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Midhalla

Midhalla Rulebook

Table of Contents

Table of Contents

  • Preface
    • Introduction
    • Sections of this Rulebook
  • The Rules
    • List of Components
    • Setup
      • Set up the Main Play Area
      • Set up Player Areas
    • Game Overview
      • Goal
      • Cycles and Phases
      • Player Aid: Overview
    • Phase 1: Exploration
      • 1.1 Choose an unexplored Path to explore
      • 1.2 Read Campaignbook
    • Phase 2: Preparation
      • Player Aid: Preparation Phase
      • 2.1 Spend Resources, exchange Items
        • Types of Items
        • Dara's Cart
        • Buying, selling and exchanging Items
        • Fortifying Map Tiles
        • Gate Map tile
        • Building Traps
        • Upgrading Traps
        • Using Trap Components
        • Restoring Traps
        • Removing Traps
    • Phase 3: Combat
      • Player Aid: Combat Phase
      • Combat Terminology
        • Turns
        • Hitpoints (HP), KO, destroyed & defeated
        • Damage (DMG) vs. Attack
        • Attacks
        • Keywords
        • Range
      • 3.1 Enemy Turns
        • Enemy Cards
        • Activating an Enemy
        • Basic Enemies vs. Elite & Bosses
    • Phase 4: Rewards
      • 4.1 Check Quest Objectives
      • 4.2 Refresh 1 Ultimate Ability
      • 4.3 Refresh used items
      • 4.4 Remove skill tokens and status tokens from hero boards
      • 4.5 Level up
      • 4.6 Add 2 items to Dara's cart
      • 4.7 Gain 6 silver and 2 runestones
      • 4.8 Gain 3 trap components
    • Campaign Play
      • The Party Sheet
      • Marking new Unlocks
      • Winning & Losing a Chapter - the Fate Scale
    • Keywords
  • Player Aid: Keywords
  • Global Events
    • 01 - Take the Offering
    • 02 - Catch a Spirit (healing)
    • 03 - Sneak past
    • 04 - Catch a Spirit (fleeing)
    • 05 - Restore the Circle
    • 06 - Fight the Creature
    • 7 - Talk to the Spawn
    • 8 - Kill the Spirits
    • 9 - Talk to the Creature
    • 10 - Protect the Cub
    • 11 - Talk to Master of Coin Pt. 2
    • 12 - Cub demon bear event

Preface

Introduction

Welcome to Midhalla! In Midhalla, each player takes on the role of a hero and together you will experience an epic campaign in a Viking fantasy world full of perils and adventure. It is a story-driven campaign-based dungeon crawler with tower defense elements and legacy-like progression set in a fantasy Viking world. The game is fully cooperative, so all players play together against the game. A play session is normally one chapter (sometimes referred to as scenario) in which you and your friends will explore a dungeon and fight to defend the dungeon gate across waves of attacking enemies while acquiring skills and items and building defenses. As you progress through the campaign, you will learn more about the world of Midhalla and the protagonists and unlock new content to include in subsequent chapters.

The best way to get to learn the game is by just starting with the campaign book instead of the rulebook in your hand, where the first two chapters will introduce the rules step by step. The rulebook can always be used as a reference or if you want to learn the complete ruleset at once. This is normally recommended after completing chapter 2 of the campaignbook.

Sections of this Rulebook

This document consists of 5 major sections:

  1. The Rules
  2. Tome of Lore
  3. Global Events
  4. Glossary
  5. Party Sheet

The Rules - This section explains all rules relevant for playing Midhalla. It also contains a list of all components and an explanation of any keywords. It is recommended to read through the manual after finishing chapter 2 of the campaign to make sure you have a good grasp of all rules. You can also always refer to the rulebook if you have any questions.

Tome of Lore - The Tome of Lore consists of multiple entries that let you know more of the world of Midhalla. These could be lore or short stories. They should not be read until you are told to, as they are unlocked throughout the campaign of Midhalla. They are optional reads for those enjoying further insights into the world of the game and are not required to complete the campaign or any chapter. They will however give you a deeper understanding of the campaigns story.

Global Events - During some chapters you may trigger global events. These are events that are not tied to a specific chapter and can be found in this section. Do not read these, unless instructed to.

Party Sheet - Here you can track your campaign progress. If you don't want to write on the original, you can download it for print at www.fyrnwest.com

The Rules

List of Components

(Given in the rulebook as a labelled picture; labels only.)

  • Hero Tableau (e.g. Harkon the Drengr: max HP, top skill row, bottom skill row, ultimate abilities, Level 1 and 2 skill slots)
  • Map tiles
  • Player Aid (Overview)
  • Items (front); Common Items (back), Rare Items (back), Unique Items (back)
  • Skill cards (front / back)
  • Trap Upgrade Token (front / back)
  • Trap Miniature and Trap HP Die
  • Trap Card (front / back)
  • Trap Components (front / back), e.g. Gear
  • Enemy HP Token
  • Resource Tokens: Silver Token, Runestone token, Timer Token
  • Gate HP Die (D20)
  • Die (D6) for tracking
  • Standees
  • Various Tokens: Armor 1 / Armor 2, Bleed (front) / Bleed +10 (back), Evasion (front) / Evasion exhausted (back), Exhaust, Fortify (front) / Curse (back), Player Activation (active/front, inactive/back), Slow (front) / Slow-immune (back), Retaliate 1 / Retaliate 2, Story, +1 Spawn (front), Elite Spawn (front), No Spawn (back), Timed Event

Setup

The following general setup is used in most chapters. If there are any exceptions, they will be pointed out in the respective campaign book section (i.e. the two tutorials have slightly less setup as not all components are introduced yet). Also, you may have unlocked specific elements such as certain traps or unique items. To see which ones you have unlocked, refer to the party sheet. Details on the party sheet can be found later in the rules section.

Set up the Main Play Area

  1. Select an unlocked Chapter you want to play and open the according page in the Campaignbook. Read the story of the chapter. Then read any chapter specific setup rules.

  2. Prepare the Dungeon Board

    1. Place the Dungeon Board towards the top of your play area.
    2. Place the D20 (20-sided die) set to 20 on board as the Gate Health.
    3. Place the Silver Token on 6 of the Resource Track of the dungeon board.
    4. Place a Runestone Token on 5 of the Resource Track.
    5. If you are playing a timed mission, you may also need to place the Timer Token on 0 of the time track.
  3. Prepare the Traps

    1. Place all unlocked Trap Cards at the top of the play area.
    2. Place all available Trap Miniatures, Trap HP Dice and Trap Upgrade Tokens next to it.
    3. Shuffle the unlocked Trap Components Deck, place it next to the trap cards.
    4. Draw 5 cards from the Trap components Deck, place them face-up next to each other next to the dungeon board. You can group identical cards together.
  4. Prepare the Items

    1. Place all unlocked Common Items and place them next to each other face-up next to the dungeon board on the right side of the board. This area is called Dara's Cart.
    2. Shuffle all unlocked Rare Item Cards to form the Item Deck and place it face-down on the indicated Dungeon Board section.
    3. Draw two Rare Items Cards from the item deck and place them face-up next to the starting items in Dara's Cart.
    4. Keep all unlocked Unique Items nearby.

Set up Player Areas

  1. Each player chooses a Hero and a Player Color and then:
  2. Take the Hero Tableau and set it up in front of you.
  3. Take a six-sided Hero HP die in your player color and place it on the health symbol.
  4. Take 4 Hero round Tokens in your player color and place them next to your hero tableau.
  5. For some advanced classes you may also need one or more Cubic Hero Tokens as indicated on the hero board.
  6. Draw two plus (number of players) Level 1 Skills and place them all face up in a pool. Collectively assign one to each hero and place it in the Level 1 skill slot on their hero tableau. Discard the rest.
  7. Distribute any Unique Items among heroes.
  8. Distribute Player Aids.

When you are done with the setup, begin the chapter by starting the Exploration Phase.

Game Overview

Goal

In each chapter of Midhalla you explore a dungeon, which has been sealed with powerful runic energy to keep the demons from escaping into the world of the living. As part of your exploration you will trigger encounters with enemies. You will have to defeat them, survive and also prevent them from destroying the seal (also referred to as gate). If at any point all heroes are K.O. or the dungeon gate hit points (gate HP) have reached zero, you have lost the chapter. To win, you need to fulfill the chapter objectives, one of which is always to "Defend the Gate". As you complete chapters, you unlock new ones and follow the "Saga of Harkon" campaign storyline. The campaign has a specific line of chapters, but there are also a number of free chapters which are optional.

Cycles and Phases

Midhalla is played across 4 subsequent phases which form one cycle.

  • Phase 1: Exploration: explore the map, see the story evolve and trigger events
  • Phase 2: Preparation: build and upgrade traps, buy items, spawn enemies and position heroes
  • Phase 3: Combat: fight the enemies until all enemies are defeated or you lose
  • Phase 4: Rewards: resolve quests, learn new skills, reset ultimates and items, lose statuses, gain resources, and gain new items to buy

All of these are exclusive, so you will only explore during exploration, only prepare and spend resources in the preparation phase, fight only during combat and gain rewards only during the rewards phase.

Every chapter consists of 3 cycles, so you play through the above order 3 times in any given chapter. The details of each phase will be explained later in these rules. Note that chapter 1 is an exception, where you only play through 2 cycles.

To keep a better overview of the flow of the game, it is recommended to keep the player aid nearby as you read through the rules. Some sections of this rulebook will use numbering that references to the player aid, to help you keep track of what the rules are in reference to (such as phase 1 or step 2.1).

Player Aid: Overview

Setup

  • Gain 6 silver and 5 rune stones
  • Gain 5 trap components
  • Add 2 rare items to the Dara's cart
  • Level up (Level 1 skills)
  • Gain unlocked unique items

Phase 1: Exploration

  • 1.1 Choose an unexplored path to explore
  • 1.2 Read the section in the campaignbook
  • 1.3 Move timer token (timed exploration only)
  • Repeat 1.1 - 1.3 until story triggers Phase 2

Phase 2: Preparation

  • 2.1 Spend resources, exchange items between players
  • 2.2 Reshuffle enemy deck, spawn on unfortified map tiles
  • 2.3 Position heroes on fortified map tiles

Phase 3: Combat

  • 3.1 Enemy turns (bleed at end of turns)
  • 3.2 Trap turns
  • 3.3 Hero turns
  • Repeat 3.1 - 3.3 until all enemies are dead at the end of 3.3 or the game is lost (Gate HP 0 or all hero HP 0)

Phase 4: Rewards

  • 4.1 Check quest board
  • 4.2 Each hero: Reset 1 ultimate ability
  • 4.3 Reset used items
  • 4.4 Remove skill tokens and status tokens
  • 4.5 Level up: Draw player number+2 skills, each chooses 1
  • 4.6 Add 2 rare items to Dara's cart
  • 4.7 Gain 6 silver and 2 rune stones
  • 4.8 Gain 3 trap components
  • Continue with Phase 1: Exploration

End of Chapter: Read Epilogue

Phase 1: Exploration

In chapters of Midhalla, you start with only a small part of the dungeon visible. During the Phase 1, you explore unexplored paths progressing the story and events and eventually place new map tiles which builds up the dungeon. You do not need to place or move the hero miniatures during this phase as positioning is only relevant once you move into combat. The exploration phase only ends when an event or verse tells you to move to the next phase. Until this happens, repeat the steps as below.

1.1 Choose an unexplored Path to explore

Paths - A path is any letter (without a number) on a map tile that is part of the dungeon. A path counts as unexplored, when there is no map tile attached to it.

To explore, do the following: On any map tile that has been placed, choose a path that does not yet have another map tile directly connected to it. This is where you now explore further.

1.2 Read Campaignbook

In the chapter of the campaignbook you are currently playing, search the section matching the chosen letter and read it to your group. Follow all instructions specified there, until you are done. If you are playing a timed chapter, you may have to move the timer token (see step 1.3 below). Unless you were instructed to move to the next phase, you will keep exploring by selecting a new path as in step 1.1.

Map Tiles - Map tiles are marked with a unique number. It is combined with a letter (A or B) marking the specific side of the map tile. This is important for the purpose of tile placement. They also contain connectors (letters) that indicate paths from which you can explore further.

Placing Map Tiles - As you explore you will be instructed to place map tiles. Search the map tile with the according number, then turn it to the side indicated by the letter (A or B). Now attach it to the path you have just explored. The number of the tile you want to place needs to be attached to the letter of the path you just explored. So if you just explored path D and need to place map tile 18A, 18A must be placed with its side touching the connector D (the illustration shows a correct and a wrong placement).

Verses - As part of your exploration you will always read sections for the paths you explore in the campaign book. These may however also link to Verses, which are often more in-depth parts of the story and can be found after the Paths within the same chapter.

Events, Global Events, Quests and the Quest Board - As you explore, you may be asked to draw events. There are three different types of event decks: Tier 1, Tier 2, and chapter events. Depending on the event, the outcome may be a one time effect or it may trigger a side-quest or even cause lasting changes to the world of Midhalla that are tracked on your party sheet. Quests are usually placed in a specific area. If none is mentioned, they are placed in the quest board. After an event has been resolved (or if the quest has failed), it is placed into the discard pile.

Quests - Place quest events on the quest board. The Quest Board is the area next to your dungeon board, marked by the wooden board on to the left with the ! on it.

Global Events - Some effects like other events can trigger global events. These can be found in the Rulebook in the Global Events Section.

Phase 2: Preparation

This phase has three subsequent steps: spend resources, prepare enemies, position heroes.

Player Aid: Preparation Phase

  • 2.1 Spend resources, exchange items between players
  • 2.2 Reshuffle enemy deck, spawn on unfortified map tiles
  • 2.3 Position heroes on fortified map tiles

2.1 Spend Resources, exchange Items

In this step you as a party can spend resources. You decide together what you buy and what to do with it. The following are options to spend your resources on:

  • Buy items from Dara's cart
  • Sell items to Dara
  • Fortify map tiles
  • Build traps
  • Upgrade traps and use trap components
  • Rebuild traps
  • Remove traps
  • Revive/heal heroes

You can do any of these any number of times and in any order, as long as you have enough resources. When you are done with them, you can move to step 2.2 Spawn Enemies. The different options to spend resources will be explained in more detail in the following sections.

There are three kinds of resources in the game:

  • Silver, which is the main currency
  • Runestones, which are known for their magic abilities
  • Trap components, which are often used for upgrading traps

Silver and runestones are managed on the resource track on the dungeon board.

Trap components should be kept in an area next to the dungeon board where you keep the deck, your available components (face-up) and a discard pile for spent trap components.

Types of Items

There are three different types of items: common, rare and unique. They can be distinguished by the card back. You can only buy and sell common and rare items. Unique items are a persistent part of your party's equipment.

Common Items - These are items that are available in Dara's cart from the beginning of each chapter.

Rare Items - These form the item deck placed on the dungeon board and you will only see a few of them during each chapter. As they are randomly drawn as they get placed face-up in Dara's cart.

Unique Items - At the start of each chapter, gain all unlocked unique items and distribute them among the party. All other unique items remain in the box until they are unlocked.

Dara's Cart

Dara's cart is the area to the right side of the dungeon board. This is where you place any items than are available for purchase. At the beginning of a chapter, the cart will usually contain all common items as well as two rare items.

Buying, selling and exchanging Items

In this phase you can buy, sell and exchange items. Items can only be used during the combat phase, as will be explained later in the combat section of the rulebook.

Buying Items - You can buy any items found in Dara's cart. To buy an item, pay the cost (usually silver) as shown on the item card and place it next to the hero tableau of the hero who should receive it.

Selling Items - You can sell items by putting an item from any hero back into Dara's Cart. Then receive silver equal to half its cost rounded down.

Exchanging Items - In this phase, items can be freely exchanged between heroes. This is only possible in the current phase, not during combat.

Fortifying Map Tiles

One option to spend runestones is to fortify map tiles. This means to use the runes magic energy to protect against hostile forces. Fortified map tiles are marked with a fortification token. A fortified map tile provides multiple benefits:

  • You can build up to two traps on it
  • Enemies will no longer spawn here (unless there are spawn markers)
  • Heroes can position themselves here before combat

To fortify a map tile you spend (1+player number) runestones or an additional one if the map tile was cursed. The map tile must be adjacent to an already fortified map tile. Then place a fortification token on the map tile. At the beginning of the game, the gate map tile and the adjacent map tiles on the dungeon board are already fortified.

Gate Map tile

This is the central map tile on the dungeon board below the gate HP die.

Building Traps

Traps are defensive measures, that will activate in combat and attack enemies until destroyed. This will be explained in more detail in the combat section. To build a trap, you pay the cost as indicated on the according trap card depending on which trap you build. Then place the trap miniature on a fortified map tile (not the gate) and place a die matching the traps color on it. Set the die to the hit points (HP) value of the trap type you just built.

There are some limitations however:

  • You can never build traps on the gate map tile.
  • You can only build traps on fortified map tiles.
  • There can never be more than two traps on one map tile.
  • Each trap also has a limited stock as indicated on the trap card.
Upgrading Traps

You can upgrade traps by spending runestones and trap components. Spending trap components means you place them on the trap component discard pile next to the trap component deck. You upgrade traps individually, not the entire trap type. Each trap needs different components to upgrade depending on it's type. All upgrades are consecutive, so you can only upgrade a trap to level 3 if it was previously already upgraded to level 2. Once you paid the cost, put a trap upgrade token underneath the upgraded trap with the new level facing upwards. Later in the game, you will also be able to do special upgrades. These are independent of the trap type, have their own specific cost and are done instead of upgrading the trap. They add a different ability to the trap.

Using Trap Components

Besides the basic trap components (crystal, rope and gear), you may also have special trap components with specific effects. These can only be used during the preparation phase. If a trap upgrade requires the component ? it means you can use any component to upgrade it, even special ones.

Restoring Traps

You can restore any trap for three silver even destroyed ones. This will restore the trap to full hit points (HP), so place the HP die at the trap type's maximum HP. This is the only way to get a destroyed trap back.

Removing Traps

You can remove any trap, even destroyed ones, at no cost. You will not regain the spent resources and lose any upgrades in the process. Removed traps can be rebuilt for the usual cost.

Reviving/healing Heroes

If you spend 1 silver, you can restore any one hero to full HP, even if the hero was KO.

2.2 Spawn Enemies

When you are done spending resources, you spawn enemies. First, shuffle the enemy discard pile back into the enemy deck you have created for this chapter. You do not need to do this for the elite enemy deck unless the deck is empty.

Then activate all map tiles in tile activation order or TAO (TAO is described in the next section). On each activated map tile: if it is unfortified, spawn one enemy on it. Once you are done with spawning, move to step 2.3: Position heroes.

Spawning - To spawn an enemy on an specific map tile, do the following:

  • Draw an enemy card from the enemy deck and place the card face-up next to the map tile the enemy spawned on
  • Take the matching standee and place it on the map tile
  • Place an enemy HP token on the enemy HP bar on the field marked for your player count (see player symbol and number). If the enemy has more than 10 HP, place one HP token on the 10 for each +10 the enemy has.
  • Add any tokens for any statuses or traits that require them such as evasion.

If you are ever required to spawn an enemy and your deck is empty, shuffle the enemy discard and draw a new one. If at that point the discard is also empty, nothing happens.

Tile Activation Order (TAO)

The tile activation order is a key mechanic in Midhalla that determines the order in which you perform certain activations in the game. It is used for:

  • 2.2 Spawn Enemies
  • 3.1 Enemy Turns
  • 3.2 Trap Turns

The subsequent explanation for TAO will be referenced in the according sections. TAO only determines the order in which you activate map tiles. What happens there depends on which step and phase of the game you are using it in.

According to TAO, tiles are activated as follows: You always activate the gate map tile first. Then activate map tile by map tile by applying the following TAO checks until all map tiles have been activated exactly once.

TAO Checks

  1. Look for an adjacent, not previously activated map tile. If there is just one such map tile, activate it. Then repeat 1. from there. Otherwise:
  2. If you are at a junction and have multiple options, select the one coming first in clockwise order and activate it (so top -> right -> bottom -> left). Then continue with 1.
  3. If there are no adjacent, previously unactivated map tiles, go back to the last junction. Then continue with 1.

TAO Example - (Illustration: a row of tiles numbered 9 8 1 2 3, with 4 below 3 and 5 to the right of 4, then 6 and 7 below 4. The numbers indicate the activation order.)

  • Activate the gate map tile first: 1
  • TAO Check 1: there is more than one map tile, so we perform TAO Check 2.
  • We are at a junction, so we chose the one in clockwise order, so we activate the right: 2
  • TAO Check 1 is applied from the previously activated map tile (2), which leads us to activate 3.
  • TAO Check 1: activate 4 next.
  • TAO Check 1: more than one option, so TAO Check 2: 5
  • TAO Check 1: no option from (5), so TAO Check 3: go back to the last junction (4)
  • TAO Check 1: only one previously unactivated map tile remains: 6
  • TAO Check 1: 7
  • TAO Check 1: no option, TAO Check 3: back to (4), Check 1, then 3: still no option, back to (1)
  • TAO Check 1 from (1): only 8 was previously unactivated, so: 8
  • TAO Check 1: 9
  • Now all map tiles have been activated.

Using TAO to spawn Enemies - Taking TAO into consideration, if we follow the instructions from step 2.2 to spawn on each unfortified map tile, we would have used the order as above the following way on each of the numbered map tiles:

  • 1: the gate map tile is fortified, no spawn
  • 2: fortified, no spawn
  • 3-7: unfortified, spawn one enemy on each of these
  • 8: fortified, no spawn
  • 9: unfortified, spawn one enemy here
Spawn Tokens

Spawn tokens change the numbers and/or types of enemy spawned on a map tile when it activates in step 2.2. Spawn tokens are always applied when a map tile activates, even if the map tile is fortified. There are three types of spawn tokens: no spawn, +1 spawn, elite spawn.

  • +1 Spawn means you spawn an additional enemy (so 2 on unfortified, 1 on fortified).
  • Elite Spawn means you spawn an elite enemy instead of the regular map tile spawn, regardless of whether it is fortified or not.
  • 0 Spawn (No Spawn) means you spawn nothing on the map tile, even if it was unfortified.

2.3 Position Heroes

You now place your hero standees/miniatures. They can only be placed on fortified map tiles, and they can be placed on separate map tiles. When you have positioned the heroes, start Phase 3: Combat.

Phase 3: Combat

Combat is divided in three consecutive steps, which repeat until the heroes have either successfully defeated all enemies or lost the chapter. These steps are:

  1. All enemies take their turns
  2. All traps take their turns
  3. All heroes & followers take their turns.

If at the end of step 3, when all heroes & followers have activated, all enemies have been defeated, you will move to Phase 4: Rewards. If at any point either all heroes are down to 0 HP or the gate reaches 0 HP (or any other chapter-specific lose condition applies), the players lose the chapter. See "Losing a chapter" later in the rules for details.

Player Aid: Combat Phase

  • 3.1 Enemy turns (bleed at end of turns)
  • 3.2 Trap turns
  • 3.3 Hero turns
  • Repeat 3.1 - 3.3 until all enemies are dead at the end of 3.3 or the game is lost (Gate HP 0 or all hero HP 0)

Combat Terminology

Turns

During combat, in steps 3.1-3.3, enemies, traps and heroes take their turns. Important! A turn is the time from when a single unit activates until it is done. So, when Harkon the Drengr activates, he starts his turn. He then performs everything he wants to, and once he is done his turn ends. Now Enyk the Herbalist may take a turn, which is a separate turn. This is important to remember, as some effects are linked to the current or subsequent turns.

As an example, the Pierce effect lasts until the end of the turn, allowing a hero or trap using it to ignore armor until the end of their individual turn. Once any other hero or trap activates, the pierce effect is gone.

Hitpoints (HP), KO, destroyed & defeated

The hitpoints (HP) indicates the remaining health of a unit to stay active. A unit can never gain more than its maximum HP. Once a unit's HP reach 0, it becomes inactive and depending on the type of unit you follow the steps below.

Heroes - Heroes HP are tracked through the die on their health rune. The health rune indicates their maximum HP. Heroes with 0 HP are KO. Remove their miniature from the board. A hero with 0 HP will never participate or join in combat, but they will participate in the next rewards phase and exploration phase. They may be revived for silver during the next Phase 2: Preparation. You may not use regular heal skills, ultimates, or items to heal a KO hero.

Traps - Traps have an HP die placed inside the miniature. A trap losing all HP is destroyed. That means the HP die is removed, but the trap stays on the board. It no longer counts as a trap for any effects and does not activate any more. It may be restored for silver during Phase 2: Preparation. It may not be repaired with repair skills, ultimates or items while destroyed.

Enemies - Each enemy has an HP track on their card that also shows the maximum HP, which is depending on the player count. The HP tokens on it indicate the remaining HP. Enemies with 0 HP are defeated. That means you remove the standee from the board and place the enemy card in the respective enemy discard pile (basic / elite / boss).

Damage (DMG) vs. Attack

Damage (or short DMG) is the amount by which the HP of a target are reduced. An Attack is an attempt to deal damage, but will often be impacted by defensive effects before it actually becomes damage.

Attacks

Each Attack needs to be aimed at a specific target. For example, if Harkon uses his Cleave skill, which causes 2*Attack 1, this means he performs two separate Attacks of 1. He must choose a target for each of the attacks, which could be the same or different targets.

Once attacks are resolved, they become damage. However, Attacks are often impacted by other mechanics before actually becoming damage. An example would be Evade. Evade prevents first Attack while it is active. If Harkon were targeting a Kobold Warrior with Evade with his Cleave, the first Attack 1 would be absorbed by the Evade and only the second Attack 1 would reduce the Kobold Warriors HP by 1.

If something in the game causes Damage (for example Bleed or Retaliate), it does not count as an Attack. Hence it would not be impacted by effects relating to Attacks.

Keywords

There are different keywords in the game, which are explained at the end of the rules. You can also find a short explanation on the back of the player aid. One thing to note is the difference between individual and linked keywords or effects. If an effect or keyword if written in small letters underneath another effect, that means it is part of the other effect and as such is applied on top of the effect. It can not have a separate target.

Range

By default, all effects in the game such as attacks, heals, skills, ultimates, items etc. have a Range of 0. This means they can only have a target on the same map tile and do not count as Ranged. Unless something is specifically stated as ranged, it is not.

However, some effects have the keyword Range with a number. Ranged effects can be used on targets that are up to the range number of map tiles away. So Range 1 would be able to reach adjacent map tiles. Range anywhere means the effect can be used against a target on any map tile.

Corners do not reduce or impact range in any way, so ranged effects can reach targets around corners. Ranged effects can be used on targets on the same map tile as well without any penalty.

3.1 Enemy Turns

In this step, you activate all enemies in tile activation order (TAO). If you have more than one enemy on a single map tile, you must activate all of them. In this case you may decide the order of activation. You must complete one enemy's activation before activating the next. Each enemy will activate only once, even if its activation moved it to a map tile that has not been activated yet.

Enemy Cards

Enemy cards contain various information, as described here (numbers refer to the illustrated example, a Kobold Warrior card):

  1. Enemy name / type - The name and type are used to identify the enemy. Some effects may be related to that, for example when it targets Kobolds.
  2. Defensive traits - These are mostly relevant when the enemy is attacked and should be checked in that case. All common defensive traits are also shown as an icon in the HP bar.
  3. HP bar with start HP icons and defensive trait icons - The HP token that is placed on this bar indicates the enemies remaining HP. The player icons mark the maximum HP.
  4. Preferred Target - This indicates its preferred target and can be either Heroes, Traps, Gate or any.
  5. Attack value and potential other effects - Enemies have an attack value, but may also have different other effects as part of the attack or even before or after their attacks happen.
Activating an Enemy

To activate an enemy, look at its card and execute the following in order:

  1. On Activation Effects (always)
  2. Target Check (if unsuccessful, go on to:)
  3. Gate Check (if unsuccessful, go on to:)
  4. Move (always)
  5. End of Turn Effects

On Activation - Some enemies have effects that trigger on activation. These would be resolved first.

Target Check - You will always perform a target check. Look at the preferred target type and see if the enemy has any targets of its preferred type in range. If possible, perform an Attack against said target.

In case of multiple preferred targets in range it will attack only one by prioritizing as follows:

  • If it targets heroes: you can decide which hero will be attacked
  • If it targets traps: you must select the trap with lowest HP in range
  • If it targets any: the enemy checks for all target types in an order of your choosing, until it has found one target, which it will attack. If it has multiple possible targets of that type, follow that targeting type's prioritization as above (select for heroes, lowest HP for traps).

Important! During the target check an enemy will never check for any non-preferred targets. So an enemy targeting heroes will not target traps or vice versa.

Gate Check - Only if no preferred target was in range, you now check if the gate is in range. If so, perform an attack against the gate instead of its preferred target.

Move - Only ever perform a Move action with an enemy if both the Target Check and the Gate check were unsuccessful. By default, enemy movement is 1. Enemy movement is always performed towards the gate, not towards its preferred target type. After moving, the enemy turn ends and it will not attack, unless it has the fast keyword (see keywords).

If an enemy is already on the gate map tile or within range of the gate, it will not move, as at least the gate check will always be successful.

End of Activation/Turn (i.e. Bleed) - Always check for any end of turn effects at the end of an enemies turn, for example Bleed or regaining evasion. If the enemy has moved on its turn, it is recommended to now move the enemy card next to the map tile the enemy is currently standing on to keep a better overview.

Basic Enemies vs. Elite & Bosses

Some effects will refer to basic enemies. This means any enemies except for boss enemies and elite enemies. Other than that, elite enemies work exactly the same way as basic enemies.

Activating Bosses

Bosses also count as enemies. All rules for enemies apply to bosses, but with some exceptions.

Boss Actions - Bosses have tableaus with an action rotation area where you place a separate HP token as a tracker token. That means that whenever a boss activates you move the tracker token for the boss one step in clockwise direction and follow the instructions in that box. On a bosses first turn, move the token onto the top left action and execute it. (Illustration: first action is the top left box, then move the token clockwise every subsequent turn.)

Movement & Targeting - In contrast to regular enemies, the default move value for bosses is 0. This means, unless stated in the action, a boss will not move. Bosses have a default target, just as other enemies have. However, bosses also may have different preferred targets for certain actions. If a boss action states a different target, this overrides the bosses default target for that action.

HP Tracking - Bosses often have larger HP pools. To better visualize this, they do not stack HP tokens. Instead, they have a second HP bar for a second token marking the +10 HP multiples.

End of 3.1

Once you have activated all enemies on the board, move to step 3.2.

3.2 Trap Turns

Now activate all traps following TAO. If there are multiple traps on one map tile, you may choose which activates first. Traps only attack enemies, not heroes or other traps. If there is a valid target in range, traps must attack. If there are multiple valid targets in range, you may decide on the target. Traps cannot be built on or target enemies on the gate map tile.

Trap attacks work exactly the same way that other attacks work, so each Attack must have a single target.

Once you have activated all traps, move to step 3.3.

3.3 Hero Turns

At the beginning of this step, all heroes turn their player activation token to the active side. Heroes can take their turns in any order and the order can vary each time. However, one hero must complete the entire turn before the next hero can take theirs. If players realize during this step that actions taken should have better been done in a different order or way, they may want to replay said actions in a different way instead, which would be in line with the spirit of the game as long as the next step 3.1 has not started yet.

Hero Tableau

Parts of the hero tableau (illustrated with Harkon the Drengr):

  1. Class icon
  2. Name and class
  3. Max HP and HP die slot
  4. Top skill row
  5. Bottom skill row
  6. Ultimate abilities
  7. Level 1 & 2 skill slots
Hero Turn and activating Skills

On a hero turn, a hero will always do the following two things in exactly this order:

  1. First, heroes must choose a skill within their top row that is currently not occupied. Then they move their skill token there and perform all effects of the skill in the order shown.
  2. Second, they must move the bottom row skill marker and perform all effects of the skill in the order shown.

It always needs to be top row first, then bottom row. Also, since skill tokens can only be moved onto an unoccupied space, this means that the last activated skill where the token currently resides can not be used as it is occupied. On a heroes first turn, all skills are available since the tokens haven't been placed yet.

This is a standard hero turn. In addition, you may also activate items and ultimate abilities as described below. Generally, you can decide not to perform positive effects of skills, items, and ultimates (such as move or attack), but you must perform clearly negative effects such as suffer exhaust, lose HP or such. Also, be aware that you MUST move both skill tokens each turn, even if you don't perform any of the effects.

Activating Ultimate Abilities and Items

These are so called free actions that can be used at any time during your turn (though not within the use of a skill or another item, ultimate etc.) using a skill. So, you can activate them either before your first skill use, after it and before your second skill use or after your second skill use. You can use as many abilities and as many items on your turn as you have available.

However, any used items and ultimates will be exhausted after their use and can't be used again in this phase. To mark an item as exhausted, rotate it 90 degrees sideways. To mark an ultimate as exhausted, cover it with one of the hero tokens you are not using for your skill rows.

Move

The value after a Move is the number of map tiles you can move. You may choose to move less or none at all.

Targeting

When heroes use a skill, each effect of it can have a different target unless it is a linked effect. This is indicated by being written below the main effect in smaller writing.

Example of individual effects that can target multiple targets, each of which can have its own target: Attack 3 / Slow / Bleed (written as separate lines).

Effects on Actions that affect the same target: Attack 3 / Slow / Bleed (written in smaller letters beneath the main effect, as linked effects, applying to the target of the main effect).

There are also multi-actions that can (but don't have to) have individual targets: 2*Attack 1. This would be two separate Attack 1. Each of these can be targeting a different or the same enemy.

Attack

Attack for heroes works very the same way as for enemies. Many enemies have keywords that impact attacks, such as horde, evasion and more.

Dealing Damage to Enemies

When an enemy suffers damage from an attack or otherwise, decrease their HP by moving the health tracker token by the amount of damage. If the enemy has more than 10 HP, move the token not on the 10 first. If the HP gets reduced below a multiple of 10, also remove one token from the 10 HP.

Player Activation token

When you are done with the turn of a hero, flip the player's activation token to the inactive (grey) side.

Followers

During some scenarios you will encounter followers. These are activated the same way as heroes, following their specific rules. Unless otherwise stated, they also count as heroes for the sake of enemy targeting and any enemy abilities. Followers are immune to exhaust.

Phase 4: Rewards

After defeating all enemies, you gain rewards. An exception is the last combat phase in a scenario, where you will simply move to the epilogue. Otherwise follow these steps in order:

  1. Check quest objectives, read & remove story marker
  2. Refresh 1 ultimate ability (each hero)
  3. Refresh used items
  4. Remove skill tokens and status tokens from hero boards
  5. Level up: Draw 2 skills per player, each chooses 1
  6. Add 2 items to the merchant cart
  7. Gain 6 silver and 2 rune stones
  8. Gain 3 trap components

(The numbering 4.1 to 4.8 is used in the player aid and below.)

4.1 Check Quest Objectives

In this step, check if you met the conditions of any quests currently active in your quest board or play area. If so, follow the instructions. If you failed a quest, remove it. If you have a story marker in the quest board, read the according section in your campaignbook. If you have just completed your third combat phase, you will usually read the epilogue of the chapter now.

4.2 Refresh 1 Ultimate Ability

Each hero refreshes one ultimate ability. That means you may remove one marker on one ultimate ability per hero, so it is available again in the next combat phase.

4.3 Refresh used items

Rotate all used items back to their normal position.

4.4 Remove skill tokens and status tokens from hero boards

Remove the hero tokens from the skills and place them next to the hero tableau. If the hero has any status tokens, remove them as well.

4.5 Level up

You always gain the next level of skill you have not gained previously. During setup, players have already gained level 1 skills.

  • If this is the first rewards phase, gain level 2 skills.
  • If this is the second rewards phase, gain level 3 skills.

To gain skills, draw (player number plus 2) skills from the respective pile and place them in the play area to create the skill pool. Now each player can select exactly one skill from this pool. Unchosen skills are discarded.

Level 2 skills are placed in the level 2 skill slot on the hero tableau. Level 3 skills are placed on any existing skill, either one the hero already had in their skill row or a level 1 or level 2 skill. When leveling and placing level 3 skills, remember you need to check which row they can be placed in by looking at the arrow on the top right of the card. An upward arrow indicates the top row, a downward arrow the bottom row and an arrow pointing both ways can be placed in either skill row.

4.6 Add 2 items to Dara's cart

Draw two rare item cards from the deck and place them face-up to the cart. They are now available for purchase.

4.7 Gain 6 silver and 2 runestones

Gain the 6 silver and 2 runestones by moving the tokens on the resource tracker.

4.8 Gain 3 trap components

Draw 3 trap component cards from the deck and add them to any existing trap components. Group components as during setup to save table space. These are part of the resources you own.

When you are done with this step, move to Phase 1: Exploration.

Campaign Play

Midhalla is played as a campaign game where you follow the storyline of Harkon and his sisters and brothers in arms. The campaign is designed to be drop-in / drop-out, as all persistent unlocks are for the party and not for individuals (except for unlocked classes). So you can have varying player counts in different chapters without any negative impact on the game's balance.

The Party Sheet

The party sheet is where you track the progress you make as you play the campaign. It is altered permanently, so you will need a separate sheet if you wish to restart the campaign. There is a party sheet included with the game at the back of the rulebook. You can also download a printable version at www.fyrnwest.com/midhalla/campaignsheet

As part of the campaign, you can unlock new heroes and traps, add new items to the item deck or starting items section, add new items to the trap components deck and uncover lore about Midhalla, Fyrnwest and its inhabitants and higher powers.

Marking new Unlocks

If you should be defeated you will lose all unlocks gained during your current chapter. This is also why it is highly recommended to use a pencil or other non-permanent marker. To better track the in-chapter progress, mark new unlocks with a single diagonal stroke and then, at the end of each chapter, complete them to a full x. This way, if you are defeated, you know which unlocks to remove.

Types of Unlocks

  • Classes - Unlocked classes become available for selection starting with the next chapter.
  • Items - Unlocked common and rare items will be added directly to Dara's cart within the current chapter, unique items are gained directly and can be given to a hero. In future chapters, unlocked items are handled as described in the setup section.
  • Lore - Lore unlocks give you insights into the world of Midhalla, its background, creatures, gods & demons. They are required to read to complete the campaign. When you unlock lore, only mark the left box next to the lore, which shows you have unlocked it, and upon reading it, mark the right side of the box. This helps you keep track of the sections you may yet want to read and allows you to not read lore during chapters, which can be distracting to some.
  • Traps - Unlocked traps are available at once for the rest of the campaign.
  • Trap Components - Upon unlock, trap components are added to the currently available components and are added to the deck in future chapters.
  • Chapters - These are your progress through the campaign. When you unlock a chapter, draw the outside box, when you complete it, mark the box with an x. Whenever you select a chapter to play, all outlined boxes are available. For more information see core & side chapters below.
  • Decisions - Certain decisions or actions taken (or not taken) may have an impact on future chapters.
  • Events - You have two evolving event decks. Events will often be replaced by other events (1 -> 2) or removed (1 -> -). Track these changes here.
  • The Fate Scale - This is not a regular unlock and is explained in detail below.

Core Chapters and Side Chapters - There are two different types of chapters. Core chapters drive the main campaign narrative and usually unlock in a specific order. There are also side chapters, which are not essential to complete the campaign.

Winning & Losing a Chapter - the Fate Scale

When you play a chapter, this impacts your standing with the gods (Fate). If you lose a game, Athyr, the goddess of life will grant you her blessing, helping you in the progress. If you win, you will suffer the Wrath of Isyl, the fallen Goddess and creator of all demons as you have caught her eye. This is marked on the Fate Scale at the top of the party sheet.

You start the game at 0 in the neutral position. After each game, erase the current position and move the marker to a new slot:

  • If you lose a game, you move the marker two slots in the direction of Athyr's Blessing (right).
  • If you win a game, you move the marker one slot in the direction of the Wrath of Isyl (left).

If you should ever reach the leftmost position of the track, read the global event marked there.

When you set up a game, always do the following as part of the setup:

  • For each point in Athyr's Blessing, gain an additional 2 silver.
  • For each point in Wrath of Isyl, place a cursed marker on one of the unfortified map tiles. Try to distribute curse markers evenly if possible.

For each curse marker on the map tile: Enemies spawning here will gain +1 HP for each player after the first. Fortifying cursed map tiles costs +1 runestone, but removes the curse. If you don't have enough markers to place, reduce the Gate HP by one for each marker you are missing.

Keywords

This section explains the keywords in Midhalla. They are also explained on the player aid.

  • Ally - any other hero, not self
  • Anywhere - any map tile
  • Armor X - reduce all incoming Attacks by armor before applying DMG. Hero armor only lasts until their next turn unless stated otherwise. Doesn't stack. Enemies with armor have a default value of 1.
  • Attack - before an Attack becomes DMG, it is often modified through effects.
  • Basic Enemy - all enemies from the basic enemy deck
  • Bleed X - target takes X damage at the end of its turn for all subsequent turns. This effect can stack.
  • Damage / DMG - reduce the HP of the target
  • Evasion - after each of the enemies turns, the next Attack to it deals 0 DMG
  • Exhaust - one skill is blocked for use until unlocked. Mark this with an exhaust token. The maximum of exhausted skills at a time is two. Ignore any further exhausts.
  • Explored - once a map tile is placed, it counts as explored
  • Fast - after moving this enemy can still attack
  • Fortified - you can fortify a map tile using rune stone. this is required to build traps on it. Enemies will no longer spawn here.

Player Aid: Keywords

(Back of the player aid; wording differs slightly from the rulebook keyword list.)

  • Ally - any other hero, not self
  • Anywhere - any map tile
  • Armor X - reduce all incoming Attacks by X before applying DMG. Hero armor only lasts until the beginning of their next turn unless stated otherwise. Doesn't stack.
  • Attack - before an Attack becomes DMG, it is often modified through effects.
  • Basic Enemy - enemies from the basic enemy deck (no elite or bosses)
  • Bleed X - target takes X damage at the end of its turn for all subsequent turns. This effect can stack.
  • Damage / DMG - reduce the HP of the target. Effects modifying Attacks don't modify DMG (Armor, Evasion, ...).
  • Evasion - next Attack to it deals 0 DMG and deactivates evasion. Refresh at end of enemies turn.
  • Exhaust - one skill is blocked for use until unlocked, max of 2
  • Fast - after moving this enemy can still attack
  • Fortified - you can fortify a map tile using rune stone. This is required to build traps on it. Enemies will no longer spawn here.
  • Follower - counts as a hero for enemies and takes a turn during 3.3

Global Events

These are still work in progress with more narrative to be added. (Do not read these unless instructed to. Entry numbers are as printed; entries 15 and 17 are not present and entry 18 has no text in this build.)

01 - Take the Offering

You steal the offering, though you feel that Enyk is not happy with this decision. Mark Tier 1 Event 4 -> 11 on party sheet. Remove Event 4 from the event deck. Add Event 11 to the event deck.

02 - Catch a Spirit (healing)

This healing aura should be useful and you bet others will pay a good price for it. You catch a spirit in a bottle and sell it to Dara, who happily takes it off you for a good price. On party sheet, under Tier events, mark 6 -> 8. Remove Event 6 from the event deck. Add Event 8 to the event deck.

03 - Sneak past

The creature snickers "Wise ones. Move along, I will pretend not to see you." Mark Tier 2 Event 4 -> - on party sheet and remove Event 4 from the event deck. Unlock Lore 09.

04 - Catch a Spirit (fleeing)

The spirits try to escape, but you are able to fetch one before it can escape. Mark Tier 1 Event 8 -> 10 on party sheet. Remove Event 8 from the event deck. Add Event 10 to the event deck.

05 - Restore the Circle

You restore the circle of Fyrndarl and Enyk takes a minute to speak some words of gratitude to the world tree for its eternal protection. Unlock lore 4 Fyrndarl the world tree Mark Tier 1 Event 4 -> 9 on party sheet. Remove Event 4 from the event deck. Add Event 9 to the event deck.

06 - Fight the Creature

"Foolish ones. If we are to fight, then the least I can do is invite you to my home first!" With these words, he snaps a finger and the world around you begins to spin. As you awake, you find yourself in a giant hall with walls of gold and a spotless marble floor. In one corner you see the creature, a grin on its face, waving at you. Mark Tier 2 Event 4 -> - on party sheet and remove Event 4 from the deck. Unlock Lore 09. Your current chapter ends here. (not in Prototypes) Unlock Chapter 12. Play it now, resetting your play area as usual between chapters.

7 - Talk to the Spawn

The creature is a mixture of roots and looks at you grimly. As you approach it, it speaks in an unnaturally slow, deep voice. "You have defiled the tribute to my creator. Do you want to atone for your sins?" Do you want to atone? If yes, pay one runestone and read Global Event 16. Otherwise read Global Event 19.

8 - Kill the Spirits

You make quick work of the spirits. At least their bodies can be used to harvest some runic energy. As you drain the little creatures, you think you hear a faint, high pitched scream full of pain and terror. As you look at your comrades, they don't seem to notice, so maybe it was all in your head. Mark Tier 1 Event 10 -> 12 on party sheet. Remove Event 10, add Event 12.

9 - Talk to the Creature

"Curious ones, I see. Well, the coins won't flip themselves, but I suppose I could do with some entertainment. So, little children, what brings you here, playing in a space you do not belong?" Tora raises a fist "Arrogant creature, I will teach you a lesson!" Hold her back and answer the question - read global event 11 This arrogant creature deserves a lesson in humility. Read global event 6

10 - Protect the Cub

Looking at the fallen demons, the cub lets out a roar, trods towards one of the corpses and takes a few bites. When it turns back around towards you, its eyes glow in blue light and you feel an aura of power emanating from it. It gives you an affirming nod and then casually walks back into the tunnels, not to be seen again. At least for now... Mark Tier 2 Event 3 -> 9 on party sheet, replace event 3 with event 9.

11 - Talk to Master of Coin Pt. 2

You tell the creature about what brought you here. "Well, I could not care less. But since you seem in need of some help, let me give you some advice: don't trust anyone. And don't bore me again. Also, take this for your troubles." It flicks its fingers and a solid chest appears in front of it. You open it and find some hacksilver along with other valuables. This is indeed a small treasure! Just as you reach in to take the last of it, the chest suddenly comes to life, sharp teeth snapping at your hand. You are barely able to pull out in time. You see the creature smiling smugly, clapping his hands to humor your predicament. "Now that's what I call entertainment! Unfortunately I have to go now, but please visit me sometime!" With that, he drops a golden sigil coin inscribed with runes on the ground and vanishes into thin air. Keeping your distance to the snapping chest, you pick it up. The runes read "Master of Coins".

Mark Tier 2 Event 4 -> - on party sheet Unlock Chapter 12 Unlock Lore 09 - Master of Coins Gain 3 silver. Spawn the Mimic enemy on this map tile if available.

12 - Cub demon bear event

As the giant demon approaches, the cub suddenly trots forward towards the creature. As it reaches the demon, the giant bear opens his jaws, roaring loudly and you see a stream of purple mist traveling out of its mouth, through the air and then surrounding the small bear. You see the cub responding, roaring in a weird, distorted pitch, then trotting past the demon bear and disappearing into the darkness. Mark Tier 2 Event 3 -> 11 on party sheet. Remove Event 3 from the deck, add Event 11 to the deck.

13 - Catch the Loot Kobold!

You catch the creature and line your pockets with the silver from its bag. Among the treasure, you also find an iron ring with a weird green stone. As you touch it, the stone begins to sizzle, leaving a burn on your hand as it melts away. You throw it away, but as you look at your injury you see it has taken the exact shape of a dagger, almost like a mark. Mark Tier 2 Event 7 -> 10 on party sheet.

14 - Signs of Yarr'sthorna

Unlock the first lore you have not yet unlocked:

  • Lore 02 - Tirya the Godmother
  • Lore 20 - Isyl, the fallen Goddess
  • Lore 06 - Yarr'lyn, Master of Desire
  • Lore 07 - Yotunmadr, Bringer of Destruction

If you have already unlocked all Lore, unlock Trap Component 20. Mark Tier 2 Event 5 -> - on party sheet. Remove Event 5 from the Tier 2 event deck.

16 - Atone for your sins

"At least you seek understanding. Well, let me tell you about Fyrndarl the great World Tree!" Gain one Gate HP. Unlock Lore 04 Fyrndarl the world tree.

18 - Draw the Blade across your Palm

(No text in this build.)

19 - Ignore the Spawn

"Thieving creatures! You will pay!" It shoots a wooden spike in your direction and you hurry past it, trying not to anger it further. All but the hero with the lowest HP suffer one damage. You may immediately build a spike trap on this map tile ignoring normal placement rules.

  • Reviving/healing Heroes
  • 2.2 Spawn Enemies
    • Tile Activation Order (TAO)
    • Spawn Tokens
  • 2.3 Position Heroes
  • Activating Bosses
  • End of 3.1
  • 3.2 Trap Turns
  • 3.3 Hero Turns
    • Hero Tableau
    • Hero Turn and activating Skills
    • Activating Ultimate Abilities and Items
    • Move
    • Targeting
    • Attack
    • Dealing Damage to Enemies
    • Player Activation token
    • Followers
  • 13 - Catch the Loot Kobold!
  • 14 - Signs of Yarr'sthorna
  • 16 - Atone for your sins
  • 18 - Draw the Blade across your Palm
  • 19 - Ignore the Spawn
  • Create the Dungeon

    1. Stack all Map Tiles in order (1-18) on top of each other.
    2. Place Map Tiles and potentially required Tokens according to the chapter setup.
  • Prepare Enemy Decks

    1. Add enemies as indicated by the chapter setup to the Enemy Deck and shuffle it. Then place it face-down next within reach.
    2. Do the same for the Elite Enemy Deck.
    3. Keep the Standees for all required enemies nearby.
    4. Place the Enemy Health Tracker Tokens near the enemy decks.
  • Prepare Events, Tokens and Skills

    1. Shuffle each Event Deck and place them face-down within reach.
    2. Keep the remaining Tokens as well as the white six-sided dice (D6) within reach.
    3. Shuffle the Level 1, 2 and 3 Skills separately and create one face-down stack for each.
  • Adjustments for the Fate Scale found at the top of the party sheet.

    1. If you have Athyr's Favors, gain 2 silver per favor.
    2. If you suffer Wrath of Isyl, place 1 curse token per point on an unfortified map tile (try to distribute evenly if possible).
  • Follower - counts as a hero for targeting, is activated during trap phase
  • Hitpoints / HP - when anything with HP reaches 0 HP, it is dead (enemy), destroyed (trap) or KO (hero) and removed from the board (or in case of traps, the die is removed)
  • Horde - these enemies are a group: any Attack or Bleed is reduced to 1
  • Immobile - enemies with this keyword can never move or be moved
  • Move X - for heroes: move up to X map tiles
  • On Activation - at the beginning of its turn
  • Pierce - ignore all armor until end of turn
  • Range X - the number or map tiles the effect or skill reaches
  • Repair X - restore X to a traps HP
  • Retaliate X - Place a die on your hero to track retaliate. After an enemy standing on your map tile Attacks (target can be someone or something else), you may deal up to X DMG against it and reduce remaining retaliate by X. Lasts until the beginning of your next turn.
  • Skip - when you skip a skill, move the skill marker as usual but don't use anything from the skill
  • Slow - target can't move. Flip token to slow-immune at the end of next turn. Remove at the end following turn. Only works on basic enemies.
  • Trap-immune - traps can never target this enemy
  • Undead - against undead, Heals (X) can be used as Attack (X) ignoring armor
  • Hitpoints / HP - when anything with HP reaches 0 HP, it is dead (enemy), destroyed (trap) or KO (hero/follower) and removed from the board
  • Horde - a group of enemies: any Attack or Bleed is reduced to 1
  • Immobile - units with this keyword can never move or be moved
  • Move X - for heroes: move your hero up to X map tiles. On enemies Move only triggers if target checks failed. X replaces the default of 1.
  • On Activation - at the beginning of its turn
  • Player number - the number of players. Solo play counts as 2.
  • Pierce - ignore all armor until end of turn
  • Range X - the number or map tiles the effect or skill reaches
  • Repair X - restore X to a traps HP
  • Retaliate X - After an enemy on your map tile Attacks, you may deal up to X DMG against it and reduce remaining retaliate by X. Lasts until the beginning of your next turn.
  • Rush X - move X tiles towards the gate, regardless of targets
  • Skip - when you skip a skill, move the skill marker as usual but don't use anything from the skill
  • Slow - target can't move. Flip token to slow-immune at the end of next turn. Remove at the end following turn. Only works on basic enemies.
  • Trap-immune - traps can never target this enemy
  • Undead - against undead, Heals (X) can be used as Attack (X) ignoring armor
  • Unexplored - a path (letter) on a map tile with no map tile next to it