Middara: Unintentional Malum – Act 2
Middara: Unintentional Malum – Act 2 Rulebook
Table of Contents
Table of Contents
- Act 2 Component List
- Summary of Components
- New Rule Book
- Adventure Book
- Diagram Book
- Plastic Figures
- Custom Dice
- Combatant Cards
- Discipline Cards
- Keystone Disciplines
- Tier-less Item Cards
- Combatant Loot Cards
- Exalted Esper Cards
- Tiles
- Sheets
- Terrain Tokens
- Combatant Tokens
- Effect Tokens
- Damage Tokens
- Encounter Tokens
- Tracker Tokens
- Cardboard Figure Standups
- Extra Large Cards
- Hidden Card Decks
- Replacement Cards
- Compatibility Cards
- How to Use this Content
- Navigating the World of Middara
- Keystone Disciplines
- Dice Breakdown
- Shared Rules (See the Act 3 Entry)
- Pages Not Transcribed
Act 2 Component List
Printed as the "UM2 Components" list on page 8 of the New Rules book. The same page also prints the UM3 Components list, which is transcribed in the Act 3 entry.
- 1 Rulebook
- 1 Adventure Book
- 1 Diagram Book
- 12 Dice
- 43 Miniatures
- 8 Colored Base Clips
- 43 Standees
- 14 Standee Clips
- 14 Double-Sided Tiles
- 4 Double-Sided Sheets
- 415 Tokens
- 143 Large Cards (5x6 Unique Size)
- 11 Intelligent Combatants
- 36 Chapter 6-7 Hidden Cards
- 39 Chapter 8 Hidden Cards
- 57 Compatibility Cards
- 6 Hidden Card Shields
- 142 Mini Cards (Mini American)
- 44 Discipline Cards
- 10 Combatant Loot Cards
- 1 Initiative Card
- 52 Hidden Cards
- 31 Compatibility Cards
- 4 Hidden Card Shields
- 299 Item Cards (Standard Euro)
- 30 Store Items
- 84 Hidden Epic Items
- 84 Hidden Legendary Items
Summary of Components
Printed as "Summary of Components" on pages 6 and 7 of the New Rules book. Counts printed as "X" in the book (highlighted in pink on the printed page) are placeholders in the source and are reproduced as printed.
New Rule Book
This is the Middara: New Rules Book and contains all the new rules required to play Middara: Unintentional Malum Act 2 and 3.
Adventure Book
This book contains Act 2 of Unintentional Malum and is the second part of the ongoing adventure of Nightingale and her friends.
Diagram Book
This is a supplemental book that contains all the Diagrams for Middara: Unintentional Malum Act 2.
Plastic Figures
Act 2 contains 43 plastic figures used to represent the Characters and Combatants.
Custom Dice
Act 2 contains 12 additional custom dice. These dice are used alongside high tier cards (e.g., Epic, Legendary, and Mythic). See the Dice Breakdown chart on the back of this rule book for a detailed look at the dice.
Combatant Cards
Act 2 contains 11 additional non-Hidden Combatant Cards. These cards are new Variations and Alternate Combatants intended to add options to Act 1. These cards should be added to your game immediately. See Adding New Cards, Pg. 10.
Discipline Cards
Act 2 contains 44 additional non-Hidden Discipline Cards. These cards provide new options for Act 1 and should be added to your game immediately. See Adding New Cards, Pg. 10.
Keystone Disciplines
Act 2 contains 24 brand new cards called Keystone Disciplines. These cards provide new options for Act 1 and should be added to your game immediately. See Keystone Disciplines, Pg. 26.
Tier-less Item Cards
Act 2 contains 18 non-Hidden Item Cards that can be acquired at any tier. These cards represent new Wandering Items and Accessories. These cards should be added to your game immediately. See Adding New Cards, Pg. 10.
Combatant Loot Cards
Act 2 contains 10 new Loot Cards that are used to set up Loot Decks when playing higher tier Encounters (e.g., Epic, Legendary, and Mythic.) See the Combatant Loot Deck Setup on Pg. 34.
Exalted Esper Cards
Act 2 contains 4 new Exalted Esper Cards. These cards are new options that can be used by the Exalted Summoning Discipline from the Assemblage Discipline tree.
These cards should be added to your game immediately. See Adding New Cards, Pg. 10.
Tiles
Act 2 contains 14 new double-sided Tiles used in new Encounters. Just like Act 1, the Tiles have a unique number associated with them. The number associated with Tiles that come in Core Expansions continue where the previous set ended. (i.e., the first Tile in Middara: Unintentional Malum Act 2 is UM73.)
Sheets
Act 2 contains 4 Sheets that are used alongside Tiles in new Encounters. Sheets are a new type of Tile and are used to represent static locations. See Tiles vs Sheets, Pg. 22.
Terrain Tokens
Act 2 contains X new Terrain tokens that represent new Terrain Types found in Encounters. See New Terrain, Pg. 41.
Combatant Tokens
Act 2 contains X new Combatant tokens. Many new Combatants and Abilities use these tokens. See New Combatant Tokens, Pg. 46.
Effect Tokens
Act 2 contains X new Effect tokens. Many new Combatants and Abilities use these tokens. See New Effect Tokens, Pg. 40.
Damage Tokens
Act 2 contains X new Damage tokens that scale at higher numbers to make it easier to keep track of Damage on Combatants that might have a higher maximum HP.
Encounter Tokens
Act 2 contains X new Encounter tokens. These tokens are used in many of the new Encounters and a few are added via Abilities. See New Encounter/Tracker Tokens, Pg. 42.
Tracker Tokens
Act 2 contains X Tracker tokens. Some are new; some are additional tokens provided to improve your Act 1 play experience.
The new tokens are used in many of the new Encounters and a few are added via Abilities. See New Encounter/Tracker Tokens, Pg. 42.
Cardboard Figure Standups
Act 2 contains X new cardboard figure standups used to represent figures on the board. While many figures are represented by miniatures, many others only have cardboard standups.
In addition, some Combatant tokens use cardboard standups to signify that the token in question is treated like a figure for all rules.
Extra Large Cards
Act 2 contains X Extra Large Cards. There is a new card size introduced in Act 2, and in turn, a new Hidden Card size called Extra Large Cards.
These cards are used to represent more complex AI, bosses, or any other Large Size card that needs the additional space. See New Card Size: Extra Large, Pg. 14.
Hidden Card Decks
Act 2 contains 6 Hidden Card decks that come in three sizes: Large, Medium, and Small.
These cards follow all the rules found for Hidden Cards in the Middara: Unintentional Malum Act 1 Rule Book and should not be revealed until you are instructed to reveal them by the Adventure Book.
Replacement Cards
Act 2 contains 3 Replacement Cards. These are Disciplines from Act 1 that have been improved. All players should replace their existing copies from Act 1. See Replacement Cards, Pg. 9.
Compatibility Cards
Act 2 contains a Compatibility Card deck. This deck contains all the cards you need to play Act 2 if you own an older version of Middara. See Compatibility Cards, Pg. 9.
IMPORTANT: If you already own Middara v1.2 (i.e., your cards will have the version number printed on them.) you do not need this deck of cards and can dispose of them.
How to Use this Content
Printed as "How to Use this Content" on pages 9 and 10 of the New Rules book.
Replacement Cards
There are two different Disciplines included in Act 2 that you already own from Act 1. 2 x Anticipated Attack, and 1 x Blood Rage. You should replace your existing copies of these two cards from Unintentional Malum: Act 1. You may dispose of the old versions of these cards.
Compatibility Cards
If your Unintentional Malum: Act 1 cards are marked with a version number (e.g., V1.2) you will not need any cards in this pack and can skip this step.
Otherwise, open the small pack of sealed cards marked "Replacement Cards!" and replace the cards below from your core game:
Note on the printed page: the illustration beside this text shows a Large "Replacement Cards!" pack and a Medium "Replacement Cards!" pack. The text above is reproduced as printed.
Compatibility Card List
Standard Euro
- 2 × Hoodie of Deflection
- 2 × Brooding Mantle
- 2 × Plate of Superiority
- 2 × Perpetrator's Catsuit
- 2 × Ancient Fullplate
- Magical Leather Dress
- 2 × Barbed Breastplate
- 2 × Etherium Coat
- Hater's Plate
- 2 × Marbas Threads
- 2 × Reinforced Shearling
- Angel Plate
- 2 × Morbid Leather
- 2 × Carapace of Attunement
- Oblation's Expiation (Living Oblation)
Mini American
- 2 × Forbode
- 2 × Perfect Love
- 2 × Euthanasia
- Summoning
- Felled Afterlife
- Blood Pact
- In Dreams
- In Secret
- He Watches
- 2 × Anticipated Attack
- Blood Rage
- Dead End
- Bring the Wrath
- Gigas Grip
- Master of the Vessel
- Salvation
- Font of Renewal
- Inspiration
- 2 × Shame of the Otaku
- Quick Blow
- Rapid Reload
- Jack of All Blades
- Ninjutsu
- Brutal Slaughter
- Blighted Hendrix
- Obscene Rescindo
Large (5×6)
- Remi
- Nightingale
- Rook
- Zeke
- Cave Sickle
- Water Loa
- Animate
- Earth Loa
- Gevaudan
- Fragor
- Merk Hound
- Enslaved Spirit
- Zulfiqar, Spirit Blade
- Eliphie
- Femke
- Agares
- Diem
- Cave Sickle 1-3
- Cave Sickle 4-6
- Water Loa
- Earth Loa
- Animate
- Gevaudan
- Fragor
- Merk Hound
- Corpse Collector
- Blighted Guardian
- Living Oblation
- Gatekeeper
- Grotesque Effigy
- Lich Worm
- Tortured Immortal
The Large (5×6) list is printed in three columns on the page. The entries above are in printed column order (column 1, then column 2, then column 3), and the Mini American and Standard Euro lists are likewise in printed order.
Adding New Cards
There are new cards included in Unintentional Malum: Act 2 that are intended to be added to your existing available cards. Any card that is not hidden is intended to be available in any play through of Unintentional Malum, or any other game mode such as the Crawl Mode.
Why Are There So Many Hidden Cards?
Middara can be overwhelming to new groups. To help pare down the amount of content required and to add mystery, we've decided to hide cards that are not intended to be read or used at the start of an Adventure. This means that there is a significant number of Hidden Cards in both Unintentional Malum: Act 2 and Act 3.
While we always recommend that you preserve the mystery, if you are playing the Crawl Mode, or are simply curious, you can look at these cards and easily put them back in their intended order by using either the hidden card numbers in the top left, or the card numbers themselves.
How Do I Start Playing Act 2?
After identifying and using the Replacement Cards in Act 2, checking if you need to use the Compatibility Cards, and adding any new non-Hidden Cards to your game, you are ready to start playing Act 2.
Adventures in Middara are intended to be played in a chronological order, starting with Act 1, followed by Act 2, and so on. To begin playing Act 2 or to find all the specific steps required to begin playing, see the Introduction, on Pg. 2 of the Unintentional Malum: Act 2 Adventure Book.
Navigating the World of Middara
Printed as "Navigating the World of Middara" on pages 11 to 13 of the New Rules book. This is general product-line guidance that the book uses to explain its expansion types.
As the world of Middara grows, so does our product line. To help make navigating all the different types of expansions easier, we've included a clear list of product types, their use, and what you can expect from them.
Core Games
Some Core Games will have expansions associated with their Adventure directly. We call these Core Game Expansions. These are used when the conclusion to an Adventure might span more than one Core Game Expansion.
Unintentional Malum: Act 2 and Unintentional Malum: Act 3 are Core Game Expansions to Unintentional Malum: Act 1. These three products and their content all use the same icon (the Unintentional Malum dragon icon) to represent the Adventure Unintentional Malum.
If you have the Kickstarter Edition, you will be receiving both of these products combined into a single large box.
Core Games represent the foundation for a new Adventure in the Middara universe. They are the beginning of an Adventure and provide the components for both the story they are telling as well as many other expansions we plan on releasing in the future. A Core Game will always have the title of the Adventure associated with it and the Icon that represents both the product and the Adventure within it.
For example, Unintentional Malum: Act 1 is a "Core Game." Its Adventure, Unintentional Malum, uses the Unintentional Malum icon to represent it. This is also the same icon that can be found on the front of its corresponding Adventure Books.
Core Games are required to play and use every other type of product on this list.
Expansion Types
Core Game Expansions: see Core Games above. Unintentional Malum: Act 2 and Unintentional Malum: Act 3 are Core Game Expansions to Unintentional Malum: Act 1.
Adventure Packs: Adventure Packs add new Adventures that players can choose when starting the Adventure Mode. These brand new stories explore all of the narrative moments that lie on the periphery of our overarching adventures found in Core Games. Adventure Packs chronicle the machinations happening behind the scenes of our longer stories. Adventure Packs let players delve deeper into characters and moments and give them a glimpse of the cogs that move and click our meta-plot forward.
In game terms, an Adventure Pack is a brand new Adventure that isn't as long as a Core Game. This means they require additional content to play (usually a Core Game and/or its expansions).
Adventure Packs have rules for starting a new game with a predetermined cast of characters, new tiles, new items, new Combatants, and new allies. They follow the story of these other characters as they progress through the world of Middara.
Adventure Packs may be sold as one or more parts. Meaning, they are meant to be played chronologically starting from their first part. In all cases, Adventure Packs will list how many total parts exist to conclude their story.
Adventure Packs always require the previous Adventure Pack in its set to play. For example: you cannot play Pirates of Elenia: Part 2 without also owning and playing Pirates of Elenia: Part 1.
Micro Adventures: A Micro Adventure fills a similar role as an Adventure Pack. However, they're intended to rely on content from a Core Game and its Expansions. Where an Adventure Pack might contain new miniatures, Combatants, Adventurers, punchboards, and even new tiles, Micro Adventures typically only come as a booklet. This means that our Micro Adventures contain fewer Encounters, but plenty of narrative.
Micro Adventures are always one part and may be designed for player counts not seen in core products and Adventure Packs. For example: Trail of a Princess: An Opportune Tip is for one or two players.
Micro Adventures have a strong focus and are intended to fill the narrative gaps of our larger stories. Their reliance on narrative gives them an intimate glimpse into Middara and makes them great reading material!
Bounty Packs: Bounty Packs explore the milieu of Middara by providing players a glimpse into the ecology of horrific and dangerous monsters that inhabit a specific region. Alongside a set of new Encounters, players can embark on Bounties to experience new monsters, unlock new content, and test their builds against some of the hardest Encounters for their Loot Level.
Other Content Expansions: Middara has plenty of odds and ends. Other Content Expansions provide gameplay elements but don't include an Adventure for the Story Mode. Each product provides a vastly different type of content with a variety of uses. Typically, each of our Other Content Expansions will have some gameplay elements that can be added to any and all other Expansion types in this list.
Check out our website at www.Middara.com for a detailed description of each product.
Aesthetic Only Content: We take great pride in how our game looks and feels. For this reason, Middara contains many products that do not add additional gameplay elements. Examples of this are Extra Dice, Playmats, Art Books, and Token Upgrades.
All expansions that add no Game Play content are defined as Aesthetic Only Content.
Expansion Requirements
Adventure Packs, Micro Expansions, Bounty Packs, and Other Content Expansions always require a Core Game to play. Some might even require Core Game Expansions. Every expansion regardless of its type will depict the required Core Game (and any other expansions required) on their box and Adventure Book alongside any Icon associated with the Adventure in those expansions.
- Example 1: Bounties of Elenia #1: The Cave Sickle Queen requires the Core Game Unintentional Malum: Act 1.
- Example 2: Bounties of Elenia #3: The Collector requires the Core Game Unintentional Malum: Act 1 and its first Core Expansion Unintentional Malum: Act 2.
- Example 3: Pirates of Elenia: Vol. 1 requires Unintentional Malum: Act 1 to play.
- Alternatively, Pirates of Elenia: Vol. 2 requires Pirates of Elenia: Vol. 1, Unintentional Malum: Act 1, Act 2, and Act 3.
Keystone Disciplines
Printed as "Keystone Disciplines" on page 26 and "Learning Keystone Discipline Examples" on page 27 of the New Rules book.
What Are Keystone Disciplines?
Keystone Disciplines are a new type of advanced Discipline Adventurers can learn. Keystone Disciplines represent Abilities that an Adventurer can learn while dabbling in two different Discipline Trees.
These new Disciplines are capable of expanding what an Adventurer can accomplish by utilizing strong niche areas in our game that are either under-served, such as Conduits, or missing entirely, such as a way for an Adventurer to taunt and force his opponents to Attack him instead of his allies.
Each Keystone Discipline counts as two Discipline Trees and will depict this by merging both background colors and motifs of the two different Discipline Trees the Discipline represents.
In addition, each Keystone Discipline counts as two Disciplines, with each Keystone Discipline listing the two Discipline types and LVLs on the front and back of their cards.
The printed example card is Goad the Heathen:
- Front: "Goad the Heathen", KEYSTONE LVL 1 • MARTIAL / SANCTUS LVL 1. Passive: For the purpose of breaking ties, your Initiative Card may be treated as the first card in the Initiative Track. When you REDIRECT an Attack or Spell to yourself, the figure originally targeted Gains Barrier.
- Exhaust: At any time, REDIRECT an Attack or Spell to yourself. You may spend 1 SP to Un-Exhaust this card.
- Back: Martial / Sanctus, KEYSTONE LVL 1, XP COST: 6+.
Goad the Heathen is a Keystone Discipline that is both a LVL 1 MARTIAL Discipline and a LVL 1 SANCTUS Discipline.
The section marked A on each Keystone Discipline should be referenced when you want to know the LVL of the Keystone Discipline, which Discipline Tree a Keystone Discipline counts as, and the LVL of each of those Disciplines.
The back of a Keystone Discipline lists the base XP cost of the Keystone Discipline (B).
The Keystone Discipline's LVL is listed on both sides (C) and is referenced in the steps taken when learning Keystone Disciplines.
How to Learn Keystone Disciplines
Keystone Disciplines may be purchased during any moment an Adventurer would normally be allowed to spend XP to learn Disciplines. However, Keystone Disciplines have an additional prerequisite that an Adventurer must meet before they can learn them.
To purchase a Keystone Discipline, go through the following steps:
-
Check Prerequisites: To learn a Keystone Discipline, an Adventurer must already have learned a Discipline in each of the Discipline Trees depicted on the Keystone Discipline in which they want to purchase. These Disciplines must also be at the same LVL listed on the front of the Keystone Discipline.
Example: To learn Goad the Heathen, an Adventurer must already have learned another LVL 1 Martial and another LVL 1 Sanctus Discipline.
-
Determine Refunds: When purchasing a Keystone Discipline, Adventurers may trade in Disciplines they already have to Gain the cost of those Disciplines back in XP to help pay for the purchase of the chosen Keystone Discipline they would like to learn. If an Adventurer does not want to refund any of the Disciplines they currently have, skip this step.
To refund a Discipline, an Adventurer chooses a Discipline that is both equal to the LVL of the Keystone Discipline they are trying to learn and from one of the two Discipline Trees depicted as a requirement on that Keystone Discipline.
Then, determine the XP cost of the Discipline an Adventurer wants to refund, determining the XP cost as if it was the last Discipline (i.e., the most recent one) you purchased using the normal rules associated with learning Disciplines. Return that Discipline to its corresponding Discipline pile and Gain XP equal to this cost.
When purchasing a Keystone Discipline, an Adventurer may refund up to two Disciplines. When refunding more than one discipline this way, calculate each refunded Discipline's XP amount one at a time.
IMPORTANT: An Adventurer may never refund Story Disciplines. Additionally, an Adventurer may not refund a Discipline if knowing that Discipline is required as a prerequisite for them to know any other Disciplines they currently have.
However, an Adventurer may refund Disciplines that would otherwise be a requirement for the Keystone Discipline they are trying to learn during these steps.
Learning Keystone Discipline Examples
Example 1
In this example Nightingale wants to learn the Keystone Discipline Goad the Heathen. The first thing she does is check to make sure that she has already learned the prerequisite Disciplines to learn it. Goad the Heathen both requires and counts as a Martial LVL 1 and a Sanctus LVL 1 Discipline (A).
Nightingale currently knows three Disciplines: Magic Armor, Living Bulwark, and Mage Breaker.
- Since Magic Armor is a LVL 1 Sanctus Discipline and Living Bulwark is a LVL 1 Martial Discipline, Nightingale meets the prerequisites to learn Goad the Heathen.
Next, Nightingale determines if she wants to refund any of her Disciplines to learn Goad the Heathen. She doesn't want to, so she skips this step.
Now, Nightingale must calculate the cost of Goad the Heathen. To calculate the cost of Goad the Heathen, Nightingale counts the total number of Disciplines she already has that are the same LVL as the Keystone Discipline she is trying to learn. Then, she will multiply that total by 2.
- In this case, Nightingale has two total Disciplines that are LVL 1: Magic Armor and Living Bulwark. Her third Discipline, Mage Breaker, is LVL 2, so it does not add any cost when learning Goad the Heathen.
- Since she has a total of 2 Disciplines that match the same LVL as Goad the Heathen, she would add 4 to the base XP cost printed on Goad the Heathen (B).
This means the total XP cost Nightingale must spend to learn Goad the Heathen is 10. Nightingale would now spend 10 XP and Gain her new Keystone Discipline!
PRO TIP: If you are calculating the costs of Keystone Disciplines correctly, when refunding two normal Disciplines for a Keystone Discipline, you will always end up with 1 XP leftover in addition to having the Keystone Discipline you want paid in full!
Example 2
Printed as "Placeholder text" with a pink "EXAMPLE 2 (WIP)" label on the printed page. No example text was printed for Example 2 in this edition of the book.
Dice Breakdown
Printed as "Dice Breakdown" on page 52 of the New Rules book (back cover). The chart lists each custom die by colour and the face values on it. Dice symbols are printed as: Book (a book icon), Shield (a shield icon), and Burst (a star icon). Each face's Book and Shield icons are printed on the chart itself; this text gives the face values and marks the Burst faces, so the printed chart remains the reference for the per-face icons.
Black: six faces with Book and Shield icons, and one Skull face.
| Die | Faces |
|---|---|
| White | 2, 3, 4, 5, 6, 7 (Burst) |
| Teal | 3, 4, 5, 6, 7, 8 (Burst) |
| Green | 4, 5, 6, 7, 8, 9 (Burst) |
| Blue | 5, 6, 7, 8, 9, 10 (Burst) |
| Fire | 6, 7, 8, 9, 10, 11 (Burst) |
| Yellow | 7, 8, 9, 10, 11, 12 (Burst) |
| Pink | 8, 9, 10, 11, 12, 13 (Burst) |
| Purple | 1, 2, 3, 5, 6, 7 (Burst) |
| Orange | 2, 3, 4, 6, 7, 8 (Burst) |
| Red | 3, 4, 5, 7, 8, 9 (Burst) |
| Grey | 4, 5, 6, 8, 9, 10 (Burst) |
| Sky |
The Fire, Yellow and Pink dice are printed inside a shared bracket on the chart, and so are the Sky, Brown and Hunter dice.
Shared Rules (See the Act 3 Entry)
The following pages of the New Rules book contain engine rules that apply to Act 2 as well as Act 3. They are not repeated in this file, to avoid duplicating the same printed text. They are transcribed in full in middara-unintentional-malum-act-3-rulebook.md (Middara: Unintentional Malum – Act 3 Rulebook), from the same printed book.
- Pages 14 to 25 (New Rules: Line of Sight, Long Based Figures, Extra Large Cards, Orthogonal, Total HP vs Current HP, Ability Tokens and AI, Special Encounter Rule Types, Ability Templates, Navigate, Tiles vs Sheets, Doors, Broadsiding, Increasing the Limits of Tokens, Discipline LVL Bonus).
- Pages 29 to 51 (Stealth Encounters, Combatant Loot Deck Setup, FAQ & Errata, New Variants, New Combatant Tags, New Tags, New Effects, New Terrain, New Encounter/Tracker Tokens, New Combatant Tokens).
The Act 3 entry's section headings follow the printed order of these pages. Where a rule in those pages has an Act 2 use, the Act 3 entry is the transcription to use for Act 2 as well. Act 2 specific rules are in this file in full (Replacement Cards, Compatibility Cards, Keystone Disciplines, Act 2 Component List, Summary of Components, and the Dice Breakdown).
Pages Not Transcribed
- Pages 1 and 2 are the cover and credits page, which are attribution and are not transcribed.
- Page 4 and page 28 are full-page illustrations with no rules text.
- Page 5 is the printed contents page of the New Rules book. It is a page index and is not transcribed.
- The "Example 2" box on page 27 is a placeholder in the printed book, as noted above.
- Printed "X" counts on pages 6 and 7 are placeholders in the printed book and are reproduced as printed.