Massive Darkness: Lightbringer Pack
Massive Darkness: Lightbringer Pack Rulebook
Table of Contents
Table of Contents
Heroes
A Hero card carries a Shadow Mode Skill (usable only while the Hero stands in a Shadow Zone), a Special Skill (usable freely), and a Recommended Class. See the base rulebook's Heroes section for the general rules.
Myriam [H1020]
- Shadow Mode Skill: Attack or Defense: Steal 1 Bam OR 1 Diamond from the defender or attacker.
- Special Skill – Healer: Once per Activation, roll 1 blue Defense die and heal Wounds equal to the number of Shields from herself or an Ally in Line of Sight.
- Recommended Class: Battle Wizard.
Sicarius [H1021]
- Shadow Mode Skill: Attack: Blank results get +1 Hit.
- Special Skill – Loner: If he has no Allies in Line of Sight, Sicarius gets "Attack: +2 Hits".
- Recommended Class: Bloodmoon Assassin.
Lil' Ned [H1039]
- Shadow Mode Skill: Attack Bam: +2 Hits. Defense: -1 Shield.
- Special Skill – Huge: Melee Actions have Range 0-1. Lil' Ned blocks Enemy Lines of Sight.
- Recommended Class: Bonecrusher.
Artifacts
Artifact cards are used like any other Artifact in the base game. Their text is the printed card text.
Bonecrusher's Pauldron [A011]
- +1 Melee Action with "Attack Bam: Stun the Enemy".
- Once per Activation, deal 5 Wounds to a Stunned Enemy in the Hero's Zone.
Priest's Reliquary [A010]
- The first time the Hero would be wounded on each of his Turns, prevent all Wounds.
- +1 Action.
Assassin's Cloak [A008]
- All Zones in the Hero's Line of Sight are considered Shadow Zones.
- +1 Combat Action with "Attack: +1 Bam".
Class Sheet: Bonecrusher
The Bonecrusher Class Sheet is the only Class Sheet in the pack. Its Experience costs are shown on the badges at the start of each Skill; a Skill replaces the one before it in the same Skill Line.
- Signature (1 XP) – Blind Fury: [Spend 1 XP] During this Turn, the Hero gets "Attack: +1 Hit and Defense: -1 Shield".
- Free Class Skill – First Blood: When the Hero enters an Enemy's Zone or an Enemy enters the Hero's Zone, inflict 1 Wound to the Enemy.
Enhance Health
- Level 1 (5 XP): +1 Max Health.
- Level 2 (10 XP): +2 Max Health; Regeneration 1.
- Level 4 (10 XP): +2 Max Health; Regeneration 2.
Massive Darkness
- Level 2 (10 XP): [Shadow Mode] Melee: +1 Hit; [Shadow Mode] Melee Bam: +2 Hits.
- Level 4 (10 XP): [Shadow Mode] Melee: +2 Hits; [Shadow Mode] Melee Bam: +3 Hits.
Charge
- Level 1 (5 XP): Charge.
- Level 3 (10 XP): Charge (Attack: +2 Wounds).
- Level 5 (10 XP): Charge (Attack: +3 Wounds).
Fearsome Presence
- Level 1 (5 XP): Taunt.
- Level 2 (10 XP): Taunt; Defense: Attacker -1 Attack die.
- Level 4 (15 XP): Taunt; Defense: Attacker -2 Attack dice.
Concussion
- Level 2 (5 XP): Melee Bam Bam: Stun the Enemy.
- Level 4 (10 XP): Melee Bam: Stun the Enemy. Melee Bam Diamond: Stun all Enemies in the same and adjacent Zones.
Mace and Hammer
- Level 1 (5 XP): [Mace or Hammer] Attack: +1 Attack die.
- Level 3 (10 XP): [Mace or Hammer] Attack: +1 Attack die. [Mace or Hammer] Attack: Defender -1 Defense die.
Greater Roaming Monsters
Each card lists its Health (the armour icon with the "x" multiplier, multiplied by the number of starting Heroes), its Combat dice by category (Melee sword, Ranged bow, Magic wand, Defense shield), and its printed abilities. Dice are given as yellow or red Attack dice and blue or green Defense dice, in that order on the card.
Oni (RM62)
Greater Roaming Monster. Health x7. Melee: yellow 1, red 3. Defense: blue 1, green 3.
Slippery.
When leaving a Zone, inflict 1 Wound to each Hero there.
Ogre Rockbreaker (RM60)
Greater Roaming Monster. Health x7. Melee: yellow 3, red 1. Defense: blue 2, green 2.
Attack Bam Bam: Defender gets -1 blue Defense die AND -1 green Defense die.
Ogre Brute (RM58)
Greater Roaming Monster. Health x8. Melee: yellow 1, red 3. Defense: blue 3, green 1.
Attack Bam: Stun the Hero.
Nightmare Thing (RM56)
Greater Roaming Monster. Health x6. Melee: yellow 3, red 1. Defense: blue 2, green 2.
Defense: Attacking Heroes can't use their Shadow Mode Skills.
Low Troll (RM54)
Greater Roaming Monster. Health x7. Melee: yellow 2, red 2. Defense: blue 3, green 1.
Roll 3 [yellow die icon] if he would be killed.
Bam: Still alive with 1 Health.
Living Construct (RM52)
Greater Roaming Monster. Health x6. Melee: red 1. Ranged: red 1. Defense: green 1.
Spawns with an additional Treasure card. (Cards with the same Attack mode always combine.)
Iron Golem (RM50)
Greater Roaming Monster. Health x6. Melee: yellow 1, red 3. Defense: blue 1, green 3.
No Attack may inflict more than 3 Wounds to the Iron Golem.
Hellsbane (RM48)
Greater Roaming Monster. Health x6. Melee: yellow 2, red 1. Magic: yellow 2, red 1. Defense: blue 3, green 1.
Attack: +1 Hit per Hero in a Shadow Zone.
Graz & Prug (RM46)
Greater Roaming Monster. Health x8. Melee: yellow 2, red 2. Defense: blue 3, green 1.
When they Attack, if there's more than 1 Hero in the Zone, roll 1 [red die icon].
Bam: Must target a different Hero in this Zone instead.
Fomorian (RM44)
Greater Roaming Monster. Health x7. Melee: yellow 1, red 2. Defense: blue 2, green 2.
Attack: +2 Hits per Hero in the same Zone.
Flesh Golem (RM42)
Greater Roaming Monster. Health x7. Melee: yellow 2, red 2. Defense: blue 1, green 2.
It heals half its Wounds (rounded down) when it Activates during the Enemies' Phase.
Cun-Ha (RM40)
Greater Roaming Monster. Health x6. Melee: yellow 1, red 3. Defense: green 3.
Defense Bam: +1 Shield and inflict 1 Wound to the attacker.
Defense Diamond: +2 Shields and inflict 1 Wound to the attacker.
Cliffbreaker Cyclops (RM38)
Greater Roaming Monster. Health x7. Melee: yellow 1, red 2. Ranged: yellow 1, red 2. Defense: blue 2, green 1.
"Attack: +3 Hits" if he has 5 or less Health.
Chromatis (RM36)
Greater Roaming Monster. Health x6. Melee: red 3. Magic: red 3. Defense: blue 2, green 2.
Attack: +1 Hit per Male Hero in Line of Sight.
Defense: +1 Shield per Female Hero in Line of Sight.
Werewolf (RM70)
Greater Roaming Monster. Health x7. Melee: yellow 1, red 3. Defense: blue 3, green 1.
"Attack: +3 Hits" if Werewolf has more Wounds then half of its Health.
Weretiger (RM68)
Greater Roaming Monster. Health x7. Melee: yellow 1, red 3. Defense: blue 3, green 1.
Attack OR Defense: Blank results are Re-rolled one additional time.
Werebear (RM66)
Greater Roaming Monster. Health x8. Melee: yellow 2, red 2. Defense: blue 1, green 2.
Stuns a Hero standing in the same Zone (players choose) each time it Activates.
Overseer (RM64)
Greater Roaming Monster. Health x6. Melee: yellow 3, red 1. Ranged: yellow 3, red 1. Defense: blue 1, green 3.
During the Enemies' Phase, instead of activating, Overseer activates the target Hero as if it were a Roaming Monster (ignore the Class Sheet for this Activation).
Lesser Roaming Monsters
The same card layout applies: Health (the armour icon with the "x" multiplier), Combat dice by category, and printed abilities.
Oni (RM61)
Lesser Roaming Monster. Health x5. Melee: red 2. Defense: blue 2, green 1.
Slippery.
When leaving a Zone, inflict 1 Wound to each Hero there.
Ogre Rockbreaker (RM59)
Lesser Roaming Monster. Health x5. Melee: yellow 3. Defense: blue 3.
Attack Bam: Defender gets -1 blue Defense die.
Ogre Brute (RM57)
Lesser Roaming Monster. Health x6. Melee: red 2. Defense: green 2.
Attack Bam: Stun the Hero.
Nightmare Thing (RM55)
Lesser Roaming Monster. Health x4. Melee: yellow 3. Defense: blue 2, green 1.
Defense: Attacking Heroes can't use their Shadow Mode Skills.
Low Troll (RM53)
Lesser Roaming Monster. Health x5. Melee: red 2. Defense: blue 1, green 1.
Roll 2 [yellow die icon] if he would be killed.
Bam: Still alive with 1 Health.
Living Construct (RM51)
Lesser Roaming Monster. Health x4. Melee: yellow 1. Ranged: yellow 1. Defense: blue 1.
Spawns with an additional Treasure card. (Cards with the same Attack mode always combine.)
Iron Golem (RM49)
Lesser Roaming Monster. Health x4. Melee: yellow 2, red 1. Defense: green 2.
No Attack may inflict more than 3 Wounds to the Iron Golem.
Hellsbane (RM47)
Lesser Roaming Monster. Health x4. Melee: yellow 2. Magic: yellow 2. Defense: blue 2, green 1.
Attack: +1 Hit per Hero in a Shadow Zone.
Graz & Prug (RM45)
Lesser Roaming Monster. Health x6. Melee: red 2. Defense: blue 3.
When they Attack, if there's more than 1 Hero in the Zone, roll 1 [red die icon].
Bam: Must target a different Hero in this Zone instead.
Fomorian (RM43)
Lesser Roaming Monster. Health x5. Melee: yellow 1, red 1. Defense: blue 2, green 1.
Attack: +1 Hit per Hero in the same Zone.
Flesh Golem (RM41)
Lesser Roaming Monster. Health x5. Melee: yellow 3. Defense: blue 1, green 1.
It heals half its Wounds (rounded down) when it Activates during the Enemies' Phase.
Cun-Ha (RM39)
Lesser Roaming Monster. Health x4. Melee: red 2. Defense: blue 1, green 1.
Defense Bam: +1 Shield and inflict 1 Wound to the attacker.
Defense Diamond: +2 Shields and inflict 1 Wound to the attacker.
Cliffbreaker Cyclops (RM37)
Lesser Roaming Monster. Health x5. Melee: yellow 2, red 1. Ranged: yellow 2, red 1. Defense: blue 1, green 1.
"Attack: +3 Hits" if he has 5 or less Health.
Chromatis (RM35)
Lesser Roaming Monster. Health x4. Melee: red 2. Magic: red 2. Defense: blue 1, green 1.
Attack: +1 Hit per Male Hero in Line of Sight.
Defense: +1 Shield per Female Hero in Line of Sight.
Werewolf (RM69)
Lesser Roaming Monster. Health x5. Melee: red 2. Defense: blue 1, green 1.
"Attack: +2 Hits" if Werewolf has more Wounds then half of its Health.
Weretiger (RM67)
Lesser Roaming Monster. Health x5. Melee: red 2. Defense: blue 1, green 1.
Attack OR Defense: Blank results are Re-rolled one additional time.
Werebear (RM65)
Lesser Roaming Monster. Health x6. Melee: yellow 1, red 1. Defense: blue 2.
Stuns a Hero standing in the same Zone (players choose) each time it Activates.
Overseer (RM63)
Lesser Roaming Monster. Health x4. Melee: yellow 3. Ranged: yellow 3. Defense: blue 2, green 1.
During the Enemies' Phase, instead of activating, Overseer activates the target Hero as if it were a Roaming Monster (ignore the Class Sheet for this Activation).
Card Notes
- The Roaming Monster card faces carry no spawn, Level or Equipment rules. Those come from the base Massive Darkness rulebook, which this pack expands. Lesser cards are used at Levels 1 to 3 and Greater cards at Levels 4 and 5.
- The pack's Boss and Minion extras (Orc Flayer, Dwarf Defender, Goblin Archer, Orc Enforcer, Goblin Warrior, Dwarf Warrior) carry no new rules, so they are not transcribed.
- Icon rendering: the Bam and Diamond symbols are written as "Bam" and "Diamond", the sword as "Hit", the shield as "Shield", and the Combat dice by colour. Where a card shows a die icon inside its text, it is written in brackets.
- Illegible or uncertain reads: the die icon in the Low Troll "Roll" line (both versions) and the red die icon in the Graz & Prug "roll 1" line are read as yellow and red Attack dice from the icon colour; the exact die type is not otherwise printed in the crop. The Lil' Ned Defense icon is read as a Shield, matching the same glyph on Cun-Ha and Myriam's Healer. The Mace and Hammer Level 1 die icon is read as an Attack die. Compare these against a physical card if one becomes available.
- The card text for Werewolf reads "then half of its Health" on the printed card; it is transcribed as printed.