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Shadowrift: Boomtown

Expansion for Shadowrift

Shadowrift: Boomtown Rulebook

Table of Contents

Table of Contents

  • Using This Expansion
  • Stances
  • Goblin Traps
  • Cards in Detail
  • Errata

Using This Expansion

To incorporate this expansion into your Shadowrift base game, leave each faction's special cards with it (Traps for the Goblins, and Defense Node and Shocks for the Colossus), and split up the hero cards by type into the Attack, Action, Skill, and Loot tabs. Mix the new Villagers into your Town and Traveler decks. However, make sure that in each game you have only 10 base Villagers, 4 Infiltrators (Dagger icon, no cost), and 10 other positive Travelers.

The ideal for randomizing your purchase area is 1 of each type (Attack, Action, Skill, and Loot) chosen at random, and then 4 more that are entirely at random from what's left.

Stances

Stances: A Stance is a special kind of Action or Attack that stays in play after it has been played. It has a Trigger, which is a secondary effect that will go off after you play it (possibly multiple rounds later!). The text above the Trigger occurs just once, immediately when you put the card into play.

Once the Stance is in play, only its Trigger text matters. This tells you the condition for it to perform its secondary effect. Triggers are not optional. The first chance a Stance has to trigger, it performs its effect (even if the effect is redundant with multiple other copies of the same Stance other heroes have in play) and is immediately discarded.

You are only allowed to have 1 copy of each Stance in play at once. During Cleanup you may discard any Stances you wish. If you want to perform the primary effect of the card again and do not expect the Trigger to occur soon, you might do this.

Goblin Traps

Keep the Traps facedown in a pile on the Monster Special space. When a monster adds a Trap, place it facedown above the Attack Area space defined by the action. Traps do not leave play when the round ends; they remain in play until set off. If there is already a Trap on an Attack Area space, put the new one on top of the old.

When a hero attacks a monster in a space that has a Trap, they declare all of the Attacks that are part of that battle, then every Trap in that space is set off, starting with the newest. Flip them faceup and resolve them one at a time. Multiple Goblin Dummies have no effect beyond the first.

Untyped damage (such as a Fireball's area damage or the Trigger effect of Deady Riposte [sic; the card is printed as "Deadly Riposte" below]) does not count as an Attack and does not set off Traps, but Ranged and Melee damage does.

Goblin Dummies cancel all damage from a single battle, not just a single Attack. If you play 2 Strikes in 1 battle, both are canceled by the Dummy. If you play 1 Strike and then another Strike as a second battle after the Traps have gone off, you potentially take 2 Wounds but the second Strike deals damage normally.

Set resolved Traps faceup in a pile next to the Trap deck. During Cleanup, shuffle resolved Traps back into the Trap deck.

Cards in Detail

Angel Feather: If you disable a monster's "passive ability," treat it as if nothing were written above its 3 turn actions for the remainder of the round.

Armored Plate: This renders all monsters that are not named Armored Plate immune to damage from any source. If there are 2 Armored Plates in play you are allowed to damage either.

Chronodistorter: If this monster is in play, remind everyone to put Prowess back on top of their decks instead of into their discard piles! If you kill this monster, the effect during Cleanup does not occur, even if you played the Prowess while it was in play. While this monster is in play it is important that heroes follow the technical rules: Leave all the cards you've played in play until Cleanup. You don't put each card in your discard as you play it.

Deadly Riposte: If multiple copies of this are in play at once, all of them go off during the first Trigger, even if it is far more damage than required.

Defense Node: This Node changes the way heroes interact with Shadowrifts. While you can play with it sitting in the Monster Special space, we recommend placing it partly on top of other cards in the Monster Power Area, to remind you that it is physically in your way when trying to Seal.

Echomancy: This card is a giant pile of shenanigans, so be very careful that you're using it correctly!

You cannot copy a Stance. It only copies non-Stance cards. It looks past previous Stances to the last non-Stance played this round. Importantly, this means multiple copies of Echomancy itself can copy the same card without getting in each other's way. You do not copy "whether the original hero boosted the card." If the other hero boosted it, you still have to boost your own copy. Conversely if the other hero did not boost it, you're still allowed to boost your own.

Echomancy does copy whether the other card is [Epic icon]. If you copy an [Epic icon] card, you have used up your [Epic icon] for the round. (The Epic icon is the medallion explained in the base rulebook's Player Card Anatomy; each hero may play only one Epic card per round.) Echomancy's Trigger happens when you gain any card, even if you don't want to. If a monster (or the card you just copied) causes you to gain a Wound, that sets off the Trigger, discarding Echomancy and putting the Wound into your hand. The Trigger does not count as "drawing" the card. If you gain a Heroism, a Might, or a Burn while Echomancy is in play, the card will go directly into your hand but will not set off its "when you draw this" effect.

Power Core: The "oldest" refers to the card currently closest to leaving town — the first to act during the Monsters In Play Act step this round. You do not have to keep track of when various monsters arrived in play if some of them have Rampage.

Temporal Anomaly: If you pay the boost, this card's effect replaces a monster's kill action. This does mean nobody dies.

Errata

Note: This expansion includes the following errata in the form of corrected cards from previous expansions and printings of the base game:

  • 6x Blood Reaping (Skittering Darkness)
  • 3x Clouded Thoughts (Skittering Darkness)
  • 6x Raging Inferno (Eve of the Sickle Moon)
  • 2x Rumbling Stone (base game, 2nd Edition, 1st printing)

Only incorporate these cards if you have the corresponding expansion/printing.