Massive Darkness 2: Darkbringer Pack
Massive Darkness 2: Darkbringer Pack Rulebook
Table of Contents
Table of Contents
Pack Overview
The Darkbringer Pack is a Kickstarter-exclusive box that contains all the Kickstarter Exclusive stretch goals: Heroes, Mobs, Roaming Monsters, and Bosses to be used with Massive Darkness 2: Hellscape and Heavenfall. It also contains miniatures that can be used to replace some tokens.
Contents: 12 Hero cards; 3 Boss dashboards; 30 Judgement/Poison tokens; 20 Soul tokens; 12 Mob cards; 36 Roaming Monster cards; 4 double-sided game tiles.
Bosses: This pack contains 3 Bosses, each with their own Tiles, Boss dashboard, and Quests (see the Quests section below).
Roaming Monsters: To include the 6 new Roaming Monsters in your games, simply shuffle their cards into their corresponding decks.
Mobs: To include the 2 new Mobs in your games, simply shuffle their cards into their corresponding decks.
Spirits and Constructs: These miniatures may be used to replace their respective tokens in your games. The Spirits are part of the Shaman Class while the Constructs are part of the Tinkerer Class.
Exo-Armor: Instead of using the Exo-Armor token next to the Tinkerer miniature, to represent that they have the Exo-Armor equipped, replace the token and Hero miniature with the Exo-Armor miniature.
Heroes: 8 of the new Heroes in this pack belong to Classes from Hellscape, while 4 belong to Classes from expansions. To include them in your games, simply add them to the pool of available Heroes that can be chosen.
Heroes Using Components from Other Classes
Victor and Valdis use components from other Classes: Rogue tokens and Thieving Tools bag, and the Arrow cards, respectively. During setup, if there are no Heroes of the corresponding Classes in the game, setup those components as if there were.
- Victor (Paladin): If a hero that is not a Rogue gains a Rogue token, they may use it for 1 extra action on their turn. If the token matches the action, they receive the benefit. Unused Rogue Tokens are discarded at the end of the Hero's turn.
- Valdis (Wizard): At the end of Valdis' turn, all the discarded Arrow cards must be shuffled with the Arrow deck.
Quests: The Scorpion King
The Scorpion King has been corrupted beyond salvation by the Infernal Realm and has been set loose upon the world. It has become a mindless killing machine that's all-too-effective at its singular purpose. Fighting it in its own habitat is the only way to end its cruel reign that is starting to corrupt its surroundings.
Tiles needed (from Hellscape, [A] Tiles): 2A, 4A. Tiles needed (from Darkbringer Pack, [E] Tiles): 1A, 2A.
Quest Objectives
Complete the objectives in order:
- End the Poisonous Threats: Kill the 4 Poisonous Mobs.
- Defeat the Scorpion King: Kill the Scorpion King in the final battle.
Quest Special Rules
- The Poisonous Mobs: The Poison tokens inside the Chambers represent 4 Mobs that were tainted by the Scorpion King. When a Hero reveals a Chamber containing a Poison token, after resolving a Door card and replacing the Loot with Treasure tokens as usual, spawn a Mob in the Poison token Zone and place that Poison token on the Mob.
- Mobs with a Poison token are Poisonous Mobs. They have the following ability in addition to any other they might have: COMBAT: +1 (the attack icon as printed on the booklet page).
- Whenever a Poisonous Mob Leader is killed, each Hero gains 8 XP instead of the usual 2 XP.
- Into the Desert: The Locked Door (marked in yellow), leads to the Scorpion King's Desert Lair (which counts as the Boss Chamber), a vast desert full of deadly surprises. The door can only be opened after the Heroes have killed 4 Poisonous Mobs. When the door is opened, do not reveal a Door card.
- Targeting the Scorpion: Heroes can only attack or use any abilities or effects that affect the Scorpion King if they are on the same Tile as the Scorpion King.
- Poison Traps: The 6 Poison Trap Zones start with 1 Poison token each. They represent Poison traps that the Scorpion King sets up in its domain. When a Hero enters a Zone with a Poison token, they take that token.
- Quicksand: There are 4 Quicksand Zones that the Scorpion King uses to burrow and move across.
- Oasis: The 3 Oasis Zones are special Zones. When a Hero enters an Oasis Zone, they immediately discard from themself all their Poison tokens. This has no cost, and happens as soon as the Hero enters any Oasis Zone.
Scorpion King's Boss Fight
As soon as a Hero enters the Scorpion King's Desert Lair, place all Heroes in any of the Boss Fight Starting Zones of their choice. Remove all Tiles that are not part of the Desert Lair, including all components placed on them. Remove the Darkness Track and place the Scorpion King's Boss Dashboard next to the Dungeon with the Darkness Marker on the leftmost space of the Boss track. Heroes recover all Health and Mana to their maximum values and each Hero takes 1 Poison token. Then, perform a Level Up Phase and immediately start a new Hero Phase.
Scorpion King Setup Components (as printed)
Boss Fight Starting Zones x3; Hero Starting Zone; Scorpion King's Zone; Poison token x10; Portal Token (up to x2); Roaming Monster Portal Token x1; Regular Chest Token x1; Greater Chest Token x2; Starting Mob Zone x1; Closed Door x7; Locked Door x1; Pillar Token x1; Fountain Token x1; Forge Token x1; Bridge x2.
Loot tokens are placed according to the number of Heroes: 1-2 Heroes: 1 token; 3-4 Heroes: 2 tokens; 5-6 Heroes: 3 tokens.
The booklet's quest diagram places the Tiles 2A and 4A from Hellscape alongside 1A and 2A from this pack; the diagram itself is not transcribed as text.
Quests: Hades
Hades is a god of the Infernal Realm. His is the role of judgement, deciding the fate of lost souls that will either rest peacefully or roam eternally, depending on their deeds in life. Now that he's mysteriously joined the forces of Darkness, the Lightbringers need to defeat him in his own chamber of justice and prevent his biased judgement.
Tiles needed (from Hellscape, [A] Tiles): 6B, 7A. Tiles needed (from Darkbringer Pack, [E] Tiles): 3A, 4A.
Quest Objectives
Complete the objectives in order:
- Face your Sins: Each Hero must collect 4 Judgement tokens.
- Defeat Hades: Kill Hades in the final battle.
Quest Special Rules
- Special Setup: In each Zone with a Judgement icon, place 1 Judgement token for each Hero.
- Chamber of Justice: The Locked Door (marked in yellow), leads to the Chamber of Justice (this is the Boss Chamber). The door can only be opened after each Hero has collected 1 Judgement token from each Judgement Zone (total of 4 for each Hero).
- Judgement Zones: Each Zone with a Judgement icon is a Judgement Zone. Any Hero may spend 1 MP in that Zone to collect 1 Judgement token. The same Hero can't collect more than 1 Judgement token from each Zone.
Whenever a Hero collects a Judgement token, that Hero gains 5 XP.
- Valley of Souls: Enemies may freely move through doors, even if closed, but closed doors still block LoS.
Hades' Boss Fight
As soon as a Hero enters the Chamber of Justice, place all Heroes in any of the Boss Fight Starting Zones of their choice. Remove all Tiles that are not part of the Chamber of Justice, including all components placed on them. Remove the Darkness Track and place Hades' Boss Dashboard next to the Dungeon with the Darkness Marker on the leftmost space of the Boss track. Heroes recover all Health and Mana to their maximum values.
Before the Boss Fight starts, each Hero rolls 1 Defense die per Judgement token they have. For each Wound rolled, the Hero takes 1 Wound and discards the token. Note that for each Block (shield) rolled, if a Wound is not rolled, the Hero keeps the token. Then, perform a Level Up Phase and immediately start a new Hero Phase.
- Boss Track: During the Darkness Phase, if the Boss track is on the last space, move it back to the first space.
- Final Judgement: Hades' Boss Fight has 2 different types of rounds. Rounds without an icon in the Darkness track are regular rounds. Rounds with a Judgement icon are Final Judgement Rounds, and have the following special rules:
- Setup: Place Hades in the closest Throne Zone along with the Hero with the most Judgement tokens. That Hero's Health is reduced to 1, they lose all Judgement tokens, and they skip their turn this round. Hades has that Hero within his grasp and is ripping out their soul!
- NOTE: That Hero can't be a miniature controlled by another Hero (such as a Spirit, Construct, Revived Enemy, or Companion).
- Lingering Souls: Excluding the Hero that Hades has seized, place 1 Soul token per Hero in the Dungeon. Those represent Lingering Souls that are wandering in the Chamber, waiting for their trials.
- Each Lingering Soul is added to a different Zone in the Dungeon according to the Throne Zone in which Hades was placed and the number of Heroes. Lingering Souls appear as indicated below, only in the Tile where Hades is.
- Invulnerability: During Final Judgement Rounds, Hades can't be targeted by attacks or effects and does not activate at all.
- Free the Souls: Lingering Souls have 5 Health and can be attacked as if they were Enemies. When defending, they roll 1 Defense die and have the same combat ability as Hades: COMBAT 1 (Wound icon): The Hero takes 1 Wound.
- Weak Soul: If, at the end of a Final Judgement Round, there are any Lingering Souls in the Dungeon, the Quest ends in defeat.
Hades Setup Components (as printed)
Hero Starting Zone; Hades' Zone; Boss Fight Starting Zones; Closed Door x7; Locked Door x1; Regular Chest Token x1; Greater Chest Token x2; Spawn Token x3; Starting Mob Zone x1; Forge Token x1; Throne Zone (marked on the Tile); Judgement token x1 per Hero in each indicated Zone; Portal Token (up to x2); Roaming Monster Portal Token x1; Bridge x2.
Loot tokens are placed according to the number of Heroes: 1-2 Heroes: 1 token; 3-4 Heroes: 2 tokens; 5-6 Heroes: 3 tokens.
Hades' Tiles 6B, 7A (Hellscape) and 3A, 4A (this pack) are shown in the booklet's quest diagram; the diagram itself is not transcribed as text.
Quests: Dark Ride (Charon)
The ferryman of lost souls is back to his endeavors. After the events of Massive Darkness Hellscape, there are too many souls drifting in the underground. Charon has taken advantage of this situation to ferry them all back to the Darkness, dwindling as it may be now. The Lightbringers must stop him not only to save these poor souls, but to keep the Darkness from growing again.
Tiles needed (from Hellscape, [A] Tiles): 4A. Tiles needed (from Darkbringer Pack, [E] Tiles): 1B, 2B, 3B, 4B.
Quest Objectives
Complete the objectives in order:
- Save Enough Souls: Save at least 6 Souls.
- Ring the Ferry Bell: Ring the Bell when enough Souls have been saved.
- Defeat Charon: Kill Charon in the final battle.
Special Losing Condition: After the Boss Fight begins, if Charon leaves the Dungeon, the Quest immediately ends in defeat.
Quest Special Rules
- Special Setup: This Quest does not have a Boss Chamber. Do not place Charon in the Dungeon until a Hero rings the Ferry Bell (see below).
- Soul River: Heroes and Enemies cannot enter the Soul River Zones.
- Soul Protection: Souls are represented by Soul tokens. Every Enemy spawns with a Soul token. In addition to any ability they have, Enemies with a Soul token gain: DEFENSE: +1 (shield icon as printed).
- Ferry Bell: When Heroes kill an Enemy with a Soul token, they keep the token. It represents a Saved Soul. Each Hero immediately gains 4 XP. Once Heroes have collectively gathered 6 Souls, they may ring the Ferry Bell. Any Hero standing in the Objective token Zone can spend 1 action to ring the bell and summon Charon.
Charon's Boss Fight
As soon as a Hero rings the bell, Charon is summoned and the Boss Fight begins. Remove Tile [A]4A, including all components and Enemies from the Dungeon, then place the Tiles and other components for the Boss Fight according to the Boss Fight Setup (see below). Place the Heroes in the Boss Fight Starting Zones of their choice and Charon in the indicated Zone. Remove the Darkness Track and place Charon's Boss Dashboard next to the Dungeon with the Darkness Marker on the leftmost space of the Boss track. Heroes recover all Health and Mana to their maximum values, and discard all Soul tokens. Perform a Level Up Phase and immediately start a new Hero Phase.
NOTE: Charon starts with 2 Soul tokens.
Charon Rules
- Rowing: Every time Charon's abilities indicate that Charon Rows, Charon moves a number of Soul River Zones according to the value shown on the Boss track. Charon only moves through Soul River Zones following the River toward the end of it.
IMPORTANT: Charon cannot be moved by abilities or effects that are not his own.
- Movement and Attack: Heroes still cannot enter Soul River Zones. Heroes attacking with Melee attacks can do so from any Zone adjacent to Charon's current Zone.
- Collecting Souls: Each time Charon enters a Zone with a Soul token, he collects that token. Any Hero standing in an adjacent Zone to Charon may spend 1 action to remove 1 Soul token from Charon and discard it.
- Soul Shields: Some of Charon's abilities give him Soul Shields. Whenever an effect indicates that Charon gains a Soul Shield, take as many Soul tokens as Soul Shields indicated, and place them on his dashboard. When Charon takes Wounds, remove that many Soul tokens instead of dealing Wounds. If Charon has no more Soul Shields to discard, he takes Wounds.
- Death Ride: One of Charon's Abilities may take a Hero into a Death Ride. After attacking a Hero through the Death Ride action, if the Hero took at least 1 Wound from the attack, place that Hero in Charon's Zone with their miniature laying down. Whenever Charon Rows, move the Hero along with him. The Hero takes 1 Wound for each Zone they move with Charon. A Hero on a Death Ride must spend their first action to escape the Ride. Then, place that Hero in any adjacent Zone to Charon. Any Hero may spend 1 action adjacent to Charon to release another Hero being held in a Death Ride, and place that Hero in their Zone. If a Hero is KO'd due to the Death Ride, place its miniature in any adjacent Zone as soon as they are KO'd.
- Soul Passages: Objective tokens represent magical doorways that allow Heroes to cross distances around the river. A Hero standing in an Objective token Zone may spend 1 MP to be placed in any other Objective token Zone.
- Charon Escapes: If Charon is in the River End Zone and still has Zones to move, he leaves the Dungeon and the Quest ends in defeat.
Boss Fight Setup (as printed)
Boss Fight Starting Zones; Charon's Zone; Soul token x8; Objective token x5; Bridge x1; Tiles 4B, 3B, 2B, 1B; River End Zone (marked on the Tile).
The booklet's Boss Fight diagram shows the Tile layout and component positions; the diagram itself is not transcribed as text.
Dark Ride Setup Components (as printed)
Hero Starting Zone; Objective token x1; Regular Chest token x1; Greater Chest token x2; Starting Mob Zone x2; Spawn token x2; Portal Token (up to x2); Roaming Monster Portal Token x1; Closed Door x4; Pillar Token x1; Forge Token x1; Bridge x2.
Loot tokens are placed according to the number of Heroes: 1-2 Heroes: 1 token; 3-4 Heroes: 2 tokens; 5-6 Heroes: 3 tokens.
Roaming Monster Cards
Transcribed from the card scans in the Darkbringer Pack. Cards are listed by printed Health per Hero. Each monster has a set of cards at several strengths; the ability wording repeats from one strength to the next, and the numbers that change are given where read clearly. Icons are written as words where the meaning is clear; where a value could not be read reliably it is marked in Gaps.
Gryphon
- Health 6/Hero: If Gryphon is in a Zone with Treasure/Loot tokens: Place all Treasure/Loot tokens from Gryphon's Zone on its card (adding to its rewards). If Gryphon has an open path to any Treasure/Loot tokens: Place Gryphon in the closest Zone with Treasure/Loot tokens. Then, Gryphon attacks the closest Hero, if possible. ATTACK 2: +1 Hit for each Treasure/Loot token on Gryphon's card.
- Health 7/Hero: Same ability text. ATTACK 2: +1 Hit for each Treasure/Loot token on Gryphon's card.
- Health 8/Hero: Same ability text. ATTACK 2: +2 Hit for each Treasure/Loot token on Gryphon's card.
- Second set, Health 10/Hero, 12/Hero and 15/Hero: same ability text, with the Attack rider +2 Hit for each Treasure/Loot token on Gryphon's card.
Amon
- Health 7/Hero: If Amon is in the same Zone as a Hero: That Hero discards 3 tokens (icon as printed). For each token they can't discard, they take 1 Wound. Otherwise: Place Amon in the Zone of the Hero with the most tokens and Amon attacks that Hero. ATTACK 1: Defender discards 1 token.
- Health 9/Hero: Same ability text, with the Hero discarding 4 tokens. ATTACK 1: Defender discards 1 token.
- Health 11/Hero: Same ability text, with the Hero discarding 5 tokens. ATTACK 1: Defender discards 2 tokens.
- Second set, Health 13/Hero, 14/Hero and 17/Hero: same ability text. The discard counts and Attack rider differ by strength and are not transcribed (see Gaps).
Valkyrie
- Health 6/Hero: Each time an Enemy is killed, place 1 token on Valkyrie. If there is a Hero up to 2 Zones away from Valkyrie: Move Valkyrie to the closest Hero and attack them. Otherwise: Valkyrie moves 2 Zones toward the closest Hero. Then, all other Enemies in the Dungeon move 1 Zone toward their closest respective Hero. ATTACK 1: +1 Hit for each token on Valkyrie.
- Health 8/Hero and Health 9/Hero: Same ability text and Attack rider.
- Second set, Health 10/Hero, 12/Hero and 14/Hero: same ability text.
Vindicator
- Health 5/Hero: If there is more than 1 Hero in the same Zone: Place Vindicator in a Zone adjacent to the Zone with the most Heroes and deal 1 Wound to each Hero in that Zone. Otherwise: Place Vindicator in a Zone adjacent to the Hero with the highest level (if tied, the highest XP) and attack that Hero. COMBAT 1: Vindicator takes 1 Wound and the attacking or defending Hero takes 1 Wound (once per roll).
- Health 8/Hero: Same ability text, dealing 2 Wounds to each Hero in that Zone. COMBAT 1: Vindicator takes 2 Wounds and the attacking or defending Hero takes 2 Wounds (once per roll).
- Health 10/Hero: Same ability text as Health 8/Hero, with the same Combat rider.
- Second set, Health 12/Hero, 13/Hero and 15/Hero: same ability text; the printed Wound values differ by strength and are not transcribed (see Gaps).
Azmozeus
- Health 5/Hero: Azmozeus always rolls the purple Shadow die when attacking. If there are any Heroes in Shadow Zones: Each Hero in a Shadow Zone takes 1 Wound. Azmozeus moves 2 Zones toward the closest Hero and attacks, if possible. Otherwise: Place Azmozeus and the closest Hero in the Shadow Zone closest to Azmozeus. Then, Azmozeus attacks that Hero. KO icon: KO the defending Hero. Remove Azmozeus and its cards from the game, returning any Treasure tokens on it to the Treasure bag. Heroes gain no XP. ATTACK 1: Reroll the Shadow die if the result isn't the KO icon.
- Health 7/Hero and Health 9/Hero: Same ability text, with each Hero in a Shadow Zone taking 2 Wounds.
- Second set, Health 11/Hero, 13/Hero and 14/Hero: same ability text; the Shadow-Zone Wound values differ by strength and are not transcribed (see Gaps).
Buer
- Health 4/Hero: Buer always activates last during the Enemy Phase. If there are any Mobs in the Dungeon: Buer performs 2 actions like a Mob. Then, the closest Mob to Buer performs 1 action. Otherwise: Spawn a Mob in Buer's Zone (it doesn't activate this round). COMBAT 1: Each Enemy heals 1.
- Health 6/Hero: Same ability text. COMBAT 1: Each Enemy heals 2.
- Health 8/Hero: Same ability text. COMBAT 1: Each Enemy heals 3.
- Second set, Health 10/Hero, 12/Hero and 14/Hero: same ability text, with Combat heal values of 3, 4 and 5.
Mob Cards
Transcribed from the Mob card scans in the Darkbringer Pack. Each Mob comes at several strengths; the Mob's Combat and Defense values are given per strength.
Nagas
- Health 9/Hero, 10 and 11 (first set): COMBAT 1: Place the attacking or defending Hero in the Nagas' Zone and deal them 2 Wounds (once per roll).
- Health 4, 5 and 7 (second set): COMBAT 1: Place the attacking or defending Hero in the Nagas' Zone and deal them 1 Wound (once per roll) at Health 4 and 5; at Health 7 deal them 2 Wounds (once per roll).
Nymphs
- Health 7, 8 and 9 (first set): DEFENSE 2: Ignore 1 Hit. It becomes 1 Wound.
- Health 2, 3 and 5 (second set): DEFENSE 2: Ignore 1 Hit. It becomes 1 Wound.
Construct Cards
Transcribed from the Construct card scans. The booklet says Constructs are part of the Tinkerer Class and may replace the Construct tokens with miniatures. These scans may be shared with the base Tinkerer set; see Gaps.
Scout Construct
- Scout Construct I (Health 3): Cannot attack. May open doors, trade, and carry items. MOVE: +1 MP.
- Scout Construct III (Health 7): Cannot attack. May open doors, trade, and carry items. MOVE: +2 MP, ignores Reaction Damage.
Sentry Construct
- Sentry Construct I (Health 2): Cannot move. ATTACK: 1 (melee plate 1, ranged plate 1).
- Sentry Construct III (Health 7): Cannot move. ATTACK: 2 (melee plate 2, ranged plate 2).
Guard Construct
- Guard Construct I (Health 4): MELEE DEFENSE: +1.
- Guard Construct III (Health 7): MELEE DEFENSE: +2.
Gaps
Not transcribed, and why:
- 12 Hero cards, the 3 Boss dashboards, and Charon's and the Bosses' dashboard text: not in the source. The booklet shows their art only.
- Tinkerer and Shaman skill and item decks (Exo-Armor, Spirits, item sheets): not transcribed. Some of these sheets may be shared base-game art, so they are not used here.
- Second-set Roaming Monster and Mob numbers: the printed Wound, discard and attack values that differ between strengths were not read reliably enough to transcribe, so they are omitted rather than guessed.
- Icons: Judgement, Poison and Soul tokens are written by name. The dice faces in the Hades quest are read from the photograph: the shield face is taken as Block and the claw face as Wound. The Defense-die reading of the die in the Hades quest is a judgement call.
- Diagrams: Tile layouts and component placement diagrams for the three quests are not transcribed as text.
- Booklet page 1 (cover and any introduction) is absent from the source; only printed pages 2 to 8 were available.