Massive Darkness: Enemy Box – Elementals
Massive Darkness: Enemy Box – Elementals Rulebook
Table of Contents
Table of Contents
Greater Roaming Monsters
Each card lists its Health (the book icon with the "x7" multiplier), its Combat dice by category (Melee sword, Ranged bow, Magic wand, Defense shield), and its printed abilities. Bracketed dice groups in the text below are the printed dice icons.
Earth Elemental (RM18)
Greater Roaming Monster. Health x7. Melee: yellow 2, red 1. Defense: green 3.
When he enters play, give him 2 Pillars.
Instead of normal Attack, discard 1 Pillar to make a Range 0-3 [3 yellow Attack dice] [3 red Attack dice] Ranged Attack.
Water Elemental (RM20)
Greater Roaming Monster. Health x7. Magic: yellow 2, red 1. Defense: blue 3.
Slippery (Moves to an adjacent Zone if its target is in its Zone).
Its Magic Attack rolls the same number and color of dice as the last Attack it suffered (ignore its Equipment when attacking).
Air Elemental (RM17)
Greater Roaming Monster. Health x7. Magic: yellow 3, red 1. Defense: blue 2, green 2.
Slippery (Moves to an adjacent Zone if its target is in its Zone).
Attack [Attack Bam symbol]: The defender moves 2 Zones away as if he had Slippery.
Fire Elemental (RM19)
Greater Roaming Monster. Health x7. Magic: yellow 1, red 3. Defense: blue 2, green 1.
Slippery (Moves to an adjacent Zone if its target is in its Zone).
Defense: Inflict 1 Wound to the attacker.
Lesser Roaming Monsters
The same card layout applies: Health (the book icon with the "x5" multiplier), Combat dice by category, and printed abilities.
Earth Elemental (RM14)
Lesser Roaming Monster. Health x5. Melee: yellow 1, red 1. Defense: green 2.
When he enters play, give him 2 Pillars.
Instead of normal Attack, discard 1 Pillar to make a Range 0-3 [2 yellow Attack dice] [2 red Attack dice] Ranged Attack.
Water Elemental (RM16)
Lesser Roaming Monster. Health x5. Magic: yellow 1, red 1. Defense: blue 2.
Slippery (Moves to an adjacent Zone if its target is in its Zone).
Its Magic Attack rolls the same number and color of dice as the last Attack it suffered (ignore its Equipment when attacking).
Air Elemental (RM13)
Lesser Roaming Monster. Health x5. Magic: yellow 2, red 1. Defense: blue 1, green 1.
Slippery (Moves to an adjacent Zone if its target is in its Zone).
Attack [Attack Bam symbol]: The defender moves 2 Zones away as if he had Slippery.
Fire Elemental (RM15)
Lesser Roaming Monster. Health x5. Magic: yellow 1, red 2. Defense: blue 2.
Slippery (Moves to an adjacent Zone if its target is in its Zone).
Defense: Inflict 1 Wound to the attacker.
Card Notes
- The card faces carry no spawn, Level or Equipment rules. Those come from the base Massive Darkness rulebook, which this box expands.
- Slippery is the base keyword as printed on each card; the parenthetical text is the card's own wording.
- Icon rendering: the printed dice icons in the Pillar abilities are shown in brackets as words; yellow and red are the Attack die colors from the base rulebook. The Air card's starburst symbol is read as the Attack Bam, the Bam symbol defined in the base rulebook's Combat Dice section.
- Combat dice amounts are read from the card's category bar: a yellow or red number is an Attack die, a blue or green number is a Defense die. Categories with no number are blank on the card.