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Monster Kill

Monster Kill Rulebook

Table of Contents

Table of Contents

  • Basic Concepts
  • Component List
  • Game Setup
    • Enemy types
  • Gameplay
    • 1. Action card
    • 2. Determining enemy actions
    • 3. Player preparation
    • 4. Determining initiative
    • 5. Action
    • 6. End of turn
  • Player's Turn
    • Attributes
    • Gaining attributes
    • Movement
    • Attack
    • Skill activation
    • Boost
    • Special action
    • Healing
    • Item use
    • Map field use
  • States
    • Description of states
  • Enemies' Turn
  • Combat
    • Attack and defense
    • Attack and boosts
    • Boosts
    • Choosing tactic
    • Overcome defense
    • Hit location
    • Hitting fields with special effects
    • Final damage
    • Pushing
  • Enemy Attacks
    • Determining attack and boost
    • Determining tactic
    • Overcome defense
    • Final damage
    • Area attacks
    • Types of attacks
  • Monsters
    • Monster special actions
  • Maps
    • Placement
    • Map fields
  • Scenarios
    • Single scenario
    • Story
    • Campaign
    • Playing a scenario
    • Stages and special conditions
  • Items
    • Item effects
  • Character Development
    • Experience points
    • Magical armor
    • Rituals
  • Actions and Skills
    • Barricade
    • Jump and teleport
    • Life drain
    • Multiple attacks
    • Swap
    • Charges and movements with attacks
    • Summon (One-Eye's special action)
  • Description of the Boosts
    • Puppet Master (Dead Tongue's special action)
    • Mutilation of Puppet
    • Boost effects

Basic Concepts

  • Cultist marker. All actions affecting cultists work the same way on abominations.
  • Enemy/Opponent. Used interchangeably. Refers to a Cultist, Abomination or Monster.
  • Abilities/Skills. Used interchangeably.
  • Empty space. A space on the map where no element is drawn or placed, nor a character is present.
  • Front/Back of character or enemy. Character and enemy cards have a front and a back side.

Component List

The component illustration on this page is captioned: 3 development cards, 3 character cards, 3 character miniatures, 3 monster cards, 3 monster miniatures, writing utensil, 6 abomination cards, 6 abomination miniatures, 22 cultist cards, 22 cultist miniatures, 12 action cards, 12 scenario cards, 6 K6 dice, items card, combat card, 9 map cards, 40 any markers.

For the game we need:

  • 3 character cards with miniatures
  • 3 monster cards with miniatures
  • 22 enemy cards with miniatures
  • 6 abomination cards with miniatures
  • 1 item card
  • 1 combat card
  • 9 location map cards
  • Deck of 12 action cards
  • 12 scenario cards
  • 6 D6 dice
  • Writing utensil

40 assorted markers including:

  • 5 character status markers
  • 5 focus markers
  • 5 character state markers
  • 20 enemy state markers
  • 1 player initiative marker and 1 enemy initiative marker
  • Additional markers

Game Setup

Before the game, choose your character and place it in the designated spot (7) along with its miniature (10).

  • Add the development card dedicated to that character (22).
  • Place the character status markers (x5) (8) and condition markers (x5) (17) outside the board. Only the health marker should be set at the last position (18).
  • Place the combat card (9) and item cards (6) in their designated spots. Place a writing utensil next to them (19).
  • Place the focus markers (x5) (4) on the character card.
  • Set up the player initiative (21) and activity markers (20).
  • Set up the face-down action deck (1) and leave space for the active card in the turn (5).
  • Place the D6 dice in designated spots (2, 16, 11).

Then choose a scenario (15) and place the following elements according to it:

  • Set the location marked in the scenario (3).
  • Place the enemies (12) along with their miniatures (13).
  • Set the enemies' health markers at the last positions (19).
  • Refer to the bottom part of the scenario card marked with a green triangle. It indicates the first adventure.
  • More about scenarios can be found on page 30.

The scenario description uses the following notation: a skull symbol followed by two numbers (for example, a skull with 1 and 6) means that cultists numbered 1 and 6 should be prepared.

Place the markers (14) on the fields next to the reinforcement and at the last health level of the opponents. Place the remaining markers (14) next to them. They will be needed if any opponent changes its state.

Place the cultists in a column in the order determined by their initiative.

  • The higher the initiative, the higher the position in the column. In case of a tie, the enemies with the higher sequential number are placed higher.

EXAMPLE: In this case, cultists 4 and 1 have the same initiative, equal to 2. The higher position is taken by 4 because its sequential number is greater.

Abominations are placed in a separate column and grouped also according to their sequential number. Their initiative does not compete with the cultists as it is 0, and they always move last.

When setting up enemies in a column, leave gaps between the cards. This is where the player's initiative marker will be placed.

The monster is always placed separately.

Place your character's miniature on the field marked 1.

Place the opponents on the designated fields (marked 2) in a manner of your choosing. This is how we set each type of opponent. If there are not enough spaces, use the adjacent fields.

Enemy types

In the game, you will encounter 3 types of enemies. Each opponent has its own number and a miniature assigned to it with the same number.

  • Cultists: the symbol is a skull with a number. Each cultist card has a front and a back.
  • Abominations: the symbol is "m" with a number. Each abomination card has a front and a back.
  • Monsters: the symbol is a red figure with a number. Each monster card has a front and a back.

Gameplay

Game objective: the player's mission is to complete all the tasks of the scenario in a specified order (or complete goals described in the campaign). If these tasks are not completed or the player dies, the game ends in defeat. If not specified in the scenario, there is no time limit. After setting up all the elements on the table, we begin the game.

1. Action card

At the beginning of the turn, we draw a new action card from the face-down deck, covering the previous one. If the deck is exhausted, we shuffle it and continue.

2. Determining enemy actions

Roll 1D6 to determine the enemies' actions for this turn. Place this die above the corresponding value on the enemy boards. All enemies will perform actions according to the same column on their cards.

The same value also determines the actions of the monster.

3. Player preparation

Roll a pool of 4 D6 dice (you can reroll any number of dice once) and place one of these dice on the chosen part of the action card. Always choose 1 of 3 possibilities (no more or less), which are two specific values and the option to use any die.

This decision determines the player's initial attributes for the turn and their initiative level. Then the player sets the obtained attribute values on their character card by moving the appropriate markers.

EXAMPLE: The player used a die with a value of 3 to activate the card. They receive 2 points each for movement, attack, and management, which is indicated on their character card. The chosen segment of the card gives the player 3 initiative this turn.

Some fields on the card, in addition to gaining attributes, activate a special space on the map.

4. Determining initiative

Knowing the initiative level of the player and enemies, we determine the order of actions in the turn.

For this purpose, we place the player's initiative marker in the appropriate place near the enemy cards.

  • Having higher initiative than the enemies, the player must perform an action before them.
  • Having equal initiative with an enemy, the player chooses whether to act before or after them, and also between enemies with whom they have a tie in initiative.
  • Having lower initiative, the player must move after the enemy.

Place the activity marker next to the character currently taking their turn.

EXAMPLE: The player used a die with a value of 5 to activate the card (on a field of any value). They have initiative 2. They place the player's initiative marker between the enemies with initiative 3 and 2. This will be the time when the player's turn occurs. Tied with cultist #4, the player could decide whether to move before or after them. The abomination always moves last.

At this stage, the player can use two special actions:

  • Use any die to increase their initiative by 2 and change the order of moves (place this die on the spot of this action on the character card).
  • Use 2 management points to exchange any one of their dice for the die that determines the enemies' action. For a monster, this costs 3 points.

5. Action

After determining the initiative, the player and opponents perform their actions. Details can be found on the pages:

  • Player's turn: page 9
  • Opponents' turn: page 14
  • Monsters: page 27

6. End of turn

When everyone has completed their actions, we check the scenario statuses if required.

For time-limited scenarios or those requiring specific actions, we move the appropriate markers.

More details on this topic can be found on page 30.

Player's Turn

The player's turn illustration numbers the following elements: 1 focus points, 2 gaining attributes, 3 skills, 4 attributes, 5 boosts, 6 special actions, 7 healing and increasing initiative, 8 states, 9 action card.

Attributes

  • Movement: with movement points, the player can move around the map.
  • Attack: attack points allow for performing attacks and triggering other actions.
  • Defense: accumulated defense points allow for reducing incoming damage.
  • Management: these points have wide applications. They allow for activating spots on the map, picking up items, activating actions, and can be used to create focus points.
  • Power: points that make it possible to perform many skills and boosts.

The basic 5 attributes are represented in 2 forms. Squares indicate attribute gain, circles indicate the cost to be paid. A circle marked "any attribute" can be paid with any attribute.

At the start of their turn, the player has 2 or 3 (depending on whether they increased their initiative) D6 dice and a pool of attributes gained by using one die on the action card.

Using dice and attributes, the player can perform any number of actions. There is also no limit on actions from a given category: they can attack and move any number of times, mixing actions in any way.

Actions available to the player:

  1. Gaining attributes
  2. Movement
  3. Attack
  4. Skill activation
  5. Boosts
  6. Special action
  7. Healing
  8. Using an item
  9. Using a map field

Special features

  • Focus: using focus, the player chooses which skills/boosts to activate in a given turn. They do not gain them from the action card. At the beginning of each turn they have 2 available, and the rest can be gained using management points (maximum of 5 in total).
  • Health: the character's vital points. Losing all of them means death and the end of the game.

Gaining attributes

By using a die in this spot, the player can increase their total points beyond those received from the action card. They can do this in two ways:

  • By using a die of any value to gain 1 point of a given attribute (then by placing a focus point there, they can increase this amount by another +1).
  • By using a die of the required value, they can gain 2 points of a given attribute.

They can use both options, thus gaining a maximum of 4 additional points.

EXAMPLE: The player uses dice with values of 5 and 1 and a focus point to gain an additional 4 movement points.

When the player already has a complete set of 5 points for a given attribute, each subsequent point boosts the next attribute in order. In the case of a complete set of power points, movement points are boosted. If all attributes are complete, the next points are lost.

Movement

Using movement points, the player can change their position on the map. For each 1 point, they can move 1 space.

EXAMPLE: They use 3 movement points to move 3 spaces.

At the end of the movement, the player determines the direction their character is facing. Possible are 6 directions by hex borders.

Attack

The player can perform attacks in several ways:

  • By using attack points
  • By using skills
  • By using special actions
  • By using items

More about attacks in the "Combat" section, page 17.

Skill activation

Each character has a set of 6 skills. Proper use of them is the basis of tactics during battles with enemies. Skills can be used to perform various actions in the areas of movement, defense, attack, and special effects (e.g., pushing the enemy away).

To use a skill, the player must mark it with a focus point in the given spot. Then it is possible to activate the skill in two ways:

  • using a die of the required value, or
  • paying the given cost in the form of attributes or additional focus points.

Activating the skill is marked by moving the focus marker to the ready position (yellow triangle). Now, during this turn, the player can use this skill once. The effect of its use is described on the skill card.

The player can enhance the skill by using both activation methods simultaneously (i.e., both using a die and attributes/focus). Then the specified values are increased to those given in the enhanced part of the skill.

EXAMPLE: The player uses a focus point and then uses the required die with a value of 3 to activate the skill.

EXAMPLE: The player uses a focus point and then uses 1 power point and 1 focus point (instead of 1 combat point) to activate the skill.

EXAMPLE: The player uses a focus point and then uses both the required die with a value of 3 and 1 power point and 1 combat point to activate and enhance the skill. This way, they can perform an attack with a strength of 4 instead of 3.

An active skill that has been enhanced is indicated by moving the focus marker to the triangle, but to the first enhancement symbol.

Skill activation must be completed within 1 turn. Therefore, there is no need to use additional markers for supplemented attributes. We indicate this by moving the focus marker to the next fields, and upon activation, to the yellow triangle/symbol.

We can use the skill at a different time in the turn than immediately after its activation, but it must be within the same turn.

A given skill can only be used once per turn. After use, we move the focus marker off the board.

EXAMPLE: The player has already used the skill, indicating this by moving the focus marker off the board, next to the skill.

The description of all skills can be found on page 34.

Boost

During their turn, the player can boost their action. In most cases, this pertains to attacks. Boosting always requires a focus point and specific attributes.

More about boosts can be found in the combat section on page 36.

Special action

Each character has one or two special actions. These are generally very powerful actions or allow for performing unusual activities.

To use a special action, it must be charged using a certain number of dice. By sacrificing any one die, we move the marker (initially off the character card) to the next position. When all are filled, the special action is activated and can be used. We then discard the marker, resetting the charge level, and can do this again from zero.

In the example illustration, the character Judge has two special actions:

  • Requires 3 dice to activate, then allows an area attack around the character.
  • Requires 4 dice to activate, allows a very strong attack with an additional wounding effect.

By sacrificing any die, the player decides which action to charge. Using a special action does not require focus points; the only cost is dice.

Charging a special action can be spread over multiple turns. Once activated, it can be used at any moment during the turn, as well as in another turn.

A special action can also be charged by choosing the appropriate field on the action card. This means charging it for everyone in the game, including opponents.

The description of all special actions can be found on page 34.

Healing

Each character has the ability to regenerate health. They can do this at any moment during their turn by sacrificing any one die.

This action immediately restores 1 health point. If an additional 1 focus point is added, the regeneration value increases by +1 health point.

The player can use this action once per turn, restoring up to 2 health points.

Item use

The player can activate any of their items using a focus point at any moment during their turn. This allows them to perform the action assigned to it. This can be done multiple times, and each item disappears from the inventory after full use.

The player, having a given item in their inventory (indicated by marking the yellow triangle), can use a focus point to use it. An item activated in a turn can be used for a cost and will give the effect marked on it. Each time the item is used, the player crosses out the next field. After crossing out all fields, it can no longer be used.

Each item can be used any number of times during a turn.

The description of items can be found on page 31.

Map field use

Each map has several special areas that the player can interact with as one of their actions.

  • Item field: upon entering this field, the player can take one random item. If they allocate 1 management point, they roll 2D6 (first roll 1D6 to determine the vertical value, then another to determine the horizontal value) and thus draw the item they find. They mark it by drawing a yellow triangle on the item card.
  • Ballista: there are ballistas on the map that the player can activate using a management point. When activated, it shoots in the direction indicated by the red triangle, dealing damage to the first character in that direction. It does not pass through obstacles. The damage is always dealt, regardless of the defense and armor level, and we do not roll for hit location. The victim simply loses the specified amount of health.
  • Distant ballista: there is also a second type of ballista that works on the same principles but is activated from a distant field.
  • Ballistas are single-use. After use, we cross them off the map.

The description of items can be found on page 31. The description of map elements can be found on page 28.

EXAMPLE: The player, being on the ballista field, used a management point to activate it. At this moment, they dealt 2 damage to the first enemy standing in the line of fire. We do not roll on the combat card or for the hit location. The enemy receives 2 damage that cannot be defended against. After use, the ballista field is crossed out and cannot be used again.

EXAMPLE: The same situation, but the player activated the ballista from a different field.

States

At the end of the turn, the player updates their states if any are active. They do this by moving the marker down.

EXAMPLE: The player was stunned and poisoned. They marked this when these states occurred. At the end of their turn, they move the markers down. The stun ends, and the poison deals the first damage.

Some attacks have additional effects. When the player or enemy deals damage (i.e., the character loses at least 1 health point as a result), it causes a specific state in the victim. When an attack with a given effect is dealt (or appears in another way), place a marker on its symbol.

Description of states

  • Disarmament: cannot attack in any way (including through skills, special actions, and items). It activates upon receipt and ends after 1 turn, then we remove the marker.
  • Immobilization: cannot move in any way (including through skills, special actions, and items). It can be pushed. It activates upon receipt and ends after 1 turn, then we remove the marker.
  • Stun: combines the effects of disarmament and immobilization, and resets the charge level of special actions. It activates upon receipt and ends after 1 turn, then we remove the marker.
  • Poisoning: when the poisoning state appears, place a marker on its symbol. At the end of the poisoned character's turn, move the marker down, and they lose 1 health point. Repeat this for the next 2 turns, losing a total of 3 health points in 3 turns. If the character receives this state again during poisoning, reset the marker to the beginning (regardless of its current level).
  • Wounding: when the wounding state appears, place a marker on its symbol. At the end of the wounded character's turn, move the marker down, and they lose 2 health points, then remove the marker off the board. Wounding effects do not stack; only 1 can be active at a time.

Enemies' Turn

According to the initiative order, enemies' turns occur in a set sequence. Their actions for Cultists and the Monster are determined by the dice value. Abominations always behave the same (according to one pattern).

The rolled die when determining enemy actions decides the behavior of all enemies (the same die for both Cultists and the Monster).

The enemy action table has four rows:

  1. Movement
  2. Attack
  3. Defence
  4. Charging special action

For Cultists, the table always describes their basic values for that turn.

For movement, we determine the number of spaces the enemy moves (1) and the goal of the movement (2).

In this case, the enemy takes the shortest route to the player's character. If multiple routes are available, the player decides which route to take.

In some cases, enemies do not go directly to the player but try to get within a certain distance from them (for example, distance 3). The enemy does not have to use all movement points; if they reach the target, they stop.

Distance is measured as the number of spaces to the player.

The way enemies move is also dependent on their behavior traits.

Offensive: strives to reach the nearest adjacent space to the player, ending their movement there even if they still have movement points.

Cunning: strives to get behind the player before ending their movement. If they do not achieve this, they stop where their movement points run out.

Intelligent: avoids active traps on the map fields (if inactive, treats them as normal fields) and traps set by the player. It breaks this rule only if there is no other way to reach the player. If their attack can damage other enemies, they do not perform it, even if it means not attacking.

Mindless: steps into any traps in their movement path. Does not pay attention to ally damage; always performs their attacks and special actions.

At the end of their movement (regardless of behavior), enemies always turn to face the player's character. If the direction to turn towards the player is not clear, we align the enemy according to the direction of their movement. If the situation cannot be interpreted after movement, the player chooses which position the enemy takes.

Abominations move according to the same rules.

Monsters move in the same way, the only difference being additional actions and individual rules for different monsters. More about monsters can be found on page 27.

No characters (neither the player nor enemies) can move through each other during regular movement. They block each other's spaces. This is only possible during jumps and teleportation.

Some enemies charge their special actions. When such a marker appears in the enemy's turn, we move the marker to the next position on the respective track. When the marker is on the last position, the enemy activates the special action:

  • In the case of boosts, they are used in the next enemy attack (including the turn in which the action was activated).
  • In the case of attacks, they are performed when possible (e.g., when the player is at the appropriate distance).
  • In the case of healing, this action is performed immediately upon activation. Health points above the limit are lost.
  • Some enemies, when a special field is active, trigger boosts or are weakened for the duration of that turn.

Combat

The core element of the game is combat with opponents. Battles are based on attacks and defense, but the whole system is much more complex and allows for various tactical maneuvers.

Attack and defense

Player attacks. Attack sequence on the enemy:

  1. Choosing attack and boost
  2. Choosing tactics
  3. Piercing defense
  4. Hit location
  5. Final damage

Attack and boosts

The player can attack the enemy in several ways:

  • By using attack points
  • By using skills
  • By using a special action
  • By using an item

By using attack points. For this, the player must be on an adjacent space to the enemy. Then they use attack points to perform a strike with strength equal to their number. They can use as many points as desired, and multiple attacks are also possible. Such an attack can be boosted. This action applies only to melee attacks on adjacent spaces. It is not a ranged attack, unless its range is increased by a boost.

EXAMPLE: The player has 5 attack points. In their turn, they first attack a cultist using 3 attack points. Then, in the same turn, they attack a cultist using the remaining 2 attack points.

Only in actions using attack points can points be divided into several separate attacks.

By using skills. Some skills are offensive in nature, and their activation means performing an attack. Such attacks are usually boosted or additionally cause other effects and actions. Learn how to use skills on page 34.

EXAMPLE (Aimed Shot): In this case, the player performs a ranged attack with strength 2 at a maximum distance of 3 spaces, which is boosted by aiming.

A ranged attack can be executed when a straight line can be drawn from the center of the field from which the attack originates to the center of the field where the target stands, without intersecting any obstacles or other elements (such as characters or barricades). The printed rulebook shows one permitted line of fire and one blocked line of fire.

By using a special action. Some skills are offensive in nature, and their activation means performing an attack. (This sentence is printed verbatim under the special action heading in the source; it repeats the skills text and appears to be a copy error in the draft.)

During their turn, the player can allocate any number of dice to charge a special action. Each subsequent level costs 1 die of any kind. When its track is filled (place an additional marker there), the player can use that action. After use, its charge level drops to 0. Such attacks are usually very powerful. More about special actions can be found on page 34.

EXAMPLE: The player uses a charged special skill. They attack 2 opponents with an area attack. Both are attacked with the same strength and boost. After the attack, we remove the charge marker off the board. To use this action again, it must be charged from the beginning.

Both the player and opponents can have 2 special actions marked by two different symbols. Their operating rules are the same.

By using an item. Some items, when used, allow an attack to be performed with them. More about items can be found on page 31.

An attack with an item works under the same rules as other attacks, with the difference that it cannot be boosted in any way.

Each item can be used any number of times in a turn, but each use depletes its limit, after which the item can no longer be used.

EXAMPLE: The player uses this item to attack, paying 1 attack point for it. After the attack (regardless of the effect), they cross out the next field on the item card.

The item can also act as a boost for the attack. In this case, it adds a disarm effect to the attack performed by the player.

Boosts

Attacks and other actions can be boosted (regardless of whether they were also upgraded).

A boost is not an independent action and must be played together with another action.

In one turn, each boost can be used once and can only affect one action.

A boost must be used in the turn it was activated and can only be executed entirely in one turn. It cannot be spread over several turns.

To use a boost:

  1. The player marks it with a focus point in the given spot.
  2. They pay the cost of the boost (in the example, 2 any attributes).
  3. They mark the boost's activity by moving the focus marker to the ready position (yellow triangle).

From that moment, the player can use this boost once (in the turn) during any of their attacks. In the example, it adds +3 points to their attack.

EXAMPLE: The player uses a focus point and then pays the required attribute cost in the form of an attack point. In this way, they activate the boost, marking it by moving the focus token to the ready position. Now they can add 2 piercing points to one of their attacks.

Area attack boosts apply to all attacked opponents.

After use, move the focus marker to the right of the focus symbol to indicate that it has already been used.

The following can be boosted:

  • attribute-based actions (attack, movement, defense, generating attributes)
  • skills
  • special actions

There is no limit on boosts for a single action, but boosts causing states in enemies cannot be duplicated. For example, using 2x wounding boost still gives only 1 wounding.

The description of all boosts can be found on page 36.

EXAMPLE (Chain Swing): Planning the entire action, the player used 4 focus points. The player used the "Chain Swing" attack, upgrading it by paying both a die with a value of 5 and 2 combat points. This way, the attack has 3 attack strength. The attack from this skill already has a disarm effect.

Then they activated 3 boosts:

  • The first boost adds 3 points to attack strength, for which they paid 2 power points.
  • The second added a wounding effect to the attack, costing 1 power point.
  • The third boost gives 2 piercing points in exchange for 1 attack point.

Choosing tactic

After choosing the attack, the player must select a strike tactic. To do this, they choose 1 of 4 strike methods from the combat card. The combat card has a row of enemy tactics and a row of player tactics; the player uses the player tactics, numbered 1 to 4.

After choosing the attack tactic, the player rolls 1d6 and reads how their attack will be modified. The roll result is matched against the tactic's modifier table:

  • The attack value does not change.
  • The attack value is reduced by the given number.
  • The attack value is increased by the given number.
  • If the player pays the cost of 1 power, the attack will be boosted by the given effect (in this case, 3 piercing).
  • The attack value is increased by the given number and a boost is added.
  • A boost is added to the attack.

All described modifiers work the same way for ranged attacks. We use the cards in the same way as for melee attacks.

1. Quick Attack: quick and simple strike. Minimizes the chance of missing but also slightly increases the chance of a stronger attack.

2. Strong Attack: a strong blow that allows for greater damage but also increases the chances of missing.

3. Frenzied Attack: an aggressive attack aimed at dealing the maximum damage, also creates the highest risk of missing. If as a result of this attack the opponent loses 4 or more health points, they additionally receive the wounded state.

4. Special Attack: to use this attack tactic, the player must pay 4 power points. This is the most powerful tactic, providing significant potential benefits with very little risk of failure. If as a result of this attack the opponent loses 4 or more health points, they additionally receive the wounded state.

The dice roll for tactics cannot be manipulated or altered in any way.

EXAMPLE (Quick Attack): The player uses an attack that has 2 strength points, not boosting it in any way. They decide on a Quick Attack. They roll a 4, which means +1 to attack. Thus, they have a total of 3 attack strength points.

EXAMPLE (Frenzied Attack): The player uses an attack that has 2 strength points, not boosting it in any way. They decide on a Frenzied Attack. They roll a 2, which means if they sacrifice an additional power point, their attack gains 3 piercing points.

EXAMPLE (Strong Attack): The player uses an attack that has 2 strength points, not boosting it in any way. They decide on a Strong Attack. Unfortunately, they roll a 3, which means -2 to attack strength. At this point, the value is 0, which means an automatic miss. We do not proceed to further stages; the attack is over.

EXAMPLE (Special Attack): The player uses an attack that has 2 strength points, not boosting it in any way. They sacrifice 4 points to perform a Special Attack. They roll a 5, which means +1 to attack value and adds a wounding effect.

Overcome defense

Knowing the final attack value, we check if it can overcome the enemy's defense.

Each enemy has assigned attribute values for the given turn. Comparing the attack value to the defense, we check with what strength the enemy can receive a hit.

The attack strength is reduced by the defense value.

EXAMPLE: An attack of 2 strength against a defense of 1 becomes an attack of 1 strength.

If the defense is higher than or equal to the attack, it is completely repelled.

Unlike the player's defense, the enemies' defense value does not decrease as a result of attacks. It is always the same for each attack.

Hit location

If the attack strength is at least 1, we roll a die to determine the hit location.

On the enemy's drawing, the places that can be hit are marked. Rolling a specific value means hitting that point.

We hit this spot by rolling a 1, 2, or 3.

Some places have separate fields for a front hit and a back hit.

In this case, the front is protected by 1 armor point, which means this value reduces the attack strength.

EXAMPLE: If the player attacks with an attack strength of 1, their attack does not deal any damage (1 attack minus 1 armor equals 0).

However, if they attacked from behind, they would not hit the armor, meaning the enemy would lose 1 health point.

Remember that a back attack is only counted as an attack from the space behind the enemy. All other attacks are considered front attacks.

If the attack was boosted by aiming, the player can change the roll result by 1 point up or down (e.g., from 3 to 4 or to 2; in the case of 6, it can be to 5 or 1).

Hitting fields with special effects

It is also possible to hit fields with special effects.

  • The number next to the health symbol indicates damage multiplication. In this case, each 1 attack point takes away 2 health points. (For example, 1 attack point equals 2 health points, 3 attack points equal 6 health points, and 5 attack points equal 10 health points.)
  • Hitting such a field (and dealing damage) resets the enemy's special action charge level to 0.
  • If we deal damage by hitting such a field, we activate the corresponding state in the enemy. We mark this on their character card.
  • Armor points always reduce a certain amount of damage.
  • Using the piercing boost, we reduce the armor level (during the attack, not permanently) by a specified value.

Final damage

After comparing the total attack and defense points and armor, the remaining attack points determine how many health points the enemy loses.

EXAMPLE: The player has 4 attack points and a piercing boost (2). The enemy has 1 defense point and 3 armor points at the hit location.

  • Defense reduces the attack strength: 4 attack minus 1 defense equals 3 attack.
  • Piercing reduces armor by 2: 3 armor minus 2 piercing equals 1 armor.
  • Finally, the opponent loses 2 health points (3 attack minus 1 armor equals 2 health), which we mark on their card.

When the enemy loses all health points, remove their marker from the map and set its character card aside.

Pushing

Some skills and special actions allow pushing the opponent, which can also involve dealing damage to them.

  • Push in a straight line (3 spaces): in such a case, we push the enemy only in a straight line in the chosen direction. If these spaces are occupied by other enemies, they are also pushed, so that the target of the action moves a certain number of spaces.
  • Push in any direction (2 spaces): in such an action, we move the enemy in any direction.
  • If during this action the enemy lands on spaces occupied by other enemies, it moves them according to the direction of the movement.
  • If the player uses an action that allows them to move in a straight line, they can then push enemies standing in the path of their movement. If there are several enemies, they push them all.
  • If in any of these situations the enemy is pushed into an obstacle or the map boundary, they may take damage. In such a case, we roll for the hit location. If a spot without armor is rolled, they lose 1 health point.
  • We take into account whether the hit is from the front or the back. It also activates any effects of the hit location (e.g., double damage or states).
  • In the same way, we can push enemies onto traps.

Monsters can only be pushed by skills marked with their symbol.

Enemy Attacks

The attack action scheme on the player is similar, but the individual stages are simplified:

  1. Determining attack and boost
  2. Determining tactic
  3. Overcome defense
  4. Final damage

Determining attack and boost

We determine the attack strength by reading the current column on the enemy card. To this, we add any boost if it is active for the enemy.

Determining tactic

On the enemy card, there is an indication of which tactic is used during attacks. This applies to the part of the battle card dedicated to the tactics of enemies.

Modifiers work exactly the same as in the player's attack, with the difference that they are divided into front attacks and back attacks. Different modifiers apply depending on this factor.

Hitting the player is calculated in a simplified way. The only variable is the front or back attack; there is no determination of hit locations.

Overcome defense

Knowing the final attack points of the enemy, we compare them with the player's defense points.

EXAMPLE: An attack of 3 against a defense of 1 becomes an attack of 2.

A significant difference compared to enemy defense is the player's loss of defense points when they are used.

The player can decide how many defense points to allocate to repel the attack. They may decide to take a given attack and save defense points to block another (for example, because it has an additional effect).

EXAMPLE: An attack of 2 against 1 armor becomes an attack of 1.

Then, just like with enemies, the player's armor points reduce the attack strength. Armor points do not decrease for the player as defense points do, but must be activated using focus points.

Final damage

After comparing the total attack, defense, and armor points, the remaining attack points determine how many health points the player loses, which we mark on the character card.

Area attacks

Their effect covers a specific area. The action takes place on each red-marked field.

The action affects a precisely defined area. The white field is the position of the character using the action. For players, it can be rotated relative to the direction they are facing.

In the case of such described area actions, their effect covers a specific number of spaces in a straight line from the red fields.

All enemies are attacked with the same strength. In each attack that hits multiple enemies, if the player uses a boost, it applies to each opponent.

Types of attacks

  • Melee attack: can only be used within a range of 1 or 2 spaces.
  • Ranged attack: can be used at a range of at least 2 spaces. It cannot be performed from an adjacent space. It cannot be performed as a standard attack; it can only be performed through skills, special actions, and items.

EXAMPLE: The enemy performs a ranged attack this turn. If they do not manage to move at least 2 spaces away from the player, they will not perform any attack.

Monsters

The key element of the game is fighting monsters. It follows very similar rules to fighting other enemies, but with a few differences:

  • The monster's initiative is different each turn.
  • Monsters have their own additional rules.
  • The monster's behavior is described by the same rules as other enemies.
  • Each monster has a weak point that can only be hit in certain turns (when the symbol is there).
  • If in such a turn the player deals damage to the marked part of the monster's body, we additionally cross out 1 weak point symbol (always only 1), in addition to regular damage.
  • After losing all weak points, the monster dies. It can also be defeated by depleting all its health points.
  • Each monster is marked with its order number and name.
  • Only marked effects that cause states affect monsters. In this case, the monster can only be immobilized; other effects have no effect.

Monster special actions

Each monster has its own set of 8 special actions. Each time the management symbol appears during its turn, we cross out the next symbol. After crossing out 3 symbols, the action is triggered.

Actions in a turn are read from the left side. This also means that if a special action is triggered this turn, it will be resolved at the end, after movement and attack.

A special action is active only in the same turn it was triggered. If the monster cannot perform it, the action is lost.

The monster activates all special actions in sequence, crossing out 3 symbols each time.

When it completes all 8 actions, it starts over, but now we cross out only two icons to trigger actions.

If the monster performs all special actions twice, the game ends in player defeat (the monster escapes).

Maps

The gameplay takes place on maps depicting specific locations.

Each scenario indicates the number of the map to be used. In some cases, the scenario will take place on 2 connected maps.

Their arrangement relative to each other is shown by their markers' positions. If one is positioned higher than the other, we offset them by one row to align the hexes.

The player starts the game on the designated map.

Connected maps function as if they were a single map. Their connected edges form new spaces through which players can move.

Placement

Before starting the game, the player places their character on the designated field.

All enemies are placed at the player's discretion on the designated fields. This applies to all opponents, including the monster and abominations.

In the case of connected maps, placement can be done on both maps at the player's discretion.

Map fields

Obstacles: spaces marked with a red line, as well as those containing marked elements, are obstacles. You cannot enter or pass through them, except by using teleportation skills.

Special fields: there are special fields on the map that activate when the player selects the part marked with the special field symbol on the action card. Stepping on this field activates the effect described on it. For both the player and opponents, all effects work the same. If the player has not activated this field, it is treated as a field with no effect.

The special field effects are:

  • Anyone who steps on such a field recovers 2 health points.
  • Anyone who steps on such a field loses 2 health points and ends their movement (even if they were pushed there; they stop).
  • Stepping on this field activates the given state.
  • A character who steps on this field maximizes their special action level.
  • Anyone on this field is protected by additional armor with a strength of 6.
  • Anyone on this field has an armor level of 0 (it cannot be changed in any way while here).
  • Anyone who steps on this field is pushed 5 spaces in the direction chosen by the player.
  • Anyone who steps on this field teleports to the second field with this marker (if it is free). The teleport works only once per turn.

You will also find chests and ballistas on the map. Descriptions of these map elements can be found on page 13.

Scenarios

Legend: 1 goal track, 2 order number, 3 time track, 4 final battle, 5 special conditions, 6 initial battle, 7 story description.

You can play the game in 3 ways.

Single scenario

  • Choose any character.
  • Use 8 points on its development card.
  • Choose any scenario.
  • Then play the scenario according to its rules.

Story

This is a form of mini-campaign consisting of 4 scenarios played consecutively, one after the other. Each story ends with a battle against a monster in the fourth scenario.

You start with a blank development card for the chosen character, and the points earned carry over to the next scenarios in this story. Example stories create scenarios 1-2-3-4 or 5-6-7-8, etc.

It is possible to combine stories into a large campaign and play all of them in sequence. In that case, you should change characters after each completed mini-campaign. Development cards retain their progress, but you should use at least 2 characters.

Campaign

A large narrative story focusing on a specific plot, containing its own scenarios. The campaign can be found in a separate file.

Playing a scenario

Each scenario is played in a similar way. Your task is to complete all its stages in the given order.

Some scenarios require performing a specific action multiple times, which we mark by moving the marker on the goal track.

In other cases, there is a time limit for turns in which the task must be completed, marked by moving the marker on the time track.

When there are no such conditions, markers are not needed.

Scenarios can take place in different locations or multiple times in the same one.

  • Locations connected by a path with different numbers are played separately. Between them, the player recovers all health points.
  • Directly connected locations with the same number indicate successive waves of enemies, with no healing between them.

Stages and special conditions

At each stage of the scenario, all marked opponents appear immediately on the map. (For example, the scenario notation shows a skull with 3, 6 and a monster marker with 1, 2, 3.)

Special conditions a scenario may use:

  • Time limit (hourglass): you must complete the task within a specified number of turns.
  • Kill all cultists: you must kill all cultists.
  • Kill all abominations: you must kill all abominations.
  • Kill a specific cultist: you must kill a specific cultist (for example, cultist 13).
  • Narrative task (triangle symbol): you must complete the task described in the narrative description.

When there are no special conditions, your task is always to kill all enemies, without a time limit.

You can repeat individual stages of the scenario. Death will mean the loss of all items (erase them; they can be obtained again).

Items

Upon entering a designated field on the map, the player can sacrifice 1 management point to obtain a random item. Cross out the chest then.

Ownership of an item is indicated by circling a yellow triangle next to it.

When drawing a gained item, first roll a die to determine the row, then the column. This way we determine which item we take.

If we draw an item we already have, we obtain the next one in order, counting to the right. After reaching the last one, change the column (from the last, jump to the first).

Item effects

Items have various usage effects:

  • Add a poison effect to your attack.
  • Deal an attack with given values (for example, 3 attack and 1 range).
  • Gain a specified attribute (for example, 5 power).
  • Recharge special action level (for example, by 3).
  • Push the enemy by a given value in any direction (for example, 4).
  • Poison all enemies in a given area. This does not require an attack.
  • Increase initiative level (for example, by 3).
  • Restore a given number of health points (for example, 3).
  • Add an aiming effect to your attack.
  • Set up a barricade next to your character.
  • Double the level of the current attribute (excess moves to others).
  • Change the value of one die to one of your choice.

Character Development

Each player character has a development card. Using it, they can activate these skills and increase their maximum health points level.

The development card is marked with the following areas:

  1. Image of the character for whom this is the development card.
  2. Rituals.
  3. Additional methods of gaining attributes.
  4. Additional boosts.
  5. Additional special actions.
  6. Unlocking magical armor.
  7. Increasing health level.

Experience points

When the player defeats an enemy, they gain experience points (stars). At this moment, they can be used immediately on the development card (or later in the same game). Set aside cards of defeated enemies as point trophies. If the points are used, turn the card face down.

Experience points are used by crossing them out on the development card. If all points next to an element are crossed out, it is activated.

When an element is unlocked (by crossing out all stars), it can be used immediately, even in the same turn.

Magical armor

An important element of development is the ability to enhance magical armor (area 6).

This is a magical skill that allows the player to create a type of magical armor. When the skill is unlocked, the player can activate it using 1 focus point, which gives them 1 armor point at that time. This value reduces the enemy's attack strength and, unlike defense points, does not decrease after attacks, providing passive protection.

It is possible to unlock 3 levels of armor and use all of them in 1 turn.

Rituals

One of the most powerful skills in the game is rituals (area 2). Initially, each character has one; the others can be unlocked, and must be unlocked sequentially, according to vertical columns.

To use the ritual, the player must draw the required shape on the map and then use a focus point to activate it. At this moment, everyone (including the player) inside the ritual's boundaries will be subjected to its effect.

To draw a ritual, the player must step on a completely empty field and use 1 power point, then draw any sign on this field. After repeating this the required number of times (for this ritual, 3), we connect the signs with lines. The fields inside the created area, as well as those the lines cross, are the place of the ritual's effect.

EXAMPLE: In this case, by activating this ritual, the player poisons everyone inside, including themselves.

The shape of the ritual doesn't have to be perfect. Only the connection of the required number of points matters, with the stipulation that the points must be at least 1 space apart.

  • Minimum size of the ritual: there is no upper size limit.
  • In the case of a ritual affecting initiative, it can be activated before the turn, after placing the dice on the action card.
  • This type of ritual sets defense points to 0.
  • Such a ritual takes health points (for example, 3 health points).

When the player creates a ritual, they decide when to complete it. For example, after creating 3 points, they can wait and add more points for more complex rituals.

To complete the ritual, draw lines between the points.

There can only be 1 ritual in the game, and it cannot be changed. For example, you cannot add another point to a closed 3-point ritual.

Only one effect can work in the ritual at a time in one turn.

Remember that the ritual also affects the player.

Actions and Skills

One of the most important elements of the game is special actions and skills. Besides attacks, some of them have special effects.

Such a division with a vertical line means that 2 separate actions occur. In the example, the player first receives 2 defense points, then sets up a barricade.

Barricade

The player places a barricade marker on an adjacent empty field. It acts as an obstacle to movement (also for the player) and protects against 1 ranged attack. The enemy ignores it when shooting, but the attack destroys the barricade instead of hitting the player.

Enemies ignore the barricade during movement, but entering it stops them, destroys the barricade, and ends their movement (not the turn). This applies to all types of movement.

There can be 3 barricades on the map at the same time.

Jump and teleport

Skills allowing movement by skipping certain fields.

Jump: the player can jump a certain number of spaces over any object except red-marked obstacles. This includes jumping over enemies and barriers.

Teleport: the player can jump a certain number of spaces over any object, including over red-marked obstacles.

Life drain

For this skill, the player first attacks at range, then heals. The success of the attack is a condition for the healing to occur. The attack must take at least 1 health point.

Multiple attacks

Boosting such a skill affects only one of the attacks, regardless of how many there are in the skill. Different boosts can also be assigned to different attacks.

Swap

You can swap places with an enemy that is 1 space away.

Charges and movements with attacks

Movement marked in red can push, but it cannot be shortened and is always in a straight line. The same applies when used by enemies.

An enemy can injure themselves by running into an obstacle, under the same rules as for pushing. This does not apply to the player.

Such a movement must be completed in full; players and enemies cannot stop midway. If the enemy, while performing this action, is not in a straight line to the player, they will bypass them.

Summon (One-Eye's special action)

One-Eye summons a familiar on an adjacent empty field (mark it with any token). Only 1 can exist at a time. From that moment, you can move the familiar 5 spaces per turn.

At any moment during her turn, One-Eye can use the familiar's action. The basic action allows teleporting to the familiar's location, removing it from the game (it can be summoned again). This action is free.

The advanced action (from the development card) allows the familiar to explode, stunning everyone around it. It also disappears and can be summoned again.

Enemies ignore the familiar and do not attack it, but if they enter the familiar's space, they destroy it, just like the player.

Description of the Boosts

Puppet Master (Dead Tongue's special action)

This action, after charging, allows temporary control over an enemy (only cultists and abominations).

  • An enemy up to 3 spaces away moves in the direction you choose.
  • An enemy up to 1 space away attacks a chosen enemy (based on its attack this turn).

Mutilation of Puppet

Advanced action (from the development card): an enemy up to 3 spaces away attacks itself (based on its attack this turn).

Boost effects

  • +2 attack (attribute boost): increases the level of a given attribute in a specific action. This means we do not add points to the pool, but the performed action has this attribute increased.
  • Effect icons: add a given effect to your action. It will work if the enemy loses at least 1 health point as a result. You can use multiple effects at once.
  • Aiming (1): when determining the hit location, you can change the roll value by 1, either up or down (e.g., from 6 to 5 or 1). There is also an enhancement that allows a change of 2, which you can achieve by using two aiming enhancements simultaneously (e.g., the second from an item).
  • Piercing (2): allows you to ignore a specified armor value during an attack. You can increase this value by using multiple enhancements or items simultaneously.