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Set a Watch: Doomed Run

Expansion for Set a WatchExpansion for Set a Watch: Forsaken IslesExpansion for Set a Watch: Outriders ExpansionExpansion for Set a Watch: Swords of the Coin

Set a Watch: Doomed Run Rulebook

Table of Contents

Table of Contents

  • Game Contents
  • New Adventurers
  • Starting a New Run
  • Realm Setup
    • 1. Set out the Board and Components
    • 2. Side Quest Setup and Selection
    • 3. Select Adventurers
    • 4. Prepare the Creature Deck
    • 5. Prepare the Unhallowed Deck
    • 6a. Prepare the Map Deck
    • 6b. Unused Location Deck
    • 7. Set Starting Doom and Light the Fire
    • 8. Prepare the Merchant
    • 9. Prepare the Market
    • 10. Check Warden Boon
  • Mythic Items
  • Playing through a Realm
    • Game Break
  • Losing an Expedition
  • Saving Progress
    • Between Expeditions Example
  • Ending a Realm
  • Wardens
    • Between Realms Example
  • Realm Deck Lists
    • Realm 1
    • Realm 2
    • Realm 3
    • Realm 4
    • Realm 5
    • Realm 6
    • Realm 7
  • The Final Realm
  • End Run Scoring
  • Run Variants
  • Side Quest Card Example
  • Glossary

Game Contents

  • 7 Realm Envelopes (some components and counts below are stored inside the Realm envelopes, which are opened while you play)
  • 7 Adventurer Boards (including The Knight, The Bard and The Royal)
  • 35 Ability Cards (5 for each Adventurer)
  • 1 Falcon Card
  • 52 Creature Cards
  • 8 Summon Cards
  • 12 Unhallowed Cards
  • 44 Location Cards (35 Regular Locations, 3 Final Locations, 6 Respite Locations)
  • 2 Game Break Cards
  • 50 Side Quest Cards
  • 25 Mythic Item Cards
  • 1 Camp Board (double-sided)
  • 6 d4 dice, 3 d6 dice, 3 d8 dice
  • 20 Card Dividers
  • 30 Square Dividers (25 Wardens, 5 Generic)

New Adventurers

The Queen. Her Royal Highness has called forth the most renowned heroes of the realm, but is not one to put the fate of her kingdom into someone else's hands. As a formidable warrior and tactician herself, the Royal and her trained falcon can join your Company. She is deadly at range with her crossbow and talon scout abilities, but her sway in the kingdom means her assassins are always at her beck and call.

  • Falcon: During Setup, take the Royal's Falcon card. Once per round, the Falcon may direct attack a Creature in the Line (dealing 4 damage). Any Adventurer on Watch may increase this attack by X, where X is the value of the die spent alongside the Falcon's attack.

The Bard. Just because the Bard is the voice of our unnamed Company of heroes, doesn't mean that he can't handle himself in a fight. The Bard's abilities focus on using his music to manipulate the Line, charm anyone with an ear for music, and of course hurt those he faces through the power of song. His real strength lies in his versatility and ability to learn the abilities from other classes.

  • Multi-Talented: When the Bard goes to Camp, he is able to equip Abilities from other Adventurers not currently in the Party. Note that some Abilities from certain Adventurers that have unique mechanics may not work with the Bard (like the Artificer or the Trophy Hunter).

The Knight. The Knight was once the captain of the Queen's guard and remains a stalwart protector and formidable melee warrior. She has a prowess for slaying dragons and can defeat any monster up close and personal with her magic sword. While she lacks range, she can support and lead other members of the party, boosting their attack dice.

Additional resources are available at https://rockmanorgames.com/doomed-run-downloads/ for the 4 secret Adventurers contained in this box.

Starting a New Run

Each campaign of Doomed Run is known as a "Run" and consists of a series of expeditions through all 7 Realms. A new Run always starts with Realm 1, proceeds in numerical order, and ends with Realm 7. Each Realm is broken up into 3 expeditions: 2 short expeditions and 1 longer expedition that ends with a Final Location. Each game uses a Party of 4 Adventurers which you select from a common pool of all unlocked characters you may use known as your Company.

If this is your first playthrough of Doomed Run, your starting company consists of the original 6 Adventurers from the first Set a Watch game. Collect the Beast Master, Cleric, Ranger, Rogue, Warrior and Wizard Adventurer boards and abilities.

As your Party survives and completes each expedition, you will progress to the next expedition until you complete the current Realm and move onto the next Realm. If, at the end of Realm 7, you have Adventurers left in your Company, you have successfully completed the Run.

On your first Run, you will also be opening envelopes at the end of each Realm, adding those cards to your playthrough, as explained in better detail later.

At the start of a new Run, set aside all the "Doom" Summon cards marked with a symbol in the bottom right. (The symbol did not survive text extraction; check the printed card.) Then, select either 1, 2, 3, or 4 Summon cards to start the Run at Easy, Normal, Hard or Insane difficulty. These Summon cards will set the number of Summon cards used to setup each Realm of the Run. Keep in mind that there are game effects in a Run which will swap these Summon cards for different ones, or even increase/decrease the number of your Summon cards (see Escalate Summons p 32).

If you've already successfully completed a Run, you can select a different Run variant to attempt. See page 31 for more details. Otherwise, proceed to setup Realm 1. Each Realm has a specific Creature deck, Unhallowed deck, and Map deck that list out the cards used in that Realm. Realm 1 deck lists are on page 16.

Realm Setup

1. Set out the Board and Components

Place the Camp board, the Rest Tokens, and the Doom Tokens within easy reach of all players.

2. Side Quest Setup and Selection

Shuffle all available Side Quest cards together (including any new cards unlocked by progressing to the next Realm) to form the Side Quest deck. Set the deck off to the side.

Draw 3 Side Quests so that all players can review them. Then, as a group, select 1 Side Quest to attempt this game (A) triggering any relevant effects, 1 to return to the top of the Side Quest deck (B), and 1 to return to the box for the duration of this Run (C).

3. Select Adventurers

In Doomed Run, Adventurers can only be selected if they have been unlocked and added to your Company. Remember that there must always be 4 Adventurers in play in the Party. If you ever cannot select 4 Adventurers, the current Run is lost and needs to be reset.

Players select their Adventurer and take that Adventurer's board, 5 Ability cards, corresponding dice, and the matching Warden card. Shuffle the Adventurer's Ability cards together and draw 2 cards at random to place on your Adventurer board (faceup). Draw a 3rd card and place it on your board exhausted (facedown). Place the remaining 2 Ability cards and the Warden divider card off to the side of your board (faceup).

4. Prepare the Creature Deck

Build the Creature deck based on the list of Creatures for the current Realm. Then add to the Creature deck both copies of the Nemesis creature listed on each Adventurer's Warden card (if they're not already in the Creature deck). Shuffle the Creature cards together and then divide them into facedown piles, as even in size as possible, so that the number of piles matches the number of your Summon cards. Shuffle one Summon card into each pile. Then stack these piles to form the Creature deck, placing smaller piles on the bottom.

5. Prepare the Unhallowed Deck

If you are beyond Realm 1, leave all remaining Unhallowed cards (marked with a symbol in the Realm list) in the Unhallowed deck from the previous Realm (if any). Then, take the 8 listed for the current Realm, shuffle them together, and without looking, draw and place one card in the Horde facedown. Then place the remaining 7 Unhallowed cards faceup on top of any remaining Unhallowed cards from the previous Realm to form the new Unhallowed deck.

6a. Prepare the Map Deck

Set aside the 2 Game Break cards. Take all of the listed Location cards for the current Realm. Set aside the Final Location (marked with a symbol), shuffle the remaining Location cards together, and then divide them in 3 facedown stacks so that the first and second stack each consists of 4 cards. Place all the remaining cards in the third stack. Add one of the set-aside Game Break cards to the bottom of the first stack and the other one to the bottom of the second stack. Then, place the Final Location on the bottom of the third stack. Stack the first stack on top of the second one and then add those cards on top of the third stack to create the Map deck.

6b. Unused Location Deck

Draw 6 Respites (marked with a symbol) and shuffle them together with all the discarded, visited Location cards from the previous Realm's Map deck to create the Unused Location deck. Place this deck next to the Camp board.

7. Set Starting Doom and Light the Fire

Add Doom tokens to the Doom track on the Camp board based on the starting Doom of your current Realm (Realm 1 is 0 Doom). Draw the top Location card from the Map deck and place it as the current Location on the Camp board. Do not resolve that Location's modifier for the first round. Place the Fire Token to 7 on the Camp board.

8. Prepare the Merchant

Place the Merchant board next to the Camp board. Take all the coins and place them off to the side of the Merchant board to represent the Bank. Place a coin on each Camp board action space marked with the coin symbol.

9. Prepare the Market

Take all the Item cards (from Forsaken Isles and Swords of the Coin) and shuffle them together to form the Item deck. Mythic Items are not to be shuffled into this deck unless you are using them in a normal game of Set a Watch.

Place the deck near the Merchant board. Draw 3 Items from the Item deck and place them faceup on the Merchant board. These Items represent the Market. During the game, players will have a chance to buy Items from the Market. Each Adventurer has a 2 Item limit.

10. Check Warden Boon

If you are beyond Realm 1, take the Warden card for the one Adventurer that you selected in the previous Realm to be your Warden. Place this card near the Camp board, then check the ability written on it and trigger any relevant effects.

Note: Wardens cannot match an Adventurer in play, even in the final Realm.

Mythic Items

Mythic Items are special Item cards that can only be equipped by certain Adventurers, but do not count towards the 2 Item limit for each character.

In Doomed Run, Mythic Items are unlocked by certain Side Quests. If you'd like to play a single one-shot game of Set a Watch using Mythic Items, simply find the Mythic Item for each Adventurer you have in your party and then shuffle those 4 cards into the Item deck.

Each Mythic Item has a price in case it needs to be purchased with coin.

  • A. Adventurer: This indicates which Adventurer the Mythic Item belongs to. Only the Adventurer listed here can equip it.
  • B. Item Name.
  • C. Item Effect: This section contains the trigger conditions for the Item (Passive, Activate, Discard, etc) followed by the effect.
  • D. Item cost: This number represents the amount of Coins that need to be discarded back to the Bank to purchase the Item.

Playing through a Realm

Each Realm consists of 2 expeditions (lasting 4 rounds each) that end with a Game Break card, followed up by a final expedition (lasting 4+ rounds) that ends with a Final Location. The rules for playing through these expeditions are generally identical to a normal game of Set a Watch with the major exceptions being:

  • You do not reset the Fire, Doom, Coins, Equipped Items, Ability cards, Rest tokens or the Horde at the end of each expedition when a Game Break is resolved.
  • Once every Adventurer has rested twice, return all Rest tokens and reset them.
  • If at the end of an expedition, all Ability cards of an Adventurer are exhausted, that Adventurer is dead and is removed from your Company for the remainder of the Run.
  • If you lose an expedition, there are permanent consequences (see pg 11).

(Symbols in the Fire and Final Location references did not survive text extraction; check the printed page.)

Game Break

Before proceeding to the next expedition in the current Realm, take the following steps laid out on the Game Break card:

  • Gain the current Side Quest reward and then return the Side Quest card to the box.
  • Select a new Side Quest by drawing 3 Side Quests, selecting 1 to attempt, 1 to return to the top of the Side Quest deck, and 1 to remove from this Run and return to the box.
  • Reset the Creature deck by removing any remaining Summon cards. Then, take all the cards currently in the Graveyard and shuffle them together with the Creature deck (keeping all Unhallowed that have been summoned in the deck). Split the deck up into a number of stacks equal to the number of Summon cards removed, and add a Summon card into each stack as outlined on page 6.
  • Shuffle all of the visited Location cards into the Unused Location deck.
  • Reset the Coins on the Camp board by placing exactly one Coin on each empty Coin spot and returning any excess Coins to the supply so that each Coin spot has exactly one Coin.
  • Refresh the Market by removing any cards still in the Market and placing them at the bottom of the Item deck. Then draw 3 new Items to add to the Market.
  • Reveal the first Location for the next game by drawing the top card of the Map deck, fully resolving its effect and reducing your Fire accordingly.

Losing an Expedition

Like a normal game of Set a Watch, there are two ways to lose a expedition in Doomed Run: all Adventurers on Watch are exhausted or the Unhallowed deck is empty when an Unhallowed is summoned.

If you lose by not being able to Summon an Unhallowed, there are some additional steps to take for Doomed Run. Add up all the damage from Creatures left in the Line and exhaust that many cards from Adventurers on Watch. Now the expedition is officially over.

After the expedition is over, all Adventurers with all of their Abilities exhausted are killed and permanently removed from the Company for the remainder of the Run. All Items on dead Adventurers are returned to the bottom of the Item deck. Select Adventurers from your Company to replace any dead Adventurers. Then, reset your Adventurers by refreshing all of their Abilities and randomly exhausting 1 Ability for each Adventurer.

To speed up play or increase difficulty, you may play with random reinforcements. Shuffle and randomly select new Adventurers from your Company to add to your Party instead of choosing them.

Now you must reset the current expedition and beat it in order to progress in the Run:

  1. Put the current Side Quest on the bottom of the deck, then select a new Side Quest by drawing 3 Side Quests, selecting 1 to attempt, 1 to return to the top of the Side Quest deck, and 1 to remove from this Run and return to the box.
  2. Reset the Creature deck by removing all Summon cards. Then, remove all the Unhallowed in the Creature deck, Graveyard and/or Horde and return them to the bottom of the Unhallowed deck. Then, take all the cards left in the Graveyard and Horde and shuffle them together with the Creature deck. Split the deck up into a number of stacks equal to the number of Summon cards removed, and add a Summon card into each stack as outlined on page 6. Do not change Nemesis Creatures.
  3. Reset the Horde to 1 card, drawing a random card from the Unhallowed deck.
  4. Reset this expedition's Locations and place them back on top of the Map deck in the same order they were originally played. Reveal the first Location by drawing the top card of the Map deck, fully resolving its effect, but ignoring any change to the Fire track. Instead, set the Fire to 7.
  5. Reset the Coins on the Camp board by placing exactly one Coin on each empty Coin spot and returning any excess Coins to the supply so that each Coin spot has exactly one Coin. Keep any Coins you've already collected.
  6. Refresh the Market by removing any cards still in the Market and placing them at the bottom of the Item deck. Then draw 3 new Items to add to the Market.

Saving Progress

Doomed Run is designed so that you can save your progress after resolving a Game Break card or at the End of a Realm (see pages 14-15).

Saving progress can be done after resolving steps 1-3 on a Game Break card. First organize and return the following cards and decks to the box, behind their specific dividers:

  • Side Quest deck (after gaining the reward)
  • Current Creature deck
  • Current Unhallowed deck
  • Current Horde
  • Current Map deck
  • Current Unused Location deck

Record the current game state using the save sheet on page 34. You can download and print out PDFs of our save sheets and other resources for the game at https://rockmanorgames.com/doomed-run-downloads/. Use the QR code provided here to jump right to that page in a browser.

Now, return each Adventurer's Ability cards and any equipped Items back to the box, organized behind their matching Warden divider card.

Finally, clean up and return the remaining game components back to the box. The next time you play, you can easily grab each deck organized in the box to continue your Run. When resuming your game, don't forget to resolve steps 4-7 from the Game Break card, specifically selecting a new Side Quest before your next expedition.

Between Expeditions Example

After the first expedition in the first Realm, Todd and Mike decide to save their game. First, they check the Game Break card and go through steps 1-3, in order. They collect their completed Side Quest reward, giving the Healing Staff to the Cleric. Then, they reset the Creature deck, and they shuffle all the visited Location cards from this expedition into the Unused Location deck. Then, these decks are returned to the box, and placed behind the corresponding divider. Steps 4-7 on the Game Break card are not necessary.

Looking at the Camp board, they have 2 Doom and the Fire is at 8. Over on their Merchant board, they have 3 unspent Coins.

Todd played as the Cleric and has Blinding Light, Cleanse Undead, and Protective Ward equipped. All Abilities are unexhausted, but the Cleric rested twice. Additionally, he just unlocked and equipped the Cleric's Mythic Item: the Healing Staff.

Todd also played as the Wizard and has Polymorph, Shockbolt, and Chaos Blast equipped. Polymorph and Chaos Blast are both exhausted. The Wizard has no Items and did not rest.

Mike played as the Warrior and has Throw Axe, Wound, and Cleave equipped. Wound is exhausted, and they have the Helm of Prophecy equipped and exhausted. They rested once.

Mike also played as the Beast Master and has Set Snares, Tame Beast, and Animal Sentry equipped. They have the Strength Potion equipped and have a tamed Eagle (3). They rested once.

Ending a Realm

After completing the final expedition of the current Realm, you have successfully completed that Realm and, unless this was the last Realm of the Run, you will move onto the next Realm in numerical order.

If this is your first visit to the next Realm, open that Realm's envelope. Take any Side Quest cards from the envelope and shuffle them into your Side Quest deck.

Before starting the next Realm, you must take the following steps:

  1. Look at the next Realm's list of Unhallowed Creatures and add them to the top of the current Unhallowed deck.
  2. Return to the box all Unhallowed in the Creature deck and Graveyard.
  3. Return to the box all the Creatures in the Creature deck, Graveyard and Horde.
  4. Set aside all the previous Realm's Locations (except the Final Location) and add 6 Respite Locations from the box to build the Unused Location deck for the next Realm.
  5. Select from your current Party one Adventurer to become the Warden for the next Realm. Any Adventurers not selected as the Warden must discard all their non-Mythic items.

Save your progress by writing down in the Historical Record the Realm you just completed, the Adventurers played, players' names, and the Warden selected. Remember to write down any of the Warden's Items as well. If you ever need to call upon a Warden, they will start with these Items equipped. Now you can proceed to setup the next Realm or put everything away until next time.

Wardens

After successfully completing a Realm, if you have at least 5 Adventurers in your Company (including the 4 in your Party), you will select a Warden of the Realm. The Warden must be selected from your current Party of alive Adventurers: Adventurers who have all their Ability cards exhausted are dead and are not eligible to be selected.

Wardens leave the Company to guard the Realm and provide a Boon for your party while adventuring in the next Realm. Wardens keep all of their equipped Items.

Over the course of the Run, the number of Wardens will increase for each completed Realm, shrinking your Company. If your Company ever drops below 4 Adventurers, you may select any Warden to rejoin your Company in order to continue the Run.

Warden card key:

  • A. Adventurer.
  • B. Nemesis: This Creature is added to the current Realm's Creature deck during setup.
  • C. Boon: This is the positive reward and/or ability that assists you in the current Realm.

Between Realms Example

Todd, Flynn, Rose and Mike just completed Realm 2. First, they open up Realm 3's envelope. They take all of the Side Quest cards marked with R3 shuffle them into the current Side Quest deck before returning it to the box. There is also a new Adventurer in the envelope that they excitedly look over before adding it to the box behind its matching Warden divider. They organize the other cards in the envelope into the box.

After opening up the envelope, they follow through the steps for Ending a Realm found on page 14. When choosing the Warden (step 5) they cannot choose the Ranger, since she died, completely exhausted, at the Final Location of the previous Realm.

As a group, they check what other Adventurers are available in their current Party, and decide the Wizard is the best choice because he will keep his two equipped Items. They take the Wizard's Items, Ability cards and Warden divider and return them to the box.

The group takes a moment to record all the information on the back cover of this book, before cleaning up and storing the remaining cards and components of the game back into the box. (The historical record form is not transcribed.)

Realm Deck Lists

Each Realm lists the Creature deck, Map deck and Unhallowed deck used in that Realm. Creatures marked "x2" come in two copies. Items marked with * were originally included in Set a Watch: Deluxe; additional copies are included in Doomed Run. (The flavour text that introduces each Realm is not transcribed.)

Realm 1

Doom: 0

Creature Deck

  • Set a Watch: Bandits x2, Eagle x2, Goblins x2
  • Swords of the Coin: Coffin Rat Swarm x2
  • Doomed Run: Acolyte Initiate x2, Carrier Dragon x2, Corrupt Guards x2, Enraged Farmer x2, Gargoyle x2, Haunted Highwayman x2, Sewer Ghoul x2, Spooked Horse x2, Supplicant x2, Topiary Beasts x2, Torch-wielding Mob x2

Map Deck

  • Set a Watch: Abandoned Village*, Ancient Crypt, Barren Plains, Forbidden Tower (Final Location), Grand Arena*, Lost Outpost, Ruined Gate*, White Monolith
  • Swords of the Coin: Elven Canal, Gated City
  • Doomed Run: Palace Gardens, Pine Castle, Royal Bridge

Unhallowed

  • Set a Watch: High Priestess*
  • Swords of the Coin: Dark Champion, Dream Master, Mastermind
  • Outriders: Golem Sculptor, Keeper of Memories, Living Mirror
  • Forsaken Isles: Strigoi Lord

Realm 2

Doom: 1

Creature Deck

  • Set a Watch: Acolyte x2, Fell Beast x2, Wolf x2
  • Swords of the Coin: Clockwork Soldiers x2, Crawling Ooze x2, Scoundrel x2, Vampire x2
  • Outriders: Boar x2, River Troll x2, Wyvern Hatchling x2
  • Doomed Run: Masked Creature x2, Masked Giant x2, Plague Doctor x2

Map Deck

  • Set a Watch: Underground Tomb
  • Swords of the Coin: Adventurer's Guild, Carnival of Fear, Demolished Caravan, Forsaken Asylum, Grand Bazaar, Nomad Camp, Smuggler's Harbor, The Light House, Thieves Den, Trading Outpost, Tribal Lands, Tower Ruins (Final Location)

Unhallowed

  • Set a Watch: Pyromancer, Warlord
  • Swords of the Coin: Clockwork Commander, Collector, Gorgon
  • Outriders: Hulking Amalgam, Raging Inferno
  • Forsaken Isles: Centipede

Realm 3

Doom: 1

Creature Deck

  • Set a Watch: Bear x2, Fae x2, Forest Giant x2, Graveshifter x2, Shade x2, Skeletons x2, Treant x2, Wolf x2
  • Swords of the Coin: Goblin Scouts x2, Seal Breaker Acolyte x2
  • Outriders: Evil Apparition x2, Forest Sprite x2, Forgotten Sentinel x2, Goblin Archer x2

Map Deck

  • Set a Watch: Dark Woods, Goblin Caves, Long Road*, Witch's Shack
  • Swords of the Coin: Broken Altar (Final Location), Fog of Memory, Tall Grass
  • Forsaken Isles: Fae Realms
  • Doomed Run: Eerie Forest, Enchanted Ruins, Goblin Knoll, Hidden Waterfall, Rising Stones

Unhallowed

  • Set a Watch: Corrupt Druid*, Hydra, Phantom Cat*, Werewolf
  • Swords of the Coin: Carnivorous Tree, Crow Prime
  • Forsaken Isles: Giant Bird, Korganto

Realm 4

Doom: 2

Creature Deck

  • Set a Watch: Fire Serpent x2
  • Swords of the Coin: Floating Mind x2
  • Outriders: Acid Dragon x2
  • Forsaken Isles: Cliff Crab x2, Cursed Wanderer x2, Drowned Pirates x2, Fog Shark x2, Harpy x4, Lantern Goblin x2, Living Shadow x2, Ocean Drake x2, Roctopuss x2, Sea Foam x2, Siren Acolyte x2
  • Doomed Run: Fae Acolyte x2

Map Deck

  • Forsaken Isles: Breeding Grounds, Floating Mausoleum, House of the Unhallowed (Final Location), Ill Winds, Isle of Forsaken Constructs, Jungle Cove, Loggerhead, Luminescent Reef, Phantom Vessel, Prison Barge, Risen City, Ship Graveyard, The Great Sargassum
  • Doomed Run: Coastal Rocks

Unhallowed

  • Swords of the Coin: The Formless
  • Forsaken Isles: Hull Spider, Kelpie, Leviathan, Megamaw, MerKing, Sea Dragon, Sleeper

Realm 5

Doom: 2

Creature Deck

  • Set a Watch: Eagle x2, Wyvern x2
  • Swords of the Coin: Enchanted Golem x2, Frost Wyrm x2, Hoard Drake x2, Wandering Giant x2
  • Outriders: Boar Rider x2, Dragon Rider x2, Goblin Acolyte x2, Yak x2
  • Forsaken Isles: Cave Cyclops x2, Undead Goblin x2
  • Doomed Run: Giant Acolyte x2, Haunted Highwayman x2, Mountain Ape x2

Map Deck

  • Set a Watch: Catacombs* (Final Location), Cliff Watch, Frost Caverns, Mountain Keep, Sea Fortress, Snowy Pass
  • Swords of the Coin: Hidden Pass, Rope Bridge
  • Forsaken Isles: Pillar Rock, Shore Cliffs, Skull Gate, Spear Point Bluff
  • Doomed Run: Fortified Precipice, Shadowy Ridge, Tall Fortress

Unhallowed

  • Set a Watch: Goblin Chief, Minotaur*, Wyvern Rider
  • Swords of the Coin: Sound of Doom, Wendigo, White Demon
  • Outriders: Goblin Hurler
  • Forsaken Isles: Horn Beetle (printed in the upper right of the page, beside the Doom value, rather than under a deck heading; grouped here with the Unhallowed because it has no copy count, as the other Unhallowed do)

Realm 6

Doom: 3

Creature Deck

  • Set a Watch: Vampire x2, Zombie Horde x2
  • Swords of the Coin: Bone Knight x2, Giant Bat x2, Herald Acolyte x2, Poison Spider x2, Scarecrow x2
  • Outriders: Living Doll x2, Undead Acolyte x2
  • Forsaken Isles: Mist Terror x2, Will of the Wisp x2, Wounded Messenger x2
  • Doomed Run: Masked Creature x2, Masked Giant x2, Plague Doctor x2

Map Deck

  • Set a Watch: Fetid Swamp, Forgotten Graveyard, Haunted Manor*, Summoning Circle*
  • Swords of the Coin: Bone Henge, Living House, Moving Forest
  • Forsaken Isles: Crimson Beach, Disappearing Continent, River of Lost Souls
  • Doomed Run: Athenaeum of the Vile, Bewitched Castle, Deadly Stairs (Final Location), Gnarled Tree, Necropolis Vault, Web Kingdom

Unhallowed

  • Set a Watch: Lich, Necromancer, Wraith Lord
  • Swords of the Coin: Ghoulish Head, Headless Rider, Prince of Vultures, Revenant
  • Forsaken Isles: Gyre Blob (printed in the upper right beside the Doom value; grouped here with the Unhallowed for the same reason as Horn Beetle in Realm 5)

Realm 7

Doom: 3

Creature Deck

  • Set a Watch: Ember Drake x2, Metal Golem x2
  • Outriders: Desert Wyrm x2, Mesmerist x2, Trixster Imp x2
  • Forsaken Isles: Colossus x2
  • Doomed Run: Camel x2, Demon Acolyte x2, Elite Guard x2, Flat Adder x2, Husks x4 (Start in Graveyard, see The Final Realm), Hypnotic Serpent x2, Portal Wizard x2, Priests of Kha x2, Wyrmkin Acolyte x2

Map Deck

  • Set a Watch: Desert Ruins*
  • Swords of the Coin: Narrow Switchback, Sunken Civilization
  • Forsaken Isles: Acolyte's Spire (Final Location), Dark Labyrinth, Volcanic Ruins
  • Doomed Run: Abandoned Cottage, Banners in the Wind, Castle Rock, Dark Rituals, Dusty Gates, Forgotten Crypt, Harbor Fortress, High Places, Ochre Valley, Magic Hour, Swirling Fields

Unhallowed

  • Doomed Run: Advisor Fang, Court Noble, Emperor Snake, Empress Snake, General Serpent, Master of Shadows, Prince Snake, Princess Snake

The Final Realm

During the setup of this Realm, place the 4 Husk cards in the Graveyard.

Many of the Unhallowed in this realm Molt when they're defeated. When a Creature Molts, it is replaced with the top Husk card from the Graveyard (if there is one).

Additionally, you are allowed to select any of the Wardens from Realms 1-5 to your Party as part of the epic finale. The Warden of Realm 6 is only playable after the final Realm has been attempted once and lost.

End Run Scoring

After you successfully complete the final Realm, you win the Run! Now it's time to score your Run. Resolve all the following, where X is equal to the number of Summon cards you started with this Run:

  • Gain X points for each Ability card that is unexhausted in your Party.
  • Gain X points for each additional Adventurer in your Company (including Wardens) not currently in your Party.
  • Gain X points for each Mythic Item unlocked during the Run.
  • Gain X points for each non-Mythic Item stored with your living Wardens.

Score

  • 100+: Eternal Flame
  • 90-100: Raging Bonfire
  • 80-89: Roaring Blaze
  • 70-79: Warming Pyre
  • 60-69: Smoldering Fire
  • 50-59: Dying Embers - Passed
  • Under 50: Up in Smoke

Run Variants

If you've completed Doomed Run at least once, you can choose which mode you'd like to attempt for a new Run:

New Run+: If you ended your last Run with at least 4 Adventurers alive in your company, you can replay Doomed Run a second time, building off the progress of your previous Run. Choose 4 Adventurers from the Adventurers left in your Company as your new starting Company. These Adventurers keep their Mythic Item if it was unlocked the previous Run. An Adventurer from the previous Company has to be selected as the Warden (if possible) and will carry over their Boon into Realm 1 of your next Run.

Then, remove the Side Quest related to each Adventurer in your Company and each Mythic Item that you're keeping from the previous Run. Shuffle together all of the remaining Side Quests to make a new Side Quest deck. Take the Summon cards from your previous Run as the starting Summon cards for this run and then Escalate your Summons (see page 32).

For End Run Scoring, X is equal to the number of Summon cards you started + 1 for New Run+.

Random Run: This mode allows players to play with a randomized starting Company and Side Quests. Randomly shuffle together all of the Adventurer boards and select 6 to make up your starting Company. Remove the 6 Side Quests tied to the Adventurers in your starting Company. Then, shuffle all of the remaining Side Quest cards together to form the Side Quest deck.

Curated Run: If you ever want to reset and replay your first Doomed Run experience, select the 6 original Adventurers as your starting Company. Then, you can organize the Side Quest deck by looking at the bottom right (A) of the card. Each card has a realm number (i.e. R1-2 signifying it is available in Realm 1. The number 2 is just the card number). Organize each Realm's Side Quests into piles and start your run with the R1 pile, then simply shuffle in the next Realm's cards as you advance through each one.

Side Quest Card Example

This example is the Berserker Defender Side Quest card. Its flavour text is not transcribed.

  • Card name: Berserker Defender
  • Side Quest text: Each Adventurer exhausts one Ability.
  • REWARD: The Barbarian joins your Company.
  • Card number (A): The bottom right of each Side Quest card shows its realm and number. R1-2 means it is available in Realm 1 and is card number 2.

Glossary

  • Base Health: The Health value printed on the card - not the Creature's current Health which may be modified by effects in the game.
  • Campfire: The center dial on the Camp board. The Campfire reveal level dictates how many Creatures are revealed at any given time.
  • Company: The group of Adventurers that can be selected to form a Party in Doomed Run.
  • Defeat: The act of placing a Creature card into the Graveyard.
  • Defeated: This term can be found on Creature cards and triggers when the Creature is placed into the Graveyard.
  • Direct Attack: The act of spending one or more dice to defeat a Creature.
  • Doom: The current Doom is always the total number of Doom tokens on the Camp board. When you gain/lose Doom, you add/remove these tokens.
  • End of Line: This term can be found on Creature cards and triggers when the Creature is revealed and is at the end of the Line (i.e. furthest away from the Camp board).
  • Escalate Summons: Summon cards fall into 3 general tiers of difficulty. Summon cards are the easiest, followed by another tier, and then the hardest. When a Side Quest or game variant tells you to Escalate your Summons, you must increase the difficulty of one of your Summon cards or add an additional Summon card (if not already on Insane difficulty). (The tier icons did not survive text extraction, so the tier names are left unstated here; check the printed page 32.)
  • Exhaust: The act of flipping over an Ability card to represent that you have used it up.
  • Exhaust X Abilities: A common Creature power that is shorthand for "the Adventurers on Watch, as a group, must immediately exhaust a total of X Ability cards."
  • Graveyard: The Creature discard pile.
  • Health: Represents the current Health of a Creature, and refers to the value that must be met or exceeded to send that Creature to the Graveyard.
  • Horde: A stack of additional Creature cards that will be added to the final round of the game.
  • In Camp: This refers to the Adventurer resting in camp that round.
  • Line: The Line of Creatures that needs to be defeated every round.
  • Molt: When a Creature with this keyword is defeated, it is replaced with the top Husk card from the Graveyard (if there is one).
  • Mythic: An Item type that is assigned to a particular Adventurer and does not count towards their two-Item limit.
  • Negate: When a Creature power is negated, its text box is treated as if it were blank.
  • Ongoing: Ongoing powers are effects that are constantly active throughout the game, as long as the Creature is revealed and any triggers are met.
  • On Watch: This term refers to the Adventurers currently involved in combat.
  • Party: This term refers to the 4 Adventurers that are currently in play.
  • Peek: This keyword allows you to look at a number of unrevealed cards without triggering any effect on them, and without putting them in a Revealed state. After peeking at cards, they are returned to where they were i.e. the top of the deck or back into the same position in the Line.
  • Poison (X): Place a die on the targeted Creature set to value X. Each time that Creature moves in the Line decrease X by 1. When X is 1 and that Creature is about to move again, it's defeated instead.
  • Range: How far back in the Line an Adventurer, or their tamed Creatures, can target with a direct attack. Every Adventurer can target Creatures in 1st position. Adventurers with a Ranged icon in the bottom right corner of their Adventurer board can attack Creatures in 1st or 2nd position. Effects increasing Adventurers range by +1 allow Adventurers to target cards up to 1 spaces further down the Line (so that Melee attacks are now able to target Creatures either in 1st or 2nd position in the Line, and Ranged attacks can target Creatures in 1st, 2nd, or 3rd position in the Line).
  • Recover a die: Ability Cards that say recover a die return them (at their value) to the Adventurer they were stolen from. Once returned, they can be used as normal.
  • Refresh: Flip over an Ability card to its unexhausted side so that the Ability can be used again. It can also be referred to as Heal because of the Camp action associated with refreshing.
  • Rest: An Adventurer going to Camp this round is considered Resting. Use the Rest tokens to keep track of Resting.
  • Reveal: When a Creature is revealed, it is flipped faceup. Creature Reveal powers trigger when this occurs and/or when Creatures enter the Line for the first time in a Revealed state (i.e. when an Unhallowed is summoned or a Creature is added to the Line from the Graveyard).
  • Second Position: This term can be found on Creature cards and triggers when a revealed Creature is in the Second position of the Line.
  • Spent: Dice are spent on Camp Action spaces, Items, Abilities, and direct attacks and then cannot be used again until they are rerolled at the start of the round. When dice are spent on Items or Abilities, they are placed on that card to mark their use. In Camp, spent dice are placed on the Camp Action spaces. When spending dice on direct attacks, spent dice can be placed on the colored banners on the top right of their Adventurer's board.
  • Steal: There are several Creature powers that steal a die. When a die is stolen from an Adventurer, it is placed on that Creature until that Creature is defeated. Once the Creature is defeated, the die is returned to the corresponding Adventurer but it is considered spent. Dice recovered by other means can be spent as normal.
  • Stun X Abilities: This term refers to a Creature power that causes the Adventurers on Watch, as a group, to spend X dice on Ability cards without activating their effects. Only Abilities that are activated by a die can be stunned. If an Adventurer has no unspent dice or has no valid unexhausted Abilities, they cannot be stunned (Barbarian is immune to Stun). If an Ability is stunned, it can still be activated by exhausting the card that round.
  • Tame: Some Creatures can be tamed, i.e. removed from the Line and added to an Adventurer's play area as an attack die. When used as an attack die, the Creature's base Health is used as the die value. After using the Creature, it's discarded to the Graveyard. These Creatures can be saved between rounds unless otherwise specified.
  • Warden: An Adventurer who leaves your Company during a Run to safeguard a Realm. They provide a Boon for you in the next Realm.
  • Unspent: A die that has been rolled, but not used as a direct attack or to activate an ability or a Camp Action space.