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Massive Darkness 2: Heavenfall – Awakening Heaven thumbnail

Massive Darkness 2: Heavenfall – Awakening Heaven

Expansion for Massive Darkness 2: HeavenfallExpansion for Massive Darkness 2: Hellscape

Massive Darkness 2: Heavenfall – Awakening Heaven Rulebook

Table of Contents

Table of Contents

  • Quest Objectives
  • Quest Special Rules
  • Setup

Quest Objectives

Complete the objectives in order:

  1. Lure Darkness: Lure Baalberith outside of Heaven, in front of the Gates of Heaven.
  2. Purge Darkness: Kill Baalberith.

Quest Special Rules

The 3 Seals: The Objective tokens represent the Seals. In order to open the Gate and lure Baalberith out of Heaven, the Heroes must break all 3 Seals. Any Hero standing in a Zone with an Objective token may spend 1 action to break the Seal. Discard the Objective token, then each Hero immediately gains 5 XP.

The Gates of Heaven: The door with a yellow outline is locked and represents the Gate of Heaven. It cannot be opened until all 3 Seals have been broken.

Purge Darkness: Baalberith cannot be attacked or targeted by any abilities or effects until the Heroes manage to Lure him out of Heaven (Tile 4A). Once Baalberith is outside of Heaven, he can be attacked and targeted as usual. Players cannot go back into Heaven after this point.

Baalberith Acts: At the end of each Enemy Phase Baalberith activates following the 2 steps below.

Step 1 – Roll 2 Enemy dice and check the effect:

  • 0 [Enemy die symbol] – Each Hero takes 1 Wound and discards 1 [blue starburst icon].
  • 1 [Enemy die symbol] – Move each Enemy in the same Tile as Baalberith by 1 Zone toward its closest Hero.
  • 2 [Enemy die symbol] – Place the Hero with the least Health in the same Zone as the Hero with the most Health and attack them (even if self). The Hero that is moved does not take Reaction Damage, and when assembling their attack dice pool, do not add the [purple die face]. This roll is not affected by any skill or ability, nor generates Mana.

Step 2 – Move Baalberith 2 Zones toward the closest Hero. If Baalberith reaches that Hero's Zone, it attacks that Hero with 3 [yellow attack die] and 2 [orange attack die].

Once Baalberith is outside of Heaven, it can then be targeted as usual. When attacked, Baalberith's Defense dice are 5 [blue defense die] and 1 [grey defense die], and has a total Health of 15 per Hero. As soon as Baalberith is killed, the Quest ends in victory.

Setup

Map: The booklet shows a quest map of Tiles 1A, 2A, 3A and 4A with the components below placed on it. The map is a graphic; the text does not describe its layout beyond the icons in the legend.

Components (legend icons in brackets; the legend's icon for each entry is shown on the printed sheet):

  • Hero Starting Zone [gold-framed starburst icon]
  • Baalberith Starting Zone [red diamond icon with Baalberith]
  • Locked Door x1
  • Closed Door x10
  • Objective Token x3 (the Seals)
  • Loot Token x1 for 1-2 Heroes, x2 for 3-4 Heroes, x3 for 5-6 Heroes (the booklet prints these as Loot tokens are placed according to the number of Heroes)
  • Spawn Token x4
  • Forge Token x1
  • Greater Chest Token x2
  • Regular Chest Token x1
  • Portal Token, up to x2
  • Roaming Monster Portal Token x1
  • Starting Mob Zone x1
  • Spike Trap Token x1
  • Pillar Token x1
  • Fountain Token x1
  • Bridge x2

The map also shows two green tokens marked "3+" and "5+" with a Hero figure. The booklet does not explain them in its text, so no rule is given for them here.