Perdition's Mouth: Abyssal Rift
Perdition's Mouth: Abyssal Rift Rulebook
Table of Contents
Table of Contents
- Components
- Setup
- Achieving Victory
- Standard or Hard Rules
- Playing a Campaign
- Overview
- The Round
- The Stone of Destiny
- The Eight Actions
- Hero Movement
- Terrain
- Hero Attacks
- Enemy Spawn
- Enemy Movement
- Enemy Attacks
- The Enemy
- Treasure
- Victims
- End of the Scenario
- Variants
- Gameplay Example
- Common Mistakes to Avoid
- Journey into the Designer's Mind
- Credits
- Revised Edition Additions
- FAQ
- Summary
Components
Boards
5 Map Boards (double-sided), Stone of Destiny, Enemy Watchstone.
For each Hero
1 Figure, 13 hero cards, Hero Sheet, Hero Hit Point Marker, Hero Peg. The heroes are Niffil, Tyra, Simma, Elisa, and Olazábal.
Enemies
41 unpainted figures: 9 Acolytes, 5 Guards, 5 Summoners, 3 Insectoid Nests, 5 Rotikkas, 7 Boneworms, 5 Chi'leens, 1 Tharnix, 1 Demon.
References
This Rulebook, Reference Sheets, Cultist & Insectoid Sheets, 20 Save Sheets, 30+ Scenario Sheets, Scenario Tuckbox.
Cards
Response Cards deck (smaller in size), 40 Wound Cards, 17 Victim Hero Cards, 19 Victim Response Cards, 33 Treasure Cards.
Map Tokens
3 Doors, 3 Portcullises, 3 Treasure Chests, 3 Victims, 3 Levers, 1 Victim Exit, 1 Acolyte Exit, 2 Rubble, 2 Wall of Stone, 1 Fog.
Scenario Tokens
12 Fatigue, 12 Defend, 12 Enemy Wound, 1 Bless, 1 Weakest Hero, 4 Pool Markers, 2 Enemy Markers (for Enemy Watchstone).
Note: examples throughout this rulebook use hero and enemy silhouettes (without bases). The actual miniatures are all gray plastic, but the rulebook uses more colors for easier distinction.
Setup
Use these rules to set up a one-shot game or the first scenario of your campaign.
1. Choose Scenario
Begin by choosing a scenario, which describes how to set up the map. The scenario sheet lists enemies' starting locations, and may contain other special rules that change win conditions or even how the enemies behave.
- Campaign or One-Shot: To begin a new campaign, take a save sheet to record your progress. To continue a campaign, you include some of your save sheet's records in your setup (see Playing a Campaign, p.8). You don't need a save sheet for a one-shot game.
- Scenario: Choose a scenario from the scenario sheets. For a new campaign, choose one of the #1 scenarios.
- Map: Find the map board that matches the scenario number and place it on the table.
- Scenario Text: Read the scenario's setup text for any special setup or other rules.
2. Set Up the Map
Place tokens and figures on the map as outlined in the scenario's Setup box.
If the Setup box gives you instructions that offer a choice, such as "within range 2 of square 3F" then you can choose any square that meets the criteria, as long as it does not contradict any other rules.
If no placement is specified for a figure, follow the spawning guidelines:
- Insectoids: Place Boneworm, Rotikka, Chi'leen, and Tharnix figures in any square adjacent (not diagonal) to an Insectoid nest.
- Cultists: Place Acolyte, Guard, and Summoner figures in any square adjacent (not diagonal) to a trapdoor.
Setup Text: Read the scenario's rules text for any additional setup instructions.
Doors and Portcullises: Put the appropriate token on each printed door or portcullis location, placing it on the indicated side between the two squares. These count as being in both squares for the purpose of area effects (see Area Effect Attacks, p.24). A closed door blocks LoS drawn through the side it sits on. Unless otherwise noted, doors begin closed and unlocked and portcullises start the game closed.
Setup Example: A scenario lists a treasure chest at 5G (row 5, column G) and 1 Boneworm within one square of the treasure. You could place that Boneworm at 4G, 5F, or any other square in range 1 of the treasure. The scenario's Setup text lists 3 Rotikkas, 1 Chi'leen, and 1 Acolyte. Place the Rotikkas and Chi'leen adjacent to an insectoid nest, and place the Acolyte adjacent to a trapdoor. The Setup text also says to add 1 Guard to the map for each hero after the third. When playing with 5 heroes, place two additional Guards on the map, each adjacent to a trapdoor.
Choosing Your First Scenario: Scenario — Choose a scenario from the scenario sheets. For a new campaign, choose one of the scenarios labelled as Start of a Campaign. Map — Find the map board noted in the scenario sheet and place it on the table.
Setup Tokens and Figures: Entrance, Exit, Alarm, Nests, Treasure Chests, Victims, Levers, Doors & Portcullises.
Enemy setup: If you cannot place an enemy adjacent to a nest or trapdoor, then place it diagonal to the nest or trapdoor.
Enemy placement example: Insectoids must be spawned at range 1 of a Nest. A Boneworm is correctly placed, whereas a Chi'leen incorrectly placed at range 1 of a trapdoor is wrong. Nests are figures and their placement is listed in each scenario. Cultists must be spawned at range 1 of any trapdoor. Trapdoors are printed on each map and do not affect movement. A guard correctly spawned at range 1 of a trapdoor is correct; a guard wrongly placed at range 1 of a nest, not a trapdoor, is not. If multiple nests or trapdoors are present, it is at the players' discretion which nest or trapdoor to spawn each enemy from. A wise spawning of enemies is required for the successful completion of harder scenarios.
The Heroes: The best parties usually have at least one Warrior and Priest, and a mix of Melee and Ranged attackers, though you should read the scenario before choosing your heroes, as some scenarios benefit from an aggressive team or a stealthy approach. Some heroes are also more difficult to play than others. Bastian: Simple. Niffil: Simple. Tyra: Moderate. Elisa: Moderate. Simma: Difficult. Olazábal: Difficult. Raven: Difficult.
3. Set Up Pools
The four pools hold enemies that are not currently on the map. Place enemies beside the appropriate pool marker, as listed in the scenario.
- Primary spawn pool: Enemies are moved from this pool to the map during a primary spawn action.
- Secondary spawn pool: Enemies are moved from this pool to the map during a secondary spawn action.
- Reserve pool: Enemies are sometimes moved from this pool to the spawn pools at the beginning of the Enemy Phase.
- Dead enemy pool: This pool is empty at setup. Place enemies into this pool when killed, so that they cannot return to the spawn pools.
- The Demon: You never place the Demon into any of the pools. The scenario rules describe how the Demon enters the map.
4. Choose Heroes
Players each choose (or randomly select) one of the available heroes. Take the following items belonging to your hero:
- Hero sheet: This shows your hero's attributes and special ability. Place your hero sheet in front of you.
- Hero figure: This represents your hero on the map. Your figure begins the game off the map. You must take a move action on your turn to move into the entrance square (see Entering and Exiting the Level, p.18).
- One hero marker: Place this on your starting hit point value on your hero sheet.
- One hero peg: You'll place this on the Stone of Destiny to track your actions (see Prepare the Stone of Destiny, p.7).
- Hero cards: These cards boost your actions or provide special abilities. Each hero has their own unique deck.
5. Prepare the Stone of Destiny
The Stone of Destiny contains eight spokes, which show the eight hero actions. Each spoke also has one, two, or three holes, which can hold a hero peg.
- Randomly determine the starting order for initial placement of the hero pegs.
- Place the first peg in a hole on the Move spoke.
- Place the second peg in the Special spoke, and place each other peg in the following spokes, going clockwise, with one peg per spoke.
- Make sure all the peg tops, which are shaped like shields, point outwards. This indicates the heroes are ready to act (see Hero Phase, p.14).
Stone of Destiny setup: 1st hero peg: Move. 2nd hero peg: Special. 3rd hero peg: Attack. 4th hero peg: Sprint. 5th hero peg: Defend. 6th hero peg: Charge. During setup, you only place one hero peg in each spoke of the Stone of Destiny. After setup, each peg hole can hold one hero peg. For a two-player game, play with multiple heroes per player, or add a ghost peg to the Stone of Destiny (see Variants, p.33).
Enemy Watchstone starting position: Place both enemy markers on the starting position, indicated by blood stains.
6. Prepare the Enemy Watchstone
The Enemy Watchstone contains the enemies' actions and the Threat Meter.
- Place both enemy markers onto the Start action spoke (marked with blood stains).
- Turn the Threat Meter's dial to the Start space.
- For a one-shot game, increase the Threat Meter by +1 space and additionally +1 space for each hero in the game.
- For a campaign, set the Threat Meter using the rules on the next page under Playing a Campaign.
Threat Example: When playing the 1st scenario (or a one-shot game) with 4 heroes, begin with the threat meter on the start space, then increase it by 5 spaces (4+1), including the * space.
7. Prepare the Response Deck
- Decide which version of the Variable Response Deck you want to use: Standard, Hard, or Low Variation.
- Take all of the Response cards marked with the small red letter "C" (for Common) and then mix in one set of the variable cards, based on your desired difficulty. Use the corresponding red letter on the cards to identify them:
- S = Standard: This is the default version of the response deck, containing cards with an average value of 2.
- H = Hard: This set adjusts the average value of the deck to 2.5, increasing the game's difficulty significantly. Recommended for veterans.
- L = Low Variation: This set reduces the overall variation of the deck, producing a slightly more predictable range of responses.
8. Final Setup
Shuffle the following decks of cards and place them within easy reach:
- Response deck: You draw from this deck to alter enemy actions or other effects randomly. Shuffle the Common cards together with the variable set you chose above.
- Wound deck: When you take a point of damage, draw a card from this deck and place it face down on top of your hero deck after looking at it.
- Treasure deck: You draw from this deck when you loot a treasure chest.
- Victim hero deck: These are added to your hero deck when you rescue a victim (see p.32).
- Victim response deck: These are added to the response deck when victims die (see p.32).
You also set up these components:
- Enemy reference: Place these cards on the table. These show the enemies' attributes.
- Hero decks and starting hands: Players shuffle their hero decks and draw cards for their starting hands. You draw the number of cards shown by the hand size listed on your hero sheet.
Niffil begins with 5 cards in hand.
Achieving Victory
Unless otherwise specified, the heroes win a scenario by escaping through any available exit. Some scenarios may have alternate victory conditions to meet, or even optional goals.
Standard or Hard Rules
For a more perilous encounter, play with the game's Hard Rules. You may choose to play with any or all of the rules listed here, but you must choose before beginning the game.
- Harder scenarios: Add any Hard Rules text or figures listed in the scenario.
- Harder enemies: Flip the enemy reference cards to the Hard Rules side, giving the enemies better attributes.
- Harder abilities: Some hero sheets have penalties for playing with Hard Rules.
- Variants: See p.33 for other variants.
Playing a Campaign
Playing Perdition's Mouth as a campaign allows you to keep the rewards and penalties of your previous games. As you play the game, record your changes on a save sheet. Set up each new scenario of your campaign with these records from the save sheet.
- Starting threat: Unless otherwise noted in the scenario's instructions, set the Threat Meter for each scenario in a campaign using the following formula:
- From the Start space (the red *), increase the Threat Meter a number of spaces equal to the map the scenario uses. Then increase it +1 more for each hero you are playing with. For example, if you are playing scenario 12 (Summoner's Lair) with three heroes, then increase the Threat Meter +7 spaces from the Start space (including the * space).
- Threat changes: The save sheet tracks the events that change threat for the entire campaign. Increase the Threat Meter by one space for each destroyed insectoid nest and for each Acolyte alarm triggered and decrease it by one space for each dead hero and for each discarded Wyrmandalus Shard treasures (see Enemy Spawn, p.25).
- Deck changes: Keep all victim cards, curse cards and wounds added to any hero decks, all treasures on hero sheets, and all victim cards added to the response deck (see End of the Scenario, p.32).
Overview
These features direct your journey into Perdition's Mouth.
Hero Sheet
Your hero sheet shows your character's attributes and special ability.
Hero Symbol: This symbol appears on your hero marker and peg. Every hero has a different symbol.
Hero Type: Your hero is a Warrior, Priest, or Magus, and uses either Melee or Ranged attacks. These icons allow you to use certain treasures and actions.
Starting Hand Size and Hand Limit: The smaller number is your starting hand size, and the larger number is your hand limit.
- You begin the scenario with cards equal to your starting hand size.
- You refill your cards to your starting hand size when you take a Rest action.
- If your hand of cards equals your hand limit, and you draw another hero card, then you must discard the card that you just drew. You cannot choose to discard a different card in hand in order to keep the card that you just drew.
Hero Abilities: Each hero has a special ability, marked with the Special symbol. You can use this ability when you take the Special action. Passive abilities do not have the Special symbol and always affect your heroes as described.
Active Slots and Backpack Slots: These slots each hold a single treasure, such as a weapon, an amulet, or a potion. Active slot treasures are currently in use, while backpack treasures are stored for later (see Treasure, p.31).
Hit Point Meter: At the beginning of the scenario, place your hero marker on the circled number. When you take a point of damage, you move your hero marker one space, and you add a wound card to the top of your deck (see Wound Cards, p.13). Your hero dies if the marker drops below 1 and reaches the death space.
Attributes: Your hero's four attributes appear beside the hit point meter. You use the attributes on the same line as your current hit points, so your attributes may change as you take damage.
- Action Points: You gain this many action points at the beginning of your turn. You usually spend these points to select an action on the Stone of Destiny or to move your hero during a move action.
- Range: You may attack an enemy from this distance. An enemy adjacent or diagonal to your hero is at range 1.
- Attack: To hit an enemy, your Attack must beat its Defense, with any bonuses and penalties added.
- Defense: When an enemy attacks you, its Attack must beat your Defense, with any bonuses and penalties added.
When Tyra has 5 hit points, her attributes are 5 action points, 1-2 range, 4 attack, and 3 defense.
Healing maximum: When an ability heals your hero, move your hero marker up your hit point meter. You cannot heal past the top space of the meter, though some heroes can heal past their starting hit points.
Response Deck
The response deck is a deck of numeric cards that represent the element of chance. Most of the game's actions resolve when you draw a card from the response deck and you add the card's number to the action in some way. For example, when you attack an enemy, you draw a response card and add its number to the enemy's Defense. You then place the response card into the response deck's discard pile.
Hero and Enemy Response Cards: Once you draw a response card to improve an enemy action, determine lock strength, or address some other challenge, then you can no longer affect the action with hero cards, action points, or other abilities. You must accept the outcome with the response values added.
Some cards and abilities allow you to draw response cards to benefit a hero. You may continue to affect the action with other cards and abilities after drawing a response card in this way.
For example, a hero taking the Defend action adds a response card to its Defense when attacked. In this case, you would draw a response card for the Defending hero, and if that card is not strong enough to protect the hero, you could play cards and use other abilities to continue improving the defense. But once you draw the response card for the enemy's Attack, you cannot play any other cards or abilities to affect the outcome of this action.
Bastian attacks an Acolyte with his Attack 4. The Acolyte defends with Defense 1. The attack is resolved by drawing a response card for the Acolyte. This adds a 2 card to its Defense for a total of Defense 3, but Bastian's Attack 4 still beats this and the Acolyte is killed.
The Eye: Some abilities don't check a response card's number. Instead, they check for the Eye symbol, which only appears on some response cards. The Eye also affects the response card drawn at the beginning of the Enemy Phase (see Enemy Phase, p.15).
Response Summary:
- You draw a response card to improve enemy Attack and Defense. You do not draw a response card for the heroes, unless specified by a hero card or ability.
- A response card says "shuffle the deck". When you finish resolving the current action, then add the discarded response cards to the deck, and shuffle the deck.
- Victim response cards are nasty cards that enter the response deck when you allow a victim to die in the dungeon (see Victims, p.32).
- The most common response card number, and the average of all response numbers, is 2. Response numbers range from -1 to 5. The -1 card penalizes the chosen attribute.
- The hero card called "Prayers" changes the effective value of a response card to zero. This ability cannot affect the response card drawn at the beginning of the enemy phase, which selects the enemies' actions (see Enemy Phase, p.15).
Range and Adjacent Squares
Squares are adjacent if they share an edge (not just a corner). Diagonal squares are not adjacent.
Range is the shortest distance from one square to another that you can trace with adjacent or diagonal squares. A range 1 square is adjacent or diagonal to your hero. A range 2 square is adjacent or diagonal to any of the range 1 squares, and so on.
Heroes and enemies cannot move diagonally—each action point of movement allows you to move into an adjacent square (see Hero Movement, p.18). However, figures can attack diagonally, so an attack with Range 1 can reach a diagonal square.
Adjacency summary: There are eight squares in range 1 of this hero—four adjacent (red), and four diagonal (blue). Each square on the map can only hold a single figure, including levers, treasure chests, or victims.
Hero card value: Every hero card is precious, especially on harder scenarios. The heroes will frequently find themselves without all of the cards that they need, so use each card wisely.
Friend or Foe: Anyone that is not trying to kill you is truly a friend of yours. During your journey you may encounter NPC characters. Unless stated otherwise by the scenario rules, they count as "Heroes" and as such they can be healed, aided, etc.
Hero Cards
Hero cards improve your hero's actions and abilities. When you play a hero card, place the card in your own discard pile after the action resolves.
Do not draw new hero cards each round. You only draw hero cards when you take an appropriate action on the Stone of Destiny (see The Eight Actions, p.16). Your survival depends on knowing when to play the cards in your hand and when to keep them for a more dangerous situation.
If there are no cards left in your hero deck, then you cannot draw a hero card. You must take a Rest action before you can shuffle your discard pile back into your hero deck.
Numeric cards: Each numeric card has a number. You can play these cards to boost an action that matches the card's action symbols.
- Move: When you take a move action, play this card to gain action points equal to the card's number.
- Attack: When you take an attack action, play this card to boost your Attack by the card's number. This cannot boost special attacks.
- Defense: When you are attacked, play this card to boost your Defense by the card's number.
- Special: Play this card to boost the special ability on your hero sheet, or the special abilities on your other cards. You can boost any special number in the action, such as the distance of a teleport, or any hit points healed from another hero. However, you can never boost any special number above 6. Special numbers are marked with 1 to 4. In 1st edition these special numbers were marked with red.
- Rest: Numeric cards don't use this symbol, but other hero cards use a Rest action.
- All: You may play these cards for any of the purposes listed here.
- A hero card can also be an action that matches any of its symbols. For example, a 2 Move/Attack card could give you 2 action points for a move action or +2 for an attack action.
- You can play any amount of cards to boost a single action.
- Some numeric cards have bonuses. For example, when you play a Move card with a +1 bonus, then you draw a response card when you begin moving, and you gain up to 1 + the response card's number.
Special number example: When Elisa takes the Special action, she can use her Special ability Blink to teleport 2 squares. She can play her numeric card called Focus (2 Special) as a Special card and boost the teleport to 4 squares. If she also plays her Ghostly Helper card (+3 Special), she boosts the teleport to 6 squares, the maximum for a special number. (Thus she is unable to teleport to a 7th point.)
Card Abilities
Some hero cards provide powerful magic attacks, tricky movements, healing prayers, or other abilities. Play these cards for an action that matches the card's action symbol. Notably, you can only play a special card when you take the Special action on the Stone of Destiny.
Reaction cards: You usually can't play Reaction cards during your turn. These cards' descriptions explain when you can play them.
Play a Move numeric card to move on the Stone of Destiny: You can play Move cards before selecting an action on your turn, then use the action points to move your hero peg (see The Stone of Destiny, p.16). However, a Move card's text only applies if you take a Move action.
Play any non-wound card as a 1 All card: You can play any non-wound card for a hero as 1-Special, +1 to a non-Special attack, +1 Defense, or +1 to a special ability (1) value, as described above. You cannot play wound or curse cards this way.
Aid
You can play numeric cards to aid other heroes' actions, provided that the card's action symbols match the action. For example, you could play a card [2 Move/Attack/Special] on it to give another hero +2 action points for a move action, +2 for an attack action, or add +2 to a special ability (1) number.
Aid penalty beyond range 1: Aid is less effective at a distance. There is no penalty to aid a hero at range 1 (a hero adjacent or diagonal to you). For each range beyond range 1, your aid takes a -1 penalty.
- The range penalty affects the total value of your aid. When you aid one hero with multiple hero cards, subtract the range penalty from the total value of those cards.
- Walls and closed doors block your range to a hero for aid. However, the range for aid does not need to be drawn in a straight line nor does it require Line of Sight, so you can trace it around multiple corners.
- Terrain and figures do not block your range to a hero for aid. That includes enemy figures, insectoid nests, and treasure chests.
- Range can never exceed 6 (see Range and Line of Sight, p.22).
Card abilities cannot aid another hero. You can only aid other heroes with numeric bonuses, unless the card states otherwise. Only apply a card's abilities when you play the card for yourself.
Resting heroes cannot aid. You cannot play aid cards while your hero peg is on the Rest action of the Stone of Destiny.
Simma is at range 1 from Elisa, so he could aid Elisa with no penalty. Simma is at range 2 from Bastian and Niffil, so he could aid either hero with a -1 penalty. He can draw range for aid through heroes and enemies, including diagonals. When Niffil attacks, Simma plays two numeric cards as aid, a 2 Attack and a 3 Attack. He provides Niffil with +4 (from a total of 5 attack, with a -1 range penalty). Simma can not aid Olazábal, if the door behind her is closed or locked.
Discard Pile: After you play or discard a hero card, put it face up on top of your own discard pile. Discards are only shuffled back into your deck as part of a Rest action. Only the top card should be visible. Players may not look through any discard pile.
Hero card summary: Hero cards with response card bonuses, like 1 + response, count as numeric cards, so you may play these as aid. You may play any non-wound card as a 1 All card as aid. Check the range penalty before resolving the appropriate action. For example, if you aid a move action, check your range before the hero begins moving. You cannot play aid cards unless your total aid is more than zero. You can play Reaction Cards while resting.
Wound Cards
Each time your hero takes a point of damage you lose one hit point. Then you draw a card from the wound deck and place it face-down on top of your hero deck after looking at it (see Damage and Wounds, p.29).
Wound cards function like numeric cards, but they usually have negative numbers which penalize your actions. As with numeric cards, you can only play wounds for an action that matches one of the card's symbols. It's usually best to play these cards during non-critical actions in order to remove them from your hand.
After you play a wound, place it in your hero deck's discard pile. When you shuffle your discards into your deck, you also shuffle the wounds in your discard pile into your hero deck.
Place healed wounds in the wound deck's discard pile. Some hero abilities can heal a wound card in your hand. This allows you to discard the wound to the wound deck's discard pile.
Wounds gained remain in your hero deck until healed. Wounds stay in your deck when you enter a new scenario of a campaign, and you do not automatically lose a wound when you regain hit points.
Wounds cannot boost an area effect. You cannot play wounds to boost an Area Attack (see Area Attacks, p.24). This prevents you from using wounds to weaken the attack against heroes caught in the area.
Infestations. Infestation wounds represent a Cultist's attempt to use your body as host to an insectoid larva. If you ever have two infestation cards in your hand at once, then your hero immediately dies. Immediately remove your figure from the map, and replace your hero with the largest insectoid enemy in the reserve pool. Note that this prevents looting the corpse of a hero that is killed this way.
Using Wounds: You cannot play a wound as a 1 All card. You can play wounds to aid another hero, but your total aid must be more than zero. For example, if you need to get rid of a -2 wound in your hand, you could play it with a 3 card and provide +1 total aid to another hero, though this is usually an inefficient use of your cards.
Wound promo deck: The fan designed wound promo deck is filled with very nasty wound cards that will surely increase difficulty, but also further deepen the immersion. We're very proud of our fans and their wicked imagination. Once again, you outdid us.
Defending Stacks: If a hero has Defending from multiple sources, including the Defend action or hero card abilities, that hero draws a response card for each source of Defending.
The Round
The game takes place in separate rounds, which repeat until all heroes exit the map, all heroes are killed, or the heroes complete (or fail) the scenario's goals.
Round Summary
Hero Phase: Players may take their turns in any order until each player has had a turn. Player order doesn't have to be decided in advance. During their turn, the player takes the following steps, in this order:
- Gain action points
- Move hero peg on Stone of Destiny
- Play hero cards and abilities
- Draw response cards (if any), or move their hero figure
- Turn hero peg inward
- Proceed to the next player, or move to enemy phase if all players have taken a turn.
Enemy Phase: All enemies act
- Draw a response card and check the Eye symbol
- Move enemy marker on Enemy Watchstone
- Complete one Watchstone action for each enemy figure before taking the next spoke action.
- Each enemy figure acts once per spoke action:
- Play hero Defense cards in reaction to attacks
- Draw a response card to resolve action if necessary
- Proceed to next enemy, or proceed to next spoke action once all enemies have acted.
- The Round ends when all enemies have carried out all actions passed by the enemy peg.
Hero Phase
Each round begins with the Hero Phase, during which each hero takes one turn. The heroes do not take turns in any particular order, and you may change their order each round. However, once one hero begins a turn, they must complete their turn before another hero's turn can begin.
1. Gain Action Points
Begin your turn by gaining action points equal to your current Action Points attribute. (Use the attributes in line with your current hit points.)
2. Move Hero Peg on the Stone of Destiny
You then spend action points to move your hero peg on the Stone of Destiny, which determines your action for the round (see The Rock of Destiny, p.16). You must move your peg forward at least one spoke on your turn.
3. Play Hero Cards and Abilities
You may play hero cards to boost your action, and other players can play their cards to aid your action.
4. Draw Response Cards (If Any) or Begin Moving
Most actions resolve once you draw one or more response cards. Once you draw the first enemy response card for an action, you can no longer play hero cards, spend action points, receive further aid, or play abilities to modify the action.
You do not draw a response card for move actions (unless using the Sprint spoke). Once you begin moving, you can no longer play additional cards or abilities.
If an action has multiple steps, then resolve each step as a separate action. The Charge action allows you to move, then attack, so you play Move cards for the move action and resolve the movement. Then you play Attack cards and Special abilities and then resolve the attack. Special action cards allow you to play Special abilities and cards and then move. These are also resolved as separate steps.
5. Turn Hero Peg Inward
When you've completed your action, turn your hero peg so that the shield points inward. Once every player has taken a turn, turn all hero pegs outward again, and begin the Enemy Phase.
Important reminders: You do not draw new hero cards each round. You only draw cards when you take an appropriate action on the Stone of Destiny. You always gain at least 3 action points on your turn, even if an effect reduces your action points below that. The Attack action allows you to spend action points to improve your Attack attribute. This bonus reduces the number of response cards drawn.
Enemy Phase
The enemies act after all the heroes have taken their turn.
1. Draw Response Card and Check for Eye Symbol
Begin the enemy phase by drawing a response card. If the Eye symbol appears on this card, then the players choose two enemy figures in the reserve pool. Move one of these figures to the primary spawn pool, and move the other to the secondary spawn pool (see Enemy Spawn, p.25).
If the reserve pool does not contain enough enemies for this action, then you only move as many enemies as you can.
2. Move Enemy Marker on Enemy Watchstone
Enemy actions appear on the Enemy Watchstone. The number on the response card that you just drew determines how you move the enemy marker on the Watchstone.
- 1 card: Move the enemy marker one spoke clockwise on the Watchstone. All enemies take the action on the spoke where the marker lands.
- 2 card or higher: The enemies take multiple actions this phase. Move the enemy marker one spoke clockwise, and all enemies take that action. Then, move the marker to the next spoke, and all enemies take that action. Repeat this until the enemies take the number of actions equal to the card's number. To help track the enemies' actions, you can place the second enemy marker on the last action that the enemy will take.
- 0 card: Do not move the enemy marker. The enemies take the action on the marker's current spoke.
- -1 card: Move the enemy marker counterclockwise by one spoke, and the enemies take that action.
Four actions appear on the Watchstone:
- Primary spawn: Enemies enter the map from the primary spawn pool (see Enemy Spawn, p.25).
- Secondary spawn: Enemies enter the map from the secondary spawn pool (see Enemy Spawn, p.25).
- Move: Each enemy moves to engage heroes or runs for the alarm, depending on their specific rules (see Enemy Movement, p.26).
- Attack: Each enemy attacks one hero in range and line of sight (see Enemy Attacks, p.28).
3. Each Enemy Figure Acts Once Per Spoke
Each enemy on the map takes the current action once. After each enemy acts, you either continue to the next enemy action on the Watchstone (when the enemies take multiple actions), or a new round begins with a new Hero Phase.
- Play hero cards: Play Defense cards to boost your Defense or aid another hero's Defense.
- Draw a response card: Resolve an enemy attack by drawing a response card and adding its number to the enemy's Attack. Once you draw this card, you can no longer play cards to affect this action.
- Resolve each enemy's action separately: For example, when three Boneworms take an Attack action, you select the first Boneworm to play, play hero cards, draw a response card, and resolve the attack. Do not play cards to affect the second or third Boneworm's attack until the first attack completely resolves.
Enemy Phase Notes: Even if all of the Insectoid nests on the map have been destroyed, the players may choose to move Insectoids from the reserve pool to a spawn pool when appropriate. The hero card "Prayers" allows you to treat a response card as a zero. This cannot affect the response card drawn at the beginning of the enemy phase. During each enemy phase, you must draw a response card, check for the Eye symbol, and move the enemy marker. In rare cases, the reserve pool may run out of enemies. In this case simply don't move any enemies to the spawn pools at the beginning of the Enemy Phase.
Enemy Phase Example: After drawing a '3' as a response card, the enemy marker moves three spokes. The players place a second enemy marker on the Attack spoke as a reminder. First, enemies spawn from the primary spawn pool. Then, all enemies move. Finally, all enemies attack. During this enemy phase, all enemies finish moving before any enemies begin attacking.
Enemy Acting Order: Enemies act in order of Insectoids > Cultists > The Demon, in order of smallest to largest. Enemies of the same type act according to priorities, starting with the enemy closest to a hero (see Movement Priority on p.26 and Attack Priority on p.28). The order is: Rotikka, Boneworm, Chi'leen, Tharnix, Acolyte, Guard, Summoner, The Demon.
The Stone of Destiny
In order to move, attack, or use your special ability, you must first select an action on the Stone of Destiny.
The Stone contains eight spokes with eight different actions. Each spoke has one, two, or three peg holes, where you can place your hero peg to take an action.
- Advancing your peg: Spend 1 action point per spoke to move your hero peg clockwise on the Stone. Action point cost is per spoke, not per hole.
- Skip over spokes with no open peg holes: Each peg hole can hold one hero peg; you cannot select an action if all of that spoke's peg holes are filled. If moving your hero peg into a spoke with no open peg holes, continue moving to the next spoke with no additional cost.
- You must move at least one spoke clockwise on your turn. You cannot keep your peg in the same spoke to repeat your previous turn's action.
- You may play numeric cards for action points equal to the card's number, then use the points to move your hero peg. You may also play non-wound cards as numeric cards to move (see Hero Cards, p.11).
- Aimed Shot and Bash share a single spoke. Only ranged heroes can use Aimed Shot, and only melee heroes can use Bash. Ranged heroes skip over this spoke if Aimed Shot is filled, and Melee heroes skip over it if Bash is filled.
- Leftover action points may be used to improve some actions: For example, you begin your turn with 4 action points, and you cost 2 action points to move around the Stone, so you could spend the remaining 2 action points to move during a Move action. Circled actions can be improved at a 2:1 ratio (see details below).
Bastian, a melee hero, begins on the Charge spoke. The Rest spoke and the Bash peg hole are filled, so he only spends 1 action point to move to the Move spoke.
Important! You cannot move counterclockwise around the Stone of Destiny. Your hero peg must always sit in a peg hole. You cannot remove your peg to make room for another hero on your spoke.
Flea Mattress: Considerably filthy, though you lay down and bandage yourself anyway. If you take a Rest action while in this square, you heal 1 hit point.
The Eight Actions
The Stone of Destiny contains eight action spokes. Most actions have optional steps (with the exception of Rest), but you must take the steps in the order shown, from left to right. For example, when you take a Charge action, you can move and attack in one turn. You could choose to skip the move or the attack, but you could not attack before moving.
Move
- You may draw a hero card.
- Spend action points to move (see Hero Movement, p.18).
Special
- You may play special hero cards before and/or after the ability on your hero sheet.
- After using special abilities, you may spend action points to move, but the action point cost of all movement and movement-related actions is doubled. This includes all penalties from terrain and threatened squares (see Hero Movement, p.18).
- Resolve these actions separately. You play special hero cards to boost a special ability, then resolve that special ability. Do this for each separate special ability. You may also play hero cards to boost your movement, then resolve your movement.
Attack
- You may draw a hero card.
- Before attacking, you may spend action points to improve your attack. Gain Attack +1 for each 2 action points spent.
- Make one attack (see Hero Attacks, p.22).
Sprint
- Spend action points to move (see Hero Movement, p.18).
- When you begin to move, draw a response card, and gain action points equal to the card's number.
Defend
- You draw a hero card.
- Spend action points to improve your Defense. Take a Defend token for each 2 action points spent. Each token provides +1 Defense against all attacks. Discard these tokens at the start of your next turn.
- While your hero peg is in this spoke, you are Defending. You draw a response card for yourself when attacked (see Enemy Attacks, p.28).
Charge
- You may spend action points to move.
- After moving, you may make one attack.
- Resolve these actions separately. You may play hero cards to boost your movement, then resolve the movement. Then you play hero cards to boost your attack, then resolve the attack.
Rest
- You must shuffle your discarded hero cards into your deck.
- You must then draw hero cards until your hand equals your starting hand size.
- You cannot aid other heroes while your hero peg is in this spoke (see Aid, p.12).
- When resting on a space with a Flea Mattress you also heal 1 hit point.
Aimed Shot / Bash
This spoke contains two different actions. Only a ranged hero can use Aimed Shot, and only a melee hero can use Bash.
Aimed Shot
- You may make one attack. You gain Attack +1 for this attack. You may also play Attack hero cards to boost this attack.
- Then, you may move 1 square. This move costs no action points, even if you move into special terrain or leave a threatened square. Moving into special terrain may cause a failure event (see Terrain, p.20).
- You cannot spend action points on this action (so you cannot move more than 1 square).
Bash
- You may make one attack. You may play Attack hero cards to boost this attack.
- When you resolve this attack, draw a response card and add its number to your Attack.
- If your target survives the attack, push it 1 square directly away from your hero, even if your attack fails.
- If you push the enemy into a different square, or if the enemy dies, then you must immediately move one square toward that enemy. If you attacked diagonally, then you also move diagonally. This movement costs no action points, even if you move into special terrain or leave a threatened square, but moving into special terrain may cause a failure penalty (see Terrain, p.20).
- You cannot spend action points on this action (so you cannot move more than 1 square).
- The enemy automatically suffers a failure event when you push them into a wall or special terrain.
Defending: While you are Defending, each time you are attacked, you draw a response card and add its number to your Defense. Some hero abilities also provide Defending. If you have Defending from multiple sources, draw one response card for each source when you are attacked and add them all to your Defense.
Bastian plays his Shield Wall hero card, which gives Defending to all adjacent heroes. Elisa takes the Defend action on the Stone of Destiny, and she is adjacent to Bastian. When Elisa is attacked, she adds a response card + a response card to her Defense.
If you're unlucky enough to draw a -1 response card while Defending, it reduces your Defense by 1. Remember that each Defend token currently provides +1 Defense against all attacks.
Action Reminders: You must spend additional action points to move away from an enemy (see Threatened Squares, p.18) or to move into special terrain (see Terrain, p.20). Resting is the only way to shuffle your discarded hero cards back into your deck and to refill your hand of cards. When you move after an Aimed Shot, you cannot use that movement to open a door, pull a lever, or perform another movement action. Some melee heroes can attack at more than 1 range. When you Bash an enemy farther than 1 square away, you still only move 1 square toward it.
Hero Movement
Most move actions (Move, Sprint, Charge) allow you to move into an adjacent square for each action point spent. You can not move diagonally.
All figures on the map block movement. Neither heroes nor enemies can move through a square containing another hero, enemy, or other figure. Walls, closed doors, levers, and treasure chests also block movement.
You may play numeric cards to gain action points, but you must play these cards before you begin moving. If other heroes play cards to aid your movement, check the range penalty before you begin moving (see Hero Cards, p.11).
Blocks Movement: Hero and enemy figures, Insectoid nests, Treasure chests, Levers, Victims, Walls and slits, Closed doors and portcullises, Squares out of bounds (marked with a white 'X').
Does Not Block Movement: Cultist trapdoors, Dead Hero figures, Open doors and portcullises.
Niffil starts the scenario and has 7 action points. He spends 4 action points to move onto the entrance square, then move 2 to a door, spends 1 to open the door, then move through that door. This is all a single Move action.
Using wound cards for movement: Occasionally it could be sensible to play wounds with movement symbol to decrease your total movement. This is allowed as long as your total movement is never zero!
Entering and Exiting the Map
You do not place your hero figure on the map during setup. You must take a move action (Move, Sprint, Charge, etc), and the first square that you spend action points moves you onto the map.
Heroes not on the map cannot play cards or take actions other than to facilitate moving onto the map. They also cannot be targeted by attacks or abilities, and cannot aid or be aided, and cannot interact with other figures in any way until they are on the map.
When you move onto the exit square, you immediately remove your figure from the map. Then, remove your hero peg from the Stone of Destiny at the end of the Hero Phase. You cannot re-enter the map once you leave it.
Threatened Squares
Each square within 1 of a threatened square is disengaging from (moving out of) a threatened square costs +1 additional action point. Moving into a threatened square does not have an additional action point cost. Moving from one threatened square into another threatened square still only costs 1 extra action point.
Olazábal wants to move three squares to confront an Acolyte, but a Boneworm threatens a square along the way. She'll have to spend +1 action point to leave that second square and enter her final destination.
Since threat doesn't stack, even though her current location is threatened by both enemies, moving out later will still only cost one extra action point.
Threatened Squares Summary: Penalties for threatened squares don't stack. When multiple enemies threaten a square, the cost to leave the square is still only +1 action point. Like other movement related costs, the penalty to leave a threatened square is doubled by the circled action in the Special spoke. There is no additional cost to enter a threatened square. Heroes do not create threatened squares, and enemies are not affected by the threatened square penalty.
Movement-Related Actions
During any move action, you can spend action points to perform minor actions. You may move before and after taking these actions, as long as you still have action points to spend.
Open or close a door - Spend 1 action point
Doors are placed on the line between two squares. You may open or close a door that is on an edge of the square you occupy.
- When you set up the map, doors are closed and unlocked, unless the scenario states otherwise.
- To open a locked door, you must pick the lock (see below) or break the door (see Breaking Locks, p.25).
- Denote open doors by rotating their token or sliding it to the side.
Pull a lever in range 1 - Spend 1 action point
Levers are marked with a rune on the scenario sheet and on their token. In most cases a lever opens and closes a specific door or portcullis with the matching rune (as printed on the map). The rune types are: star, wave/squiggle, and flag.
- Denote open portcullises by rotating their token or sliding it to the side.
- A scenario may describe other uses for levers.
Give a Treasure to Another Hero - Spend 1 action point
Give a treasure to an adjacent hero. The treasure can go from an active or backpack slot, and can be put into an active or backpack slot of the new hero. You cannot take a treasure on your turn, only give the treasure.
Loot a dead hero in range 1 - Spend 1 action point
For each action point spent, you may take one item from a dead hero's active slots or backpack (see Treasure, p.31).
Pick a Lock
You can spend action points to pick the lock on a treasure chest in range 1 of your Hero, or a lock on an edge of the square your Hero occupies.
- Declare a number of available action points that will be spent to pick the lock. You may spend numeric Move cards and additional cards as aid.
- Draw two response cards.
- The action points that you spent must beat the sum of the two response cards' numbers.
Treasure Chests: When you unlock a chest, you collect its treasure. Draw a card from the treasure deck, and remove the treasure chest from the map (see Treasure, p.31).
Locked Doors: When you unlock a door, you immediately open it. That doorway remains unlocked, and anyone can move through and open it normally. You cannot lock (or relock) an unlocked door.
Portcullises: Portcullises have no lock to pick, and can only be opened by a lever (see Pull a Lever, above) or by destroying it (see Breaking Locks, p.25).
Teleporting
Some hero abilities allow you to teleport, which functions as movement. For example, teleporting 4 squares is similar to moving 4 squares, with these rules:
- No squares block your movement.
- You ignore action point penalties for terrain and threatened squares.
- You ignore terrain failure rules, except for the square where you end the teleport, as you reappear in the material world.
- You must end your movement in an empty square.
- You cannot use teleportation movement for movement-related actions, such as pulling levers or picking locks.
Note: Teleport may be a move action or special action depending on the Hero. You can combine teleport with other actions. Perdition's Mouth is full of powerful ability combos waiting to be discovered.
Hero Specific Clarifications:
- Catnap (Niffil): You shuffle your discard pile into your hero deck, then refill your hand to your starting hand size. You aid other heroes (since your hero peg is on the Special action, not the Rest action).
- Fireball (Elisa): Choose a figure in range and LoS as the center of the attack. The attack also hits any figure within range 1 of the target, including yourself. You cannot choose an empty square as the center of the attack, but you can choose any other square as the target, including a treasure chest.
- Killer Instinct (Bastian): This card provides Attack +5 when played for yourself, but only provides Attack +1 when played to aid another hero.
- Shield Wall (Bastian): This card gives Defending to other heroes. When those heroes draw a response card for Defending, if that card has the Eye symbol, then you discard the response card with no effect, and the Shield Wall effect ends for all heroes. This does not affect all other sources of Defending that those heroes may have.
- Wall of Stone (Olazábal): You must place the wall in an empty square. The wall cannot be destroyed and remains for the rest of the scenario.
Terrain
Some squares require a careful step. Special terrain penalizes movement or LoS as follows:
| Name | Examples | Penalties | Failure Event |
|---|---|---|---|
| Uneven | Burrowed dirt, rotted floorboards, cracked stone | 2 action points to enter | Ends Movement |
| Rubble | Hard gravel, broken bricks, toppled statues, piles of bodies, furniture | 3 action points to enter | Ends Movement |
| Concealment | Smoke cloud, canvas, tall pile of corpses, small structures | 3 action points to enter, Blocks LoS through a square, but not into or out of the square | Ends turn |
| Water | Streams, sewers, ditches | 4 action points to enter | 1 damage (does not end movement) |
| Obstruction | Small cliffs, high stones, tight crevices, other places passed with difficulty | 5 action points to enter, Blocks LoS | 1 damage, ends turn |
| Walls | Bricks, large statues or machines, tunnel walls, closed doors | Blocks movement and LoS | 1 damage and ends movement (if pushed into it) |
| Portcullis | Iron gates, cell doors | Blocks movement (does not block LoS) | 1 damage and ends movement (if pushed into it) |
| Slit | Narrow windows, arrow slits, cracks in a wall | Blocks movement, blocks LoS unless you are adjacent to it | 1 damage and ends movement (if pushed into it) |
| Trapdoor | Cultist spawn point | None (does not block movement or LoS) | None |
| Out of bounds | Bottomless pits, unclimbable structures, Olazábal's Wall of Stone | Blocks movement and LoS | None |
The terrain tokens: Scenarios describe where players need to modify existing maps with terrain tokens. The tokens are: Victim exit, Treasure, Wall of stone, Rubble, Acolyte exit, Fog.
Penalties
Squares with a movement penalty cost more than 1 action point to enter, as listed on page 20. The penalty listed for each terrain type is the base cost to enter the square.
You cannot make an attack through a square that blocks LoS (see Hero Attacks, p.22).
Failure Event
A failure event may occur when you move into a square of special terrain.
- Dangerous Entry: When you move into the square, draw one response card for each enemy in range 1 of that square. If any of those cards have the Eye symbol, then you suffer the square's failure event. Do not draw a response card for any insectoid nests or cultist trapdoors in range 1.
- Pushed Entry: When a figure is pushed into the square, it immediately suffers the associated failure event, with no chance to avoid it.
Ends Movement, Ends Turn, and Blocks Movement
Failure events occur after you enter the square. For example, if you enter a rubble square and suffer the "ends movement" event, then you cannot spend any more action points for movement or movement actions that turn.
The "ends turn" penalty prevents you from taking any action after moving. If you Charge (move, then attack) into a rubble square, you might be forced to end movement, but you can still make an attack. When you Charge into a concealment square, you may be forced to end your turn, losing the rest of your movement and your attack.
When you push a figure into a square that ends movement or ends turn, the figure stops moving in that square, even if the effect allowed you to push it farther. When you push a figure into a wall, it slams the figure for 1 damage, and the figure ends movement in the square in front of the wall.
Elisa (1) hopes to rush past these Rotikka (2) before she gets walled in, but she has to pay 3 action points to move into the rubble square. She also has to draw two response cards for the two enemies in range 1 of the rubble square, because it's special terrain. If either of those cards has an Eye symbol, then she suffers the failure event (ends movement), and she'll likely need someone to bail her out before the enemies get to attack.
A Boneworm (3) has followed Tyra (4) up a cliff (an obstruction), but the warrior refuses to retreat. She takes the Special action and plays her Monster Mash card, allowing her to push an enemy 3 squares away. She pushes the Boneworm back, over the cliff, so it automatically suffers the failure penalty (1 damage and ends turn). Tyra can finish the rest of her Special action, but the "ends turn" portion of the penalty prevents her from pushing the Boneworm any farther as part of this action.
Enemies and Terrain: Movement penalties do not affect Insectoids or the Demon. Enemies suffer failure events when pushed into a square, but they never suffer failure events for intentionally moving into a square.
Cultists and Terrain: Cultists must pay the same Action Point penalties for special terrain as heroes. However, a Cultist can always use its Move action to move only one square, ignoring all Action Point costs. This allows a Cultist to always enter one square of Obstruction or Rubble on its turn.
Miscellany: There is no failure penalty when you push something into an insectoid nest, treasure chest, or another figure. Treasure chests block movement but not LoS. You can move onto a trapdoor, but that does not stop it from spawning cultists on adjacent squares. You can push an enemy with the Bash action, or using any special hero ability or item that provides a Push. All movement costs are doubled when moving after a Special action.
Hero Attacks
When you take any Attack action on the Stone of Destiny, you can attack one enemy using these rules.
Range and Line of Sight
You cannot attack an enemy unless you can draw a line of sight (LoS) to it. LoS is a straight line from the center of your hero's square to the center of your target's square. This line cannot cross a square occupied by other heroes or enemies, and it cannot cross a square of terrain that blocks LoS.
Use the Range attribute on the same line as your current hit points. A hero with Range 1-3 may attack a target from 1 to 3 squares away. Your Range may change depending on your current hit points, or effects of curses, treasures or wounds.
Count range as the shortest distance, including diagonal squares. A square adjacent or diagonal to your hero is at range 1. Count range beyond that as the shortest distance from your square to the target square, through adjacent or diagonal squares.
Never draw LoS to any range beyond 6 squares. LoS abilities and attacks cannot target a figure beyond range 6. This includes abilities that benefit other heroes in your LoS.
Two corners of blocked LoS squares will block LoS. You may draw line of sight through one corner of a square that blocks LoS, such as the corner of a wall, or the corner of a square containing an enemy. LoS cannot cross two corners of blocked squares, even if the two corners are not near each other.
Draw LoS through adjacent slits. A figure can play an ability or attack as if it originated from a slit that is adjacent to them. Draw Line of Sight (LoS) from the center of a slit that is orthogonal to them, into squares forming a cone (see Cone Attack, p.24). The line must pass through the opposite side of the slit's square. Note that range is still counted from the attacking figure.
Line of Sight (LoS). Does Not Block LoS: Portcullises, Dead heroes, Levers and treasure chests, Trapdoors, Lights (map decoration), Uneven floors, rubble, and water. Blocks LoS: Heroes and enemies, Insectoid nests, Victims, Concealments and obstructions, Walls and slits, Closed doors, Squares out of bounds.
Push: Pushing an enemy moves it into another square. Pushing an enemy into special terrain causes it to suffer a failure penalty. Pushing an enemy into a square that ends movement or ends turn (such as rubble or concealment) causes it to stop moving, even if you could have pushed it farther. Pushing an enemy into a wall, a closed door, or a closed portcullis causes 1 damage to it. Its movement ends. You can push a target diagonally, unless otherwise noted. For example, if you Bash a diagonal enemy, then you push it 1 square away diagonally, and you move into the square that it occupied. Pushing an enemy into another figure ends its movement in the previous square, with no further penalty. You can push a lever or treasure chest to move it. You can only push figures of your own size (or smaller). To push LARGE figures you must be LARGE by yourself.
This Summoner can see through the slit to the orange squares, up to its range of 6. Its LoS to Tyra is blocked by Elisa. It has LoS to Olazábal and Niffil. It cannot see Elisa, as she stands outside the cone of visibility. The Guard cannot draw LoS from the slit because it's diagonal to it. None of the heroes are orthogonal to the slit, and therefore cannot draw LoS to the Summoner.
Resolving Attacks
Resolve an attack as follows:
- You may play numeric cards to boost your Attack attribute by the card's number (or play Special numeric cards to boost some special attacks). Some hero cards add other abilities to your attack, and other heroes can play numeric cards to aid your attack.
- Draw a response card. Add the card's number to the enemy's Defense attribute. Once you draw a response card, you can no longer play hero cards, including cards for aid.
- The attack is successful if your Attack beats the target's Defense (with all bonuses and penalties added). You do not hit if your Attack ties the enemy's Defense.
- A successful attack deals 1 damage to the target. An enemy with 1 hit point dies and moves to the dead enemy pool. For enemies with more than 1 hit point, place an enemy damage token under the enemy figure, and the figure dies when its damage equals its hit points.
At full hit points, Tyra has Range 1-2, so she can attack this Guard from 2 squares away. She has Attack 4, and she boosts the attack with a 2 Attack numeric card. The Guard has Defense 2. When the attack resolves, Tyra draws a response card for the Guard, a 3. Tyra's Attack 6 narrowly beats the Guard's Defense 5, so she succeeds. The Guard has 2 hit points, so she places an enemy damage token under the Guard.
Attacking Insectoid Nests
You can attack an insectoid nest as if it were an enemy. The nest's Defense and hit points appear on the Insectoid enemy reference sheet.
When you kill a nest, do the following:
- Remove the nest from the map.
- Place a rubble terrain token in the nest's square. The nest's remains create special terrain.
- Increase the Threat Meter by +1 space, as the other enemies detect that something is amiss. If playing a campaign then record this change on the campaign's save sheet (see Enemy Spawn, p.25).
Attack Summary: Hero's Attack + Hero Card Boosts + Aid Cards from Other Heroes + Attack Spoke, trade 2 action points for +1 Attack. Must beat Enemy Defense.
Attack clarifications: Playing a hero card only improves a single attack, unless otherwise noted. Attacks must target a figure, even area attacks. You cannot attack an empty square. The Attack action spoke also allows you to spend 2 action points for +1 Attack. You must spend action points before drawing a response card. Text on a card only applies to your own attacks. For example, Elisa's Elvish Dagger is a 3 Attack card with, "If this attack deals damage, return this card to your hand." You can play this card to aid another hero with +3, but you do not then return the card to your hand. If a hero's attack hits another hero (or themselves), do not draw a response card to improve that hero's Defense (unless the hero is Defending).
Area Effect Attacks
Some hero cards and abilities, like Elisa's Fireball and Simma's Banish, alter an attack to hit multiple figures. There are two types of Area Effect attacks - The "Area attack", which acts like an explosion, and the "Cone attack", which sprays forth from the attacker.
Both types of Area Effect attack share some common rules:
- All attacks resolve simultaneously, but you draw a separate response card for each affected figure.
- If hero cards are played to boost the attack, each card can either boost the attack against all targets in the area or against just one target in the area (decided by the active hero).
- Wounds cannot be used to boost an Area Effect attack, preventing you from playing negative numeric cards to weaken the attack against heroes (see Wound Cards, p.13).
- The attack can hit each figure within the area of effect only once, regardless of how many squares the figure takes up.
- Walls and closed doors block area attacks (see below).
- A closed door on the line between two squares within the area of effect will be affected by the attack and may be broken (see Breaking Locks, p.25).
- Treasure chests caught within the area of effect can be broken, so be careful. If there is not a hero adjacent to a treasure chest to loot its contents then the items from the broken chest are lost (see Breaking Locks, p.25).
- Closed portcullises do not block Area Effect attacks, but can be hit and destroyed by one.
Area Attack
- Choose the origin square - It may be any occupied square within range that the hero can draw line of sight to. Remember - you can never target an empty square.
- The origin square and all squares at range 1 that have LoS from it are affected.
Elisa plays her Fireball card, attacking the Chi'leen at range 6, her maximum range, and the fireball creates an area attack that spreads to each other figure in range 1 of that square. The Fireball card improves Elisa's Attack to 3. She plays another card as a 1 All. This card could boost the attack by +1 against the Chi'leen, her most dangerous target. If this card boosts the entire attack, Elisa has a better chance to kill the other enemies in range, but that would also boost the attack against Olazábal.
Olazábal was expecting this. She plays a 2 Defense numeric card, which combines with her base Defense to give her Defense 4. Elisa plays the 1 All card to boost the entire attack, so her Attack 4 ties Olazábal's Defense and fails to hit her. The plucky dwarf screams, "Let 'er rip!" and dives for the ground as Elisa throws her powerful flame into the fight.
Cone Attack
A Cone attack affects a triangular area and originates from the attacker.
- Choose a square adjacent to the attacker (within LoS). The cone describing the area of effect will be drawn in that direction, away from the attacker.
- The cone is drawn as a triangle with its top in the chosen square. Following the cone's direction, for each additional range add one square to each side of the triangle. The height of the triangle is always 6.
- Line of Sight is drawn from the attacker, unless you chose an adjacent slit as the starting square. Then draw LoS according to the rules on page 22, except that miniatures do not block LoS.
- Only squares within the area of effect and LoS are affected, except as described below.
- If a closed door blocks LoS to a square within the Area of Effect, the door itself is instead affected, and it prevents the cone from reaching through it (see Breaking Locks, p.25).
- Concealments, treasure chests, portcullises, heroes and enemies do not block the cone's area of effect – it blasts through each figure, hitting them as it goes.
Boneworms slowly approach the heroes, so Simma buys some time by taking the Special action and using his Banish ability. This forces every enemy in a range 6 cone to move away. Simma chooses an adjacent square and attacks. Banish hits the adjacent Boneworm, as well as three other Boneworms within the cone and his Line of Sight. One Boneworm within the cone is not in his LoS, and another Boneworm sits outside of the cone.
Cone Example: The orange squares represent the cone's potential area of effect. Black dots indicate a square which will be affected. A red X marks squares that are blocked from LoS.
Breaking Locks
As an attack, you can attempt to break open a treasure chest, closed door, or portcullis. Chests and doors do not have a Defense attribute, but when you resolve the attack, you draw two response cards for the lock, and your Attack must beat the sum of those two cards. You can boost this attack as though you were attacking an enemy, but only before you draw the response cards for the lock's difficulty.
Treasure Chests: When you break a treasure chest, one hero in range 1 of the chest may draw a treasure (see Treasure, p.31). If there are no heroes in range 1, then the treasure is destroyed in the attack. In either case, remove the treasure chest from the map.
Closed Doors: When you break a closed door, remove it from the map. It cannot be closed again. An open door cannot be attacked or damaged.
Closed Portcullis: Portcullises are stronger than doors. To break a closed portcullis, your attack must beat three response cards. If a door or portcullis is destroyed remove its token from the map. An open portcullis cannot be attacked or damaged.
Area Attacks: You may target treasure chests, closed doors, and closed portcullises with area attacks (see Area Effect Attacks on the previous page).
Door / Portcullis: Note: Portcullis and Door locations are marked on the map. Put a corresponding marker (or figure) on the square's indicated edge.
Fatigue
You sometimes gain a Fatigue token when you play a powerful hero card. Each Fatigue token you have reduces your Action Points attribute by 1 while you have it. This cannot reduce your Action Points attribute below 3.
You do not lose Fatigue until the end of the scenario, except through certain hero abilities.
Enemy Spawn
New enemies move onto the map during a Spawn action.
1. Check the Threat Meter
The Threat Meter has 17 spaces, numbered from 1 to 5. The first space shows a red *. Check the current number of the Threat Marker.
2. Pick Monsters in Spawn Pools
During a primary spawn action, the heroes pick any enemy figures in the primary spawn pool. During a secondary spawn action, the heroes pick any enemy figures in the secondary spawn pool.
Pick a number of figures in that pool equal to the number on the current Threat Meter space. If that number is larger than the number of enemies in the pool, then pick as many enemies as possible.
3. Choose Spawn Points and Place Enemies
Move the chosen enemies onto the map. Insectoids spawn at an insectoid nest, and Cultists spawn at a trapdoor.
- Place each enemy adjacent to a spawn point. The players choose which spawn point and which adjacent squares to use.
- If there are no empty squares adjacent to a spawn point then place the enemy in an empty square diagonal to a spawn point.
- If you cannot spawn a Cultist adjacent or diagonal to a trapdoor, then place the Cultist on a trapdoor's square.
- If you cannot spawn a figure in range 1 of a spawn point, then it remains in the spawn pool. If possible, you must pick a different enemy to move onto the map.
Chi'leen Special Spawn: Terror
Lesser insectoids cannot stand in a Chi'leen's way. When you pick a Chi'leen from the spawn pool, you must place it before placing any other enemies. If there are no empty squares in range 1 of an insectoid nest, then push one or two smaller Insectoids one square away from the nest to make space for the Chi'leen.
Threat meter summary: Begin by advancing the Threat Meter a number of spaces equal to the current scenario, plus 1 space for each hero playing. +1 space when the heroes destroy an insectoid nest. +1 space when an Acolyte sounds the alarm (see Acolyte Special Movement, p.28). -1 space when a hero dies. -1 space when a hero discards a Wyrmandalus Shard treasure.
Nest: Insectoids spawn at an insectoid nest. Trapdoors: Cultists spawn at a trapdoor.
The heroes surround an insectoid nest, but they fail to destroy it before the enemy takes a primary spawn action. The current Threat Meter space shows a 3, so the heroes move 3 enemies from the primary spawn pool onto the map. The primary spawn pool holds a Boneworm, two Rotikka, and a Chi'leen. The heroes choose to leave the Chi'leen in the spawn pool for now and bring the other three enemies onto the map. There are two open squares adjacent to nests, so the heroes must place enemies in those squares (A & B). They must place the third enemy diagonal to a nest, so they choose a square far away from themselves (C).
Enemy turn reminders: Enemies may move from the reserve pool to the spawn pools when you draw a response card with an Eye symbol at the beginning of the Enemy Phase (see Enemy Phase, p.15). If the Threat Meter ever reaches the highest space, it cannot be increased any further. Do not spawn enemies from the reserve or dead enemy pools, unless the scenario directs it. Do not place the Demon in any pools. The scenario describes how the Demon spawns on the map.
Enemy Acting Order: Rotikka > Boneworm > Chi'leen > Tharnix > Acolyte > Guard > Summoner > Demon.
Cultists and Terrain: Cultists must pay the same Action Point penalties for special terrain as heroes. However, a Cultist can always use its Move action to move only one square, ignoring all Action Point costs. This allows a Cultist to always enter one square of Obstruction or Rubble on its turn (see Terrain, p.20).
Enemy Movement
During an enemy move action, each enemy on the map moves toward the heroes, which is referred to later in the text as an enemy target. Each enemy considers only its own position and does not account for blocking other enemies. Use this to the heroes' advantage!
- Each enemy gains action points equal to its Move attribute.
- Enemies spend 1 action point to move to an adjacent square. Enemies cannot move diagonally.
- All figures and walls block movement.
- Enemies do not suffer the "threatened square" movement penalty.
- Insectoids and the Demon ignore terrain movement penalties. They spend 1 action point to enter any square.
- Enemies do not suffer failure events when intentionally moving into special terrain, but they still suffer failure events when pushed into special terrain.
- Cultists manipulate objects (doors, levers) to access their target. They spend the same amount of action points as heroes, but they open a locked door for 1 action point and unlock it. If a scenario specifically allows that, an enemy may relock it after passing through for 1 action point.
- Enemies may spend action points equal to their Move attribute to move to any adjacent square.
Movement Priority
Enemies move to the best spot for an attack, using these priorities.
Move enemies in order: Insectoids > Cultists > The Demon, smallest to largest, closest to farthest away from a hero.
Enemies are listed on the enemy reference sheets in size order, smallest to largest. Move Rotikkas first (the smallest Insectoids), beginning with the Rotikka closest to a hero (the enemy target).
Movement priorities: Closest hero > Weakest hero (fewest hit points) > Players' choice. Spend each enemy's action points to move toward a hero.
- Move the enemy towards the closest hero, using the shortest path. The closest hero is the hero that the enemy can reach by spending the fewest action points.
- If multiple heroes are at the same distance, move the enemy towards the hero with the fewest hit points remaining. Abilities that create a "weakest hero" effect, such as Elisa's Grand Theater, cause enemies to choose that target instead of the hero with the fewest hit points. However, the enemy always prefers the closest hero.
- If those heroes also have the same hit points, the players choose one of those heroes as the enemy's priority.
- The enemy stops moving once it reaches a square where it can attack a hero (usually adjacent or diagonal to a hero).
- Enemies have perfect information of the heroes' positions, including knowing the distance to heroes behind doors and walls. In any situation where it is unclear where an enemy would move, the players choose the enemy's movement.
Ranged enemies move to their maximum range. Enemies with ranged attacks prefer to attack from the farthest range possible. Guards have Range 3 attacks, so they move to a square at range 3 from a hero. If the Guard cannot reach any square at range 3, then it tries to move to range 2, then to range 1.
If multiple squares exist at a certain range, Guards use the priorities listed above, first moving to attack the closest hero, then the weakest hero, then a square of the players' choice.
During a Move action, this Guard (A) wants to move to within range 3 of a hero for an attack. Niffil (1) is the closest hero as the crow flies, but to get within range of Niffil, the Guard would have to spend 4 action points to enter the water, for a total of 5 action points. The Guard would spend 5 action points to get range on Simma (2), but only 3 action points to get a bead on Bastian (3). It thus chooses Bastian as the closest hero.
Shortest path: Enemies take into consideration destructible obstacles as a valid path. See Enemies May Break Doors and Portcullises on p.28: Add 4 action points for each hit point needed to be overcome when destroying it (e.g. closed portcullis = 12 action points). Add X action points, where X is the fixed amount of action points needed to destroy the object. Enemies prefer not to destroy objects, but they will do if it shortens their path. Enemies blocked by their allies calculate the shortest path as if their allies were not on the map. Such trajectories are "invalid" as such enemies never reach their target. They still follow their shortest path as it leads closer to where they want to be (spending as much action points as they can). The invalid trajectory is always considered to be longer than the normal one (when calculating the enemy figure nearest to a hero for example).
Teleport (Summoner Special Movement)
Summoners teleport when they move (see Teleporting, p.19). As a result, these enemies have unique priorities for movement:
- If a Summoner has LoS to any hero, it does not move.
- Before moving, a Summoner chooses the weakest hero on the map, and then teleports to a square that has LoS within range 6 of that hero, while staying as far away as possible from all heroes.
- If heroes are tied for the same hit points, then the players choose the Summoner's priority.
Summoner Hard Rules: When playing with hard rules, Summoners summon a Boneworm whenever they teleport. Move a Boneworm from the reserve pool to the square that the Summoner leaves. If the reserve pool has no Boneworms, move a Boneworm from the dead enemy pool. If the dead enemy pool also has no Boneworms, then do not spawn a Boneworm.
Alarm (Acolyte Special Movement)
Acolytes do not move toward the heroes. Instead, they move toward the alarm symbol on the map. When an Acolyte reaches the alarm square, it sounds the alarm and escapes. Put the Acolyte figure in the reserve pool, and increase the Threat Meter by +1. (Record this change on the campaign's save sheet.)
During an enemy attack action, Acolytes still attack a hero in range, if possible.
Large enemy movement
Chi'leen, Tharnix, the Demon, and other large enemies can squeeze to move through crowds and tight spaces. An enemy is considered "Large" if its base takes up at least two spaces on the board.
- You may begin an enemy's movement from any of its squares.
- Treat the enemy as though it only occupies one square as it moves. It may move through any empty square, even if there is not enough room to stand in that square.
- The enemy must end movement where you can place its entire figure in empty squares.
Trample (Chi'leen and Demon Special Movement)
Chi'leen and the Demon can shove minions aside to make room for themselves in a crowded space. While moving, these large enemies may move into any smaller enemy's space, trading spaces with the smaller enemy for the same action point cost as moving into an unoccupied square.
- Trampling enemies cannot trample past other enemies with the trampling ability.
- Trampling enemies may ignore small enemy figures when choosing priorities to the closest hero.
- Trampling does not count as pushing and does not trigger terrain failure events.
- When planning movement a trampling enemy considers squares containing small enemies to be empty spaces, as they can freely move through them.
The Demon moves four squares toward the closest hero. It tramples through a Boneworm on its path, trading squares with the Boneworm on its third square of movement. It squeezes through the narrow hallway but must end in four empty squares.
Pheromones (Tharnix Speciality & Movement)
The Tharnix emits strong chemicals that enhance the senses of other Insectoids. Each other Insectoid in the Tharnix's range (1-2) gains Attack +1.
When the Tharnix moves, it does not try to gain LoS to a hero. It instead moves to the square where it has range to the most other Insectoids, so that it can provide as many bonuses as possible.
- The Tharnix doesn't need LoS to other Insectoids to provide its bonus.
- An Insectoid can gain a Pheromones bonus from multiple Tharnix at the same time.
Enemy Attacks
During an enemy attack action, each enemy on the map attacks a hero.
Attack Priority
Each enemy picks a target using these priorities.
Enemies attack in order: Insectoids -> Cultists -> Demon, smallest to largest, closest to farthest away from a hero.
Attack priorities: Weakest hero (fewest hit points) -> Defending hero -> Magus hero -> Players' choice.
Enemies attack in the same order that they move. If enemies of the same type are the same distance from a hero, then the players choose which enemy attacks first. Fully resolve each enemy's attack before making the next attack.
- When multiple heroes are in an enemy's range, it attacks the hero with the fewest hit points. If an ability creates a "weakest hero," then the enemy attacks that hero.
- If multiple heroes in range have the same hit points, the enemy attacks the weakest Defending hero, as the hero taunts the enemy to attack.
- With no Defending heroes, the enemy prefers to attack the weakest Magus hero.
- With no Defending heroes or Magus heroes, the players choose the enemy's target.
Enemies may break doors and portcullises. If there are no heroes in an enemy's range and LoS, then it will try to break down a door or any other destructible object on the shortest path to its target (see Breaking Locks, p.25).
Cultists do not break doors or other objects they can manipulate, since they can open them during their Move action, but they try to destroy them if they lie on the shortest path and they do not have a way to open them (a lever on the opposite side of a portcullis, the path to a lever is blocked by other figures etc.).
Range and LoS: Draw LoS between the centers of squares. LoS may touch the corner of one square that blocks LoS, but not two corners. No figure can draw range or LoS farther than 6 squares away. A figure can draw LoS through an adjacent slit. The LoS must cross the opposite edge or corner of the slit. Range is still counted from the figure (see Range and Line of Sight, p.22).
Resolving Attacks
Resolve enemy attacks as you would resolve a hero's attack.
- You may play numeric cards to boost the target's Defense.
- Draw a response card, and add its number to the enemy's Attack.
- If the target is Defending, then draw another response card and add its number to the target's Defense.
- The enemy's Attack must beat the target's Defense, with all bonuses and penalties added (including Defend tokens gained earlier in the turn).
- Once you draw a response card you can no longer play hero cards.
Damage and Wounds
When an attack successfully hits you, you lose one hit point, moving your hero marker down one space on your hit point meter, and you place the top card of the wound deck on top of your hero deck.
Poison
Guards, Boneworms, and the Demon have a poisonous attack, which gives a Fatigue token to any hero hit by the attack.
Each Fatigue token you have reduces your Action Points attribute by 1 while you have it. This cannot reduce your Action Points attribute below 3.
You do not lose Fatigue until the end of the scenario, except through certain hero abilities.
Double Attack
After Chi'leen and the Demon resolve an attack, they immediately make a second attack against the same target.
- Cards and abilities played for the first attack do not affect the second attack.
- Draw a new response card to resolve the second attack.
- If the enemy kills its target with the first attack, then it chooses a new target for the second attack.
Death
When their hit point meter reaches the bottom space, the hero dies:
- Remove the hero's peg from the Stone of Destiny at the end of the Hero Phase.
- Reduce the Threat Meter by rotating it -1 space. Record this change on the campaign's save sheet.
- Lay your figure down on its square. Allies can loot items from a corpse at range 1 for 1 action point per item (see Movement-Related Actions, p.19). Corpses are valid targets for spells.
- Remove your hero's body from the map when any other figure moves into its square. Moving into the dead hero's square costs no additional action points. After removing the body, the dead hero cannot be looted or resurrected.
- Note that a hero killed by infestation cannot be looted or resurrected, as their corpse is removed from the board immediately.
When a hero dies, the other players have three options.
- Restart the scenario: You may declare defeat and replay the scenario from the beginning.
- Continue the scenario: The other heroes may complete the scenario. You cannot play the dead hero again for the rest of the campaign.
- Use a resurrection treasure: The Sanguine Mark and Resurrection Chrysalis treasures can revive a dead hero, as long as its figure is still on the map. (See sidebar on p.31)
Future expansions will introduce additional resurrection methods, which will be applicable even in the base campaign if you play the expansions before the Abyssal Rift campaign OR you choose expansion heroes in your adventurer teams. For more information about the expansions, please visit: www.perditionsmouth.com
Important wound card reminders! To get a wound card out of your hand, you must play it to boost an action, as though it were a hero card. If you ever have two Infestation wound cards in your hand at once, then you immediately die. Your corpse then spawns the largest Insectoid available in the reserve pool.
Mogba'gh the Shaman: Mogba'gh is a feared shaman, a ju-ju man with unparalleled powers and even here, far away from the nature spirits of the ancestral forest, Mogba'gh wields abilities beyond comprehension. It's said that he is not an albino by birth, but rather became one due to a botched witchery. It's not known by anyone but Elisa why Mogba'gh is here or what he aims to do, but so far everyone has been very content with the idea of having another magus in their midst, even if he is strange. Mogba'gh's pointily filed teeth, his general behaviour and dark stories about culinary pleasures have formed a reputation of a repugnant, barbaric cannibal that he seems to enjoy and cultivate at every possible instant. Mogba'gh is an expansion Hero, available directly from DDP.
The Enemy
Cultists
The cult is a hierarchical order of humans—or something that used to be human—that worships the insectoid enemy and aims to return the Demon to earth as their god. Cultists must spend additional action points to enter special terrain (like heroes do), and they can open doors and operate portcullis levers for 1 action point while moving.
Acolyte: The cult treats its lowest-ranking members as little better than its victims. These hapless creatures perform the cult's daily chores, including patrolling the halls for deviant behavior. Acolytes run for the alarm instead of chasing the heroes, though they still attack nearby heroes during an Attack action.
Guard: The armed rank of the cult wields blowpipes and poisoned darts—crude, inexpensive weapons that are nonetheless deadly at a short range. Guards try to keep some distance between themselves and the heroes, though having 2 hit points allows them to survive a short skirmish.
Summoner: The cult's supreme members build nests of insectoids, become experts on demonic research, and serve as the cult's high priests. Their research grants them access to the same darkness that sustains the Demon itself, granting them the ability to teleport throughout the dungeon and cast dark magics from a distance.
Insectoids
Insectoids knew the depths of the abyss long before the dwarves first entered the world. What these creatures lack in intelligence, they make up for with ferocity. Insectoids cannot open doors, but they only spend 1 action point to enter special terrain.
Boneworm: These near-blind scavengers rely on a strong sense of smell to hunt for food in the dark, consuming any rot and flesh that they encounter below the surface. Their fangs are venomous, and their hides are protected by thick scales. But they move at a slow, ponderous pace, which allows intelligent prey a chance to escape before the worst can occur.
Rotikka: These small, vicious predators have huge eyes that detect the smallest amount of light, and their bodies are supernaturally agile. They prefer fresh meat, and hunt in packs of four or five to corral larger prey into serving as a suitable meal.
Chi'leen: The cult considers these monsters to be the holy warriors of the insectoid god. Chi'leen boast razor-sharp mandibles, jagged stingers, and a vast maw of vile saliva. These creatures occupy two squares on the map, and they trample through lesser creatures so that they can be the first to a meal.
Tharnix: The cultists believe that these long-legged lurkers are the watchers of the Insectoid God. They wander the temple halls with silence and grace. But a sharp, disgusting scent announces their approach. These sacred beasts appear docile and calm, but their presence causes other insectoid beasts to act even more ferociously, driven to rage by the powerful pheromones.
The Demon
The Demon is summoned to the world by the delusional cult, which begs it to lead them to their destiny—though it is still uncertain whether said destiny sits on a throne ruling over the entire world, or swims in the stomachs of hungry insectoids.
- The Demon only appears in the last scenario of a campaign, where you must destroy the Demon to achieve victory.
- The Demon has Poisonous attacks, Double Strike attacks, Trample movement, and ignores terrain movement penalties.
- The Demon's figure occupies 2x2 squares.
- The Demon is immune to abilities that only affect one enemy group, such as Cultists or Insectoids.
- You cannot kill the Demon with an ability that kills without an attack.
Treasure
You open a treasure chest by picking its lock with a move action (see Movement-Related Actions, p.19) or breaking the chest with an attack (see Breaking Locks, p.25). When you open a chest, draw a card from the treasure deck. Place that treasure next to an active slot or backpack on your hero sheet.
Finding Potions and Traps
Potions are small and sometimes accompany larger treasures. When you draw a potion from the treasure deck, place it in a slot, and you may then choose to draw another treasure.
Traps often protect treasures. When you draw a trap from the treasure deck, immediately resolve the trap's text, then discard it to the treasure deck's discard pile. You may then choose to draw another treasure.
In either case, if the next treasure is also a potion or trap, then you may draw another treasure, and you may keep drawing until you find a larger treasure.
Treasure Symbols
Treasure cards may have any of these symbols.
- Class symbols: You cannot use these treasures unless your hero has one of the symbols shown.
- Melee and ranged: You cannot use these treasures unless your hero has this symbol.
- Weapon and armor: You can only have one active weapon and one active armor at a time.
- Permanent: This treasure provides its bonuses while in an active slot.
- Consumable: This treasure provides a one-time bonus. Use the treasure when appropriate, then discard it to the treasure deck's discard pile. You may use a consumable from your backpack.
- Temporary: You may use this treasure once during your turn while it is in an active slot. After using this treasure, resolve the appropriate action, then draw a response card. If that card has the Eye symbol, then you have exhausted the treasure and must discard it.
Treasure Example: Elisa, a Magus, cannot use the treasure Scale Mail, which is marked for melee/ranged classes. The Hammer of Shaal-Groth can only be used by melee heroes, like Olazábal, Bastian and Tyra. Mercurium Boots provide Move +2, but you do not have to use them every turn. When you use this treasure, draw a response card at the end of the turn, and discard the boots if that card has the Eye symbol.
Using and Equipping Treasures
On your turn, you may take any of these actions at any time, with no cost in action points.
- Use a temporary or consumable treasure in an active slot. Permanent treasures are always in use, when in active slot.
- Use a consumable treasure in a backpack.
- Move your treasures to different active slots or backpacks on your hero sheet, or swap treasures in different slots on your hero sheet. A treasure may only change slots once per turn. You may not move an active treasure into your backpack, then move it back into an active slot in the same turn. A temporary or permanent treasure's effects end once you've moved it to a backpack.
You cannot take these actions at any time other than your own turn, unless otherwise noted.
You may drop a treasure at any time to free a slot for another treasure. A dropped treasure is discarded and cannot be picked up by another hero.
Trading treasures is a movement-related action, see p.19.
Treasure Clarifications: Warp Stone: You may throw the stone instead of making an attack on your turn. The stone itself is just a pebble—it does not block movement or LoS, and it can share its square with terrain or another figure. Sanguine Mark and Resurrection Chrysalis: You return a dead hero to life. That hero heals to 1 hit point, stands up in its square, and may take a turn during the current Hero Phase. Place that hero's marker in the Rest action of the Stone of Destiny. You cannot resurrect a hero if the Rest peg hole is filled.
Treasure Tidbits: Your active and backpack slots can each hold only one treasure. You may carry treasures in your backpack, even if you cannot use them. You cannot take treasures from other heroes on your turn. You can only give treasures on your turn. Do not shuffle discarded treasures back into the treasure deck until the end of the scenario. As with hero cards, you must use treasures before drawing any response cards for an opposing action. One hero cannot use any given treasure more than once during a round. If you use a temporary treasure, then give the treasure to another hero, that hero may also use the temporary treasure this round.
Victims
Victims are poor souls captured for some nefarious purpose, and you receive a karmic reward or punishment for how you treat them. The scenario sheets explain where victims appear on the map.
Moving Victims
During your turn, you may pick up a victim in range 1 with no cost in action points. Place the victim in an empty active slot or backpack, as though it were a treasure. Remember that you can always drop an item from an active slot at no cost, if you need to make room for a victim.
You may drop a victim in any square in range 1 with no cost in action points. You rescue a victim by dropping it in the rescue square, which removes the victim from your active slot or backpack. The rescue square is always marked in the scenario setup and if it is not, the default is the entrance square.
Killing Victims
When a hero dies or exits the map while carrying a victim, that victim dies.
When all heroes exit the map, all victims remaining on the map die.
When an attack targets a victim, the attack automatically hits, and the victim dies. Enemies do not intentionally attack victims, but they can be caught in area effect attacks from any source.
Victim Cards
When you rescue a victim, draw a card from the victim hero deck and place it in your hand. This adds a strong numeric card to your deck.
When a victim dies, draw a card from the victim response deck, and add it to the response deck's discard pile. A victim response card always counts as zero when drawn to benefit a hero, such as a card drawn for Defending. When drawn to benefit an enemy, use the card's actual number.
Victim miniatures: We have designed resin victim miniatures which are available separately.
End of the Scenario
The goal of each scenario is to make it alive to any of the exits, which lead to the next scenario, unless specified otherwise in the scenario sheet. The scenario ends when all heroes exit the map, all heroes are killed, or the heroes complete or fail any scenario-specific goals. Afterwards, the heroes make camp and rest before venturing onward.
- Restore all heroes to their starting hit points.
- Discard all Fatigue tokens.
- Shuffle all cards in players' hands and discard piles back into their hero decks.
- Remove all hero pegs from the Stone of Destiny.
- Remove all enemy figures from all pools.
When playing a campaign, record these changes on a save sheet for future scenarios:
- Record all events that change the Threat Meter.
- Note all victim cards, curses and wounds that are now in hero and response decks.
- Record all acquired treasures still in hero possession. Heroes may freely exchange treasures and victim cards among themselves before the next scenario.
- Record any dead heroes. They cannot be played again during this campaign.
When setting up the next scenario, players draw a new hand of cards, recalculate the Threat Meter (see Playing a Campaign, p.8), reset the spawn pools, and shuffle all other decks.
Threat Meter Changes: +1 space when the heroes destroy an insectoid nest. +1 space when an Acolyte sounds an alarm. -1 space when a hero dies. -1 space when a hero discards a Wyrmandalus Shard treasure.
Changing Heroes
Players may play different heroes in each scenario of a campaign. If your hero dies during a scenario, you may choose a new hero for the next one, but the Threat Meter keeps its -1 change. Heroes keep their victim cards, wounds, and treasures, even when they are not chosen to play a scenario. For example, if a hero keeps a Potion of Healing at the end of a scenario, do not return that potion to the treasure deck if you do not play that hero during the next scenario. You may also trade that treasure to another hero that is being played.
Variants
Players can add any of these changes to the rules before beginning a scenario or campaign.
Harder Variants
- 2-card limit: You cannot play more than two hero cards on your turn. You may play any number of cards to aid other heroes.
- Difficult escape: Before entering a square of special terrain, count the number of enemies in range 1 of that square and the square that you entered from. Draw a response card for each of those enemies to check for the failure event (see Terrain, p.20).
- Cannot change heroes: You cannot select a different hero between scenarios of a campaign unless your hero dies.
Adventurer Variants (Easier Game)
- Use of Adventurer level enemies: The easiest way to decrease the difficulty of the game is to use the 'Adventurer level' enemy sheets. Using these sheets, each enemy has one stat lower than when using the normal enemy sheets. This makes a big difference to the game difficulty.
- Heroes win ties: Count all ties as a success or failure that would benefit the heroes. For example, if a hero attacks an enemy, and the Attack ties with the enemy's Defense, treat it as a successful hit.
- Weaker Infestations: When you gain an infestation wound card or draw one from your deck, if you have another infestation in your hand, you immediately take 1 damage. (You do not immediately die.)
- Safer treasures: Remove any number of traps from the treasure deck before starting the scenario.
- Improved Rest: When taking a Rest action, a hero can discard one Fatigue token.
NOTE! The game designers encourage use of the Adventurer Variants for your first games or when playing with casual gamers. Perdition's Mouth is designed to be punishing by default. Each of the four adventurer variants can be used on its own or in conjunction with others. Your group should feel free to choose whatever combination feels best for you.
Resurrection
If you have trouble with a difficult scenario, or if players wish to keep their favorite heroes alive for later, you may resurrect all dead heroes at the end of the scenario. Resurrected heroes each add one wound card to their hero decks and begin the next scenario with 1 hit point.
Two-Player Game
It's difficult to complete a scenario with only two heroes. For a two-player game, we recommend playing two heroes for each player. If you play with two heroes, add a third hero peg of any color to the Stone of Destiny as a ghost peg. This allows you to skip actions when moving around the Stone.
- During setup, mix the ghost peg with the other heroes' pegs before determining their starting positions.
- Once during each Hero Phase, move the ghost peg up to five spokes on the Stone. Move the peg as though it were taking its own turn. It cannot move during another player's turn.
- You cannot move the ghost peg into a spoke that contains another hero's peg, even if that spoke has an open peg hole. You cannot move other hero pegs into the spoke with the ghost peg. You skip this spoke, as though it had no open peg holes.
Trait Cards: We designed Perdition's Mouth to be a challenging game, even when everyone plays to the best of their abilities. We designed the heroes to show off their backstories and personalities. However, as role-playing game veterans ourselves, we wanted something even deeper. Trait Cards add another layer of depth and difficulty to the game by giving the heroes personality traits. These traits affect their decisions when working with their allies. The players jump inside their heroes' skins and act accordingly—for better or for worse. PerditionsMouth.com has more information about these cards.
Fire burns! A burning square also affects all eight squares around it. Entering a burning square's area, or ending an action in it, for Heroes and Enemies, inflicts 1 damage. Burning squares are difficult terrain and cost an additional +1 action point to enter. Enemies will avoid burning areas where possible. Burning does not block LoS.
Solo Game: When playing a scenario by yourself, we recommend that you either control three heroes, or that you control two heroes and add a ghost peg to the Stone of Destiny. We don't recommend playing with one hero and two ghost pegs.
Gameplay Example
This example is based on the Highway to the Nest scenario.
The broken, bloody man looked back at Elisa, with deep longing in his eyes. The elf ignored him, pushing him forward and whispering, "Just go! They're not following you!" She meant, of course, that THEY were doing the following. Tyra had charged into the nest first, with Olazábal close behind, drawing the attention of several hungry Boneworms. Niffil dashed for the back room, leading an enraged Chi'leen away, but he ducked into a shadow before the monster could catch him. Elisa thought to herself, "We might just be in control here."
The hero phase has just ended for this round.
- Tyra (1) took an Attack action and killed a Boneworm near the nest.
- Elisa (2) took a Sprint action to run to the ladder, the victim rescue square of this scenario. She dropped the victim here and gained a victim hero card.
- Olazábal (3) took the Special action and used her Healing Apparatus ability. Olazábal now has 3 hit points, and Tyra has 4 hit points.
- Niffil (4) took a Move action. He played his Stealth hero card, which prevents enemies from choosing him as a priority until his next turn.
- Niffil damaged the Chi'leen (D) once on a previous round.
The players begin the Enemy Phase by drawing a response card, a 4. This card does not have the Eye symbol, so the spawn pools are not affected. However, the enemy marker moves 4 spokes on the Enemy Watchstone.
A tremor shook the ground. Olazábal toppled slightly as a Boneworm slithered closer to her feet. Tyra reached out her blade to cover the dwarf, placing her arm in the path of countless jagged teeth. Howling like a wounded wolf, her voice was barely audible over the sound of one Chi'leen lumbering out of the nest and another cultist, a guard, tearing its way up from beneath the floor.
First, the enemies move. The Boneworms move first, ignoring Niffil since he's played Stealth.
- Boneworm (A) doesn't move, because it's already in range of Olazábal.
- Boneworm (B) moves toward Olazábal, the closest hero.
- Boneworm (C) has no LoS to Tyra (blocked by the corners of a wall and a square containing a nest). Since Tyra is the closest hero, Boneworm (C) begins moving around the wall toward her.
- The Chi'leen could reach either Olazábal or Tyra with 6 squares of movement, since it can trample past Boneworm (B). It moves toward Olazábal, who has fewer hit points.
Second, the enemies attack. Only Boneworm A has range and LoS to a hero. It attacks Olazábal, drawing a 1 as a response card to add to its Attack 4. This easily beats Olazábal's Defense 1. However, Tyra plays her Body Guard reaction card, which redirects the damage away from Olazábal to herself. Tyra loses 1 hit point and gains a wound card to her deck. Boneworms have a Poison attack, so Tyra also gains a Fatigue token.
Third, the enemies move again. The Boneworms (A,B,C) move first, but the Chi'leen (D) then tramples past Boneworm (B) to reach Olazábal.
Finally, the secondary spawn occurs. The secondary spawn pool contains a Guard, a Chi'leen, and 2 Summoners. The Threat Meter shows a 2, so the heroes move two enemies onto the map. They choose the Chi'leen (A) and the Guard (B), placing the Chi'leen adjacent to a nest and the Guard adjacent to a trapdoor.
"That's what I get for my optimism," Elisa called out, a dark edge in her voice. Olazábal and Tyra felt the light building behind them as their shadows grew long in front of them. Olazábal suddenly fell to the ground, her torn fingers fumbling through her tools. Tyra pushed away, leaned against the opposite wall, and took a deep breath, trying to regain her focus.
A new Hero Phase begins, and Olazábal (1) takes the first turn. She knows that Elisa wants to cast an area attack, but she only gains 4 action points on her turn, so she's not sure that she could escape with a Sprint action. She could play hero cards for more movement, but she's low on cards after the previous rounds' fighting. She instead moves to the Defend spoke (2), where she draws a hero card, gains a Defend token, and ends her turn.
Tyra (3) gains 4 action points on her turn. She has no hero cards in hand, having played them to slay Boneworms around the nest. She spends her action points to move to the Rest spoke (4). She shuffles her deck, refills her hand to her starting hand size of 4, and ends her turn.
The insectoids glanced up at the bright light, mesmerized like a shrimp facing an anglerfish. They didn't see Olazábal splash a can of rank lamp oil onto the ground, causing the Chi'leen to momentarily slip. Tyra exhaled and braced her hammer hilt against her chest as the nest exploded in a blaze.
Elisa (1) gains 5 action points on her turn, which she spends to move to the Special spoke. She pays no Action Points to skip the Rest spoke, which is full. She then plays her Torrent of Fire hero card to attack everything in a cone — including Tyra (2) and Olazábal (3) — with Attack 4.
- Elisa plays her Ghostly Helper card (3 Special) to boost the attack against Chi'leen (A).
- Olazábal plays her Grease card (3 Special) to aid Elisa's attack against Chi'leen (B). Since Olazábal is range 2 from Elisa, her aid takes a -1 penalty.
- Elisa doesn't play any cards to boost the entire area attack, since this could hurt her allies.
- Tyra is taking a Rest action, so she can't play aid cards, but she can boost her own Defense. She plays her Rage card (2 Defense) for Defense +2.
Elisa resolves her attack by drawing a response card for each target.
- Elisa draws a 3 as a response card for Boneworm A, which has 1 hit point, so it ties her Attack 4 and escapes damage.
- She draws smaller cards for the other enemies, so they all take 1 damage. This kills Boneworm B and places a damage token on the Chi'leens.
- Tyra's base Defense 2, with a Defense +2 card boost, ties Elisa's Attack 4. Olazábal is Defending, so she adds a response card to her Defense. She draws a 2 as a response card, which brings her Defense to 5, exceeding the attack. Neither hero takes damage.
After resolving her special attack, Elisa uses her ability Blink (on her hero sheet), teleporting 2 squares farther into the nest. However, she is out of action points, so she cannot move after her special actions.
A ray of light accompanied the flood of alien screams as Niffil emerged from the shadow. He knelt beside the locked chest, putting wealth before teamwork. A few twists of a hairpin and the lock popped. Niffil flicked the lid open, revealing a priest's wardrobe and implements. He spotted a vial in the pocket of a robe, but he suspected that any man with such finery would have something more valuable. He dug deeper under the folds of cloth until he found a jeweled necklace worthy of such an esteemed man.
Niffil (5) finally takes his turn. He gains 8 action points, and he plays his Sleight of Hand (4 Move) card, for a total of 12 action points. He spends 4 to move to the Charge spoke (skipping the Special spoke, which is full).
Niffil begins the Charge with a move action, but he begins his movement by picking the treasure chest's lock. He devotes 6 action points to the action, then draws two response cards. His 6 beats the lock's 4, so he opens the chest.
Niffil draws a Potion of Haste from the treasure deck. Since he drew a potion, he can choose to draw another treasure. He draws again and finds the Amulet of Cleansing. He places the potion in his backpack and places the amulet in his active slot.
A burned, bruised Chi'leen hovered over Olazábal, pain in its eyes and hatred in its heart. Olazábal shouted into the shadows, "Niffil, you had better... right now—!" She grabbed a small box from her belt, and pressing a button, lifted it just as the Chi'leen lowered its massive maw. An arc of electricity jumped the gap, covering the monster in blue lightning. For a brief moment it stood paralyzed. "Oh, right," muttered Niffil. Sliding forward, he drew a knife while carefully eyeing the Chi'leen.
Niffil (5) spends his remaining 2 action points to disengage from the Guard and move 1 square closer to the Chi'leen (A), then his move ends. The Charge action now allows him to attack Chi'leen (A).
Olazábal (3) decides to play her last two hero cards as aid. Her Practical ability allows her to play any card as a 2 Aid (most heroes can play any card as a 1 Aid). Olazábal plays her Rush card (2 Move) as a 2 Aid, adds her Techno Miracle card (5 Special for aiding), and subtracts a -3 penalty for being range 4 from Niffil, for a total of +4 aid.
With his base Attack, Niffil attacks with Attack 6. He draws a response card for the Chi'leen, a 2, and the attack hits, dealing the third damage to the Chi'leen and killing it. Every hero has taken a turn, so the Enemy Phase begins.
The electricity playing across the monster's carapace revealed a burning wound at its throat. With a whip-crack of his arm, Niffil's dagger flew, planting itself deep into an artery. The horrid creature's black blood covered the stones rapidly. There was a moment of silence. Elisa recoiled from her magic, Niffil stretched his throwing arm, and Olazábal focused, to quiet her nerves. A remaining Chi'leen growled hungrily, scurrying along the wall, and Niffil could see a cultist cautiously peek into the room. With her lungs filled again, Tyra screamed, "Move! NOW!" The heroes were alive, but perhaps only long enough to scramble for the exit.
Common Mistakes to Avoid
- You do not draw new hero cards each round. Various actions on the Stone of Destiny allow you to draw cards.
- When you play or discard a hero card, discard it to your own discard pile. You cannot shuffle your discards back into your deck until you take a Rest action.
- Spend +1 action point to move out of a threatened square (in range 1 of an enemy).
- There is no penalty to aid another hero in range 1 of your hero. Aid takes a -1 penalty for each square beyond range 1. Add this penalty once to the aid from all of your hero cards.
- When your cards in hand equal your hand limit, you must immediately discard any card that you draw from your hero deck. You cannot discard a different card in hand and keep the card that you draw.
- An attack must beat the target's Defense, with response cards and other bonuses added.
- Only enemies draw a response card during attacks. Heroes do not draw response cards for themselves unless they are Defending or using certain abilities.
- You can never have LoS beyond 6 squares, even for abilities that affect other heroes.
- You cannot ever boost or aid a special ability's Special numbers above 6.
- Movement can not be diagonal, but attacks can be diagonal.
- Attacks afflict one damage, regardless of how well the attack succeeds (there are very few exceptions to this, which are well explained).
- Fatigue tokens (or any other effect) cannot reduce your Action Points below 3.
- When a hero dies you do not remove any wounds or other acquired cards from their deck. If they are resurrected those cards remain with them.
Journey into the Designer's Mind
When we began designing Perdition's Mouth, it was clear to us that we wanted dice-less mechanics, a fast game, an easy learning curve, and an emphasis on skill over luck. Of course, a certain amount of luck is inherent to any dungeon crawl. During game testing, we realized that explaining some of our choices helped players understand how the game works. So read on!
Rondel
In real-life and in tactical games, situations vary. We designed the rondel mechanic to portray different situations while keeping the game fun, fast, and tactical. The rondel balances the game for different numbers of heroes, since it's harder to take the action you want when there are more heroes' markers on the rondel. We assume that combat in dark dungeons is hazardous and unpredictable. The rondel prevents you from staying put and taking the same action every turn. It also forces players to discuss their actions and work together as a team.
All of the rondel's actions are viable options for every hero, while still supporting the heroes' different strengths and weaknesses. We believe the rondel is easy to learn, very tactical, and allows players to rely on good choices and teamwork instead of hoping for lucky dice rolls.
Strategy Aspect
Perdition's Mouth provides tactical choices on many levels. The game's luck aspect is, on purpose, smaller than it is in similar dice-driven games. Randomness mostly occurs with card draws, and most card decks are small and predictable. This gives players the choice of when to perform their most heroic feats, including sacrifices for the good of the team. However, no one hero can excel on every round—they must mix grand actions with lesser feats.
Unique Heroes
Each of the heroes in Perdition's Mouth possesses unique hero cards and abilities, and thus each requires a unique set of tactics. Players can create new experiences in the game just by playing different heroes and learning to play them correctly. But the heroes are balanced to work as a group, and no one hero can conquer the dungeon alone.
In a campaign, we heavily recommend that you choose heroes to fit the needs of a particular scenario, that you don't just choose your favorite heroes for each encounter. The tactics that work for one team in one scenario may not serve you as well when facing a different group of enemies.
Horror / Fantasy
One of our goals was to design a game with grit, where hardship and fear would emerge from the game itself. We dislike the idea of a world where heroes are tidy knights in shining armor, with all the valor in the world. We also feel that most dungeon-crawl games actually tell scary, horror-tinted stories, but they do little to convey that horror with mechanics or theme. We believe we've succeeded in bringing some of that into Perdition's Mouth, but we're well aware that horror is a hard genre to master, and we would love to hear your comments about the game.
We've often been asked for a few clarifications about the choices we've made when designing Perdition's Mouth. We've seen that there is no point in mystifying these decisions - you'll enjoy the game more when you know the rationales behind the decisions, we hope. — Timo Multamäki
Timo has been making interesting games for years, but sometimes they were a bit rough around the edges. On the other hand, he carefully listens to feedback. I have been lucky to work with him for years now on making his games even better. What I like about Perdition's Mouth is that it is less a game of chance than most other dungeon crawlers. To play it well you have to take your decisions carefully. This makes it much more interesting to play, and play again, and again... — Thomas Klausner
When Timo first showed me Perdition's Mouth, I could see a ton of potential in it. There are plenty of theme-heavy, dice-chucking dungeon crawlers, but I hadn't seen any that I liked that used a more euro-heavy system of mechanics. The way the rondel worked, the unique feel of each hero, and the gritty horror fantasy theme all appealed to me. I talked with Timo about various ways to up the drama and dial in on the theme. In the end we created a game with strong tactical play and difficult choices, with many moments of intense drama and stories that players will remember for ages to come. Best of all, it all comes together in a simple but very satisfying way. In other words, it's a project I'm delighted to have been involved in! — Kevin Wilson
Credits
Game Design: Timo Multamäki & Thomas Klausner Game Development: Kevin Wilson Art Director: Tony Cotterill Editor: Dan Hull, Lee Broderick Rulebook Editor: Dean Ray Johnson Original Art: Matthias Catrein, Jamie Noble, Juha Salmijärvi and Tanja Ylitalo Additional Graphics: Dan Hull, Tony Cotterill Proofreading: David Hladky, Lee Broderick, L. Scott Johnson Miniature Sculpting: Chris Gabrish Miniature Painting: Ukko Kaarto Marketing: Ukko Kaarto, Ruymán Peraza Romero, Troy Cleland, Lee Broderick Loyal Henchmen Willing To Do Any Job: Riikka Louhiniitty, Väinö Multamäki, Jalmari Ruokojärvi and Henri Sareskivi Game Testing and Other Help: Nikolas LP, Jerry Santos, David Hladky & Co. Finances & administration: Tiinaliisa Multamäki
Special thanks to our translators:
- German translation: Stephanie Schnizler and Andrea Ryffel
- Spanish translation: Federico Abellá, Sergio Tirado Alba and Ruymán Peraza Romero
- Italian translation: Fabio Piovesan
- French translation: Sebastien Chapelan
and our IT-admin team: Marco Bignami & Pascal Filipovicz
© 2016-2018 Dragon Dawn Productions
Perdition's Mouth is a team effort. What started as a very slightly megalomaniac Finnish project has far exceed our initial expectations. More than 50 people of 20+ nationalities have joined in over the course of almost five years. Countless hours of teamwork have created this unique network of friends, committed to deliver a game with the highest production value we could humanly achieve.
We are truly grateful for every Team members efforts. We've had over 50 people contributing to PMAR! Improving the core experience: We have used efforts to make our minis look good both when painted and without. We've also prepared a painting guide (PDF) which is available from: dragondawnstore.com. The expansions of the game provide more to play, more Heroes to experience and typically more difficulty.
Component reference: Enemies — Acolyte, Guard, Summoner, Demon, Boneworm, Rotikka, Chi'leen, Tharnix, Nest. Heroes — Simma, Elisa, Niffil, Olazábal, Bastian, Tyra. Kickstarter Extras — Victim1, Victim2, Treasure, Door, Lever, Portcullis. All Kickstarter extras are available via Perditionsmouth.com.
Revised Edition Additions
This section of the rulebook contains the few additions or changes compared to the 1st edition of Perdition's Mouth. Naturally all bugs that our fans have pointed out are all corrected and in few places dark green text is used to indicate new content.
Curse cards
The Revised edition brings the new card type: Curses. These will also be present in future expansions. Curses work in a following way:
Curses can be played either for the action described on them or as a "+1 All" universal card (unlike wound cards).
If played as their action, draw a response card. If the response card has the Eye symbol the curse card is returned to your discard pile after resolving the action. If the response card does not have the Eye symbol then the curse is dispelled and is shuffled back into the curse deck.
At the end of a CAMPAIGN if you have curses in your deck, draw a response card for each to check if it is dispelled.
Facing
Some of the miniature bases have facing information. This information is not used in Perdition's Mouth: Revised Edition, but will be used in future expansions.
Wound keywords
Wound cards have keywords, which specify a body part that is injured. These keywords are used by other wounds, curses and some hero effects.
Scenario pack
Alongside the Revised edition Kickstarter, we produced a Scenario Pack. This is a separate product which has easier scenarios and a few easier wound cards for those who would prefer smaller challenges. Due to the way in which the game was printed, the Scenario Pack cards have actually been included in every Revised edition box. Those cards have two values and players can choose which one to use in any given situation. The use of these cards does make the game considerably easier and will change the average of the deck.
Raven, the 7th Hero
Raven is a bellicose hero whose loyalties could be questionable, but for now, at least, he is fighting against a common enemy. Raven's hero deck and hero sheet contain abilities bestowed by the dark Gods he's worshipping. Some of these features could be considered slightly hostile towards other party members - please study Raven with your game group before using him.
The two new maps
The two new maps complete the original Abyssal Rift campaign. The Abyssal rift map is still the last map (now 9, previously 8) and Inner Sanctum is now the second to last map. The Lavatory map is an additional detour map that has entrances from many of the scenarios. You can exit Lavatory to the map following the one you entered from.
Important reminder for 1st edition owners! DDP Games has created a small amount of upgrade kits for converting the 1st edition to Revised edition. These upgrade kits are only available through the DDP Webstore (eu.dragondawnstore.com) and are strictly limited in quantity. There will not be a possibility to reprint the upgrade kit. All post-kickstarter fulfilment copies of the upgrade kits are shipped from Germany. The upgrade kits are available in all four published Revised Edition languages (ENG/GER/SPA/ITA) and the non-English versions are intended to convert your base game entirely to your chosen language.
FAQ
Hero Cards and Abilities
Does Simma make checks before every scenario to see whether he can use his Amulet or does he keep it once he has it? He must check before each scenario to see if he can use it.
When the rules say I can draw a hero card, can I draw from any hero deck? Players may only draw from their own deck.
When exactly can I play hero cards with numbers on them to gain action points? You may spend numeric Move cards to gain action points which can be used to move your hero's peg on the rondel or for moving your hero on the board if you've chosen a Move action. All other actions may be boosted by unused action points or cards with symbols that match that action.
Can I draw a card from my hero deck even if I am at my hand size limit? Yes, although you'll have to immediately discard any cards you draw if you are already at your limit. This includes wound cards already in your hero deck, which could lead to a useful strategy, if you don't mind spending a draw.
When I take a wound card is it considered a draw? No, when you take damage and have to also take a wound card, the wound is placed directly on top of your hero deck. You may look at the wound before placing it in draw pile. This is not considered "drawing" a card.
Are heroes able to aid each other if there are one or more monsters between them? Yes. Each square in between decreases the effectiveness of the aid, regardless of what might be in between.
Can Olazábal use her "Explosive Device" hero card in order to open a chest or door? Yes. Whether that's advisable is another question, altogether.
With Neshilim's "Active Defense" hero card, what happens if LoS to other heroes changes during the monsters' turn? If a monster moves to block LOS to a hero, that hero no longer benefits from Active Defense. Always use the current LOS when determining an effect — that is the rule of thumb for all effects.
Combat FAQ
If the target of the area attack is a large monster, what is the center of the attack? The square closest to the attacker.
Are my Defend tokens "used up" as they provide defense against attacks? No, they are not discarded until the start of your next turn. If you have 3 tokens, then you get +3 Defense from each and every attack against you, as long as you have them.
When Bashing a target 2 squares away with a reach weapon, and the target is in a square "1 over and 2 up" from the attacker (think how a knight moves in chess), what direction does the enemy get pushed, and what direction do you follow? Both moves are 1 square diagonally in the general direction of the attack. Yes, this means exceptionally a diagonal movement.
What happens when a Hero or an enemy is pushed off of the map? Draw a response card whenever a miniature (Hero or enemy) is pushed off the map edge, to check what they may have encountered beyond the map. If they drew an eye icon, they were unlucky and they lose one hit point (Heroes gain a wound because of this). Then put the miniatures on the side of the map, adjacent to the square from which they were pushed. In the case of enemies, they'll re-enter the map from that spot on next Primary Spawn action. Heroes can return on their next turn, but until then they cannot aid or draw LoS from or to the map, etc. the same as at the beginning of a scenario before they enter the map.
Does the special terrains concealment or obstruction block or affect cone or area attacks? No. Cone and area attacks ignore them.
When a hero uses a Bash action and pushes a monster into another monster, or into a hero, what happens? Nothing. The monster stays in place, and takes no extra damage.
Does a hero need a target for a cone-spell? No, a cone spell does not need a target. Only area spells (like fireball) need a target.
Stone of Destiny FAQ
Players may take their turns in any order – does this mean you have to choose a player order at the beginning of each round? Absolutely not – player order is meant to be fluid. At the start of each round choose one player to take their turn. When their turn is done, choose another player to go next. Once each player has had a turn, move on to the Enemy Phase.
When on the Charge spoke, can I move 0 spaces and then attack someone adjacent to me? When you take the Charge action, you may skip the move and still attack, or you may "move" 0 spaces, whichever you prefer. You could also move and skip the attack. You could also move away from an enemy while charging. Remember that you may never change the order of actions, as written on the spoke from left to right.
Movement FAQ
Why do treasure chests and levers block movement? Generally speaking, the "treasure chests" you find in these scenarios are not small wooden crates, and the levers are not simply a rod poking out of the wall. Treasure tends to be secured in large items, from sarcophagi to big shipping crates.
Similarly, the levers you'll encounter are not small mechanical switches, but rather bulky magical devices, powered by mystical energies that have been bound to a portcullis, a door, or anything else the cultists have decided to use it for. Both can be moved, with some effort, but not easily hopped over or scurried around while cultists assault you.
Can Insectoids open doors? No, but Cultists can. In cases where closed doors block the only way to reach a hero, the insectoids attack closed doors, portcullises or even blocking insectoid nests.
Can a Hero be on top of a Treasure or Lever? No. Figures (Hero or enemy) cannot share a space with chests or levers. Once a treasure is unlocked the treasure token/miniature is removed and the square is vacated. Then any Hero or enemy can move into the space. Lever miniatures are not removed from the map when used.
Does a warp stone block movement into a square? No, it acts as a feature of the square, like a trapdoor.
What happens when a hero is on top of the warp stone? No insectoid can reach it as long as he's there. Too bad for the insectoids!
The rules talk about "Large" enemies, but doesn't define the term. What makes an enemy "Large"? An enemy is "Large" if its base takes up at least two spaces on the board. With the base game this includes Chi'leen, the Tharnix, and the Demon.
Follow up question – how does this compare to the rules about the order of enemy sizes under move and attack priorities, which is referred to as "Smallest to Largest"? Movement and attack priority goes in relative size order (within the faction), from "smallest" to "largest", which is how the enemies are listed on the reference sheets, from top to bottom. So the Rotikka always moves and attacks first, followed by the Boneworm, Chi'leen, Tharnix, Acolyte, Guard, Summoner, Dread Monk, and Demon.
LoS (Line of Sight) FAQ
Does the special terrain concealment prevent LoS into or out of the square, or only through the square? LoS is only traced "through" a square, not into or out of. This is why adjacent figures can always attack one another without worrying about LoS.
How can LoS be blocked by a figure that you don't have LoS to? Since LoS is drawn from the center of each square, and a figure effectively takes up an entire square for purposes of LoS, then your LoS could indeed be blocked by a figure that is in a square you don't have LoS to. The LoS rules are somewhat simplified for ease and speed of play, so you don't have to try and figure out how much actual physical space individual figures are taking up and blocking, etc.
Can you trace LoS through two blocked squares that touch each other at one corner if there aren't any other blocked squares in the way? For example two figures standing diagonally adjacent. No, even though the two squares appear to share a corner, this would count as "two corners of blocked squares" as described on p.22 of the rules.
Treasure Cards for each campaign FAQ: Abyssal Rift: AR treasure cards: T1, T3-T8, T10-T13, T15, T18, T28, T36, T57. Witch's Grotto: 5 random from AR + Witch's Grotto treasure cards: T9, T17, T29, T33. Hideout: 5 random from AR + Hideout treasure cards: T14, T19, T30, T31, T32, T34, T37. The Revised edition brings new treasures that are added to the Abyssal Rift standard deck. The Traitor Guard expansion explains the use of those treasure cards separately.
Blessing: There are Heroes, events and enemies (in upcoming expansions) that can provide a blessing. Blessing works in the following way: Give the blessing token to the blessed figure. Blessed figures are immune to any and all Special attacks, such as poison and double attack. Only one figure may have the blessing token at a time. If blessing is used while one figure already has the token, then they lose it and the token is put on the newly blessed figure.
Important tidbits: We have gathered the most frequently seen cases of misunderstanding with 1.x rulebooks below. It would be useful to study these in detail. Nests, levers and treasure chests can be pushed (by effects or abilities, like the Chi'leen trample ability). Nests do NOT attack (i.e. no 0 + response card attack), and they do NOT impose a threat. They are affected by passive moves, like push or banish. Is there any kind of dead lock resolution for monster movement? No. If this happens: Congrats that you lured them into blocking each other. Not only can heroes aid each other, but also other persons or objects, including civilians, portcullis, doors and enemies (e.g. to help a nest against a fireball, or portcullis against a Chi'leen intending to bring it down). There is a difference between attack- and move-priorities! Some object/spells only impact one of them. E.g. Eliza's decoy spell and the Shadow Cloak of Geraka (T23) only influence the enemy attacks, not their movement deciding who is closest. When moving towards such a hero, they move until they are in a position where they can. Chi'leens, guards and summoners move to a square which allows an attack, which is for the wearer of the cloak range 1. However, nothing prevents putting the cloak on only after Summoner has moved but prior to their attack.
Summary
A condensed quick-reference summary of the rules covered above.
Round Summary
Hero Phase: Players may take their turns in any order until each player has had a turn.
- Gain action points.
- Move hero peg on Stone of Destiny.
- Play hero cards and abilities.
- Draw response cards (if any) or begin moving.
- Turn hero peg to point inward.
- Complete one hero's turn before another hero can act.
- Players choose the heroes' turn order each round.
Enemy Phase: After each hero takes their turn, all enemies act:
- Draw a response card and check for Eye symbol.
- Move enemy marker on Enemy Watchstone.
- Complete one Watchstone action for each enemy before taking the next spoke action.
- Each enemy figure acts once per spoke action:
- Play hero Defense cards in reaction to attacks.
- Draw a response card to resolve action if necessary.
- Proceed to next enemy, or proceed to next spoke action once all enemies have acted.
- The Round ends when all enemies have carried out all actions passed by the enemy peg.
Numeric Hero Cards
- Move: Boost action points.
- Attack: Boost Attack (cannot boost Special attacks).
- Defense: Boost Defense.
- Special: Boost red number on a special ability (to a maximum of 6).
- All: Play as any.
- Reaction: Play as described.
- Play any non-wound card as 1 All.
Aid
- Play numeric cards (or play any card as a 1 All) to boost other players' actions.
- No penalty to aid at range 1, -1 penalty per square beyond range 1 (you may draw range through allied figures and terrain, but not walls).
- Card text cannot aid another hero.
- You cannot aid while Resting.
Stone of Destiny
- Spend 1 action point to move to next spoke (skip the spoke if all of its peg holes are filled).
- Move: Draw one card, then move.
- Special: Use your special ability, play hero cards before or after using ability, then move (with all movement action point costs doubled).
- Attack: Draw one card and attack (you may spend 2 action points for +1 Attack).
- Sprint: Add a response card to your action points, then move.
- Defend: Draw one card, you are Defending—add a response card to your Defense when attacked (you may spend 2 action points for +1 Defend token).
- Charge: Move, then attack.
- Rest: Shuffle your discards into your deck, draw cards to your starting hand size.
- Aimed Shot: Attack with +1 Attack, then move 1 square with no action point cost (only, cannot spend action points for anything).
- Bash: Attack with Attack bonus of response card, push the target 1 square, move into the target's square (melee only).
Movement
- Spend 1 action point to move 1 square (cannot move diagonally).
- Spend 1 action point to enter the map.
- Spend 1 action point to open or close a door, pull a lever, give a treasure or loot a dead hero (in range 1).
- Pick a lock: Spend any number of action points, draw two response cards, must beat sum of the cards.
- Threatened Squares: +1 action point to move when in range 1 of an enemy.
- Terrain: When entering, draw 1 response card for each enemy in range 1 of that square, suffer the failure event if any card has the Eye symbol.
- Teleporting: No squares block movement, ignore all action point penalties, must end movement in an empty square, may suffer a failure event in the final square.
Victims
- Pick up or drop a victim in range 1 for free on your turn.
- Drop in rescue square to gain a victim hero card.
- Victim dies when carried by a hero that dies, when heroes exit the map, or when hit by any attack (add a victim response card to deck).
Terrain
- Uneven Floor: 2 action points to enter, failure ends movement.
- Rubble: 3 action points to enter, failure ends movement.
- Concealment: 3 action points to enter, blocks LoS, failure ends turn.
- Water: 4 action points to enter, failure deals 1 damage.
- Obstruction: 5 action points to enter, blocks LoS, failure deals 1 damage and ends turn.
- Walls: Failure deals 1 damage (when pushed into it).
Attack Range and LoS
- Blocks LoS: Heroes, enemies, nests, victims, doors, and walls.
- Doesn't Block LoS: Portcullises, dead heroes, levers, treasure chests, trapdoors, lights (map decoration).
- Cannot draw LoS through two blocked corners or beyond 6 squares.
- May draw LoS through an adjacent slit.
Attack Resolution
- Hero Attack + hero card boosts must beat Enemy Defense + response card.
- Successful attack deals only 1 damage.
- Attacking Nests: When destroyed, replace with a rubble token and increase Threat Meter +1.
- Break a Lock: Attack must beat two response cards (or three for portcullises).
Enemy Resolution
- Attack Order: Insectoids -> Cultists -> Demon, smallest to largest, closest to farthest from a hero.
- Move Priorities: Closest hero -> Weakest hero (least hit points) -> Players' choice.
- Attack Priorities: Weakest hero (least hit points) -> Defending hero -> Magus hero -> Players' choice.
- When hit by an enemy, lose 1 hit point and gain a wound card to the top of your hero deck.
- Poison: Gain a fatigue token on hit (-1 action point per turn).
- Double Attack: Attack the same target again.
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