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OrcQuest WarPath

OrcQuest WarPath Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Introduction
    • Victory and Defeat
      • Victory
      • Defeat
    • WarPath Game Turn
      • 1 • Hero Phase
      • 2 • Enemy Phase
      • 3 • End of Turn Phase
  • Game Board
  • Scenery Elements
  • Setup
  • Hero and Enemy Sheets
  • Characters and Orientation
  • Line of Sight, Line of Fire and Range
    • Line of Sight
    • Line of Fire
    • Range
  • Hero Phase
    • Hero Activation
    • Skill Cards
      • Effect Cost of the Skill Cards
      • Action Cards
      • Reaction Cards
      • Boost Cards
      • Passive Cards
  • Movement
    • Opening or Closing a Door
  • Moving Abilities
    • Ability: Smashing
    • Ability: Agile
  • Effects Related to Types of Terrain
    • Ponds
    • Fields
    • Low Furniture
    • High Furniture and Tree Trunks
    • Shadow of the Trees
  • Exploration
  • Presence Tokens
  • Hero Combat
    • Types of Attacks
    • Health Points
    • Badass Dice (Green / Blue)
    • Attack Dice (White / Grey / Black)
    • Defense Dice (White / Grey / Black)
    • Resolving Combat
    • Combos
    • Enemy Reaction
  • Death of an Enemy
  • Loot
    • Loot Cards
    • Stuff
    • Resources
    • Potions
    • Relic Cards
  • Equipment Limit and Carrying Capacity
    • Rekup
  • Badass Track
    • Gaining Badass Points
    • Using Badass Points
    • Extra Action Points
  • Events
  • Enemy Phase
  • Alert Gauge
    • Increasing the Alert Level
    • Decreasing the Alert Level
  • Patrol Management
    • A Patrol Appears
    • Too Few Enemies
    • A Hero in Front of an Entrance
    • Patrol Movement
    • Patrol Modification
    • Alert Patrol and the Bell-ringer
  • The Bell
  • Named Enemies
  • Enemy Groups
    • Activation Roll for the Group
  • Enemy Activation Order
  • Enemy Combat
  • Hero Reaction
  • Death of a Hero
  • End of Turn Phase
    • Restoring Cards
    • Resurrecting a Hero
    • Learning New Skills
  • Organize your Stuff
  • Throwing Loot
  • Kraft
  • Enchant
    • Enhanced Enchant
    • Double Enchant
    • Kraft of Enchanted Stuff
    • Rekup of Enchanted Stuff
  • End of Quest
  • Bosses
    • Boss Setup
    • Boss Activation
    • Injuring a Boss
    • Boss Reaction Cards
    • Boss Defeated!
  • Massive Characters
  • Effects and Immunities
    • Afflictions
    • Alterations
    • Enhancements
    • Immunities
  • Glossary
    • List of Abilities and Other Effects
  • Credits
  • Index

Game Components

  • 1 Spawn Zone
  • 6 large and 3 small Game Tiles (double-sided)
  • 4 Hero Miniatures: Thalla, Orrus, Mek, Mandar
  • 32 Enemy Miniatures: Peasant x8, Dog x4, Guard x6, Soldier x8, Knight x4, Officer x2
  • 2 Boss Miniatures: The Enchanter, The Cockatrice
  • 4 Hero Sheets
  • 6 Enemy Sheets
  • 2 Boss Sheets
  • 22 Special Dice:
    • 3 White Attack Dice, 3 Grey Attack Dice, 3 Black Attack Dice
    • 2 Green Badass Dice, 2 Blue Badass Dice
    • 3 White Defense Dice, 3 Grey Defense Dice, 3 Black Defense Dice
  • 1 Badass Track, with 1 Badass token and 1 Badass Limit token
  • 1 Alert Gauge and 1 Alert Level marker
  • 274 Cards:
    • 64 Skill cards
    • 50 Loot cards
    • 22 Kraft** cards
    • 22 Kraft*** cards
    • 22 Relic cards
    • 22 Enchant cards
    • 28 Event cards
    • 20 Patrol cards
    • 24 Boss cards
  • 211 Tokens:
    • 16 Simple / Armored / Double Door tokens
    • 11 Destroyed Door / Wall tokens
    • 4 Smoke tokens
    • 2 Hero Entrance / Exit tokens
    • 4 Patrol Entrance / Exit tokens (blue, yellow, red)
    • 2 Dead-end Wall tokens
    • 27 Furniture tokens
    • 2 Bell tokens
    • 6 Patrol / Bell-ringer tokens
    • 59 Presence tokens
    • 30 Damage tokens
    • 48 Effect tokens

Introduction

OrcQuest WarPath is a thrilling adventure game in which the Orcs are the Heroes!

It is time for those who were long considered by Humans to be low-level monsters to become in turn the champions of epic destinies and perilous Quests.

The game is played mainly in Campaign mode, divided into Chapters of several Quests. It will be possible to develop your group of extraordinary Heroes, as well as their equipment.

In this first series of adventures, Orrus the Orc warrior and his companions must thwart the expansion plans of the Human king, since these plans endanger the Orc forest.

Craft yourselves weapons, gain new Skills, and throw yourselves into battle in the name of Badass, the Orc god of brawling!

Victory and Defeat

Each Quest has its own Victory and Defeat conditions.

Victory

The Heroes win if they fulfill the Victory conditions of the current Quest.

This can be a specific Enemy to strike down, Objectives to accomplish, special items to find, or simply sowing chaos.

Defeat

The Heroes lose if they all die in combat, if the Alert Level reaches its maximum, or if a Defeat condition of the current Quest applies.

WarPath Game Turn

OrcQuest WarPath is played over several turns until the Victory or Defeat conditions are met.

Each turn is divided into 3 Phases.

1 • Hero Phase

It's time for action!

Each of you will be able to activate your Hero. There is no set order.

Each Hero has 2 Action points to activate Skill cards used to move, explore, and above all fight. This is the best way to receive rewards and Badass points, representing your god's satisfaction.

The accumulated Badass points will let you perform feats such as extra Actions.

Your Hero's Activation ends with drawing an Event card, whose outcome only Badass knows.

2 • Enemy Phase

This Phase begins with the Activation of the Patrols. For the heroes, they represent the danger of being discovered.

Draw as many Patrol cards as indicated by the Quest. They can cause new Patrols to appear or activate ones already present. If a Patrol spots you, do not let it ring the Bell, or you risk seeing numerous Enemy reinforcements arrive.

Once all the Patrols have been activated, move on to managing the alerted Enemies that you did not manage to eradicate. They group together and now act. The behavior of the toughest Enemy influences the rest of the group. Peasants will always obey an officer and will feel much braver with a pair of war dogs. Depending on the result of the Activation roll, the Enemies may flee or try to slaughter you.

Cross your fingers that you don't meet Badass a little too soon.

Once the Enemies have been activated, the Alert Level is updated. The higher it is, the more dangerous the Patrols become. Watch out! If the Alert Level reaches its maximum, this often corresponds to failing the Quest.

3 • End of Turn Phase

The Heroes prepare for a new game turn.

You may resurrect a comrade fallen in combat, restore your Skill cards and gain new ones. You may also reorganize your Inventory, upgrade your equipment, and exchange items with the other Heroes.

Game Board

The Game Tiles used to make up the Game Board are divided into a 10-by-10 grid and are all double-sided. They are identified by a number and a letter, so they can be placed according to the Quest's map.

Interior zones are made up of rooms and corridors. Exterior zones can be made up of dirt paths, fields, ponds, trees (with their shadow zone), and rooms.

The blue and yellow Patrol Entrance and Exit tokens form the Patrol paths. Red Patrol Entrance tokens are used for reinforcement Entrances.

The Hero Entrance and Exit tokens mark the zone where the Heroes begin the Quest and the zone through which they must exit if that is a Victory condition.

Scenery Elements

Various scenery elements are added to the Game Board:

  • Simple doors (closed, open, destroyed)
  • Double doors (closed, open, destroyed)
  • Armored doors (closed, open)
  • Dead-end walls
  • Destroyed walls (single, double)
  • High furniture (bookcase, wardrobe)
  • Low furniture (table, bed, weapon rack, barrel, crate)
  • Bells
  • Presence tokens

Setup

If this is your first game, be sure to read the "First Game" notes in addition to the setup instructions, and begin with the first Quest of the first Chapter (see p.4 of the Quest Book).

  1. Build the Game Board by assembling the Game Tiles as indicated in the Quest, and setting up the necessary elements: Furniture, Doors (closed or open), Hero Entrance and Exit, Patrol Entrances and Exits, Bells, etc.

    First game: The setup shown here is that of the first Quest of the first Chapter; refer to the illustration for the rest of the setup.

  2. Each player chooses a Hero and takes:

    A. their Hero Sheet B. their Hero's miniature and token C. their Skill cards (both starting cards and those learned during previous Quests)

    First game: take only the 3 starting Skill cards with no Badass point cost on the back.

    D. their owned Loot cards

    First game: take only the starting Stuff indicated on the Hero Sheet.

    E. the 2 Event cards specific to the Hero F. the Skill cards yet to unlock (cards not yet learned) are placed near the Hero Sheet, so they can be consulted.

    The miniatures are placed off the Game Board, near the Hero Entrance indicated in the Quest.

    Note:

    • With 4 players, each player chooses a Hero.
    • With 3 players, each player chooses a Hero. The fourth is chosen and controlled by all the players together.
    • With 2 players, each player chooses 2 Heroes.
    • Playing solo, the player chooses 4 Heroes.
  3. Shuffle the chosen Heroes' Event cards into the rest of the Event cards. Place the deck face down near the Game Board and leave room for the discard pile.

  4. Shuffle the Patrol cards and place the deck face down near the Event cards. Leave room for the discard pile. Do the same for the Loot cards.

  5. Keep the Kraft and Enchant cards face up nearby. The Relic cards are set aside.

  6. Create the Pool(s) made up of the Presence tokens indicated in the Quest, shuffling each of them face down. Leave room for a discard area.

    A Quest is always made up of a main Pool used for Enemies appearing throughout all the rooms. One or more secondary Pools are sometimes added to cause specific Enemies to appear in zones marked with letters...

    First game: Form the main Pool made up of 8 Peasant tokens, 1 Peasant x2 token, and 2 War Dog tokens. The secondary Pool, made up of 1 Peasant x3 token and 2 Chicken tokens, corresponds to the Spawn Zone shown in green on the setup illustration.

  7. Place the Badass Track with the Badass and Badass Limit tokens as they were at the end of the previous Quest.

    First game: Place the Badass token on the skull illustration and the Badass Limit token on the "30" of the Badass Track.

  8. Place the Spawn Zone within reach. You will need it to determine where Enemies appear during Explorations.

Hero and Enemy Sheets

These different Sheets show the Heroes' characteristics and the information needed to manage the Enemies' behavior.

Hero Sheet shows: Class symbol(s), the Hero's name, Class and Race, Innate Passive, Keywords, starting Stuff, Health points and their color Level, and maximum carrying-capacity values for Body, Hands, and Inventory.

The Classes are: Warrior, Scout, Rogue, Sorcerer.

Enemy Sheet shows: Enemy type, Attacks, Reaction, Defense and Immunity, Movement points, Health points and their color Level, Abilities, Activation Die and Behaviors, Badass point gain, and Loot card gain.

Characters and Orientation

Every Character, whether Hero or Enemy, is represented in the game by a miniature or a Presence token.

A Character has an Orientation on the Game Board, in the form of a Front Arc and a Rear Arc.

A Character is considered adjacent to another game element (square, miniature, furniture, etc.) if they share a common edge and are not separated by a wall or a closed door.

The square adjacent to an Enemy's front edge is called the Danger Zone.

A Massive Enemy whose miniature occupies 2x2 squares on the Game Board has a Danger Zone 2 squares wide.

Line of Sight, Line of Fire and Range

Line of Sight and Line of Fire are always determined by imagining a line running from the center of the starting square to the center of the target square.

Line of Sight

Line of Sight determines whether a Character, a square, or any other Target is visible to another Character. It is used, for example, to determine whether a Patrol spots a Hero during its round, or whether a Magic Attack is possible.

A Character can only have Line of Sight within its Front Arc. It cannot see what is in its Rear Arc.

Line of Sight is blocked by:

  • walls, dead-end walls and wall corners
  • pillars
  • closed doors
  • high furniture
  • Massive Characters
  • Smoke tokens
  • the edges of the Game Board

Characters, tree trunks, and low furniture do not block Line of Sight.

"Thalla's Line of Sight is blocked by neither Mandar, nor a piece of low furniture, nor a tree trunk, but it is blocked by the smoke."

Note: At any time, if an Enemy has Line of Sight on a Hero, on an alerted Enemy, or if it sees an Enemy die, it becomes alerted.

Note — Smoke token: A Smoke token does not block the Line of Sight of a Character standing on it. Once placed, the Smoke token remains active until the start of the next Hero Phase.

Line of Fire

Line of Fire is used to determine whether a Ranged Attack is possible.

Watch out! You must have Line of Sight to consider a Line of Fire.

In addition to the elements that block Line of Sight, Line of Fire is blocked by:

  • Characters
  • tree trunks

Low furniture does not block Line of Fire.

"Thalla's Line of Fire is not blocked by the low furniture, but it is blocked by Mandar and the tree trunk."

Only wall corners block Lines of Sight and Fire. The corners of other game elements block neither Line of Sight nor Line of Fire.

Watch out! The ends of open-door tokens are considered wall corners.

Range

When Range is indicated on an Enemy Sheet or a piece of Stuff, it is always tied to a type of Attack. For example: Melee 1, Magic 2-4, or Ranged 2-6.

If a type of Attack has no Range specified, it must be made against an adjacent target.

Range is the shortest path between two squares, using diagonals and counting the target square.

Squares around a Character are considered Range 1.

Some Enemy Sheets, Skill cards and Stuff have a maximum Range and sometimes a minimum. The effects of these cards apply only if the targets are at a Range between the minimum and maximum values, inclusive.

"The Dagger allows Melee attacks, so only against adjacent squares, while the Voulge allows Melee 1 attacks, so at Range 1."

"A Bow allows Ranged attacks against targets at Range 2-6, so at a minimum of 2 squares and a maximum of 6."

If the keyword Zone appears next to a Range value, every Enemy within Range is targeted.

"Mandar's Wave of Fire Skill is a Zone attack that hits all Enemies at Range 1."

Hero Phase

To set up discreet, effective, and… brutal approach tactics, it is important to know how the Heroes can be activated. And all of this happens during the Hero Phase.

Hero Activation

There is no notion of turn order in OrcQuest WarPath. The Heroes decide who plays first, then who is next, until all Heroes have been activated.

The activated Hero is called the Active Hero.

In addition to an Innate Passive, found on their respective Sheet, each Hero has 2 Action points that they can spend to use their Action-type Skill cards during their Activation.

Action-type Skill cards have a Main effect and sometimes an Enhanced effect, which has a higher cost. The Hero chooses one of the two, pays the cost, applies the effect, then turns the Skill card face down. Each Skill card must be fully resolved before another one can be used.

The Active Hero may decide to end their Activation at any time, but if they have Action points remaining, they are lost.

A Hero may spend Badass points to use additional Skill cards during their own Activation or another Hero's (see p.30).

When a Hero ends their Activation, they draw an Event card, apply its effect, then place it on their Hero Sheet.

When all Heroes have been activated, the Hero Phase is over.

Skill Cards

Each Hero has their own Skill cards, identified by their portrait. They let the Hero perform specific Actions, benefit from Enhancements, or become more powerful.

If a Skill card has no Badass-point purchase cost (shown on the back), it is a starting Skill card. The Hero owns this card for free. Other Skill cards are obtained by spending Badass points during the End of Turn Phase.

A Skill card is laid out with the Hero's portrait, the Skill's Type, the Skill's Name, its Effects and Costs, and a Combo icon.

Some cards have only a single effect (called Main), while others have two (Main and Enhanced).

As soon as a Skill card is used for one of its effects, it is turned face down for the rest of the turn (except for Passive cards). A Skill card cannot be used while it is face down. It automatically becomes available again face up during the End of Turn Phase.

Effect Cost of the Skill Cards

Each Skill card effect has its own cost in Action points and/or Badass points.

Where two types of cost appear together, both must be paid: the Action points plus the required Badass points.

  • An icon of 1 Action point means this effect costs 1 Action point.
  • An icon of 2 Action points means this effect costs 2 Action points.
  • An icon of 1 Badass point means this effect costs 1 Badass point.
  • An icon of 1 Action point and 1 Badass point means this effect costs 1 Action point and 1 Badass point.

The Badass-point cost of a Skill card is distinct from the Badass-point cost of an extra Action point (see p.30).

There are four types of Skill cards: Action cards, Reaction cards, Boost cards, and Passive cards.

Action Cards

They are used to perform specific Actions during the Hero's Activation.

Among Action cards, the Hero can choose between movement effects, Attack effects, a combination of both, or other effects such as gaining Abilities.

Action cards have a cost in Action points, and sometimes also in Badass points.

Reaction Cards

During the Enemy Phase, Heroes may use the effects of their Reaction cards, according to their Activation conditions. Each Hero may use only one Reaction per Enemy Activation, and only if the activated Enemy is not in the Hero's Rear Arc.

Reaction cards have a cost in Badass points to be activated.

"Mek will have to choose among his Reaction cards if he wants to escape an Enemy Attack. He will cancel the Attack with a dodge, or vanish before taking the Attack."

Boost Cards

Boost cards can be used at any time during an Action to gain additional effects in exchange for Badass points.

"Thalla spends 1 Badass point to be able to make an Attack at Range 1 on a bold Enemy. After rolling the Dice, she spends 1 more Badass point to add Breakthrough to this Attack, and reduce the Enemy's Defense."

Passive Cards

When a Hero gains a Passive card, it is placed next to the Hero Sheet and stays active. It is never turned face down, and its effect is permanent.

Movement

At the start of each Quest, entering the Game Board from the Hero Entrance token is free and does not count as an Action. When a Hero wants to move, they must use a Skill card that gives them Movement points. All Heroes have at least 1 Action card that allows movement, with different information and conditions. They may spend all or part of their Movement points during that Action.

"Mandar uses 6 Movement points to make this move."

A Hero may move onto an adjacent free square by spending 1 Movement point. They may pass through a square occupied by another Hero but cannot end their move on it. They may reorient at any time during their move at no extra Movement-point cost.

There are several types of obstacles.

Some cannot be crossed at all:

  • Walls and dead-end walls
  • Pillars
  • Closed armored doors
  • The edges of the Game Board

Watch out! Only the Bell-ringer (see p.35) may occupy a Bell square. No other Character may stop there, or even be moved onto it by an effect or Skill.

Others require a particular Ability or Action:

  • Closed doors
  • Furniture
  • Tree trunks
  • Enemies, for Heroes
  • Heroes, for Enemies

Moving onto a square occupied by an Objective token automatically picks it up and does not cost an extra Movement point. Picking up an Objective token does not end the move.

Watch out! If a Hero moves to leave the Danger Zone of an Enemy that is not Stunned or Petrified, they take 2 automatic damage.

Note: Automatic damage is damage taken by a Character, regardless of the color of their Health points, against which it is not possible to defend.

Opening or Closing a Door

Opening or closing a door costs Heroes 1 Movement point. The door token is then flipped to its open or closed side, and an Exploration is performed (see p.20) if necessary.

Opening or closing a door does not end the move.

"Mandar uses 1 Movement point to open this door during her move."

In certain Quests, the Heroes must open or close armored doors. To do so, they need keys represented by Objective tokens, whose acquisition is defined by the Quest.

Note: Certain effects or Stuff can affect the Heroes' movement. Apply these modifiers to your total Movement points.

Moving Abilities

Characters have Abilities that can affect their movement. These Abilities, shown on the Hero and Enemy Sheets by keywords, are as follows:

Ability: Smashing

A Character with this Ability may move onto a square occupied by furniture. That furniture is destroyed and its token removed from the Game Board. A Hero gains a Loot card for destroying furniture, but it is automatically converted into Resources as in a Rekup (see p.29).

"With the Smashing Ability, Orrus can move over the furniture and destroy it. He uses 4 Movement points to make this move and gains the Resources from a Loot card."

With this Ability, the Character cannot open or close doors. However, they can smash through a closed door by moving through it. The closed-door token is then replaced with a destroyed-door token. A destroyed door can no longer be closed.

It is not possible to smash an armored door. A Hero with the Smashing Ability can open an armored door if they have the key for it.

"Orrus smashes through this door during his move."

If the Room has not been explored, follow the Exploration rules (see p.20).

After the Exploration, if an Enemy is behind the destroyed door, it takes 1 grey Attack Die with no possibility of Defense (see p.24) and the Pushed 1 effect.

"The Exploration reveals the presence of a War Dog, right behind the door Orrus just smashed. The War Dog takes 1 grey Attack Die and Pushed 1. Orrus can continue his move."

Note: A Character taking Pushed 1 is moved 1 square away from the Character responsible for the effect, without changing its Orientation.

If the Character meets a piece of scenery or its move is not possible, the Character takes 1 automatic damage.

If the Character meets another Character, they each take 1 automatic damage.

If the Enemy taking Pushed 1 is blocked by an obstacle and survives, the Hero's move ends automatically and the remaining Movement points are lost. Otherwise the Hero can continue their move.

"The Exploration reveals the presence of a War Dog followed by a Peasant; the War Dog takes 1 grey Attack Die. Since the Pushed 1 effect is blocked by the Peasant, each of them takes an additional 1 automatic damage. Since the War Dog survives the damage, Orrus's move stops there."

Finally, all Enemies that appeared during this Exploration are reoriented toward the Hero who just smashed the door.

Ability: Agile

A Character with this Ability can move diagonally provided that at least one of the two squares adjacent to the diagonal move is free or occupied by an element that does not prevent movement.

A Hero can also move onto a square occupied by furniture (high or low) or a tree trunk.

A Hero does not take automatic damage if one of the two free squares adjacent to their diagonal move is a Danger Zone.

"With the Agile Ability, Mek can move over the furniture and move diagonally. He uses 3 Movement points to make this move."

"Thanks to his Agile Ability, Mek spends only 4 Movement points to get behind an Enemy (instead of 8). However, he cannot pass between the two Enemies, since neither of the two adjacent squares is free."

Note: Other Abilities can affect movement; you will find the list of them on p.48.

Effects Related to Types of Terrain

Certain types of terrain influence the Heroes' movement or Abilities.

Ponds

Moving off a pond square costs 1 extra Movement point.

Heroes gain Invisible when entering a pond square if they are not in an Enemy's Line of Sight. They immediately lose Invisible as soon as they leave this type of terrain.

Fields

Characters on this type of terrain gain 1 white Defense Die against Ranged Attacks.

Low Furniture

The Line of Fire of Heroes on this type of terrain is not blocked by other Characters.

High Furniture and Tree Trunks

Heroes on this type of terrain gain 1 white Defense Die against Melee Attacks; their Line of Sight is not blocked by the high furniture they are on, and their Line of Fire is not blocked by other Characters.

Shadow of the Trees

Heroes gain Invisible when entering the shadow of a tree if they are not in an Enemy's Line of Sight. They immediately lose Invisible as soon as they leave this type of terrain.

Exploration

An Exploration is triggered when a Hero:

  • opens or smashes the door of an unexplored room
  • stands on a square adjacent to a destroyed wall of an unexplored room
  • looks inside an unexplored room using a Skill card
  • comes into Line of Sight of a spawn zone

Only Badass knows what awaits! Treasure, Enemies, or worse.

Note: If a moving alerted Enemy opens the door of an unexplored room or comes into Line of Sight of a spawn zone, it triggers the Exploration.

To perform an Exploration, take the Spawn Zone and set its rulers to represent the room or spawn zone.

Take a number of Dice equal to the number indicated by the Quest. The type of Dice does not matter for the Exploration.

Drop the Dice into the Spawn Zone. The Dice must not be rolled but dropped above the Spawn Zone, so they can land randomly.

Note: If a Die ends up over several squares, place it on the most-covered square. In case of a dispute, decide the placement among those squares together.

For each Die in the Spawn Zone, draw a Presence token from the corresponding Pool, according to the zone represented in the Quest. There must always be Presence tokens in the main Pool to represent the permanent threat. If it becomes empty, shuffle its discard pile to re-form the main Pool. Secondary Pools represent special appearances in defined zones. They are therefore not re-formed if they become empty.

Place the drawn Presence tokens face down on the corresponding squares in the room or spawn zone being Explored.

Note: If the position of a Presence token coincides with an obstacle, place it on one of the nearest empty squares. If several placements are possible, the Players choose.

Once all Presence tokens are placed, flip them over to reveal their contents.

Presence Tokens

During an Exploration, Presence tokens are used to determine what appears in a room or spawn zone.

Several different elements can be shown on these Presence tokens:

Enemy: It indicates the type of Enemy to place. The arrow indicates its Orientation.

If the Presence token is an Enemy, replace it with the corresponding miniature, respecting the same Orientation as the token. If this Presence token came from the main Pool, discard it. If it came from a secondary Pool, remove it from the game.

Enemy x2 or x3: It indicates the type and number of Enemies to place. Place the first miniature on the Presence token's square, then place the other miniature(s) on the nearest empty squares, keeping the same Orientation.

Special Enemy: In certain Quests, this token represents a Named Enemy.

If the Presence token represents a Named Enemy, the corresponding miniature (see Quest Book) is placed on the token to distinguish it. Once the Named Enemy is killed, the token is removed from the game.

Chicken: When a Hero moves onto a Chicken token, the token is removed from the game and the Hero heals 1 damage. A Chicken grants neither a Loot card nor a Badass point. It does not prevent Enemy movement and blocks neither Lines of Sight nor Lines of Fire.

If the Presence token is an Objective or a Chicken, it stays on the square until a Hero moves onto it to pick it up.

Objective: Depending on the Quest being played, the Objective can represent a specific element to reach, retrieve, destroy, devour, etc. The Quest's text indicates what to do with this type of token. When a Hero moves onto an Objective token, the token is automatically picked up.

Watch out! At any time during a Quest, if the number of available miniatures is not enough to perform an Exploration or to create a Patrol (see p.33), the Alert Level is increased by 1.

As long as the Bell is ringing, or if the Hero smashed the door, revealed Enemies are alerted by the noise and orient themselves toward the Hero who just performed the Exploration, so as to have him in their Front Arc.

Hero Combat

Even though the Objective is to infiltrate the enemy lair, the Orcs have their own interpretation of infiltration. They like to fight, so why deprive themselves?

Each Hero has, on their Hero Sheet, one or more keywords specifying the different types of Attacks they can perform. There are 3: Melee, Magic, and Ranged.

Note: A Character may reorient in order to attack.

To perform an Attack using a Skill card, the Hero must be equipped with Stuff matching a type of Attack they know.

If the Hero is equipped with two weapons of the same Attack type, they can use them simultaneously to attack. The Attack Dice of both weapons are then rolled together.

Some Stuff has an Attack Dice line, a Defense Dice line, or even an effect, preceded by one or more Class symbols. Only a Hero belonging to one of these Classes can use that line.

Note: Some weapons have several lines corresponding to several Attack Types or Ranges.

Types of Attacks

Melee — An Attack restricted by Line of Sight, reserved for fighters who like to be up close with their enemies. The Warrior and Rogue Classes use this type of Attack.

Magic — An Attack restricted by Line of Sight, reserved for fighters who use mystical arts. The Sorcerer Class uses this type of Attack.

Ranged — An Attack restricted by Line of Fire, reserved for fighters who prefer to stay back. Most Ranged weapons are Cumbersome and used two-handed (see p.28). The Scout and Rogue Classes use this type of Attack.

"The Staff allows a Magic Attack at Range 3-4 with 1 grey Attack Die, or a Magic Attack at Range 1 that inflicts Pushed 1."

Health Points

Heroes and Enemies all have a number of Health points shown on their Sheets.

However, an Orc is tougher than a peasant but less tough than a big monster.

This difference is represented by the color of the Health points.

Red Health points are tougher than Orange, which are themselves tougher than Yellow.

Badass Dice (Green / Blue)

Blue Badass Dice are used by Enemies, while green ones are used by Heroes.

Badass Dice let you add extra effects. The symbols are used to determine whether an effect triggers.

In every case, the power a Character can channel into a single Action is limited, and it will never be possible to roll more than 2 Badass Dice for a single Attack or a single Defense.

During combat, Badass Dice are rolled at the same time as the Attack and Defense Dice.

Attack Dice (White / Grey / Black)

They are recognizable by the "sword" symbols on their faces. The darker they are, the more powerful the Attack results they can give you.

On these Dice, you will find 3 levels of power:

  • Weak Attack. Inflicts 1 damage to Yellow Health points.
  • Medium Attack. Inflicts 1 damage to Orange Health points, or 2 damage to Yellow Health points.
  • Powerful Attack. Inflicts 1 damage to Red Health points, or 2 damage to Orange Health points, or 4 damage to Yellow Health points.

Watch out! Dice do not stack: 2 Yellow Attack results do not inflict 1 damage to Orange Health points, and 2 Orange Attack results do not inflict 1 damage to Red Health points.

Defense Dice (White / Grey / Black)

They are recognizable by the "shield" symbols found on most of their faces. The darker they are, the more capable they are of blocking powerful Attacks.

On these Dice, you will find 3 levels of power:

  • Weak Defense. Cancels 1 Yellow Attack result.
  • Medium Defense. Cancels 1 Orange or Yellow Attack result.
  • Powerful Defense. Cancels 1 Red, Orange, or Yellow Attack result.

Watch out! Dice do not stack: 2 Yellow Defense results do not cancel 1 Orange Attack result, and 2 Orange Defense results do not cancel 1 Red Attack result.

Resolving Combat

  1. When combat is engaged, gather the Hero's Attack Dice, drawn from their equipped Stuff matching the Attack type, and the Enemy's Defense Dice shown on its Enemy Sheet.

    Also add any green Badass Dice the Hero has gained through Enchants or certain Relic cards.

    "For his Melee Attack, the Hero, equipped with an enchanted Sword and a Kukri, is given 2 White Dice, 1 Grey Die and 1 Badass Die. For his Defense, the Enemy has 1 White Die and 1 Grey Die."

    Heroes' or Enemies' Skills can modify the number or color of these Dice.

    "With his Shield Raise Reaction, the Enemy raises the color level of the weakest Defense Die, which goes from white to grey."

    Watch out! It is not possible to roll more than 3 Attack or Defense Dice of the same color (white, grey or black), or more than 2 Badass Dice of the same color (green or blue).

  2. Roll all of these Dice at once.

  3. Apply the effects of the Badass Dice and any Skills of the attacker to the Dice results (Attack and/or Defense), then the effects of the defender's Skills.

    "Thanks to his Badass Die result, the Hero benefits from the Brutality effect: his Orange result becomes Red."

    Note: Regardless of the Skills used, a blank result on a Defense Die is always a failure and can never be raised to a Yellow result. Likewise, a Yellow result can never be reduced to a blank result.

  4. Attack Die and Defense Die results are paired up by color. Results of the same color cancel each other out.

    "An Orange Defense result blocks an Orange Attack result."

  5. Each remaining Defense result cancels an Attack result of a weaker color.

    "An Orange Defense result blocks a Yellow Attack result."

  6. Attack results whose color is weaker than the color of the defender's Health points are cancelled.

    "An Enemy with Orange Health points cannot be wounded by a Yellow Attack result."

  7. Apply the damage from the remaining Attack results. Damage tokens are placed next to the Enemy miniature.

    "The Soldier failed to parry a Red Attack result. Since his Health points are Orange, he takes 2 damage."

Combos

Some Skill cards carry the Combo mention.

Combos are free Actions limited to the Active Hero, which cost neither Action points nor Badass points.

A Combo does not allow the use of a Skill card's Enhanced effect.

Note: A Skill card with the Combo mention can still be used normally, by paying its Action-point and/or Badass-point costs.

There are two levels of Combo:

If the Active Hero has performed two consecutive Actions that each inflicted at least 1 damage, they may use a Combo 1 for free.

If the Active Hero manages to inflict at least 1 damage to an Enemy during a Combo 1, they may use a Combo 2 for free.

Note: Wounding different targets during those two Actions also counts toward the damage tally for Combos.

"(1) Orrus uses his first Action point and 1 Badass point to make a Lightning Strike Attack on a Soldier and wounds him. (2) His 2nd Action point lets him attack another Soldier in range, who also takes damage. (3) The thrill of combat grants him a free Combo 1, which he uses to charge a Knight and inflict damage on him. (4) He can then chain into a Combo 2 (Main effect only), to try to finish him off with a Powerful Attack and do Badass proud!"

After using a Combo's effect, the card is turned face down for the rest of the turn.

Enemy Reaction

Of course, the Enemies are not simply going to watch you hit them without reacting.

Each Enemy has a specific Reaction when attacked; it is shown on its Enemy Sheet.

The Enemy's Reaction happens immediately after the Attack used against it is fully resolved. It may perform only one Reaction per Hero Phase.

In every case, if an Enemy is attacked by a Hero located in its Rear Arc, its only Reaction will be to turn around; "It was caught by surprise."

Otherwise it orients itself toward the Hero who attacked it, then performs its Reaction.

An attacked Enemy can use its Reaction only if it survives.

Watch out! An Enemy suffering the Stunned or Petrified condition cannot perform a Reaction.

When an Enemy's Reaction causes combat, it is that Enemy's turn to roll its Attack Dice, whose type and quantity are shown on its Enemy Sheet.

The type of Attack used is defined by the Reaction.

"An Officer will make his Counter-attack at Range or in Melee, depending on where the attacker is."

If the Enemy's Reaction cannot be carried out (a Melee Counter-attack after a Hero attacked at Range), it is cancelled and lost for that turn.

"A Guard will not be able to make a Reaction after being attacked at Range."

The targeted Hero takes the Defense Dice spread across all of their equipped Stuff, adding any green Badass Dice gained through Enchants or certain Relic cards.

All of these Dice are rolled at once.

Once combat Resolution is complete (see Resolving Combat, p.24), the remaining Attack results are inflicted in the form of Damage tokens on the Hero Sheet.

Death of an Enemy

When an Enemy has taken at least as much damage as it has Health points, it dies and its miniature is removed from the Game Board.

The Hero who took away its last Health point wins the Loot cards and Badass points shown on the Enemy Sheet.

Note: If an Enemy that has no damage on it is killed in a single Attack (a single Dice roll), the Heroes win 1 additional Badass point.

Loot

When they go on a Quest, the Orcs are not afraid to set out with minimal equipment, because they know that along the way they will always find Loot to improve it.

A Loot card is obtained in several ways: as a reward for killing an Enemy, by destroying furniture, or by fulfilling Quest Objectives.

Loot Cards

A Loot card shows: a Loot symbol, its Level, an Item name, the Slot it uses, its Effects, its Rekup Resources, its Weight, and its Kraft Plan.

Slot: the Slot the card must be in to be used.

  • In Hand: equipped weapons and shields.
  • In Hand: Cumbersome Stuff. No other equipment can be equipped in a hand slot.
  • On the Body: equipped armor.
  • In the Inventory: unequipped Stuff, Resources, Potions.

Weight: the Weight of a Loot card when it is in the Inventory or equipping a Hero.

Rekup Resources: the quantity and type of Resources obtained when a Loot card undergoes Rekup (see p.29).

Kraft Plan: Resources required to upgrade the Stuff during the End of Turn Phase (see p.40).

Stuff

This can be armor, weapons, or shields that let you attack, defend, or sometimes both.

Stuff can be equipped directly or kept in the Inventory.

Resources

This can be wood, metal, leather, or gold, usable for Kraft to upgrade weapons, armor, or shields.

Stuff converted using Rekup is considered a Resource.

Resources are kept directly in the Inventory.

Potions

These are single-use cards.

Using a Potion can be done at any time during the Hero Phase and costs no Action point.

Apply the indicated effect and discard the card.

Potions can be used immediately or kept in the Inventory.

Relic Cards

Certain Quest Objectives allow you to obtain Relic cards.

These Relic cards can be unique magical equipment offering bonuses to the Heroes, or Power Fragments, used for Enchant (see p.41).

In addition to their hand and body slots, Heroes can equip special Relic cards: Artifacts. A Hero can only add a single active Artifact to their equipment. Unused Artifacts are kept in the Inventory.

Some Artifacts offer passive upgrades to the Heroes. Others can be used like Skills to trigger powerful spells. As with Skill cards, using these Artifacts requires paying their cost in Action points and/or Badass points, then turning them face down until the End of Turn Phase.

Watch out! Power Fragments are not considered Resources, but Relics, and are not affected by Abilities or Events such as Mandar's "Bazaar!" card.

Equipment Limit and Carrying Capacity

Of course, Orcs only have two hands (for those who can count that far), so they can equip at most two Stuff items in the Hands slot.

Tough as they are, they can only wear one armor on their body, in the Body slot.

Their limited grasp of magical arcana means they can't have more than one active Artifact equipped.

Mandar and Orrus are not built the same way; even the first goblin to come along would notice. The former looks like an old stick ready to snap, while the latter is about as close as it gets to a super badass Orc god!

Heroes have 3 maximum carrying-capacity values that show what they can carry or not: Body, Hands, and Inventory. These values represent the total maximum weight your dear Orcs can carry with them. They have a bit of a compulsive-collector streak!

These values are shown on the Hero Sheet.

The maximum carrying-capacity values for Hands and Body can never be exceeded.

Heroes have a different Inventory carrying-capacity value depending on their build. A Hero's Inventory is not limited by the number of Loot and Relic cards it contains, but by the sum of the weight of its cards.

If the Inventory's carrying-capacity value is exceeded, the Hero can no longer use Movement points as long as the total weight of their Inventory is above that maximum value.

A Hero may discard Loot cards, or perform a Rekup, at any time.

Any discarded Loot card is lost for good.

Rekup

Rekup is used to convert Stuff into Resources useful for Kraft (see p.40) and to make room in a Hero's Inventory.

To perform a Rekup on a piece of Stuff, tilt the card to the right so that the Resources obtained are horizontal.

Rekup is permanent; the Stuff can no longer be used afterward. Each card resulting from a Rekup has a weight of 1 and is placed in the Inventory.

Rekup can be performed at any time.

Rekup can be performed on Relic cards to obtain Power Fragments used for Enchant.

Rekup cannot be performed on the only weapon a Hero owns. An Orc is never unarmed!

Badass Track

Badass, the Orc god of wholesome brutality, is one of the Orcs' favorite deities. He lets them accomplish prodigious feats. Green Skins also use this incredible energy to learn new Skills, or to perform extra Actions in the middle of combat.

The interest you spark in Badass is represented in the game by the Badass Track.

The Badass Track is used to follow the progress of Badass points during a Quest, whether they are gained or lost.

The Badass token is used to show the number of Badass points the Heroes have available to them.

The Badass token can never go below 0, shown by the central skull illustration, nor exceed the Badass Limit token (though it can sit on the same number).

The Badass Limit token is used to show the maximum quantity of Badass points available. It is notably used whenever a Hero is resurrected.

The Badass Limit can never exceed 30 and can never go below 10.

Gaining Badass Points

Badass loves seeing good fights and Orcs handing out good beatdowns, even to their own kind. He always generously rewards the Green Skins' martial feats.

Each Enemy Sheet shows the quantity of Badass points the Heroes gain if that Enemy is defeated.

The Badass points gained from Named Enemies and Bosses are shown by the Quest.

If an Enemy loses all of its Health points in a single Attack, the Heroes gain 1 additional Badass point. If the Enemy had already lost Health points previously, this does not apply.

Note: Certain Event cards or Quest Objectives can also grant or remove Badass points.

Using Badass Points

Badass points can be used for several things:

  • Getting extra Action points during your Hero's Activation or another Hero's.
  • Using a Skill card that requires spending Badass points (see p.14).
  • Buying new Skill cards during the End of Turn Phase (see p.39).
  • Restoring the Badass Track's Limit, only at the end of a Quest (see p.42).

Extra Action Points

You can spend Badass points to get one or more extra Action points at any time during the Hero Phase.

A Hero can perform an extra Action at any time during their own Activation or another Hero's.

Using extra Action points works the same way as using regular Action points.

Note: The Skill card must be available face up. It is turned face down when used.

Each extra Action point costs 1 more Badass point than the previous one. The first extra Action point costs 1 Badass point, the second costs 2 Badass points, the third 3 Badass points, and so on.

The only limit to the number of extra Action points that can be bought during the Hero Phase is the number of Badass points available. The Badass-point cost of extra Action points resets at the end of every Hero Phase.

If a Hero wants to use an Action card costing 2 Action points but has only 1 remaining, they can pay the second Action point with an extra Action point.

If a Hero wants to use an Action card costing 2 Action points using extra Action points, they must pay each extra Action point separately.

"During her Activation, (1) Thalla spends her first Action point to make a Charging Attack. (2) She wants to follow up with an Enhanced Action. She therefore spends her second Action point and buys an extra Action point for 1 Badass point. (3) Since Thalla failed to kill the Enemy, Mandar decides to cast a Weaken on this rather tough target. He buys a second extra Action point for 2 Badass points and must also spend the 3 Badass points for his Action. (4) Mek throws himself at the weakened target to finish it off, buying a third extra Action point for 3 Badass points."

Note: A Combo costs neither Badass points nor Action points.

Events

Whatever the Players do, the Orcs are unpredictable. To represent this, when a Hero ends their Activation, they draw an Event card. The instructions shown must be applied immediately if possible, then the Event card is placed on the Hero Sheet.

An Event card shows: an Event symbol, the Hero's portrait, the card's Name, and its Effect.

When an Event card is dedicated to a specific Hero, that Hero's portrait appears in the top-right corner of the card. Apply the card's effects to the Hero concerned, even if this happens at the end of another Hero's Activation.

Once all Heroes have finished their Activation and drawn an Event card, the Hero Phase is over. The Enemy Phase can then begin.

Enemy Phase

The Enemy Phase always begins with managing the Patrols, whose composition and behavior depend on the Alert Gauge, before moving on to the Activation of the alerted Enemy groups.

Alert Gauge

The Alert Gauge is made up of 15 Alert Levels divided into 3 colors: Yellow, Orange and Red (low, medium and high Alert).

In each Quest, these colors define the number and composition of the Patrols.

If the Heroes are spotted by the Patrols and don't get rid of their Enemies fast enough, the Alert Level is liable to rise quickly.

Watch out! At any time, if the Alert Level exceeds 15, the Heroes are overwhelmed by Enemies and the Quest is lost!

At the start of each Quest, the Alert Level marker is placed on 1, unless the Quest's description gives other instructions.

Increasing the Alert Level

The Alert Level immediately moves up to the next color if the Bell is rung.

The Alert Level increases by 1 as long as the Bell-ringer is on the Bell square at the end of the Enemy Phase.

The Alert Level increases by 1 if at least one alerted Enemy survives to the end of the Enemy Phase.

The Alert Level can increase under certain Quest conditions.

Decreasing the Alert Level

The Alert Level can decrease thanks to certain Event cards.

The Alert Level can decrease under certain Quest conditions.

Patrol Management

Orcs who sneak onto Human lands must be careful and efficient in eliminating their enemies. With sentries patrolling about, a single misstep is enough to get spotted quickly and see reinforcements arrive. The situation could become tense, and the Quest could fail, or worse...

Patrols are groups of Enemies that move across the Game Board following a predefined path.

They are only present in Quests that call for them, specifying their composition, formation, and maximum number in play depending on the color of the Alert Level.

"Blue Patrol: 1 max. — On the blue Patrol path, only one Patrol is allowed. At Yellow Alert Level, it will be made up of one War Dog and one Peasant. At Orange Alert Level, it will be two War Dogs and two Peasants. Finally, at Red Alert Level, three War Dogs and one Peasant will appear."

The Patrol Entrance and Patrol Exit tokens define the different Patrol paths.

A Patrol card shows: a spawn symbol, a Patrol symbol, the card's Name, and its Behavior.

Spawn symbol: When a card is drawn for a Patrol Entrance, if this symbol is present, a Patrol appears.

Behavior: When a card is drawn for a Patrol in play, it defines that Patrol's behavior only for this game turn.

Patrol management is handled using the Patrol card deck.

These cards are used to define the appearance and behavior of the Patrols.

When Patrol management begins, draw one card per Patrol in play and carry out their behavior. The Patrol furthest along its Patrol path carries out its behavior first.

If the maximum number of Patrols in play has not been reached, then draw one card per Patrol Entrance.

If the Patrol spawn symbol is present, spawn a Patrol, and give it a Patrol token. Otherwise, nothing happens, and no new Patrol enters play through this Entrance this turn.

Note: Certain Patrol cards deliberately leave the choice to the Players as to which Enemy to single out from the rest of the Patrol, to make these situations feel more natural.

Watch out! If a Patrol, or a group of Enemies, blocks the Patrol Entrance even partially, there is no new spawn.

A Patrol Appears

To spawn a Patrol, refer to the color of the Alert Level.

"Blue Patrol: 1 max. — Since the maximum number of blue Patrols in play has not been reached, a Patrol card is drawn. If the spawn symbol is present on the card, a new Patrol then enters play. Since the Alert Level is Orange, two War Dogs followed by two Peasants will enter."

When a Patrol spawns, it is placed on the first squares of the Patrol path, and does not move before its next Activation. It is given a Patrol token.

The effects of Patrol cards do not apply to Patrols entering play.

Watch out! On each game turn, only one Patrol can spawn per Patrol path.

Too Few Enemies

At any time during a Quest, if the number of available Enemy miniatures is not enough to create a Patrol or perform an Exploration, the Alert Level is increased by 1.

A Hero in Front of an Entrance

If one or more Heroes are present on the 4 squares in front of a Patrol Entrance, they take Pushed 1 and 1 automatic damage as many times as necessary for the Patrol to be entirely on the Game Tile.

"The Patrol's appearance pushes back our two Heroes. Orrus takes 2 automatic damage and Mek takes 1."

Patrol Movement

A Patrol always moves by following the Patrol path from the Patrol Entrance token toward the Patrol Exit token.

A Patrol's movement is shown on the Patrol card. All Enemies in the Patrol move together.

When a Patrol faces a turn, it keeps its formation. Its movement and orientation are based on the Enemy that can travel the farthest distance along the Patrol path.

"The Patrol must move 4 squares. This War Dog is the Patrol member that can travel the farthest. The whole Patrol moves based on him."

If a Patrol leaves its path due to the effect of a Patrol card, it tries to get back on it starting the following turn, unless another effect prevents it.

Note: If a Patrol opens a door due to the effect of a Patrol card, an Exploration is performed.

As soon as a member of the Patrol leaves the Board through the Patrol Exit, remove the entire Patrol.

Patrol Modification

An Enemy separated from the rest of the Patrol is no longer part of it. It stays in place and does nothing until it is alerted or merges with another Patrol. If a Patrol card requires one of its members to be separated, an Enemy at the back of the Patrol is always chosen.

"One of the Patrol's members decides to stand guard and no longer follow the rest of the Patrol. One of the two Peasants at the back is chosen to carry out this task and separates from his Patrol."

When a Patrol meets another Patrol, or a non-alerted Enemy, during its movement, they merge to form a single Patrol.

The new members are placed at the front of the Patrol, which can shift the formation. The Patrol then finishes its movement.

"A Guard, previously separated from his Patrol, is joined by the next Patrol. He merges with this new Patrol."

Only one Patrol token is kept, and only one Patrol card will be drawn during the next Patrol management step.

As soon as a Patrol loses or gains a member due to a merge or a card effect, it is considered modified.

Alert Patrol and the Bell-ringer

As soon as a Patrol has Line of Sight on a Hero, an alerted Enemy, or an Enemy that has just died, it ends its movement and becomes alerted.

"The Patrol surprises Mek around a corner. It becomes alerted."

When a Patrol becomes alerted, its Patrol token is flipped to its Bell-ringer side and assigned to the group's Character closest to the Bell. This Character is called the Bell-ringer. His goal is to reach the Bell.

"One of the Peasants closest to the Bell is designated as the Bell-ringer. He now has only one goal left in his short life: ring that Bell."

A Bell is always tied to a Patrol path by its color. If there are several Patrol paths in a Quest, the Bell-ringer of the blue Patrol rings the blue Bell, and the Bell-ringer of the yellow Patrol rings the yellow Bell.

Note: In case of a tie in distance to the Bell, choose the Bell-ringer among the eligible Enemies.

Watch out! The Bell-ringer cannot be a War Dog! If only War Dogs remain in a Patrol that becomes alerted, then no Enemy becomes Bell-ringer.

The Bell-ringer moves using the maximum of his Movement points shown on his Enemy Sheet, at the end of every Patrol management step.

The Bell-ringer is not required to stay on the Patrol path; he can use open doors, explored rooms, or any other route if it shortens his move, as long as he does not open a door.

The Bell-ringer cannot perform any Action other than running to the Bell, so he cannot make an Attack or a Reaction.

The remaining Enemies of the Patrol become an Enemy group and are therefore no longer counted in the number of Patrols in play.

The Bell

When a Bell-ringer reaches the Bell token's square, he rings it.

The Alert is triggered!

The following effects apply:

  1. The Alert Level moves up to the next color.
  2. Every free Patrol Entrance and Patrol Exit spawns a Patrol whose composition matches the new Alert Level.
  3. The Patrol tokens and Bell-ringer tokens are discarded, since all Patrols in play become alerted Enemy groups.
  4. From this point on, no more Patrols will enter play until the end of the Quest.

Watch out! As long as the Bell-ringer is on the Bell token, the Alert Level increases by 1 at the end of every Enemy Phase.

Named Enemies

In certain Quests, it is possible to encounter more powerful Enemies.

These have their own Enemy Sheet, as well as their own spawn conditions shown in the Quest.

Once defeated, Named Enemies grant special rewards, collected by the Hero who dealt the finishing blow.

Enemy Groups

At the start of every new Enemy Phase, once Patrol management is finished, if one or more Enemies are alerted, move on to managing the Enemy groups.

An Enemy group represents nearby Enemies that interact together.

To form these Enemy groups, the following rules apply:

  • Inside a room, all Enemies form a single Enemy group, regardless of the size of the room.
  • Outside or in corridors, Enemies within Range 2 of each other form Enemy groups.
  • When forming these groups, Enemies should be distributed as best as possible so as not to leave any alone, if possible.
  • All Enemies in a group with at least one alerted Enemy become alerted.
  • In certain situations, if an Enemy is at equal distance between two groups, it will join, as a priority, the group with the highest Activation Die. If that is not enough, it is up to the players to decide, keeping in mind that the universe is not out to go easy on the Heroes, especially if they're green-skinned.

"Outdoors, the farthest Peasant (1) ends up alone, since he is more than 2 squares from the War Dog (2). Indoors, all the Enemies in the room form one Enemy group (3). 3 Enemy groups are thus formed for this Phase."

Enemy groups activate one after another, starting with the group closest to the Heroes.

Note: Enemies (except War Dogs) may be required, during their Activation, to open doors. This is done at no extra cost (they are on their home turf, after all).

Watch out! At any time during the management of Enemy groups, if an additional Enemy or Enemy group becomes alerted, it will be activated during this Phase.

Activation Roll for the Group

If an Enemy group has never had Line of Sight on a Hero, and does not know his position through another Enemy group, it does not make an Activation roll, and turns toward whatever alerted it.

"The alerted Peasants charge Thalla. During their move, they alert the Patrol to the right. The War Dogs form a new Enemy group to be Activated during this phase, while the Peasant becomes Bell-ringer and will make his move at the end of the next Patrol Phase."

"An isolated War Dog, not having seen Thalla coming, is killed by an arrow. A Guard witnesses the killing and warns the other nearby Enemies. They then form an alerted Enemy group that makes no Activation roll and merely turns toward the War Dog's corpse."

To make the Activation roll for an Enemy group (a single roll for the whole group), an Attack Die is always used. The color of this Die is shown on the Enemy Sheets.

If an Enemy group has already had Line of Sight on a Hero, or knows his position through another Enemy group, it makes an Activation roll.

"The Enemy group with Line of Sight on Thalla can pass the information to the other group to alert it. Both Enemy groups make an Activation roll."

The most powerful Activation Die result (black > grey > white) among all the Enemies in the group determines the behavior of the whole group.

"The behavior of an Enemy group made up of Guards and Peasants is determined by the Guards' grey Die, which is more powerful than the Peasants' white Die."

Enemy Activation Order

Within an Enemy group, after making the Activation roll, the Enemies activate in this order:

  1. Enemies whose Activation-roll result is Flee;
  2. Enemies that can attack (Melee / Ranged / Magic) without needing to move;
  3. Enemies that must move in order to attack.

Watch out! Certain Abilities, such as Authority, can influence the Enemy Activation order.

An Enemy's entire Activation (Movement + Attack if possible) is carried out before moving on to another Enemy's Activation.

The color of the result determines each Enemy's behavior, based on what is shown in the Activation section of their Enemy Sheet.

"The grey Activation Die shows a Yellow result. The Guards launch an Assault while the Peasants Flee."

Watch out! The Die result is modified by the Alert Level. At Orange Alert Level, it will be at least Orange, and at Red Alert Level it will always be Red.

Note: The various Enemy Abilities can affect their Lines of Sight and Fire, their movement, or the Activation order (see List of Abilities, p.48).

Enemy Combat

If an Enemy's Activation lets it move, it can use all of its Movement points shown on its Enemy Sheet.

"An Officer can move up to 4 squares."

If an Enemy can make an Attack against several Heroes within range (Movement points + Attack Range), it chooses its target in the following priority order:

  1. the Hero with the fewest Health points
  2. the Hero with the weakest Health-point color (yellow < orange < red)
  3. the closest Hero

Watch out! An Enemy attacking in Melee always chooses first a Hero on an adjacent square.

Once the Enemy has chosen its target, it engages combat. The Attack Dice shown on the Enemy Sheet and the Hero's Defense Dice are gathered and rolled as described in Resolving Combat (see p.24).

Note: Certain Enemies can add blue Badass Dice to their Attack depending on their Activation result, to trigger an additional effect.

"An Officer must lead by example, but it's not unusual for him to retreat quickly after the assault. On a Yellow or Orange Activation result, he must add a Badass Die to his Attack Dice to find out whether he keeps his cool."

Hero Reaction

Among all of their Skill cards, Heroes have Reaction cards that can only be activated during the Enemy Phase. Each Hero may use only one Reaction per Enemy Activation, and only if the activated Enemy is not in his Rear Arc. It is not possible to reorient in order to use a Reaction card.

As with using a Skill card (see p.14), when a Reaction card is used, it is turned face down and becomes unusable until the card is restored during the End of Turn Phase.

If a Hero performs a Reaction before being attacked and the attacker no longer has enough Range or Line of Sight to make its Attack, the Reaction is cancelled and lost for that turn.

Watch out! If at least one alerted Enemy is still alive at the end of the Enemy Phase, the Alert Level is increased by 1. If a Bell-ringer is on the Bell square, the Alert Level is also increased by 1.

Death of a Hero

During a Quest, if a Hero loses their last Health point, they die.

Their miniature is removed from the game and replaced by their dead-Hero token.

A dead-Hero token blocks neither Lines of Sight nor Lines of Fire; however, it is not possible to end a move on the square it occupies.

"Who hasn't dreamed of getting to meet Badass?"

End of Turn Phase

Once the Hero Phase and the Enemy Phase are over, a moment of respite is marked by the End of Turn Phase, where the Heroes restore their Skill cards and discard their Event cards to continue their adventure.

It is also possible to resurrect Heroes who fell in combat.

Furthermore, if all Heroes are alive and worthy of receiving Badass's power, they may learn new Skills.

Finally, they can send off, organize, and upgrade their Stuff.

Restoring Cards

All Skill cards used by the Heroes are restored during the End of Turn Phase. A restored Skill card is turned face up.

Event cards placed on Hero Sheets during the turn are discarded.

Resurrecting a Hero

Death is not final among the Orcs. They are extremely tough, even after suffering serious wounds. If the god Badass has been pleased with one of his favorites' life of violence, he may grant him a chance to achieve new feats.

During a Quest, the god Badass can resurrect Heroes; however, this has a cost.

During the End of Turn Phase, resurrecting a Hero decreases the Badass Limit by 10 Badass points. The new limit takes effect immediately. The number of Badass points can never exceed the effective Badass Limit.

Note: It is impossible to resurrect more than two Heroes during a Quest, since the Badass Limit cannot go below 10.

When a Hero is resurrected, their dead-Hero token is replaced with their miniature, and all Damage tokens on their Hero Sheet are removed.

Note: Mandar has a Skill card that lets him resurrect a dead Hero. This Action can be used during the Hero Phase and does not decrease the Badass Limit.

If one or more Heroes are not resurrected during the Quest, they are automatically and freely resurrected at its end.

The Badass Limit can be restored at the End of Quest (see p.42) by spending Badass points.

Learning New Skills

During the End of Turn Phase, if all Heroes are alive, they may spend Badass points to obtain new Skill cards.

The group of Players agrees on the Badass-point value of the Skill card to buy (10, 20 or 30, shown on the back of the Skill cards). This value cannot exceed the number of Badass points owned.

Once the Badass points are spent, each Hero chooses a Skill card of the corresponding cost from among their Skill cards yet to unlock, and places it with the rest of their cards in play.

"Our Heroes decide to spend 20 Badass points to acquire a new Skill. Each chooses a value-20 Skill from among those not yet unlocked."

Watch out! Only a Hero whose portrait appears in the top-left of the Skill card, and on its back, can buy and use that card.

Organize your Stuff

Each Hero can organize their Stuff however they like among their different slots, respecting the Equipment Limit and carrying-capacity rules (see p.29).

Heroes can also use Rekup to reduce the weight in their Inventory.

Throwing Loot

Heroes can throw each other Loot cards (Resources, Weapons…), Kraft, and Relics.

They need a Line of Fire on their ally to be able to "throw" them an item.

If the Heroes are at Range 1-2, the throw happens with no risk.

However, at Range 3-5, the receiving Hero takes 1 white Attack Die with no possible Defense, and 1 grey Attack Die at Range 6-8.

Two Heroes cannot throw Loot to each other beyond Range 8.

Despite any damage related to the "throw," the throw always succeeds.

"Mek throws a crossbow to Thalla, 7 squares away. She will have to roll a grey Attack Die upon receiving it and cross her fingers that it isn't loaded."

Kraft

The Orcs' natural knack for using Resources to modify their equipment is called Kraft. In their eyes, it's a divine gift.

Some Stuff has a Level shown as stars, ranging from 1 to 3.

Levels 1 and 2 can be upgraded through Kraft.

The Resources needed to upgrade a piece of Stuff through Kraft are shown in the bottom-left of the card by the Kraft Plan.

The Kraft card deck can be freely consulted at any time.

Rekup can be used during Kraft to convert Stuff into missing Resources.

If the Hero has the necessary Resources, they can perform a Kraft at any time during their Activation or during the End of Turn Phase.

The Stuff card to be upgraded and the Resources used are discarded, and the Hero then obtains the higher-Level Stuff card.

In the case of Krafting a Level 3 card, the Level 2 card used goes back into the Kraft card deck.

"Thalla decides to upgrade this crossbow using Resources she got from Loot or from Rekup. 1 unused Metal will be lost during the Kraft."

Note: Excess Resources (from Loot cards or from Rekup) in a Kraft are lost.

Enchant

During their Quests, the Heroes will have the chance to recover Power Fragments embodying the destructive force of the god Badass. These Fragments can be turned into enchantments, with varied effects, that can be applied to weapons or armor.

An Enchant card shows: the Enchant's Name, a Simple Effect, an Objective, the Enchant's Enhanced Name, its Enhanced Effect, and an Enchant symbol.

Watch out! Relic cards cannot receive an Enchant.

During the End of Turn Phase, a Hero with a Power Fragment in their Inventory can exchange it for an Enchant card of their choice.

The Enchant card deck can be freely consulted at any time.

The Power Fragment used goes back into the Relic card deck.

Place the Stuff you wish to enchant on the right half of the Enchant card. The effective part is the visible part of the Enchant card.

When a Hero uses enchanted Stuff to attack or defend, a green Badass Die is added to the pool of Dice. If the Badass Die's result matches the symbol shown on the Enchant card, its effect triggers.

Enhanced Enchant

If the Player manages to achieve the objective shown on the Enchant card, the enchantment is enhanced.

The player then places the Stuff card on the left half of the Enchant card, making the right part effective. The Enchant is then permanently enhanced.

Double Enchant

A player who has recovered another Power Fragment may decide to add a second Enchant to a piece of Stuff. This lets them add another green Badass Die to their rolls.

A piece of Stuff can have a maximum of two Enchant cards. The second Enchant equipped cannot be enhanced.

When a Hero uses Stuff with two Enchant cards to attack or defend, they add two Badass Dice to the pool of Dice.

A single Badass Die result can only be applied to one Enchant card.

Note: A Hero using two pieces of Stuff, each with two Enchant cards, cannot roll more than two Badass Dice. This does, however, increase the chances of triggering their Enchant cards. They may assign the Badass Dice results to whichever Enchants they choose.

Kraft of Enchanted Stuff

Enchanted Stuff can be upgraded using Kraft while keeping its Enchant cards.

Rekup of Enchanted Stuff

When a Hero decides to perform Rekup on enchanted Stuff, the equipped Enchant cards go back into the Enchant card deck, and the Hero recovers the Power Fragments.

End of Quest

Congratulations! You survived! Well... some of you did.

If you finish the Quest with dead Heroes, they are resurrected for free, with no penalty to the Badass Limit.

All Heroes are fully healed; Damage and Effect tokens are removed.

If the Badass Limit was changed due to a resurrection during the Quest, you must now repay your debt to the god Badass.

You must raise this Badass Limit back to its maximum using available Badass points.

Each Badass point spent raises the Badass Limit by 1.

"Our Heroes finish their Quest with 12 Badass points and a Badass Limit that dropped to 20 following the resurrection of one of them. To repay their debt to the god Badass, they spend 10 points to raise the limit. They will begin their next Quest with 2 Badass points and a Badass Limit of 30."

It is now possible to exchange Loot with no risk of taking damage from a failed throw.

The Heroes can also reorganize their Inventory and equipment, perform Rekup, Kraft, and Enchant.

If you have Badass points remaining, you can buy new Skill cards as described in the End of Turn Phase (see p.39), or keep them for the next Quest.

The Heroes keep all the cards they have acquired as they progress through the Quests.

If you have additional Heroes, obtained through the various expansions, you can add them to your team. If these new Heroes take the place of Heroes who have already progressed through the Campaign, they must be brought up to their level.

  • The new Hero recovers their starting Stuff and Skill cards.
  • The old Hero's equipment and inventory are kept, within the weight limit allowed by the new Hero. If the new Hero's weight limit does not allow carrying all the equipment, they can still perform Rekup, Kraft, or trade with the other Heroes. Otherwise, the excess Loot is discarded.
  • If the old Hero has Skill cards learned during the Campaign, the new Hero must choose the same number, of the same Badass-point cost, from among all of their Skill cards yet to unlock.
  • Remove the Event cards specific to the old Hero and replace them with those of the new Hero.

Bosses

Fighting soldiers, guards, or other underlings is fun for a couple of minutes, but fighting a Boss is much more thrilling!

To play a Boss, you have at your disposal:

  • the miniature (A)
  • the Boss Sheet (B)
  • the Boss cards, which can be of 2 types: Activation cards (C) and Reaction cards (D)

Boss Setup

A Boss can appear in different ways. The Quest's description determines how it appears.

Boss Activation

Activation cards are placed face up next to the Boss Sheet; they represent different body parts or equipment used to fight. Each Activation card has its own Health points and sometimes even immunities.

Bonus effects for Activation cards can be added depending on conditions shown by the white symbols at the bottom of the card. These white symbols, specific to each Boss, are described in the Quest Book.

"On a 'Skull' Activation result, the Cockatrice can move 6 squares and make a Zone Attack with its wings. But if one or two Activation cards are already destroyed, this Attack additionally benefits from the 'Pushed' and 'Brutality' effects respectively. The more wounded the Cockatrice is, the angrier it gets!"

A Boss's Activation conditions are described in the Quest Book and on its Boss Sheet.

Note: The Boss is never part of an Enemy group. It has its own Activation system.

Injuring a Boss

A Boss has several pools of Health points spread across its Boss Sheet and its Activation cards.

Watch out! Some Bosses have their Health points protected by their Activation cards. These Activation cards must be destroyed first before the Boss can be reached and, hopefully, killed.

"Lothar the Enchanter's magic Book has Red Health points (instead of Orange) as long as the Activation card associated with the 'Lightning' symbol, corresponding to the Talisman, is not destroyed."

"Lothar the Enchanter's Health points are protected by his Activation cards. Before hoping to be able to wound him, these 3 cards must be destroyed."

When a Hero attacks, they must first choose which part of the Boss to target, then resolve their Attack.

When an Activation card's Health points reach 0, the card is destroyed and turned over. Certain effects can then trigger (the Cockatrice, for example, takes 3 automatic damage when one of its Activation cards is destroyed). These effects are shown on the back of the card and detailed in the Quest Book.

"The Heroes manage to destroy the Activation card corresponding to the Cockatrice's Wings, causing it to take 3 damage on its Boss Sheet as well as lose its Flight Ability. One more effort and tonight's dinner will be roast fowl!"

Note: As soon as an Activation card is turned over, excess damage is lost. It cannot be carried over to another Activation card or to the Boss.

If the Activation Die's result lands on a destroyed Activation card, the Boss makes a move and a basic Attack as shown on its Boss Sheet (see Enemy Combat, p.38).

Boss Reaction Cards

At the start of the game, the Boss's Reaction cards are shuffled and placed face down next to its Boss Sheet.

A Boss's Reaction conditions are described in the Quest Book and on its Boss Sheet.

The Hero who triggered the Reaction card applies the effect immediately.

Depending on the Boss, effects can vary. This can be an Attack, the arrival of new Enemies, an inflicted Passive Effect, or other unpleasant effects.

As soon as a Reaction card is played, it is discarded, placed face up next to the Reaction card deck. When the last Reaction card has been discarded, all Reaction cards are shuffled and placed face down again next to the Boss Sheet.

Some Reaction cards are tied to the Boss's Activation cards.

If a Player draws a Reaction card tied to an Activation card that has been turned over, the Reaction card is placed in the discard pile without being played.

"The Cockatrice's 'Carapace' Reaction card is tied to its Wings; if the Wings have been destroyed, the Reaction has no effect."

Boss Defeated!

When a Boss has received as many Damage tokens on its Boss Sheet as it has Health points, or when a Quest condition has been fulfilled, the Boss is defeated and its miniature is removed from the Game Board.

Collect the Badass points shown on the Boss Sheet and split among yourselves the rewards mentioned in the Quest.

Massive Characters

Characters with the Massive Ability occupy 4 squares.

When a Massive Character moves, every square it occupies during its move must be free.

"The Cockatrice is a Massive Character, but as long as it has the Flight Ability, it can pass through occupied squares. Its Wings must be destroyed to ground it."

A Massive Character blocks all Lines of Sight and Lines of Fire, except those of Characters on a tree-trunk square or on high furniture.

Effects and Immunities

Effects can be applied to Characters.

If an effect is not tied to a Badass Die result, it is applied automatically even if the Action inflicted no damage.

The same effect cannot be applied more than once to the same Character.

There are 3 categories of ongoing effects: Afflictions, Alterations, and Enhancements. If a Character suffers one of these effects, the corresponding token is placed near its miniature.

Afflictions

Burn

  • Burn 1: The Character takes 1 automatic damage on Activation. The token is then removed.
  • Burn 2: The Character takes 2 automatic damage on Activation. The token is then flipped to its side 1.
  • The token is automatically removed if the Character moves onto a water square.

Hemorrhage The Character takes 1 automatic damage if it moves or is moved by the effect of a Skill. The token is automatically removed if the Character does not move during an entire Activation.

Poison The Character takes 1 automatic damage on Activation. The token is automatically removed if the Character is healed by a Skill or a Potion.

Alterations

Weakened The Character's Health points go from Orange to Yellow, or from Red to Orange. The token is automatically removed after the next Attack the Character takes.

Dazed The Character rolls a Badass Die before its next Action. If the result is a Skull, the Action is cancelled and lost. The token is then removed either way.

Entangled

  • Entangled 1: The Character cannot move or be moved until the end of its next Activation. The token is then removed.
  • Entangled 2: The Character cannot move or be moved until the end of its next Activation. The token is then flipped to its side 1.
  • If an Entangled Character takes Pushed X, it takes 1 automatic damage.

Cursed The Hero cannot use Badass points during the Hero Phase or during the Enemy Phase. The token is automatically removed if the Hero is Blessed.

Petrified

  • Petrified 1: The Character skips its next Activation but cannot take damage. The token is then removed.
  • Petrified 2: The Character skips its next Activation but cannot take damage. The token is then flipped to its side 1.

Stunned

  • Stunned 1: The Character cannot attack, defend, or perform a Reaction until the end of its next Activation. The token is then removed.
  • Stunned 2: The Character cannot attack, defend, or perform a Reaction until the end of its next Activation. The token is then flipped to its side 1.

Terrified The Character cannot attack the Character that Terrified it until the end of its Activation. The token is then removed.

Enhancements

Blessed The Hero gains 2 extra Badass points when they kill an Enemy by removing all of its Health points in a single Attack. The token is then removed. The token is automatically removed if the Hero is Cursed.

Enraged

  • Enraged 1: The Hero may reroll, once per Attack, as many Dice as they wish, until the end of the turn. The token is then removed.
  • Enraged 2: The Hero may reroll, once per Attack, as many Dice as they wish, until the end of the turn. The token is then flipped to its side 1.

Fortified The Hero's Health points go from Yellow to Orange, or from Orange to Red. The token is automatically removed after the next Attack the Hero takes.

Immunities

Note: There are also immunities that can apply to a particular effect or to an entire category. A Character benefiting from one or more immunities completely ignores the corresponding effects. These immunities are found on Hero Sheets in the Keywords section, on Enemy and Boss Sheets in the Defense section, and on Boss Activation cards.

Glossary

List of Abilities and Other Effects

Note: Only one effect can be applied per Die. In other words, if Orrus has two Brutality effects during one Attack, each must be applied to a different Die (a Yellow result cannot be raised to Red twice over).

Agile: (see p.18) The Character can move diagonally provided that at least one of the two squares adjacent to the move is free or occupied by an element that does not prevent movement. A Hero can also move onto a square occupied by furniture or a tree trunk. A Hero takes no automatic damage if one of the two free squares adjacent to their diagonal move is a Danger Zone.

Assault: The Enemy can move, then deliver its most powerful possible Attack.

Atrocity X: Reroll up to X Enemy Defense Dice.

Authority: The Enemy is always first in the Enemy Activation order.

Leap X: The Character moves up to X squares directly toward a square within Line of Sight, ignoring every obstacle and movement penalty tied to terrain types. Only walls, closed doors, and pillars block its movement. The destination square must not be occupied unless another Ability allows it.

Brutality: Increases an Attack Die result. A Yellow Attack result becomes Orange, and an Orange Attack result becomes Red.

Charge X: The Character moves up to X squares in a straight line. If it moved at least 1 square, it may reorient and make an Attack against an adjacent target.

Counter-attack: If possible, the Character makes, without moving, a free Attack against the attacker.

Shield Bash: If the defender is still alive, Defense results that cancel Melee Attacks of a weaker color, or unused Defense results, are converted into Attack results of the same color against the attacker.

Cruelty X: Adds X Red Attack results.

Defender: After an Enemy has been attacked, another Enemy with the Defender Ability can make a free Attack against the attacking Hero if within Range.

Dual: The Dual effect triggers if a Hero equips and attacks with two Weapons of the same name (2 Dagger cards, for example). The Dual effect does not stack, meaning the bonus applies to only one of the 2 weapons, not to each of them. It is the Dual effect of the weapon with the better Kraft Level that is used for the bonus.

Crush: Removes the smallest Defense result.

Skewer: Attack results that inflict damage on a Character are also applied to the Character located one square behind it, along the same axis as the attacker and the defender.

Hindrance: A Hero who enters the Danger Zone of an Enemy with Hindrance takes Entangled 1.

Dodge: After taking an Enemy Attack, the Hero ignores the damage, then makes a Move of 1 square, ignoring the Danger Zone. If an Enemy dodges, it ignores the damage from a Hero's Action, then steps back one square.

Explosion: During an Attack, the strongest Attack result obtained is inflicted on all other Enemies at Range 1, with no possible Defense.

Ferocity: Doubles an Attack Die result.

Scent: Reveals Invisible Characters up to 3 squares away. This Ability does not work through walls or closed doors.

Lightning X: Inflicts the same amount of damage to X Enemies at a maximum distance of 2 squares. Each new Lightning X target rolls a Badass Die, making it possible to retrigger the Ability. Lightning X cannot inflict damage on the same target more than once per Attack.

Smashing: (see p.17) The Character can move onto a square occupied by furniture. That furniture is destroyed and its token removed from the Game Board. A Hero gains a Loot card for destroying furniture, but it is automatically converted into Resources as in a Rekup. The Character cannot open or close a door. However, it can smash through a closed door. It is not possible to smash an armored door. A Hero with the Smashing Ability can open an armored door if they have the key for it.

Flee: The Enemy turns its back to the Heroes and, if possible, uses the maximum of its Movement points to get away. A fleeing Enemy can open doors.

Smoke Bomb: Before taking an Attack, the Character places a Smoke token on its square, gains Invisible, then makes a Move of 3 squares. If it leaves a Danger Zone, it takes no automatic damage.

Untargetable: Cannot be targeted by Attacks or Skills. However, can be hit by the effects of a Zone attack.

Indestructible X: Adds X Red Defense results.

Invisible: The Hero becomes Untargetable and does not alert Enemies when entering their Line of Sight. If the Hero attacks, enters an Enemy's Danger Zone, or comes within Scent range, they lose Invisible. An Invisible Hero can slip through a door without opening it, but risks being spotted. An Exploration must still be performed before going through the door. If an Enemy appears right behind the door, it turns to face the Hero regardless of its original Orientation, and opens the door. The Hero loses Invisible and automatically ends their move.

Cowardice: The Enemy uses its Movement points to move away from the closest Hero and make a Ranged Attack against it at maximum Range. It may open doors to get away from the Heroes.

Shield Raise: Before rolling the Dice, raises the color level of the weakest Defense Die. A white Die becomes grey and a grey Die becomes black.

Massacre: Adds an Orange or Red Attack result (depending on the card's icon).

Threat: Removes the smallest Attack result.

Metamorphosis: Transforms the targeted Character, not a Boss and not Massive, into a Chicken. The Character loses its next Activation and returns to its original form at the end of it. If a Hero moves onto the square of an Enemy transformed into a Chicken, it kills it and heals 1 damage. An Enemy killed this way grants no Loot card or Badass point.

Me First: When the Character ends its move on a square occupied by an ally, it takes its place. The ally is then moved to an adjacent free square. If this ally leaves a Danger Zone, it takes no automatic damage.

Breakthrough: Decreases a Defense Die result, or cancels Toughness. An Orange Defense result becomes Yellow, and a Red Defense result becomes Orange. A Yellow result stays Yellow and is not removed.

Phalanx: The other members of the Enemy group gain 1 white Defense Die when attacked. This Ability does not stack.

Pursuit X: The Character moves up to X squares toward whoever attacked it and makes an Attack against it if Range allows.

Pushed X: The Character is moved X squares away from the Character responsible for the effect, without changing its Orientation. If the Character meets an obstacle, or its move is not possible, it takes 1 automatic damage. If the Character meets another Character, they each take 1 automatic damage.

Precision X: Reroll up to X Attack Dice.

Throw X: A Hero moves a Character, not a Boss and not Massive, or a piece of furniture, within Line of Sight, up to X squares, and chooses its final Orientation. A thrown Character takes 1 automatic damage if it meets an obstacle. If the Character meets another Character, they each take 1 automatic damage. Thrown furniture is destroyed if it meets an obstacle; its token is removed from the Game Board. A Loot card is thus obtained, but it is automatically converted into Resources as in a Rekup. If the furniture meets a Character, that Character takes 1 automatic damage.

Resistance: Adds an Orange or Red Defense result (depending on the card's icon).

Resurrection: Resurrects a dead Hero within Line of Sight with all their Health points, without reducing the Badass Limit.

Riposte: When a Character with Riposte takes an Attack, it inflicts a white, grey, or black Attack Die (depending on the card's icon) with no possible Defense in return.

Toughness: Increases a Defense Die result. A Yellow Defense result becomes Orange, and an Orange Defense result becomes Red.

Support: Adjacent allied Characters do not block Ranged Attacks.

Teleport X: After taking an Enemy Attack, the Character ignores the damage, then teleports randomly. If it leaves a Danger Zone, it takes no automatic damage. Take the Spawn Zone and set its rulers to represent an X-by-X zone whose center represents the Character using this Ability. Roll a Die as for an Exploration, representing the Character's destination. If the Die lands on an occupied square or inside an unexplored room, the teleport fails and the Character stays on its starting square.

Tenacity X: Reroll up to X Defense Dice.

Flight: The Character can move while ignoring every obstacle and movement penalty tied to terrain types. Only walls, closed doors, and pillars block its movement. The destination square must not be occupied unless another Ability allows it.

Life Drain: Inflicts 1 automatic damage to the target and heals 1 damage.

Credits

Auth'Orcs: Yoann Bugny / Thomas Maufroid

Game Design'Orc: Arthur Michigan

Illustrat'Orcs: Daniel Zrom / Alexander Brick / Antal Kéninger / Loïc Muzy / Helge C. Balzer

Graphic Design'Orcs: Ludovic Legrand / Olivier Trocklé

Sculpt'Orcs: Gaël Goumon / Fausto Gutierrez / Victor Hugo

Collaborat'Orcs: Aaron / Axel / Barnabé / David / Elio / Fred / Hugo / Jean-Michel / Jérem / Kaspatou / Nico / Rebecca / Stéphane / Sturm / Tyler / Vincent

Thanks to all our backers for their support.

© 2020 MAZE GAMES

Index

Note: Page numbers below refer to the pages of the original 52-page printed rulebook, not to sections of this document.

TopicPage
Action Cards15
Action Points14
Activation Order38
Activation Roll37
Active Hero14
Adjacent11, 13
Afflictions46
Agile18, 48
Alert Gauge32
Alert Level32
Alert Level Marker32
Alerted Patrol35
Alterations46
Artifacts29
Assault48
Atrocity48
Attack Dice23, 24, 37, 38
Attack Results24
Authority48
Automatic Damage16
A Patrol Appears33
Badass Dice23, 24, 38, 41
Badass Limit30, 39, 42
Badass Limit Token30
Badass Points14, 27, 30, 39, 42
Badass Token30
Badass Track30
Bell7, 35, 36
Bell-ringer35
Blessed47
Body (slot)28
Boost Cards15
Boss43
Boss Activation43
Boss Activation Cards43
Boss Reaction45
Boss Reaction Cards45
Breakthrough49
Brutality48
Burn46
Carrying Capacity10, 29
Charge
  • Place the Attack, Defense and Badass Dice near the Spawn Zone.

  • Place the Alert Gauge with the Alert Level marker on 1, unless the Quest specifies otherwise.

    First game: Place the Alert Level marker on "1".

  • Place the Enemy Sheets used in the Quest near the Game Board. The Enemies' miniatures are placed next to them. Unused Enemies are put back in the box.

    If the Quest specifies it, place on the Game Board the Enemies present from the start, respecting their Orientation or performing an Exploration (see p.20).

    First game: Put away all Enemy Sheets and their miniatures except those of the Peasant and the War Dog.

  • Keep the Effect, Damage and Patrol tokens within easy reach.

  • 48
    Character11, 12
    Chicken21
    Class Symbols10, 22
    Classes10, 22
    Closing a Door16
    Combos25
    Counter-attack48
    Cowardice49
    Crush48
    Cruelty48
    Cumbersome Stuff28
    Cursed46
    Damage Tokens24
    Danger Zone11
    Dazed46
    Dead-end Walls7, 16
    Dead-Hero Token39
    Death of a Hero39
    Death of an Enemy27
    Defeat6
    Defender48
    Defense10
    Defense Dice23, 24, 38
    Defense Results24
    Destroyed Walls7
    Dodge48
    Doors7, 12, 16
    Double Enchant41
    Dual48
    Enchant41
    Enchant Cards41
    End of Quest42
    End of Turn Phase39
    Enemy Activation38
    Enemy Combat38
    Enemy Groups36
    Enemy Phase32
    Enemy Reaction26
    Enemy Sheet10
    Enhanced Effect14
    Enhanced Enchant41
    Enhancements47
    Enraged47
    Entangled46
    Equipment Limit29
    Events31
    Explosion48
    Exploration20
    Extra Action Point30
    Extra Action Points30
    Ferocity48
    Fields19
    Flee38, 49
    Flight50
    Fortified47
    Free Actions25
    Front Arc11
    Furniture7, 12, 19
    Game Board7, 8
    Game Components4
    Game Tiles7
    Game Turn6
    Gold28
    Hand (slot)28
    Health Points10, 23
    Hemorrhage46
    Hero Activation14
    Hero Combat22
    Hero Entrance7
    Hero Exit7
    Hero Phase14
    Hero Reaction39
    Hero Sheet10
    Hindrance48
    Immunity10, 47
    Indestructible49
    Innate Passive10
    Inventory28
    Invisible49
    Keywords10
    Kraft40, 42
    Kraft Plan28, 40
    Leap48
    Leather28
    Life Drain50
    Lightning48
    Line of Fire12
    Line of Sight12
    Loot28
    Loot Cards27, 28
    Magic22
    Main Effect14
    Main Pool20
    Massacre49
    Massive11, 12, 45
    Massive Enemy11
    Me First49
    Melee22
    Metal28
    Metamorphosis49
    Movement16
    Movement Points10, 16, 29
    Named Enemies36
    New Skills39
    Objective21
    Obstacles16
    Opening a Door16
    Organize40
    Orientation11, 21
    Passive Cards15
    Patrol Cards33
    Patrol Entrance7, 33
    Patrol Exit7, 33
    Patrol Modification35
    Patrol Movement34
    Patrol Path7, 34
    Patrol Token34, 35
    Patrols32
    Petrified46
    Phalanx49
    Pillars12, 16
    Poison46
    Ponds19
    Potions28
    Power Fragments41
    Precision50
    Presence Tokens7, 20, 21
    Pursuit49
    Pushed49
    Range13
    Ranged22
    Rear Arc11, 26
    Reaction Cards15
    Rekup28, 29, 42
    Relic Cards29
    Resistance50
    Resolving Combat24
    Resources28, 29, 40
    Restoring Cards39
    Resurrection39, 50
    Riposte50
    Room20
    Scenery Elements7
    Scent48
    Secondary Pools20
    Setup8
    Shadow of the Trees19
    Shield Bash48
    Shield Raise49
    Skewer48
    Skill Cards14, 39
    Slot28
    Smashing17, 49
    Smoke Bomb49
    Smoke Token12, 13
    Spawn Symbol33
    Spawn Zone20
    Starting Stuff10
    Stunned46
    Stuff28
    Support50
    Target Choice38
    Teleport50
    Tenacity50
    Terrified47
    Threat49
    Throw50
    Throwing Loot40
    Too Few Enemies34
    Toughness50
    Tree Trunks12, 16, 19
    Types of Attacks22
    Types of Terrain19
    Untargetable49
    Victory6
    Wall Corner12
    Walls12, 16
    Weakened46
    Weight28
    Wood28
    Zone13