one space. They are now equal with the enemy. They can now start first (a tie allows them to choose).

Do not move your cube on the board, because it's only a temporary change.

Note: At the start of the next Initiative phase, the hero goes back to their normal Initiative level (as indicated on their Hero board).

Cancelled or Modified Initiative at the Beginning of a Turn

It's possible that a hero's Initiative gets interrupted before or during their turn.

Some situations leading to this:

  • If the heroes triggered the Alarm, therefore leaving Stealth mode, they go to 0 Initiative, their Initiative token is immediately (and only for this turn) placed on the 0 space of the Initiative track.
  • The heroes can suffer effects that cancel their Initiative. When this happens, it will only be taken into account on the following turn. The hero turns their Initiative cube over to the other side. Thus, at the beginning of the next turn, the hero will remember this and place their Initiative token on the 0 of the track, then turn the cube over again.

Tip: Despite these obstacles, it is still possible to temporarily increase your Initiative by using Action points during this phase.

Once all have made this choice, the next phase begins.

2. Enemy Improvement Phase
Placing Upgrade Tokens

For each type of enemy present (and represented by their Enemy card), randomly draw an Upgrade token from the pile and place it face up on the Enemy card. These tokens will improve all the enemies (all the miniatures) of this type for the rest of the turn.

There are different types of possible improvements. They can be extra attack dice (a) or defense dice (b), extra characteristics (like Movement or Initiative) (c), or even Special enemy Actions (d) (see Focus, next column).

Some enemies can have many Upgrade tokens on a turn. When this happens, it will be specified on their Enemy card.

Example: For this turn an Upgrade token was drawn at random. It increases Initiative by 1 and Movement by 2. The enemy Initiative token is moved up to the next level. They will be the first to play.

Repeat this action for each Enemy card, taking into account any changes. Once all enemies have their token, move on to the next phase.

The token is mixed back into the draw pile for the start of the next turn.

The heroes cannot change their Initiative during this phase, or until the next turn. Think about this during the Initiative phase!

Focus: Special Enemy Actions

When this token is revealed, it activates the Special Action on the Enemy card it is associated with. Without this, ignore this icon for this enemy. This Special Action can modify the enemy's configuration during this phase (like adding an Upgrade token that will have to be taken into account).

Example: Here, and for this turn, this Special Action has been activated. This enemy will have an additional red die when Attacking.

3. Action Phase

In descending Initiative order (from highest to lowest on the Initiative track), each Character will perform all their Actions before moving on to the next character.

In the case of an Initiative tie, the players decide, as always. When one type of enemy acts, all the enemies of that type will act one after another in the order the players desire.

Each hero can perform the following actions, if they can, in the order they wish:

  • Move
  • Attack: Ranged or Melee
  • Use a spell
  • Interactions

The enemies follow behaviours explained below.

4. Attack and Defense General Gameplay

The Dice
Their Sides and Effects

During this phase the Characters roll different six-sided dice to represent their attacks and defense. The Attack dice are rolled before the Defense ones.

All the dice have special sides that can be activated if the conditions permit. Otherwise those sides have no effect and are considered blank. All the dice also have blank sides that have no effect.

Heroes can never roll more than 3 dice of the same color.

The red Attack dice and yellow Power dice will be used when a Character attacks another one.

They have Damage sides with one or more Damage, blank sides that do nothing, and Special sides.

Attack die: 2 sides with 2 Damage, 2 sides with 1 Damage, 2 Special sides. Power die: Blank side, 1 side with 2 Damage and 1 Special side, 1 side with 1 Damage and 1 Special side, 3 Blank sides.

Example: On this Weapon card, the yellow die's Special side gives an additional damage.

The blue Defense dice and Black Dodge dice will be used when a Character is attacked.

They have Shield sides with one or more Shields, blank sides – that represent a fail (no effect), and Special sides.

Defense die: 2 Blank sides, 1 side with 2 Shields, 1 side with 2 Shields, Special side. Dodge die: 1 side with 2 Shields, 3 Blank sides, Dodge side, Special side.

Example: On this Weapon card, the blue die's Special side gives 2 additional Shields.

The black die has a Dodge side. This cancels the entire attack and its effects against the defender.

Certain elements (Equipment, Talents, Aura tokens, etc.), and situations (like being outnumbered, p. 55), are added to the dice results, in Attack or Defense.

Enemy cards can also have additional effects (damage, defense, etc.) to add during the course of combat (see Special Instructions, p. 60).

Attack Sequence Gameplay
  1. The Attacker selects their Attack and takes the corresponding dice.
  2. The defender (the character under Attack) selects their Defense.
  3. The Attack dice are rolled. All effects that cancel the rolling of one or more Defense dice are applied (see Loss and Canceling, p. 60), then any non-Canceled Defense dice are rolled. Finally, the results are compared.
Result

Each Shield cancels a Wound, and if there is more than one type of Wound suffered (Damage, Injury, Shock), the players decide which are Canceled.

The final result is applied:

If the defender rolled at least one Dodge side, the entire Attack is Cancelled, and no Wounds or effects are applied to the defender. The defender can, for their part, trigger their effects, such as a counter-attack, for instance (see Bonuses, p. 63).

If the defender did not roll a Dodge:

Option 1: If there are more Shields than canceled Wounds, the entire Attack is cancelled and the defender suffers no effect from the Attack. The defender can trigger any possible effects.

Option 2: If all the Wounds and all the Shields are Cancelled, then only the remaining Attack effects, such as push-back or Injury; or Defense effects such as the counter-attack, are applied.

Option 3: If there is at least one Wound not countered by a Shield, the defender suffers the equivalent non-defended Wounds, and loses the equivalent Life points. All other Attack or Defense effects apply as normal.

Wounds to be taken into account are not present only on the sides of the dice and are not only damage. Wounds from any hero's Equipment, Talents, Enemy cards, and Upgrade tokens must also be added. If applicable, damage related to being Outnumbered must also be added (see Being Outnumbered, page 55).

A defending hero wearing armor that can be destroyed can use it at that moment by discarding it. They apply its effects to increase their defense, or cancel an Attack (see Additional Armor Effects, p. 57).

5. Apply Wounds and Heal

When a Character suffers Wounds during an attack, they lose Life points.

Enemies

The Life points for enemies are defined by their Enemy card. When an enemy miniature loses their last Life point, remove it from the game area. They are considered defeated.

This type of enemy has 8 Life points.

If the miniature hasn't been defeated, place the Damage tokens next to it to indicate the amount of Damage they have already suffered.

This enemy has suffered 4 Damage.

Heroes

The heroes have a certain number of basic Life points indicated by their People card. It is possible to acquire others by going up in Levels. Some equipment provide it too (Artifacts, for example).

Healing Heroes

To regain Life points (by putting crystals back into the Life Point zone) heroes have a few options:

  1. Regaining a Life point is possible through a Heal effect. A Heal effect allows to move a crystal from the Injury zone to the Damage zone; or from the Damage zone to the Life point zone. The most common way for a hero to get Healing is to use a potion by discarding it from their Knapsack.

Reminder: Green potions can be discarded to reactivate Aura tokens.

  1. Heroes cannot recover from Shocks through Healing effects. They are fully recovered for all heroes when in Combat mode (most commonly when all enemies in a room have been eliminated). A hero with 0 Life points who only suffered Shocks cannot be healed by another hero.

  2. An Injury changes back to a Life point when 2 Healing effects have been obtained. It turns into a Damage with the first Heal (a) and then into a Life point with the second one (b).

Unconscious Hero (0 Life Points)

When a hero loses their last Life point, swap out their miniature for their Initiative token (from the Initiative track). This hero can no longer act until they have regained at least 1 Life point.

Example: The hero loses their last Life point. Their miniature swaps out with their Initiative token from the Initiative track (1), and the token takes the place of the miniature on the board.

The other miniatures can move through this space, and can stop on it. It does not give any bonuses or penalties for being outnumbered or for Line of Sight. A hero with 0 Life points is still in play and is considered still in the group for the arrival of new enemies or for Skill checks. In the latter situation, they will not have bonuses or penalties connected to the check points.

Healing an Unconscious Hero

A hero with 0 Life points cannot Heal themselves. It is only possible for another hero on the same, or an adjacent, space to use one or more Healing potions for free during their turn. These potions can be either their own or those of the fallen hero, and they apply their effects to that hero.

To do this, they can trade with the unconscious hero to take the potions (see Trading Between Heroes, p. 69). It is up to the hero who is still conscious to spend the Action point required for the trade. This way, they can take the potions from the unconscious player's Knapsack.

Tip: The trade can be for other things than Potions. If the unconscious hero has an Object that might be useful, the other hero can take it.

If no hero has Potions, or if they don't want to use them on the unconscious hero, that hero will not come back into play until after the Combat.

Returning to Play

When a hero has been healed, do not immediately swap their miniature with their Initiative token. This hero will come back into play the next time they are supposed to play, according to their Initiative. They will be placed on the same space, or the nearest space if that one is occupied.

Example: The hero was healed by their ally and can return into play on their next turn. The current turn ends, and a new one begins. The hero is still not in play. The enemy has a higher Initiative (1), they play before the hero, and they do their Actions (2). The unconscious hero has no impact on the enemy's actions.

Example (continued): Then, when the Initiative order reaches the hero's turn, they return to play. They swap their miniature with their Initiative token on the board, and start their turn in the classic way.

If the turn of the hero who wants to come back has already passed (due to Initiative order), they must wait until the next turn to return to play. If, on the other hand, their Initiative level is less than the current one, they will come back this turn, when their Initiative level is played.

The hero that comes back into Combat after being unconscious regains all their Action points.

Shocks for Unconscious Heroes

When an unconscious hero has been Healed and returns to play during a Combat phase, all their Shock points turn into Life points.

6. Attack

Melee Attack

A Weapon card without the [Ranged] icon is a Melee weapon that a hero can use only against an adjacent enemy.

An Enemy card without the [Melee] or [Ranged] icons indicate that those enemies will only engage in Melee Attacks.

Special Melee Rules

Outnumbered: A character inflicts 1 additional Damage to their Attack result per ally adjacent to their target.

Example: Here, the Yoktal is adjacent to the enemy. The Ancient is also engaged and is Attacking. She does 1 additional Damage because of the Yoktal's position.

Ranged Attack

A Weapon card with the [Ranged] icon is a Ranged Weapon that a hero can use to attack an enemy if their Line of Sight is valid.

An enemy with the [Melee] or [Ranged] icon on their Enemy card can attack a hero if their Line of Sight is valid.

Generally speaking, Ranged Attacks have an unlimited range – unless an icon specifies a limited number of spaces.

The Attack range of this enemy is 4 spaces.

These Ranged Attacks do not include the concept of projectiles used. So as long as the Character can do it, the use is unlimited.

Line of Sight

An attacker adjacent to an adversary always has a valid Line of Sight.

Further away than adjacent, Line of Sight must be verified:

  • If the attacker is in the same column or the same row as their target: The Line of Sight is drawn from the middle of the attacker's space to the middle of the defender's space.
  • If the attacker is diagonal to their target: The Line of Sight is drawn from closest corner (of the attacker and their target's spaces).

AND:

  • A Line of Sight that does not touch an obstacle is valid.
  • A Line of Sight that touches or passes through one or more hindering obstacles (yellow dotted lines) is valid.
  • A Line of Sight that touches or passes through one or more allies of the attacker is valid.
  • A Line of Sight that touches or passes through a blocking obstacle (red line or wall/door) is not valid. The Ranged Attack is impossible.
Ranged Attack Penalties

Regardless of the number of penalties, the defender can never have more than 1 additional black die.

During a ranged attack with a valid Line of Sight, the attacker suffers a penalty if at least one of the four following situations arises:

  1. The attacker is adjacent to their target.

Example: The enemy uses a Ranged Attack against an adjacent target. The Ancient benefits from an additional Dodge die to defend herself.

  1. If the target is adjacent to at least 1 of the attacker's allies.

Example: The Ancient performs a Ranged Attack on the enemy. Because the Yoktal is adjacent, the enemy gets an additional Dodge die.

  1. The Line of Sight passes through (not touches) at least one other adversary.

Example: The Ancient performs a Ranged Attack on the enemy furthest from her. Another enemy is in the trajectory. The defending enemy gets an additional Dodge die.

  1. If the Line of Sight touches or passes through at least one Hindering Obstacle.

Example: The enemy can perform a Ranged Attack on the 2 heroes. Each one will have an additional Dodge die to defend with. If they have Ranged Weapons, the heroes can also attack their enemy, which will also benefit from an additional Dodge die.

7. Combat Mode: Hero Side

The heroes will use their Weapon cards to fight the enemies and pair them with the effects of their Equipment (Armor and Talents) and with any effects their Aura tokens provide.

They will also move and interact with the elements of the tiles upon which the game takes place. Special events can occur during the Combat, they must resolve it immediately. If a hero moves onto an Interest token, they must resolve it immediately.

Hero Movement

The heroes move using their Free Movements and by adding any additional movements their Action points might grant them.

Reminder: Free Movement is not divisible. If it is not used in its entirety, the excess is lost.

An engaged hero (either at the beginning of their turn, or during their movement) loses their Free Movement, or what is left of it, for this turn. On the other hand, they can always use Action points to disengage from their enemy by moving away from them.

Weapon Handling

There are two types of Attack that are dependent on the hero's equipped Weapon:

  • A Ranged Weapon is used for distance attacks, and is symbolized by this icon.
  • A Melee Weapon is used for attacking engaged adjacent enemies (all non-Ranged Weapons are considered Melee).
Using Your Weapon

The hero can use the Combat lines of their Weapon. To do this, they must spend Action points to attack their adversaries.

To use a line of your Weapon, you must have the prerequisites required by the line (see below).

The hero must plan the entirety of their Attack (as well as any Aura tokens) before spending any Action points as the dice. They cannot add elements or go back on their decision afterwards.

Attacking

To use their Weapon, the hero must be adjacent to the enemy that they want to attack (unless with a Ranged Weapon, see next page).

The hero chooses their Attack from the possible Attacks of their Weapon. Each line tells them what to do for their Attack. The first line is the basic Attack, the one that is always performed. If the prerequisites are met, the other lines are possible (if the prerequisites are met). If the hero wants, they can add the other lines. To do so, they only have to spend the required Action points.

Passive Effect

The grey line indicates the Passive Effect of each Weapon. The hero can apply this to each Attack and Defense.

For this Attack (the 1st red line of the Weapon card), the hero rolls 2 yellow dice. They get this result. The Passive Effect of the Weapon card activates the Special side of the yellow dice. The result of this Attack is therefore 3 Damage.

Basic Attack

The first red line of each Weapon represents the Basic Attack of that Weapon. You must spend the required number of Action points to benefit from the Attack. Each Attack line outlines all possible effects and the dice the hero will roll against their adversary.

For the first line, the hero will play with 2 yellow dice, and spend 4 Action points.

Improving the Attack Through Handling

The following red lines are dependent on the way the Weapon is handled by the hero. They can have a prerequisite that the hero must fulfill.

The hero has the prerequisite for the 2nd line (2 Dexterity). They can therefore use this line. If they had 4 Strength (3rd line), they would be able to use that one too.

To use their Weapon's handling, the hero must spend the required Action points. The effects of these lines are added to the Basic Attack and the Passive Effect. The effects are cumulative. The last Handling line (if the hero has the prerequisite) can be used independently of the previous Handling line by paying the indicated number of Action points. The hero still needs the 2nd line prerequisite to use the 3rd. The hero can also use the 3 Attack lines by paying all the associated costs.

The hero decides to use these two lines for their Attack. They have the prerequisites (2 Dexterity) for the 2nd line. They spend 5 Action points. For this Attack, the hero rolls 3 yellow dice. They get this result. As the Special side is activated in the Passive Effect line, the final result is 2 Damage.

Tip: An Attack can be improved by using an Aura point. The hero chooses the effect listed in their Aura zone (see Aura Zone, p. 16).

Ranged Weapons

Ranged Weapons work in the same way as Melee Weapons, except that the hero must have a Line of Sight on their target. If the Line of Sight is valid, the Attack can be performed from anywhere.

Blocking Obstacles block Line of Sight. Hindering Obstacles do not stop it, but give a bonus to the defender.

Ranged Weapons have the distance icon in their Passive Effect line.

Focus: Special Arrows

Special Arrows can be made by the heroes or can be acquired over the course of their adventures, and are stored in the Knapsack. As with the rest of the Attack, the choice to use them is made before rolling the dice. The hero cannot choose to add a Special Arrow after having rolled the dice. No more than one Arrow can be discarded per Attack.

  • Discard a Green Arrow to cancel a defender's Dodge die roll.
  • Discard a Red Arrow to reduce the cost of the entire Attack by 1 Action point.
  • Discard a Yellow Arrow to add a Power die to your Base Attack.

Only heroes with a ranged Weapon and who have those cubes in their Knapsack can use their Special Arrows.

The effects of Special Arrows are limited to one Attack. If the hero wants to use an effect for the next Attack, they must use another Arrow.

Many Attacks in the Same Turn

If they have enough Action points, when their Attack has been resolved, a hero can launch another Attack.

Note: It is sometimes a better idea to keep some Action points aside for defense, rather than launching a second Attack.

Defense – Hero Side

When attacked by an enemy, the hero will use the defense section of their Weapon card, and combine it with the elements of their Armor card, if they have one equipped.

Defense Zone

As with Attack, the hero will spend Action points for each defense line they wish (and are able) to activate according to the Weapon's Handling prerequisites that fulfill.

These lines are also cumulative. By the same principle, it is possible to activate Special sides. The hero can defend against each Attack they sustain during their turn. They must pay the costs in Action points for each defense performed.

Example: To defend themselves, the hero uses the first line of their Weapon card (1) (that costs nothing). They can activate the 2nd line because they have the prerequisites (2), but not the 3rd, because they don't have 4 Strength (3). They don't have any Action points to spend for this defense. If the side revealed is a Special side, this die is worth 2 Shields.

Armor

In addition to the Base Defense indicated on the Weapon card, a hero benefits from the indicated bonus on their equipped Armor card. This bonus is always active and free.

The Base Defense of this hero is a defense die from the Weapon card, and one additional die thanks to the Armor card.

Additional Armor Effects

Some Armor has a discard effect that allows the armor to be destroyed to generate a powerful defense effect. This choice can be made after having rolled all the dice and seeing the result. The discarded armor is put back into the corresponding Object deck.

Discarding this Armor during Combat equals a Dodge result for the hero who discarded it.

In some cases, if a hero loses their last Life point, they must discard their Armor, which is now destroyed, without applying any discard effects.

A hero discards its Armor card only if they lose their last Life point during a combat (only if it's indicated on the card). Any other kind of damage received (poison, trap, narrative effect, etc.) do not trigger the loss of the Armor card.

This effect only applies in Combat mode. The hero keeps their Armor in Stealth mode.

Waiting in Combat Mode

A hero can decide to Wait during Combat mode in the Action phase. It works exactly the same way as in Stealth mode, they must spend the required Action points and the Free Movement is lost.

A Waiting hero can come into the game for free. If this happens, they flip their cube to the Action side and play their turn. They can interrupt the turn of an ally or of an enemy at any time, before or after an action, in the middle of movement – but never during a Combat between 2 characters. Combat begins when the first Attack die is rolled.

Example: An enemy triggers a Combat against the Ancient and rolls the dice. Because the Attack has started, it can't be interrupted. The Yoktal Waiting cannot pick up their turn again before the Attack's result has been applied.

Once the whole Attack and Defense has been resolved, the Yoktal can leave the Waiting state and do their Actions.

The interrupted turn (of the hero or the enemy) is suspended. Once the interrupting hero has finished their turn (or goes back to Waiting), the interrupted character's turn starts back up where it left off.

Interrupting Movement

If an enemy is moving toward the closest hero, who moves away (by picking up their turn again after Waiting) and is no longer the closest, the enemy will change direction toward the closest hero.

If a Waiting hero picks their turn back up again during an enemy movement in order to move away after the enemy has come in contact with them, the enemy is not considered to be Engaged, so they can continue moving if they have any movement left.

Example: The Yoktal (1) is Waiting. It's the enemy's (2) turn to play, so they move (a) toward the hero closest to them, which is the Yoktal. They have a maximum movement of 4 and finish up next to the hero (b). For their next Action, the enemy can attack the hero.

Example (continued): The Yoktal (1) decides to leave the Waiting state to avoid the Attack. They spend 2 Action points for 2 movements, and move away from the enemy. They stop their turn and the enemy picks theirs back up again.

Because the Yoktal didn't attack yet – it's the movement Action that was interrupted – they can keep moving.

The enemy's target moved away, so they will turn their attention to the Ancient (3), who is now the closest. They have 1 movement left (c). They then Attack (d).

Tip: Going into Waiting mode during Combat can allow you, when you take up your turn again, to 'flee' an enemy, to wait until they get close in order to Attack, or to interact in some other way.

If the hero has interrupted another hero, that hero picks up their movement again, but can choose to modify the end as they wish.

Picking Up Your Turn Again to Attack

If a Waiting hero picks their turn back up again to attack an enemy, but are unable to kill it with their attack, the enemy goes back to their action that was interrupted.

Example: The Yoktal (1) is Waiting. The Ancient's (2) turn to play and she gets ready to attack the enemy (3). The Yoktal (1) leaves Waiting mode by interrupting the Ancient's action and moves before attacking the enemy.

For their Attack, the Yoktal benefits from the Outnumbered bonus because the Ancient is also adjacent to the enemy. Now, the enemy suffers an additional damage (4) in this Attack.

The Yoktal deals 2 Damage (5) to the enemy (plus the one for Outnumbering the enemy). This isn't enough to kill them, but it makes the task easier for the Ancient. Her turn starts up again, and she Attacks the enemy (6).

She also benefits from the bonus for Outnumbering the enemy because of the adjacent hero.

8. Combat Mode: Enemy Side

Enemies use their card showing all their characteristics. Like the heroes, they 'roll' their attack and defense dice (via the players) and apply any effects from their Upgrade token and the various penalties.

Focus: Enemy Cards
Overview

These cards are used as soon as the board of tiles is set up. They show all the specifics of one type of enemy. Their attack, their defense, but also their characteristics.

  1. Enemy symbol (Deployment table reference).
  2. Stealth Instruction. These effects only apply in Stealth mode.
  3. Enemy Attack Line. Some enemies have more than one Attack line.
  4. Enemy Defense Line
  5. Enemy Characteristic Table, their Initiative (a), their Movement (b) and their Life points (c).
Special Instructions
  1. Enemies can have Special Instructions. They usually have to do with the special sides of the dice they'll play. These instructions can refer to attack (d) or defense (e).

Some instructions have a white background, which indicates an effect that is always active, independently of attack or defense.

  1. Upgrade token Special Actions. The effect in this section is triggered by each 'Special Action' placed on the enemy card.

Reminder: Some enemies can get more than one token per turn.

Enemy Behavior

Enemies are not free to choose their actions; they must follow a protocol. Their main objective is always to Attack, but they must follow the following rules to this.

Melee Attack
Focus: Engaged Attack Variant

Some enemies have the [icon] next to their Movement characteristic. The rules change for these enemies. These enemies relentlessly attack the same victim. Instead of moving towards the closest non-engaged hero, they will move towards the closest engaged hero.

The enemy will follow the behaviors of the following 3 options, in the order given:

Option 1. If the Enemy Is Engaged with at Least 1 Hero
  • If an Upgrade token on an Enemy card mentions a movement, the enemy disengages and moves X spaces (X being the number of spaces indicated on the Upgrade token). If there are several tokens, the value isn't added to the card's movements. The movement of the card are lost for this turn. They cannot move a space adjacent to a hero. When disengaging, they move so as to create a Line of Sight to a hero with which they engaged, if possible. Then they attack.

Otherwise:

  • If there is no Upgrade token obliging them to move, or if they cannot perform the indicated movement, the enemy stays on their space and launches their attack on an adjacent hero.

In both cases, the Attack is performed against a hero that has not yet been attacked by this group of enemies this turn, if possible.

Option 2. If the Enemy Is Not Engaged, and Does Not Have a Valid Line of Sight on a Hero

This enemy moves in order to get the closest hero in their Line of Sight (and in range, see Range, next page).

  • If possible, they move onto a space without penalty for their shot.
  • They move away from their target (their Line of Sight must be valid at the end of their movement).
  • If numerous heroes are the same distance away, they move to target a hero that has not yet been attacked by this group of enemies this turn.
  • When moving, the enemy must not Engage a hero.

Then this enemy attacks the targeted hero.

Option 3. If the Enemy Is Not Engaged, and Has a Valid Line of Sight on a Hero

This enemy does not move, and Attacks, in this order of priority:

  • If they have this icon, the closest Engaged hero.
  • Otherwise, the closest hero without suffering a penalty.
  • Otherwise, the closest hero with penalty.

If possible, this attacks a hero that has not yet been attacked by this group of enemies this turn.

Option 4. If No Heroes Can Be Targeted, Even by Moving

The enemy moves as far as their movement will allow toward the closest hero.

8. Combat Mode: Enemy Side (Attacking)

Option 1. If the Enemy Is Engaged with at Least 1 Hero
  • This enemy attacks an adjacent hero.
  • If there are many adjacent heroes, they will attack a hero that has not already been attacked by this group of enemies during this turn.
  • If there are icons indicating it, the enemy attacks the engaged hero that has already been attacked, if possible, by this group of enemies.
Option 2. If There Are No Heroes Engaged with the Enemy.

This enemy moves, using the movement indicated on their Enemy card.

  • If [icon]: the enemy moves to engage and attack the closest engaged hero. Preferably a hero that has already been attacked by this group of enemies, if possible.

Otherwise:

  • They move towards the closest non-engaged hero, to Engage and Attack them.

Otherwise:

  • They move toward the closest engaged hero. If there is more than one hero the same distance away, they will move towards the hero that has not been attacked by this group of enemies this turn.
Option 3. If No Heroes Are in Engagement Range.

This enemy moves the maximum of their movement capacity toward the closest hero.

Ranged Attack

Some enemies are equipped with a Ranged Auratic attack. This works like a Ranged Attack. It is explained in detail in the Spell section, p. 66.

Attack: Enemy Side

If their behavior permits it, the enemy will Attack a hero. To know the enemy's Attack, look at the corresponding Enemy card.

This enemy's attack is 2 red dice and an additional Damage.

Enemies also have Passive Effects that can trigger Special sides on their dice.

Here, each Special side rolled cancels a Defense die roll and a Dodge die roll (more details in the Defense section, below).

With Upgrade tokens, enemies can have additional Attack elements for every turn.

For this turn, this Upgrade token is given to this type of enemy. As a result, their attack will be 3 red dice and one additional Damage.

Area Attack

When an enemy has an Area Attack, they move within their movement limits (and their range) to attack the greatest possible number of adversaries.

Reference associated with the target: The 8 adjacent spaces are also affected by the Attack.

An Area Attack only affects adversaries and allies are not affected.

Range

When an Attack has a Range icon, the attack can never reach any further than the given range. Compared to other ranged attacks, this one has a limited distance.

Special Instructions

Special instructions are both Passive and Activable elements. Whether they come from Special dice sides or Upgrade tokens, they will give enemies bonuses or penalties during their attacks and defenses.

Instruction on red background: Only concerns enemy Attacks. Instruction on blue background: Only concerns enemy Defense. Instruction on white background: Activated when the special Upgrade token is drawn.

Icon reference: Cancelation of rolling Defense dice, Cancelation of Shields, Discard Equipment, Flip Aura tokens, Cancelation of Characteristics for the next turn or Hero phase, Suffer different Wounds, Spend Action points.

Bonus

In addition to constraints for heroes, some Special instructions give bonuses to enemies.

"All enemies gain 3 additional Initiative." "All enemies regain all their Life Points."

It is possible that enemies receive several Upgrade tokens. In this case, the effects are cumulative.

Draw an additional Upgrade token for this enemy. If an 11 enemy is present, they draw an additional Upgrade token.

Additions to Attack and Defense

When a + comes before an instruction, the effect is added to the enemy's Attack (red line) or Defense (blue line).

In addition to the base Attack, the hero suffers 1 Shock that they must defend against.

Loss and Canceling

In addition to canceling dice or shields, Enemies may have additional effects. These instructions mainly impact the heroes, who must discard elements and cancel certain dice and characteristics.

Special Case: Multiple Attack Lines

This enemy must resolve each line of Attack in its entirety.

At the end of their first Attack, they do the second one, if possible (without moving).

Multiple Attack Line Example: First Line

This shows a Ranged Attack (1) with a Range of 4 (2) and the reference for the Area Attack is the target (3). This means that if the enemy attacks, all the spaces adjacent to the hero also suffer the attack.

  1. The enemy isn't engaged with any heroes, the heroes are within the range of its attack, which is 4 spaces. The enemy doesn't need to move, and will Attack the Yoktal (b), who is the closest non-Engaged hero (the Ancient is already Engaged (c) with another enemy).

  2. The Attack consists of 1 Power die and 1 automatic Injury (d). The Yoktal's defense is 2 Defense dice (e) (assuming, for the example, that he has the prerequisites for the entire Weapon, without the associated armor).

The Yoktal suffers 1 Damage because he can block 2 with his Shields. He chooses to cancel the Injury and one of the 2 Damage. He comes out of it with only 1 Damage.

  1. Because the Attack was an Area Attack, all the other Allies in the Area around the target (f) are also attacked. The Ancient (g) must also defend against the same attack.

The other heroes in the same area as the target defend against the same attack, so do not reroll the Attacker's dice.

  1. The Ancient defends herself. She is adjacent to an ally of the attacker, so she gets an additional Dodge die. The result of her roll (the Dodge side) (h) allows her to cancel the Attack.

Result of the (unchanged) Attack: 1 Damage, 1 Injury. Ancient's defense: Dodge (h). This roll of the dice ends the first line of the enemy's Attack. They then move on to the second line.

Second Line of Attack
  1. The second Attack is Melee. The Dragon can perform this Attack against a target located one or two spaces away because it has a Long Reach Attack icon (a) (see Long Reach Attack, p. 63). The Yoktal is in range, so he is attacked.

Note: If no heroes were in Attack Range, the Dragon wouldn't have been able to perform its second Attack line.

  1. The enemy's Attack consists of 2 Power dice (b) against 2 Defense dice (c) (same defense as before for the hero). The dice are rolled, the Yoktal takes 2 additional Damage.

The end of this second Attack ends this enemy's turn.

A Waiting hero can act between the 2 Attacks (once the first one is completely resolved).

Defense: Enemy Side

Enemies always defend to the maximum of their abilities. Take the dice given by the Enemy card and add all possible bonuses linked to Upgrade tokens. Think also about any potential Special effects.

Example: For this turn, the Upgrade token gives this enemy an additional Defense die (1). Their base Defense is 1 Defense die and 1 Dodge die (2). They roll the 3 dice at the same time. If they roll a Special side on the Defense die (3), this equals a Dodge result.

9. End of Combat Mode

As long as no condition ending the Combat is triggered, the turns follow each other in the same way.

The Combat can end in a number of ways that depend on the Location where you are, Special instructions in the booklet, or even active Scenario cards.

The most common are:

  • When all enemies are defeated (1)
  • When all heroes have 0 Life points (2)

If any effects are achieved, trigger them immediately:

In this example, all enemies have been defeated; go to Chapter 9. Here, once all heroes have 0 Life Points, go to Chapter 153.

Other effects can end Combat as soon as they take place, even if Combat isn't finished. This can be by exploring an Interest token, by eliminating a specific enemy, or getting to the end of the time assigned on the Turn-tracker cards.

"If the crystal reaches [icon]: go to chapter 2." Example of an end generated by the Scenario Turn-tracker card. When this condition is satisfied (the crystal reaches the symbol) go to Chapter 2.

Numerous options are usually proposed as a way of ending Combat. The first one triggered takes priority over the others.

Continuing the Adventure

When Combat is finished, the heroes leave Combat mode.

Reminder: All heroes transform their Shocks into Life points.

Leaving a Location

As long as you don't have an indicator to leave the place you are in, you must stay there. Whether or not there are enemies, you must continue exploring until you find an indicator. There may be several for the same place.

When an indicator makes you leave a Location, you can put away the game elements related to the current Location (tiles, tokens, etc.).

If a hero has 0 Life points at that moment, they regain one Life point (prioritising the transformation of a Damage into a Life point).

10. Other Effects

Pull and Push

This effect allows you to pull or push an adversary one space.

The direction of the movement is a straight line in relation to the character who triggers the effect (diagonally first, then orthogonally).

Don't forget, a hero that is Engaged in Combat loses their Free Movement. If they disengage later in the turn, they don't get it back.

Example: This Weapon card has a Special ability that gives an additional Damage and Pushes 1 space (these 2 effects happen every time a Special side is rolled).

Example: The hero rolls the dice for this Attack (first Attack line of this Weapon card) and gets this result (1). It is a Special side. A Damage (2), is added to the Attack, and the possibility of Pushing the enemy (3). The enemy takes 2 Damage (4) from the Attack, then the hero pushes the enemy 1 space to the right (5).

Before the icon, it is indicated up to how many spaces the action is possible. Here, the effect is possible up to 2 spaces. For the Push or Pull icon, it's up to the player to determine the direction.

Details

A character that is pushed or pulled against a blocking obstacle (or the edge of a tile) takes 1 automatic Damage (with no possible defense) per space he should have moved. Same goes if the obstacle is another character, who does not move or take any Damage. Hindering obstacles can be crossed and don't have any other effect.

An enemy pulled or pushed into a Rift zone is eliminated as though they fell into it (see Rift Zones, p. 41). The heroes become unconscious and swap their Initiative token and their miniature (by placing the Initiative token on the closest space to the rift).

Leaving a Location (continued)

Example: In this configuration, the enemy can push the Yoktal one space (1). The hero can't move because of the Blocking Obstacle, so he suffers 1 automatic Damage (2).

Another example: In this situation, the Yoktal can pull the enemy (3) one space (diagonally in this case). The enemy cannot make this move, because the space is occupied by the hero. The enemy suffers 1 automatic Damage (4).

This is a counter-attack. If a Defense Special is rolled, once the action is resolved, the enemy who attacked the hero suffers 2 automatic Damage with no possible defense.

Long Reach Attack

A character with a Long Reach Attack can perform a Melee Attack on an adversary who is either adjacent or 2 spaces away from them (not both). The attack can pass over another character with no penalty, but not over a Blocking Obstacle.

Note: The Outnumbered bonus applies.

Area of Effect

Weapons with an Area Effect target all adversaries in the Area. Roll the Attack dice once. The result of the Attack will be against the defense of all adversaries in the order of the players' choice.

These attacks don't have a geographical reference point, other than where they start from, so it is possible to use them in all directions, orthogonally (turned 90° or 180°). Area Attacks only hit adversaries, never allies.

The hero decides to use the first and last Attack lines on their Weapon card.

Two enemies are in the Area in question. The hero rolls their Attack on the Area. Each enemy responds by rolling their Defense dice. They have 1 Defense die each.

The enemy cancels a Damage from the hero's Attack, and suffers 2 Damage. The enemy has no defense, and so takes 3 Damage.

Special Weapon Effects
Choice and Activations

The Attack and Defense lines can propose multiple actions or choices to make. They can be passive, with or without additional activation costs, or even require certain elements to be available.

Here, the line cancels a Defense die and, by using an Aura token, you may apply this effect to one of the indicated Areas.

In this situation, the line cancels a Dodge die and if an enemy is eliminated by this Attack, the hero reactivates 2 Aura tokens.

By using an Aura token in this case, the hero gets 2 Shields.

Bonuses

Some Attacks and Defenses have bonuses.

Example: Once all the Action is resolved, the hero can move one space in the direction they wish.

Some Weapon cards have a counter-attack effect in their Defense. When an attack is finished and resolved, apply these effects even if the attack was canceled.

Special Elements

1. Spell Cards

Magic is an important element in the world of Malhya. It is represented by Aura, which the heroes can manipulate. In addition to Aura tokens that grant them Improvements, heroes can become Mhaÿs, sorcerers capable of casting spells. Enemies can also be Mhaÿs, or use some Aura effects in their attacks and defenses.

The use of Spells is not mandatory for your adventures.

1. Overview

These cards are reserved for heroes with a Mhaÿ Talent. There are two categories of Spell cards: attack Spell cards and classic Spell cards.

Attack Spell cards can only be used by heroes with the associated Talent card, while classic Spell cards have a more flexible use.

A group of heroes can only have a maximum of 2 Mhaÿs. Once you have 2, no more heroes can get a Mhaÿ Talent.

All the Spells are represented by an icon and the 4 Attack Spells also have the icon.

Some instructions only concern the 4 Attack Spells.

When you come across these icons (in the booklets or on the Talents), pay attention to which icon is represented, as it may relate to all the Spell cards or only some of them.

2. Connection with Talent Cards

There are 9 Mhaÿ Talent cards:

  • 4 that represent specialization in one of the Spell schools (this is the first one taken. A Mhaÿ can only master one).
  • 5 that represent an Improvement of Mastery in the chosen school. The Level 1 Mhaÿ Talents are associated with an Attack Spell card.

The Mhaÿ Level depends on the number of Mhaÿ Talent cards they possess.

Example: A hero that has 1 School card and 2 Improvement cards is a Level 3 Mhaÿ.

The 4 Schools of Magic: School of the Body, School of Elemental Magic, School of Time, School of the Spirit.

The Classic Spells are also associated with these different Schools of Magic. It will be easier for the hero to use a Spell from the same school of magic as the one they master. In addition to their Attack Spell, the hero will be able to use several Classic Spells.

Acquiring a School Spell Card

When a hero equips a new Talent card (following the rules for a new Talent card, see p. 15), if they choose a Mhaÿ School card (with a single Mhaÿ icon), they draw the associated Attack Spell card. The first Mhaÿ Talent card must be one of the 4 School cards.

Having these cards means 3 things:

  1. From now on, the hero has the aptitude of that School of Magic. It can be useful for Skill checks, as well as the Talent's effect.
  2. The hero masters the Attack Spell of that school, which he places face-up next to his Hero board.
  3. The hero must randomly draw a Classic Spell card (in addition to the Attack Spell already acquired) and place it next to their board.

Take the 04 Spell card with this Talent card.

Exchanging and Improving

It is possible to exchange your Spells during the adventure. This option will be offered to you in the chapters of the booklets, during various events, or encounters. When this option appears, and if you are able to do it, you can only exchange Classic Spell cards. Attack Spell cards cannot be exchanged or discarded.

If you lose the Talent card corresponding to a Magic School Spell card, you also lose the Attack spell.

Improving a Mhaÿ Talent doesn't mean that a hero can draw a new Spell. It's just a normal Talent Improvement.

Mhaÿ Talent: Improvement

These cards (with 2 Mhaÿ Talent icons) are acquired when a hero obtains a new Talent and chooses a Mhaÿ Talent (provided they already have a Mhaÿ School Talent):

Like the other Mhaÿ Talent cards, they allow you to draw a random Classic Spell to add to the other Spells you already have.

There is no limit to the number of these cards per hero.

3. Spell Type Overview

First Type: Spell with Skill Check

This type of Spell requires a skill check to be cast. This is often the case with Attack Spells.

  1. Reminders: Spell card, Attack Spell, School and name of Spell.

The use of these cards is exclusive to Combat mode.

  1. Spell Range: This spell has a range of 3 spaces.
  2. Spell Casting Conditions and Difficulty: For this Spell, the hero must spend 4 Action points (a) to attempt to cast the Spell (base cost). They get a Skill die per Mhaÿ level they have (b) against 2 Difficulty dice (c).
  3. Additional Condition: For each Auratic Shield (see Auratic Defense, p. 66), the special sides of the Difficulty die turn into Stops (cumulative effect).
  4. Success Effects: Here, each pair of Successes allows the hero to Pull or Push an enemy one space (d). Each Success inflicts 1 Damage (e).
  5. Stop Effects: Here, for each Stop, the hero has to immediately spend 1 Action point.
  6. Spell card number.
Casting a Spell of This Type

Unlike a traditional Skill Check, the cost is, on the one hand, scalable, but on the other hand, it can determine the failure of the casting of the Spell. In fact, the cost is spent as the check progresses, while the result is applied only at the end, and only if the check has not failed.

  • The check fails if the hero cannot pay a cost (Action point, Aura tokens, etc.).
  • The check is successful if the hero pays the requested cost and ends their check. In this case, the accumulated Successes allow them to trigger the Success effects as many times as they wish (up to the number of Successes rolled).
Gameplay

Step 1: The hero pays the base cost.

Step 2: The hero rolls the dice.

  • If one or more Stops are rolled, the hero must immediately pay the additional cost. If they cannot, the Spell's casting fails. End of check.

Step 3: The hero decides to continue or stop the check.

  • If the hero continues, they perform Step 2 again.
  • If the hero stops, they can use the accumulated Successes to trigger the Success effects of the Spell.
Notes
  • A Spell requires a Line of Sight to the target(s).
  • Apart from Auratic shields (see Auratic Defense, p. 66), enemies have no defense against Attack Spells (damage is not defended by conventional shields).
  • Spells can be cast on an adjacent enemy and/or an engaged target without penalty.
  • Spells pass through allies, enemies, and Hindering Obstacles without penalty.
  • As it's not a Melee Attack, it does not benefit from an Outnumbered bonus.
Another Example of a Spell with a Skill Check
  1. Reminders and Mode: Classic Spell card that can only be cast in Stealth mode.

This spell can only be used in Stealth mode.

  1. Spell Range: 3 Spaces.
  2. Spell Conditions: Here, the base cost is 1 Action point. Each Mhaÿ level (number of Mhaÿ Talent cards) gives 1 Skill die, against 1 Difficulty dice.

If the hero Masters the School of the Body (possible with a Spell of that School already mastered), the Special sides of the Skill dice count as a Success.

2 Successes allow you to move a Corpse token one space within the range of the Spell.

A Success allows you to increase the range of the Difficulty die.

Each Special side of the Difficulty die increases the Threat by 1.

Each Stop requires you to spend 1 additional Action point.

  1. Like Talent cards, some Spells grant passive effects. Their effects are permanent.

Here, the hero will have an additional Success for each Special side obtained during a Skill Check requiring a Strength skill.

This effect applies at all times from the moment when the hero gains the card.

Second Type: Spells with Effects

Other Spells don't require Skill checks to be cast. As long as the requirements for the Spell are met, the Spell works.

  1. Reminder: Spell and Mode.
  2. Range and Cost: This one has a range of 3 and a cost of 2 Action points.

You can only use this Spell in Combat mode.

  1. Reduction: If the hero masters this School of magic, this Spell will cost 1 Action point less.

A hero within range gains 4 Initiative next turn.

That hero places a token (only one cube can be placed on this card) of their color (only one cube can be placed on this card). The hero's cube is discarded after the next Initiative phase or when the group leaves the board.

  1. Spell Instructions: Each Spell is different and has its own specifications.

For most of these Spells, the passive effects end when the hero leaves the board.

4. Casting a Spell

Spells can be used during Combat and Stealth modes. They all have their own instructions for use, actions to perform, or Action points to spend.

Stealth Mode

Regardless of the type of Spell, casting a Spell in Stealth mode does not count as an Action on the Stealth board. Therefore, do not roll a Stealth die for it when all the Actions have been carried out.

Combat Mode

In Combat mode, you can use a Spell at any time on your turn, as long as you have enough Action points.

Heroes with 0 Life Points

When a Mhaÿ hero loses their last Life point, Spells they are casting (with effects still underway) are not immediately canceled. The effects of the Spells that have already been applied are not canceled.

5. Spell Casting Example

The Yoktal has the Attack Spell 'Withering' which comes from his Talent card. He has mastered the School of Time. He has also drawn the Spell card 'Incandescence'. On his turn, he can decide to cast a Spell. For this to happen, the conditions must be met.

First Spell
  1. In Combat mode, the Yoktal casts his 'Withering' Spell at the enemy because he is in the Spell's range (a). He spends 3 Action points (b).

The Yoktal does not have any adjacency bonuses despite the presence of the Ancient, because this rule does not apply with Spells.

  1. He rolls 1 Skill die (because he only has 1 Mhaÿ Talent card) against 2 Difficulty dice (c). The result is positive for the hero, with more Successes than Stops (d).

He can roll these dice as many times as he likes, but he prefers to stop because he doesn't want to risk rolling a Stop, which would have consequences.

This spell is resolved and the Success is transformed into 1 Damage, which is immediately applied (e).

The Ancient now has a Melee Attack bonus until the group leaves the board (as indicated on the Spell).

Second Spell
  1. The Yoktal decides to use the 'Incandescence' spell next on the Ancient because she is in the Spell's range (f). The Yoktal spends their 3 remaining Action points (g). He hasn't mastered the School of Elemental Magic, and so doesn't benefit from the reduction (h).

"The hero adds Damage to their melee attacks if they do a minimum of one to the target. The spell ends when the group leaves the board. Discard the cube."

6. Auratic Defense

####### Enemy Side

The enemies' Auratic shields provide them with protection against the heroes' Spells. This protection is usually expressed by the increased difficulty for the heroes to cast this type of Spell. The effect of the protection is indicated on the Spell card. The effect is cumulative depending on the number of Auratic shields.

  1. Here, each Auratic shield adds 1 Stop when a Special side on the Difficulty die is rolled.
  2. Each Stop costs the heroes 1 additional Action point.

Example: The enemy the hero casts the Spell at has 2 Auratic shields as their defense. After rolling the dice for the Spell, the hero rolls this result. Each shield triggers this effect. 2 Stops have therefore been rolled (because of the 2 Auratic shields in the defense). This Spell will cost the hero 2 additional Action points, increasing the cost from 3 to 5 Action points. He still has his 6 Action points, so he has enough. He casts the Spell.

Hero Side

Enemies can have Ranged Auratic Attacks, represented by this icon. These attacks behave like conventional Ranged Attacks (requiring a valid Line of Sight, etc.).

If a hero has an Auratic shield (due to their defense, Talent cards, etc.), they gain, in addition to their usual defense, one Dodge die for each shield they have, with a maximum of 3 identical dice per roll.

2. Special Scenario Cards

Some of these cards have effects, so don't forget to note them down on your Save sheet.

1. Gear Cards

Cards with this icon represent gear. The group can only have one Gear card at a time.

If the group picks up another Gear card, they must choose one and discard the other.

It is placed in the play area and applies to all heroes.

"If enemies, once per turn a hero present, cancel a die result after rolling."

2. State Cards: Illness, Poisoned, and Auratic Accident

Poisoned: A poisoned hero places a cube of their color on the card and suffers the effect: None of the special sides of the Skill dice are activated. Place a cube in the leftmost free space of the Action points. Heal the hero: [icon].

A sick hero places a cube of their color on the card and suffers the effect.

A hero who has been the victim of an Auratic accident places a cube of their color on this card and suffers the effect: Aura points can no longer be used. Heal the hero: [icon].

These cards represent a hero's state. Depending on your adventure, each hero can get sick, be poisoned, etc. The group applies the effect of each card to the heroes concerned. The effect is active as long as the hero or heroes are not treated.

Some effects are cumulative, so your hero's state could worsen.

Each card indicates the effect to apply and the way to heal it. They can all be healed in a village (see Focus: Village, p. 28).

To heal from a Poisoned card, the hero must discard 2 Plants of their choice (1) or spend 2 Gold Coins when they are in the Village (2).

3. Rule Cards: Target, Rare Resources, and Turn Tracker

These cards add additional rule elements when they are in play.

Target Card

This card turns a character into a target, giving them an additional Combat rule (see Combat mode) to take into account. Often, it is a character from outside the group that you will need to protect.

"Once the target has been chosen by a player, the target is now considered engaged with the enemy at the start of their turn, if it is suffered on a ranged attack until it loses 1 Damage, the target is defeated, and..."

Rare Resource Card

This card allows you to transform resources you have earned and collected. They gain a value and can be sold when the heroes encounter a market (see The Market, p. 68) or a dealer who wants to buy them.

"Rare Resources. Cubes placed on this card can sell them with your Rare resources. You can sell them when you encounter a merchant or a buyer." Selling Market Icon.

Turn Tracker Cards

Turn-Tracker cards allow you to create a countdown and keep track of game turns in certain situations. The rules for setting them up will be explained whenever you need them. You will place a crystal on them, which will move at the start of each new turn.

As soon as the crystal reaches the symbol to the right, check if an associated effect is indicated in the play area (usually in the Exploration booklet) and apply it immediately.

Always use both cards so you have the full track.

4. Bonus Cards: Aura Stone and Emperor Beetle

There are multiple copies of these Scenario cards. They can be bought or sold at the players' discretion. They have permanent effects as long as the conditions are met.

Aura Stone Card

This card allows any hero, even if they are not a Mhaÿ, to cast a Spell.

When you get this card, draw a random Classic Spell card and place it next to the Scenario card in your play area, then place a cube on it.

This Spell is now accessible to any hero. The Spell can be cast as if the hero were a Level 3 Mhaÿ (3 Mhaÿ Talent cards) mastering the Spell school associated with the Aura Stone.

If you cast the Spell, make sure that the conditions are met (game mode, Line of Sight, range, Action points, etc.). Once cast, whether successfully or not, the Scenario card and the Spell card are reshuffled into their respective piles.

If you decide to sell the Scenario card (see Market, page 69), the Spell will be discarded at the same time.

Emperor Beetle Card

The Emperor Beetle card works like an Aura reserve. When it is brought into play, place 3 Aura tokens on it from the reserve. Any hero can choose to use these Aura points instead of using their own. Once the token is used, it returns to its reserve.

"Place 3 [icon] on this card when you gain it. Any hero may use it. When an Aura token is used, discard it. When there are no more tokens on this card, discard it."

5. Game Mode Card

The game is considered to be in 'normal mode'. Scenario card 73 allows the game to be made easier or more difficult by changing certain rules, when it is brought into play according to the group's choice. These rules take precedence over all other general rules of the game.

Front: Easy mode. "1 fewer Upgrade token on Enemy cards during combat." "Draw 1 fewer Action card to move an enemy."

Back: Difficult mode. "Add 1 Upgrade token on each enemy card during combat." "All specific sides on Stealth mode dice grow by 1." "If your check(s) require 1 more Success..."

It can be used in the middle of a game and removed in the same way. However, you cannot change mode during an action and during Stealth and Combat modes. It is also possible to use only some of these effects.

3. Dungeons

Overview

During your adventures, you will explore dungeons. To do this, you will use a Dungeon tile. The tile's number is indicated at the bottom.

Take Dungeon tile 19. Example: This chapter of the Event booklet tells us to take Dungeon tile 19.

To explore the dungeon, the tile must be associated with an Event card (in the same way as generating an event in the Travel phase). But here, instead of looking at the weather, it's the mode in which the group of heroes enters the room (Stealth or Combat) that is checked to correctly orient the Event card. Then it is slid under the Dungeon tile.

The tile and the associated card create a Chapter entry, so players must consult the Event booklet to continue their adventure.

Example: The group is in Stealth mode (1), so the Event card is paired and slid under the Dungeon tile (2). The pair of numbers created is the chapter where the heroes must go (3).

When a new Event card is paired with the Tile, you must discard the previous card and replace it with the new one, always checking the mode the heroes are in at that moment to orient it correctly.

Consequences

Two of the Dungeon tiles have a consequence written on them. Once you have reached the required number of crystals, go immediately to the corresponding Chapter, regardless of the stage of your adventure.

Once you have reached the indicated number of crystals, go to this Chapter.

4. Other Elements

1. The Market

The booklets will give you the opportunity to create market stalls where you can buy or sell equipment.

a. Market Sign
b. Purchase Section

This part of the table is reserved for the various purchases you can make. Draw cards from the relevant decks and place them in full view of all players. You can then buy what interests you by spending the Gold Coins indicated on the card.

The items making up the stall are accompanied by a number indicating how many cards of the same type will be presented.

Here, 4 Common objects.

The entire Basic Weapon card deck is always available face up for sale. Place it with the other options.

c. Sale Section

Unless instructed otherwise, heroes also have the option of selling their equipment at half its value (rounded up).

The markets may also offer other game elements besides equipment, such as resources, for example. In addition, buying and selling are not always available, and only one of the two options may be accessible.

Buying and selling take place in the order desired by the players. So you can sell equipment before buying it.

2. Swapping Between Heroes
General Rule

The two heroes concerned may exchange as many items as they wish, with no restrictions on the nature of the items exchanged (resources, cards, etc.). The only condition is that they must be in the appropriate phase.

Note: An equipped Artifact cannot be exchanged, as this would be the same as unequipping it and therefore discarding it (see Artifact, p. 14).

Any element that cannot be placed in its allocated space on a board (Knapsack or Hero) is discarded.

In all cases, an exchange is not possible when one of the heroes concerned is in action (Attack, Movement, Skill check, for example).

Outside of Exploration Phase

Heroes can freely exchange resources and equipment as much as they like, with no constraints.

Exploration Phase

The exchange is only possible between adjacent heroes and allows as many elements as desired to be exchanged in a single action. In this case, the hero whose turn it is must spend 1 Action point.

In all cases, an exchange is not possible when one of the heroes concerned is in action (Attack, Movement, Skill check, for example).

Surplus

During the Exploration phase, any Equipment (Object cards, etc.) acquired that is too much for the hero to keep is 'placed' on the ground. Place them in a pile on the edge of the board with a cube on top. Also place a cube of the same color on the space where the Equipment was left. This does not cost any Action points.

A hero on this space can recover as much Equipment as they want, by spending an Action point, if they have space for it. As soon as there is no more Equipment or the heroes change Location (see leaving a Location), discard the cubes and any remaining Equipment.

If there is no space (or tile), the surplus is lost immediately.

Icon Glossary

These icons are arranged by category, according to how often they appear. However, it is possible to find any of them throughout the game.

Organization

  • Adventure booklet
  • HEROIC Version Element
  • Current Chapter of the Adventure Booklet (diamond-shaped number)
  • Event booklet Chapter (rectangle-shaped number)
  • Event booklet Entry (two stacked numbers)
  • Continue to the next column
  • Hidden number found
  • General game rule Instructions/Skill checks (white background)
  • Instructions indicating the beginning or restart of the Travel (tan background)
  • Instructions associated with Stealth mode (grey background)
  • Instructions for check failure/Extreme Stealth mode/Combat mode (pink background)
  • Instructions for check Success/Standard Stealth mode (green background)
  • Instructions associated with the Market

General – Life Points, Aura, Damage, Gems

  • Life point
  • Lose 1 Life point / all Life points
  • Gain 1 Life point (heal) / all Life points
  • Aura token
  • Lose 1 Aura token / all Aura tokens
  • Reactivate 1 Aura token / all Aura tokens
  • A Damage
  • All Damage
  • A Wound
  • All Wounds
  • A Shock
  • All Shocks
  • Transform all Shocks into Life points
  • Cancel the Effect of a Shock
  • Auratic Defense
  • All Auratic Defenses
  • Cancel Auratic Defense
  • Gems on Action cards (triangle, black pentagon, white circle, blue square)

General – Action Points, Initiative, Movement

  • Action point, 'value' of the asked/proposed action
  • Discard some Action points / All Action points
  • Recover the indicated amount of Action points
  • 'Increase' or 'Decrease' of the number of Action points needed
  • Movement and Light Movement
  • Lost Movement
  • Initiative
  • 0 Initiative
  • Lost Initiative
  • Sacrificed Movement

Heroes and Their Upgrades

  • Heroes' emblems
  • HEROIC Heroes' emblems
  • Temporarily add an extra value to a characteristic
  • Leveling up
  • Talent card / improving a Talent

Characteristics, Abilities, Talents, Schools of Magic

  • Any Characteristic, or the one required by the instructions
  • Strength, Dexterity, Perception, Intelligence, Knowledge
  • Characteristic Reminder Flag for Skill checks
  • Abilities: Vigilance, Demolition, Balance, Climbing, Alchemy, Camouflage, Charisma, Mechanical, Swimming, Knowledge and Legends
  • Any Characteristic
  • Crafting, Power, Familiar, Flying Familiar
  • Talent Classes: Rogue, Scholar, Ranger, Mhaÿ, Warrior
  • Apply instructions to all Talents of this Class
  • Schools of Magic: School of Time, School of the Body, School of the Elements, School of the Spirit

Dice and Their Sides

  • Black and white Stealth die
  • Black Stealth die sides
  • White Stealth die sides
  • Skill die
  • Difficulty die
  • Reroll the die
  • Cancel a Difficulty die roll
  • Special sides of Difficulty and Skill dice
  • Attack die
  • Power die
  • Dodge die
  • Defense die
  • Special sides of the 6-sided dice
  • Dodge side
  • Cancel a die roll/all rolls of the same dice type
  • Cancel the Special side of a die (after rolling)

Skill Checks

  • Type of Check: Solo, Individual, or Group
  • Success
  • Stop
  • Success token
  • Discard a Success token
  • Stop token
  • Cancel a Stop
  • Reroll a die with a Success
  • Reroll a die with a blank side
  • For 'X' Successes, apply the consequences
  • For 'X' Stops, apply the consequences
  • Potential change to check's difficulty following a condition
  • Possible conditions for a change in a check's difficulty (here, a hero's level in a Characteristic)
  • For each Gem or pair of Gems, etc. apply the consequences
  • Lockpicking. Requires a key or a lockpick.
  • Discard the Key or Lockpick cube used for Lockpicking
  • For Heavy Equipment, for each piece or pair of Heavy Equipment, etc. apply the consequences

Game Modes, Stealth Board

  • Stealth Mode (general)/Leaving Stealth Mode
  • Standard and Extreme Stealth Mode
  • Combat Mode
  • Alarm
  • Threat Track
  • Threat Icon
  • Trigger the Alarm and leave Stealth Mode
  • Decrease Threat
  • Increase Threat
  • Action card/Discard Action card
  • Action card draw deck exhausted
  • Stealth mode Melee Attack
  • Stealth mode Ranged Attack
  • Enemy Vision
  • Result of Threat icons, regardless of the dice that produced them (white or black)

Cubes

  • Any cube of this type regardless of color (here, Potion)
  • Discard any cube/all cubes of this type (here, Potion)
  • Any cube of any color
  • Discard any cube/all cubes
  • A cube of the hero's color
  • Discard a cube belonging to this hero/all the cubes of this hero
  • A cube of a type (plant) and a color (purple)
  • Discard a cube of this type (here, a red plant)
  • Discard all or some cubes of this type and color (following the instructions)
  • Auratic Material cubes: Metal (red), Wood (green), Leather (yellow)

Travel Board, Travel Card, Exploration Wheel

  • Types of Hexes on the Region board: Mountain, City, Forest, Plain, Swamp
  • Terrain types: Forest, Plain, Swamp, Mountain
  • Times of day and night corresponding to the Travel board
  • Flip the Weather token to its bad weather/fair weather/other side
  • Day and Night cards
  • Village side of Exploration Wheel
  • Tavern side of Exploration Wheel
  • Market space of Exploration Wheel
  • Travel token
  • Discard 1/all Travel token(s)
  • Travel card: Gain Travel token following a condition (terrain or time of day)
  • Travel card: Either take the Travel token, or go to the Village
  • Collect side of Exploration Wheel
  • Crafting card
  • Rest card: Inn and Campfire sides
  • Group moves to an adjacent hex
  • Random group movement to an adjacent hex
  • Group token
  • Place, move Group token
  • Titan token
  • Move Titan token
  • Scenario card: 'Titan Attraction'
  • Close the current booklet and/or start a new Entry

Token-Specific

  • Scenario tokens
  • Any Scenario token
  • Discard all Scenario tokens
  • Discard this Scenario token (here, 4)
  • Damage tokens (regardless of value)
  • Damage tokens values 1 and 3 (respect the value)
  • Discard 1/all Damage token(s)
  • Crystal
  • Discard 1/all Crystal(s)
  • Interest token
  • Discard 1/all Interest token(s)
  • Do not place this Interest token
  • Noise token/Place a noise token
  • Initiative token/Place your Initiative token
  • Corpse token
  • Place an Open/Broken Door token

Card-Specific

Scenario
  • Scenario card
  • Gear card (max. 1 for Group)
  • Discard Gear card
  • Cancel Gear card effects
  • Scenario card icons (unique for each Scenario card that has it)
  • Discard the Scenario card with this icon (here, 'h')
  • Take, apply any effects of a Scenario card
  • Discard this Scenario card
  • Discard the Scenario cards
  • Do not use this Scenario card (following a specific instruction)
  • Discard a plant of your choice during a Campfire (Rest card usage)
  • Discard 5 Gold Coins by going to the Village (Exploration Wheel usage, additional action)
  • Use the Inn side of the Rest card or spend 5 Gold Coins in the Village (Exploration Wheel usage, additional action)
Action
  • If an enemy is on the Invocation token
  • Enemy Movement (here, 2)
  • Movement allowed in all directions
  • Place a Vigilance token
  • Direction of Vigilant enemy Movement
  • Direction of enemy Vigilance
  • Treasure and Search
  • Position of North (location reference) AND direction of random movement on the Region board
  • Each Corpse increases Threat by 1
  • Gems
People
  • When moving up a Level, add a value to this Characteristic (here, Strength)
  • Temporarily add an additional value to a Characteristic
  • Add a die to the Attack, and an extra Damage
  • Add a die to the Attack if not Ranged
  • Add a die to Defense and 2 automatic Shields
  • Cancel all Stealth dice rolls (black ones as well) for 1 turn of the player in Stealth mode
  • All Movement becomes Light Movement
  • Cancel the effects of all the hero's Heavy Equipment
  • Add a value to Movement or Initiative
  • Copy the Talent of another hero (not Spells or Schools of Magic)
  • Cost of all purchases at Market are reduced by 2 Coins (minimum cost is 1 Gold Coin)
  • During collection phase, the Group draws 3 additional Action cards

Objects and Weapons

  • An Object, Common and Rare
  • A Weapon, Basic, Common, and Rare
  • An Object/Weapon of any type (Common and Rare)
  • Discard a Weapon/all Weapons (of any type, Common or Rare)
  • Discard an Object/all Objects (of any type, Common or Rare)
  • Discard a Weapon/all Weapons of this type (here, Basic)
  • Discard an Object/all Objects of this type (here, Common)
  • Quality indicator
  • Ranged Weapon
  • Additional Action point value to add
  • Cancel a Shield/all Shields
  • Special side activated if in Melee Attack, not Ranged Attack
  • Attack possible even in presence of Blocking Obstacles (only touching, not passing through)
  • Movement of 1 space
  • Push 1 space
  • Melee Distance Attack of 2 spaces (only 1 space targeted)
  • Zone affected by 1 Attack
  • Allows you to create an angle in your Attack (explained further in Weapon QR code)
  • Counter-Attack on an enemy, who suffers 1 or 2 automatic Damage
  • An Artifact
  • Discard an Artifact or all Artifacts
  • Artifact types (ring and amulet)
  • An Armor
  • Heavy Armor (Armor with a Heavy Equipment icon)
  • Cancel effects of Armor
  • Discard an Armor
  • Discarded Object: 4 additional Action cards for the Collect
  • Armor Power: Reroll a white Stealth die in Stealth Mode
  • Armor instructions: If the hero is unconscious the Armor is discarded (without applying bonus)
  • Possible Armor defenses: Use a die OR discard the Armor to produce a Dodge result

Enemy

  • In Stealth mode, this enemy cannot be targeted with a Ranged Attack
  • In Stealth mode, this enemy cannot be attacked with Ranged or Melee Attacks
  • In Stealth mode, this enemy moves one more space than is indicated on the Action card
  • In Stealth mode, this enemy can see one space more than is indicated on the Stealth board
  • In Stealth mode, this enemy can see one space more than is indicated on the Stealth board AND moves one more space than indicated on the Action card
  • In Stealth mode, this enemy cannot be targeted with a Ranged Attack, and a Melee Attack costs 2 additional Action points
  • In Stealth mode, as soon as this enemy enters Vigilance, place 2 Vigilance tokens (the second mirrors the first indicated by the Action card)
  • Give 1 additional Improvement token
  • Cancels Push and Pull effects
  • Pull all the way (until the target is adjacent to the Attacker)
  • Engaged Character icon
  • During Movement, the enemy targets the closest Engaged hero first
  • Affected area of 1 Attack
  • The hero involved in Attack or Defense
  • The Attack affects all the spaces adjacent to the targeted hero
  • All heroes
  • All enemies
  • Ranged Auratic Attack
  • No Initiative for next turn
  • No Movement for next turn
  • Enemy symbols

Talents

  • This hero does not lose their Free Movement if adjacent to an enemy
  • In Stealth mode, this hero can move Corpse tokens 2 spaces instead of 1
  • Sacrifice all Free Movement to gain associated bonus
  • Discard 3 Resources of the same type (any color) to gain one of the same type (shown, Plants)
  • The value of a Lockpick for Lockpicking changes (here, a purple Lockpick equals 3 Stops)
  • For 6 Action points, cancel a Threat symbol on a Stealth die
  • Unavailable Action with Ranged Attack, only possible with Melee Attack
  • Cancels the effect of a Heavy Equipment in Skill checks and Stealth board effects (is not equivalent to an Encumbrance value)
  • Move a Corpse token
  • Move at least 3 spaces in a straight line toward an enemy to have access to an associated bonus
  • Draw 2 additional Action cards for Group Collects
  • Gain extra Potion spaces (as defined by the Talent Improvement)
  • For 1 additional Action point in Stealth mode, you can touch/pass through Hindering Obstacles for your Ranged Attacks
  • Cost reduction for Stealth mode Attacks
  • Skill die Special sides are activated and give 1 or 2 Successes
  • In Melee Combat, if another hero is adjacent to the same enemy the hero with the Talent gets the associated bonus
  • Discard 2 Travel tokens and use an Aura token to move in Bad Weather (instead of 3 Travel tokens)
  • When Crafting, gain an additional Resource of the same type for a created Resource (here, Arrows)
  • The hero is considered to Master all Schools of magic when using their Spells (counts for Skill checks)
  • When this Talent card is acquired, also gain the associated Attack Spell
  • When using an Aura token, regain 2 Action points (once per turn)
  • This Attack Spell has a range of 3 additional spaces from now on
  • Draw a random Spell card when you gain this Mhaÿ Talent
  • The Action point cost for casting this Spell is reduced by 1
  • When the Group leaves Combat mode, the hero reactivates an Aura token
  • For each pair of Damage inflicted by this Spell, the hero heals one time
  • This Spell does not require Line of Sight to work (ignore Obstacles and Walls. The latter do not count as spaces)
  • You can add a second Non-Equipped Weapon card
  • The value of elements sold at the Market by the Group increases by 1 Gold Coin
  • Ranged Attacks in Combat mode are no longer subject to penalties when the Line of Sight passes through a Hindering Object
Event, Spell
  • Event card icons (A, B, C, D)
  • Use only if one of these triangles is checked
  • Spell card
  • Attack Spell card (associated with a Talent card and a School of Magic)
  • Spell Range (here, 1 space)
  • Noise token Movement
  • Blank Improvement token (effect of 'Disturbance' Spell)

Exploration Booklet and Deployment Board

  • Exploration booklet Chapter
  • North indicator of explorable Location
  • Interest token to be placed, associated to a Chapter number
  • Names of tiles to be used to make the explorable Location
  • All heroes are unconscious
  • All enemies have been eliminated
  • All enemies of this type are eliminated
  • This specific enemy has been eliminated
  • Turn-tracker Scenario card icon
  • Hero Deployment spots on explorable Location
  • Invocation tokens
  • Any Invocation token/discard any Invocation token
  • Discard this Invocation token/Do not place this Invocation token
  • Place a number of identical Invocation tokens, the number indicates which one the instructions require
  • Access tokens
  • Do not place this Access token
  • Place a number of identical Access tokens, the number indicates which one the instructions require
  • Start point and Finish point
  • A Broken Door and/or an Open Door token is to be added during Location setup
  • No Improvement token, or Cancelation of the token's effect
  • Cancelation/Prohibition of Ranged Attacks or Spell use
  • Improvement token Special side
  • Life points in an enemy's zone per Group member
  • When there are no Life points in the zone/for this enemy/this creature, apply the instructions
  • As many heroes as desired in this zone

Gold Coins and Market

  • Gold Coin
  • Price, the 'X' being a value
  • Discard the number of Gold Coins indicated
  • Discard one or all Gold Coins
  • Each time this much is spent, apply the consequences
  • Reduction or increase of price by the indicated cost
  • Half price of the indicated cost
  • Market icon
  • Purchase and sale

Reminders

Stealth Mode Golden Rules

In the shadows, a hero or a Corpse token are never seen, unless they are on a square adjacent to an enemy.

If the alarm is about to be triggered, and only leaving Waiting is the solution to prevent it, the only possible action for the hero is an assassination Action (in Melee or Ranged).

Hindering Obstacles and Shadow cancel Line of Sight unless from an adjacent square.

There is no extra Action points cost if, when moving, a hero touches the corner of a space containing an Obstacle or a Zone. Only passing through or entering the space counts.

In the other end, your Line of Sight is affected in every situation if it touches and if it passes through an obstacle, even a corner of a space.

Reminder Board for Movement and Line of Sight in Exploration Mode

Blocking ObstacleHindering ObstacleRift spaceWater spaceShadow space
Passing through MovementNot possiblePossible (+1 movement)Possible (+1 movement, cannot stop)Possible (+1 movement)Possible
Touching, Passing MovementPossiblePossiblePossiblePossiblePossible
Line of Sight validityNot validInvalid unless adjacentValidValidInvalid unless adjacent
Ranged AttackNot possibleImpossible in Stealth mode / possible with penalty for the attacking miniature in Combat modeValidValidValid

Cards Behavior

Attention: The booklet rules might change the cards behavior and it is possible it's going to be different from the rules.

  • If you have to discard a Weapon, Object, Talent or Spell card, shuffle them back in their respective decks.
  • If you run out of Event, Day and Night cards, shuffle them back in their respective decks. Do the same when you Start a new day.
  • Scenario Cards are to be placed back in their deck, in order.
Types of Booklet
  • Adventure Booklets
  • The Exploration Booklet
  • The Event Booklet
  • Chapter Numbers
    • The Numbers' Shapes
  • The Chapters
  • Choices and Conditions
  • Entries in the Event Booklet
  • Moving from One Booklet to Another
  • Closing the Booklets
  • Other Instances of Numbers
  • Hidden Numbers
  • Movement
    • Steps on the Region Board
    • Focus: Movement – Random, Forced, or Chosen
  • Using the Rest Card
    • Campfire Effects
    • Inn Effects
  • Focus: The Village
  • Collecting
  • Crafting
  • End of Day and Starting a New One
  • Skill Checks
    • 1. Preparing a Skill Check
      • 1. Types of Check
        • Who Can Participate?
      • 2. Check Description
      • 5. Check Difficulty
      • 4. Abilities
    • 2. Skill Check Gameplay
      • Solo and Individual Checks
      • 6. Check Failure Conditions
      • 7. Check Success
      • Success and Failure Conditions
        • 1. Numerous Success Levels
        • 2. End Conditions
        • 3. Level Conditions
        • 4. Multiples
      • 5. Unknown
      • Using an Aura Point During a Check
      • Additional Check Instructions
      • Action Point
    • Group Checks
      • How to Stop a Check Depending on Its Type
      • Summary: Step by Step
      • Detailed Example
        • Analysis of a Check
        • Performing the Check
      • Example of Group and Individual Checks
        • Group Checks
      • Individual Checks
      • Lockpicking
  • The Exploration Phase
    • 1. The Exploration Booklet
      • Overview
      • Making a Location Map
        • Placing Tiles
        • Placing Tokens
      • Instructions
      • Zones
      • Facing Challenges
        • Challenge 1: Encounter
        • Challenge 2: Trial
      • Starting and Finishing
    • 2. Exploration Phase General Rules
      • 1. Placing Hero and Enemy Miniatures
        • Placement Information
      • 2. The Table
      • Placing the Enemy Miniatures
      • Hero Deployment
      • 2. Miniature Movement
        • Adjacent Space
        • General Movement Rule
      • Heroes
        • Free Movement
        • Additional Movement
      • Enemies
    • 3. The Tiles
      • 1. Obstacles
        • A – Blocking Obstacles
        • B – Hindering Obstacles
      • Obstacles and Diagonal Movement
      • 2. Zones
        • A – Water Space
        • B – Rift Zone
        • C – Shadow Zone
      • Special Case: Light Movement
    • 4. Special Case: Miniatures with 4-Space Bases
      • General Rule
      • On Rift Zones
    • 3. Line of Sight
      • 1. Determining Line of Sight
      • 2. Line of Sight and Obstacles
        • A. Blocking Obstacle
        • B. Hindering Obstacle
        • C. Line of Sight and Characters
      • Summary Table of Movement and Line of Sight in Exploration Mode
    • 4. Stealth Mode
      • 1. Stealth Mode Elements
      • 2. The Stealth Board
        • a. The Threat Track
        • b. Enemy Visual Range
        • Focus: Shadow Zones
        • c. Number of Enemy Action Cards
        • d. Hero Phase Actions
        • e. Triggering an Alarm
      • 3. Stealth Mode Gameplay
        • A. Heroes' Main Phase
      • Focus: Stealth Rules for Weapon and Enemy Cards
      • Waiting and/or Ending Your Turn
        • Waiting
        • Ending Your Turn
        • Rolling the Stealth Dice
        • Stealth Die Special Face
      • Other Ways to Change Threat Level
      • Leaving Waiting, and Picking Up Your Turn
      • 3. B. Enemy Phase
      • Reading Action Cards
      • Focus: Moving Enemies in Stealth Mode
        • Step 2
      • Special Cards
      • 3. C. Heroes' Secondary Phase
    • 4. End of Stealth Mode
      • 1. Triggering the Alarm
      • 2. Picking Up Your Turn Again to Avoid the Alarm
      • 3. Voluntarily Ending Stealth Mode
    • 5. Additional Rules and Details
      • Noise Tokens
      • If a Hero Has 0 Life Points
      • Leaving a Board
      • Ways of Leaving
      • Empty Room
      • Putting the Components Away
  • 5. Combat Mode
    • 1. Setup
      • Game Elements
    • 2. General Combat Mode Rules
      • Engaged Character
      • Lost Movement
      • Leaving the Board
      • A Hero off the Board at the Start of Combat
    • 3. Combat Mode Gameplay
      • 1. Initiative Phase
        • Initiative Level
        • Temporary Increase
      • Cancelled or Modified Initiative at the Beginning of a Turn
      • 2. Enemy Improvement Phase
        • Placing Upgrade Tokens
      • Focus: Special Enemy Actions
      • 3. Action Phase
    • 4. Attack and Defense General Gameplay
      • The Dice
        • Their Sides and Effects
        • Attack Sequence Gameplay
        • Result
      • 5. Apply Wounds and Heal
        • Enemies
        • Heroes
        • Healing Heroes
      • Unconscious Hero (0 Life Points)
        • Healing an Unconscious Hero
        • Returning to Play
        • Shocks for Unconscious Heroes
    • 6. Attack
      • Melee Attack
        • Special Melee Rules
      • Ranged Attack
        • Line of Sight
        • Ranged Attack Penalties
    • 7. Combat Mode: Hero Side
      • Hero Movement
      • Weapon Handling
        • Using Your Weapon
      • Attacking
      • Passive Effect
      • Basic Attack
      • Improving the Attack Through Handling
      • Ranged Weapons
      • Focus: Special Arrows
      • Many Attacks in the Same Turn
      • Defense – Hero Side
        • Defense Zone
      • Armor
      • Additional Armor Effects
      • Waiting in Combat Mode
      • Interrupting Movement
      • Picking Up Your Turn Again to Attack
    • 8. Combat Mode: Enemy Side
      • Focus: Enemy Cards
        • Overview
        • Special Instructions
        • Enemy Behavior
      • Melee Attack
        • Focus: Engaged Attack Variant
      • Option 1. If the Enemy Is Engaged with at Least 1 Hero
      • Option 2. If the Enemy Is Not Engaged, and Does Not Have a Valid Line of Sight on a Hero
      • Option 3. If the Enemy Is Not Engaged, and Has a Valid Line of Sight on a Hero
      • Option 4. If No Heroes Can Be Targeted, Even by Moving
    • 8. Combat Mode: Enemy Side (Attacking)
      • Option 1. If the Enemy Is Engaged with at Least 1 Hero
      • Option 2. If There Are No Heroes Engaged with the Enemy.
      • Option 3. If No Heroes Are in Engagement Range.
      • Ranged Attack
      • Attack: Enemy Side
      • Area Attack
        • Range
      • Special Instructions
      • Bonus
      • Additions to Attack and Defense
      • Loss and Canceling
      • Special Case: Multiple Attack Lines
      • Multiple Attack Line Example: First Line
      • Second Line of Attack
      • Defense: Enemy Side
    • 9. End of Combat Mode
      • Continuing the Adventure
      • Leaving a Location
    • 10. Other Effects
      • Pull and Push
      • Details
      • Leaving a Location (continued)
      • Long Reach Attack
      • Area of Effect
      • Special Weapon Effects
        • Choice and Activations
      • Bonuses
  • 3. Dungeons
    • Overview
    • Consequences
  • 4. Other Elements
    • 1. The Market
      • a. Market Sign
      • b. Purchase Section
      • c. Sale Section
    • 2. Swapping Between Heroes
      • General Rule
      • Outside of Exploration Phase
      • Exploration Phase
      • Surplus
  • 2 double sided Dungeon tiles
  • The dragon (tile)
  • Miniatures: Wallen, Ancient, Ür-berg, Sulk, Yoktal, The Immortal, 10 Predators, 5 Black hand archers, 5 Black hand swordsmen, 5 Black hand lancers, Sisters of Shadow, Two blades colossus, 5 Haugs, 3 crossbowmen of the Ox, 3 Assassins of the Ox, 3 Ox Mhaÿs, 3 Charans, 5 monks of the Cult, 10 Zouls, and The dragon