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Silver Coin: Age of Monster Hunters

Silver Coin: Age of Monster Hunters Rulebook

Table of Contents

Table of Contents

  • Component List
    • Card Decks
    • Game Boards and Tokens
    • Dice and Figures
  • Game Boards in Detail
    • Main Game Board in Detail
    • Player Area in Detail
  • Important Vocabulary
  • Tabletopia Setup
  • Rulebook Guide
  • Game Length
  • Game Start and Starting Player
  • Game Overview and How To Win
  • Playing the Game
  • Phases of Play in Detail
    • Auction Phase in Detail
    • Kingdom Cards Area
  • Preparation Phase in Detail
    • 1. DRAFT 2 Kingdom Cards
    • 2. PLAY Kingdom Cards (From Your Hand)
    • Movement
    • Reputation
    • Experience
    • World Reputation Track Icons
    • Bonus Tokens
    • Flow
    • I. Playing Kingdom Cards of the Same Color
    • II. Playing Kingdom Cards of the Same Action Symbol (From Your Hand)
    • III. Replace 1 Kingdom Card (From Your Hand)
  • Action Phase in Detail
    • 1. Uncontested Player Actions
    • Movement Action
    • Weather
    • Land Travel and Weather
    • Calendar Board and Season Cards
    • Time of Day Cycle
    • Effects of Weather
    • Sea Travel
    • Teleportation Travel
    • Land Travel
    • Moving on the World Map
    • Hidden Paths
  • Scenario Book (Version 1.0.9, 25/11/2021)
    • Scenario Book Introduction
    • Game Setup Specifics (Scenario Mode)
    • Scenario Game Phases
    • Scenario Mode General Rules
    • Solo Game Mode
    • Cooperative Game Mode
  • Scenario: Olm Infestation
    • Olm Infestation Introduction
    • Olm Infestation: Winning Conditions
    • Olm Infestation: Losing Conditions
    • Olm Infestation: Setup Specifics & Rules
  • Scenario: Ashgar Plague
    • Ashgar Plague Placement Rules
    • Ashgar Plague Introduction
    • Ashgar Plague: Missions, Poison Tokens and Travel
    • Ashgar Plague: Winning Conditions
    • Ashgar Plague: Losing Conditions
    • Ashgar Plague: Setup Specifics & Rules

Component List

Below is shown how Silver Coin: Age of Monster Hunters looks when it is played. It will also give you a general idea of what each component is used for.

Card Decks

  • Character Cards x12
  • Monster Cards I x40
  • Monster Cards II x24
  • Monster Cards III x15
  • Kingdom Cards x90
  • Special Action Cards x61
  • Magic Cards x61
  • Monarch Cards x7
  • Townsfolk Cards x7
  • Mission Cards x90
  • Market Cards x107
  • Journey Cards x8
  • Season Card - Spring x4
  • Season Card - Summer x4
  • Season Card - Autumn x4
  • Season Card - Winter x4
  • Herb Cards x38
  • Flow Card (6)

Game Boards and Tokens

  • Main Board
  • Tavern Mission Board
  • Reputation Board
  • Dice Board
  • Calendar Board
  • Time Track Board
  • Auction Board
  • Special Action Board
  • Monster Refill Board
  • Clairvoyant King Board
  • Player Boards (x5)
  • Coin Tokens
  • Health Tokens
  • Player Tokens
  • Monster Tokens
  • Exhausted Herb Tokens
  • Poison Tokens
  • Monarch & Townfolk Tokens
  • Bonus Reputation Tokens
  • Tracker Tokens (Round Tracker, Year Tracker, Weather Tracker, Time Token)
  • Portal Tokens
  • Seeker Token
  • Mission Marker Tokens
  • Kingdom Knowledge Tokens (x42)
  • Experience Tokens
  • Magical Flow Cubes
  • Physical Flow Cubes
  • Locked Cubes

Dice and Figures

  • Battle Dice
  • Color Dice
  • Berserker Die
  • Player Figures

Game Boards in Detail

Main Game Board in Detail

KINGDOMS OF ATOSIA

  • A - Kingdom of Oldemor (Blue)
  • B - Kingdom of Jorvik (Black)
  • C - Kingdom of Fabula (Red)
  • D - Kingdom of Lys Blanc (Green)
  • E - Kingdom of Abaris (Yellow)
  • F - Kingdom of Morahan (Purple)

Map key: Capitals of the 6 kingdoms; Magic temples; Other towns & cities; Herb spot; Ancient Kingdom Knowledge location; Stopping points while moving; Road; Sea route; Anchor point; Hidden mountain path; Hidden desert path; Path through the marshes; Names of the kingdoms.

Main Board areas: 1 Ancient Kingdom Knowledge; 2 Global (Contested) Actions; 3 Turn Order Track; 4 Herb Cards Area; 5 Monarch & Townfolks Cards Area; 6 Kingdom Cards Area.

Player Area in Detail

Each player has their own Player Board with the following details and areas:

  1. Character Card area
  2. Magical Flow Cubes area
  3. Physical Flow Cubes area
  4. Free Action Tokens area
  5. Bonus Action Token area
  6. Player (Uncontested) Actions
  7. Kingdom Knowledge Tokens area
  8. The maximum number of Kingdom Cards the player may hold in his hand
  9. Row bonus 1: Hand Size increase +1; 1 Experience Cube; 1 Kingdom Card action
  10. Row bonus 2: Hand Size increase +1; 3 Flow Cubes of any type
  11. Row bonus 3: Hand Size increase +1; 3 Reputation increase on both Reputation Tracks
  12. Row bonus 4: Prevents monsters from gaining its Kingdom bonus
  13. Column bonus 1: Gives Legendary Sword ability
  14. Column bonus 2: Prevents monsters location bonus
  15. Experience Cubes area
  16. Monster Missions area I, II, III
  17. Monster Trophies area
  18. Area for additional cards

Important Vocabulary

The rulebook is using some iconography which will be explained as you read it, but just in case, for reference purposes, here are the symbols often used instead of words, together with their associated meaning.

  • Experience (resource)
  • Reputation (resource)
  • Movement (resource)
  • Health (resource)
  • Character's Strength
  • Flow (resource)
  • Magical Flow (resource)
  • Physical Flow (resource)
  • Coins (resource)
  • Monster's Strength

Shield icons represent the bullet points (so the shields are just an aesthetic feature), in order of importance from least to most they are bronze, silver and gold.

Tabletopia Setup

You will be playtesting Silver Coin: Age of Monster Hunters in Tabletopia. Most of the setup is already completed for you there, so these instructions cover only that part of the game-setup which is not complete on Tabletopia. Game setup is the same for all player counts. Where there are differences, it is noted.

  1. Check the Monarch Cards to the LEFT of the main game board and place the associated tokens for Midas the Taxer, Didymus the Skeptic & Casimir III the Unforgiving (if they are in the game) on the matching kingdoms of the map, likewise if Mansa Qu the Clairvoyant is in the game place two kingdom tokens of the matching kingdom on his Clairvoyant Board. See the example below for clarity.

    • Midas the Taxer: token shows "TAX 20"
    • Didymus the Skeptic: token shows "10"
    • Casimir III the Unforgiving: token shows "BAN"

    Example: If Midas the Taxer is in Oldemor (Blue kingdom), place his token in that kingdom on the world map, to help you remember that you have to pay 20 coins every time you enter the kingdom of Oldemor.

    In the above example we can see that Mansa Qu is present in the Blue Kingdom of Oldemor (therefore we will add two Oldemor Knowledge tokens on his Clairvoyant Board to indicate that). Every Monster mission in that kingdom will immediately be revealing the monster that is present there (unlike with all the other kingdoms where you will be drawing a random card).

  2. Throughout the rulebook you will find different icons that will help you along the way. One of those is the Banner System, described under Rulebook Guide below.

    As for the Townsfolk Cards left from the main game board you only need to check for the following two: Plague Doctor and Monster Hunters. If Plague Doctor is in play, place the matching bag with the Plague token in them next to the card and also place the matching Plague Doctor Token on the World map on the kingdom where he is present. Secondly, the "Monster Hunters" card. If there is one, place the Max 1 Token on that kingdom's second Mission Card spot on the Tavern Mission Board. See the example below for clarity.

    The banner above the Townsfolk & Monarch Cards tells you in which kingdom that character resides. Any interaction with that character or his effect only activates in and affects that kingdom. (In the example, that kingdom is Morahan (purple color), therefore the MAX 1 Token will be placed on the bottom spot on the Tavern Mission Board, affecting only the kingdom of Morahan. This limits the maximum number of missions that kingdom may have to 1.)

  3. Check the Herb Cards area above the Main Board and make sure that there is a maximum number of 2 Herb Cards per kingdom. If there are 3 or more cards from the same kingdom (color), remove them in order from the far left, until there are only 2 remaining. Replace them with the top card from the Herb deck, again checking and making sure each kingdom has maximum of 2 Herb Cards.

Rulebook Guide

Throughout the rulebook you will find different icons that will help you along the way and hopefully make this a unique reading experience. We designed it, so you will be able to separate the parts that should interest you at different occasions. One of those is the Banner System. Each of these 6 different banners will help to guide you through this rule book.

  • EXPLANATION BANNER: Explains the rules and gives you general information about the game play.
  • WARNING BANNER: Reminds you about exceptions to the rules, additional notes, and details in the rules.
  • EXAMPLE BANNER: Provides additional explanation and graphics.
  • FORBIDDEN BANNER: Tells you what actions are against the rules.
  • FAQ BANNER: Answers to Frequently Asked Questions.
  • LORE BANNER: Welcomes you into the world of Silver Coin: Age of Monster Hunters.

Game Length

  • Game Length: 2 years / 24 rounds (45-60 min per player).

Game Start and Starting Player

To start the game each player starts with a Player Board, 1 Experience Cube and 3 Action Tokens (there are 5 colors to choose from). Each player also gets 1 Minor Health potion, 1 Strength potion, 1 Antidote potion, Mission Marker Tokens of their color and a Health Token to keep track of their health, which they put on the highest position on their Health Track. In Silver Coin: Age of Monster Hunters, starting turn order is displayed in the bottom right corner on the Main Board. Place your Player Tokens in appropriate order.

At the start of the game, starting player and turn order is decided by the Order number on their Character Card. The player with the lowest number goes first. Turn order may change by taking certain Global Actions.

Game Overview and How To Win

In Silver Coin: The Age of Monster Hunters, you are playing as a Monster Hunter. You will travel the world, accepting missions that, if successful, will reward you with coins. To successfully tackle all the challenges thrown your way, you will need to learn some magic, gather the knowledge, gain skills, and equip yourself with items, that will help you on your journey. The winner is the player with the greatest amount of coins at the end of the game. In case of a tie, the winner is decided by the position on the World Reputation Track. If that is tied as well, the player higher on the Turn Order Track wins.

Travel the World → Complete Missions → Gain Coins → Win

Playing the Game

This section will teach you how to play Silver Coin: Age of Monster Hunters. Start by following the PHASES OF THE GAME and then learn all the BASIC RULES.

The game round is made of the following phases:

  1. Auction phase (only at the start of the game)
  2. Preparation phase
  3. 1st Action phase
  4. 2nd Action phase
  5. 3rd Action phase
  6. Clean up
  7. End game scoring (only at the end of the game)

During Action Phases players will be taking turns by performing actions, but they will not perform all of the actions before the play will move to the next player. Each player will only perform 1 action and then in turn order other players will do the same. It can however happen that a player's action will result in the change in the turn order in which case it can happen that the same player will perform 2 actions in a row (for example if the player was last in turn order but a result of their action moved them to the 1st place on the Turn Order Track).

The 3rd Action phase is a BONUS phase. Players only participate in this phase if they spend extra resources (1 Flow).

Phases of Play in Detail

Auction Phase in Detail

This phase only happens at the beginning of the game and is part of the starting setup before players play their first round. Players will participate in 3 auctions. They bid using one of their Action Tokens.

  • 1st auction: starting Characters
  • 2nd auction: starting Locations & Kingdom Knowledge
  • 3rd auction: starting Journey Cards
  1. Take a deck of Character Cards, and randomly draw as many as there are players. Place them face up on the Auction Board.

  2. Choose a starting player (we suggest rolling dice). In clockwise order, players should place their Player Tokens on one of the bidding rows below the Character Cards, to indicate the amount of their bid (and the Character they have chosen). Players may continue bidding and outbid one another. Continue with the bidding process in turn order, until you have chosen your Starting Character Cards.

    (Example: As the starting player, Blue has bid on the Chronomancer. As the second player, Red has outbid the Blue. Blue's token is dislodged from the Auction Board. The third player, Green, has bid on the Seeker. Blue ends the bidding by placing the Blue token on the Natural Chaos.)

  3. Put your Character Cards, that you got via bidding, on their spot on their Player Board. Give each player the coins indicated by their bid. Players should take each character's matching components. To check those please refer to the Characters in Detail section.

  4. Take a deck of Mission Cards, that are already there for you in Tabletopia next to the Auction Board, and take as many Mission Cards as there are players. Put them on the Auction Board (as previously done with the Character Cards).

  5. Take the same number of Kingdom Knowledge Tokens as there are players from the bag. Randomly assign the tokens to the Mission Cards placed on the Auction Board (the rulebook illustrates this as step 1 to step 4).

  6. Each character has an Order number in the upper right corner of the card. Beginning with the character with the lowest Order number, place your Player Tokens on one of the bidding spots below the cards to indicate your bid for that Mission Card (in this case representing the starting location) and its Kingdom Knowledge Token. Bidding proceeds as before. Each player should take the number of coins indicated by their winning bid.

  7. Place your Player Figures on the starting locations matching your Mission Cards on the game board. And set up a turn order based on your Character's Order numbers (from lowest to highest). Turns are based on your character's Order number (lowest number goes first).

Kingdom Cards Area

Below the Main Board there are, at all times, face up Kingdom Cards, their deck and discard pile (their number depends on the number of players).

Preparation Phase in Detail

This phase represents players' activities as they travel the world of Silver Coin. Kingdom Cards represent players interacting with the world, local populace and focusing on some aspects more than others during their travel.

For example:

  • Movement Kingdom Cards: represent your Character spending more time traveling.
  • Experience Kingdom Cards: represent your Character gaining more experience.
  • Flow Kingdom Cards: represent your Character training his/her body or Magical skills.
  • Reputation Kingdom Cards: represent your Character gaining reputation throughout the world.

This phase is very important and will determine your in-game approach and play.

The Preparation phase is the 1st phase players will perform each round. It consists of 3 possible ACTIONS, but each player can ONLY perform 1 of those actions per round. Below, these actions are described in detail.

  1. DRAFT up to 2 Kingdom Cards to a maximum of the hand size limit.
  2. PLAY Kingdom Cards to gain bonuses shown on them (represented by symbols).
  3. REPLACE 1 Kingdom Card with one face up Kingdom Card.

The face up array of Kingdom Cards is refilled, if needed, after each player has finished their Preparation phase.

1. DRAFT 2 Kingdom Cards

On your turn you may draft up to 2 Kingdom Cards from the deck and/or the array of face up cards below the Main Board.

The MAXIMUM amount of Kingdom Cards you may have in your hand at the start of the game is 3, which is written on your Player Board. You can increase the maximum hand size by gaining Knowledge Tokens and placing them on your Player Board to trigger the Row bonuses (+1 max hand size).

A player must not exceed this hand limit of Kingdom Cards. A player may not draw new Kingdom cards if they are already at the maximum.

2. PLAY Kingdom Cards (From Your Hand)

When playing Kingdom Cards, count up the symbols and immediately move that many spaces on the World Reputation Track, as well as on the Bonus Reputation Track.

After drafting Kingdom Cards, there are 2 ways you may play them:

  1. Playing any amount of cards of the same color (with some limitations).
  2. Playing any amount of cards of the same Action symbol (with some limitations).

Kingdoms (card colors):

  • Kingdom of Oldemor (Blue)
  • Kingdom of Jorvik (Black)
  • Kingdom of Lys Blanc (Green)
  • Kingdom of Fabula (Red)
  • Kingdom of Abaris (Yellow)
  • Kingdom of Morahan (Purple)

On the left side of each card there is a banner, and on it there are 4 possible Action symbols: Movement, Reputation, Experience and Flow.

  • Action symbols are used to trigger BONUSES and EFFECTS.
  • You may choose to trigger only one of the Action symbols shown on the card.

(Example: The Red player plays 2 Reputation Kingdom Cards. When playing Reputation Kingdom Cards, the player counts the symbols and moves 3 spaces on the World Reputation Track. By moving 3 spaces, the Red player passed the "Gain 1 dice on the 1st Dice Area" symbol, hence gaining the 1st available Color Die from the far left on the first Dice Area.)

Movement

Immediately move the number of spaces equal to the total movement points on the Kingdom Card.

  • Moving with an Action symbol on a Kingdom Card is not affected by the weather. The same happens to the movement via a Combo Action that will be described later in the Action phase.

Reputation

Your reputation within the game is followed on two reputation tracks, the World Reputation Track and the Bonus Reputation Track. Reputation represents your renown within the world of Atosia and is mostly gained by playing Kingdom Cards and completing Monster missions.

  • The final space of the Bonus Reputation Track has a Bonus Token on it. Once you reach it, immediately gain the associated bonus. Once that happens, all Player Tokens on the Bonus Reputation Track reset to the starting space of the track and a new Bonus Token gets put on the last space. (Example: By moving 3 spaces, the Red player also moved on the Bonus Reputation Track. He reached the final spot with the Bonus Tokens, thus gaining the corresponding bonus. In this case 100 coins. All of the tokens on the Bonus Reputation Track then get reset to the starting position and a new Bonus Token is put on the final spot.)
  • Any excess reputation you may have when reaching the Golden Bonus Token spot is lost. This means that in case you got 5 reputation but only needed 3 to reach the final spot with the Bonus Token, you only move by 3. Collect the bonus, then all Player Tokens including yours get reset. This only applies to the Bonus Reputation Track. You move normally for full 5 spots on the World Reputation Track.
  • Once a player receives a Bonus Token, they can use it at any point in the game on their turn.
  • After Bonus Tokens are used by a player they do not get returned to the Bonus Token bag. They get removed from the game.
  • There is a part of the World Reputation Track that includes negative reputation. If a player, especially in the early stages of the game, loses reputation, they may end up in that area. Its intention is to ensure that losing reputation is not taken lightly. The minimum reputation you can have in this game is -3. Depending on which negative spot you are on the World Reputation Track, you can lose 10 coins (spot 1), 20 coins (spot 2) or 30 coins (spot 3) per completed mission until you get back to 0 reputation.

Experience

Count up the total number of Experience symbols on the cards and immediately gain that many Blue Experience Cubes.

  • There is no limit to the number of Experience Cubes you can have.
  • Experience Cubes can be used to buy Color Dice, learn Magic, reroll dice in combat and more.
  • Do not confuse spending Experience Cubes and playing a Kingdom Card with an Experience symbol on it to gain a Kingdom Knowledge Token. They are two different things. For example, to gain the Blue Kingdom Knowledge Token, you need to do the following: once in the capital city (Oldefar) of the Blue Kingdom (Oldemor) you: 1st - perform a Location Action; 2nd - play a Kingdom Card of a matching color (in this case blue) with an Experience symbol. Then take the Blue Knowledge Token and place it on a spot of your choosing on your Player Board.

Example (Experience Kingdom Knowledge): Step 1: the Blue player is located at the capital city of Gobekli Tepe in the purple Kingdom of Morahan. Step 2: the Blue player then performs a Location Action, more specifically the Capital Location Action. Step 3: the Blue player spends a purple Kingdom Card with an Experience symbol. Step 4: the Blue player acquires the purple Kingdom Knowledge Token of Morahan.

World Reputation Track Icons

Let's review the icons on the World Reputation Track and the bonuses they IMMEDIATELY give you. Each can only be gained 1 time per player even if you lose reputation and would pass them again:

  • Health potion.
  • Ship Journey Card.
  • Draw/Play/Replace 1 Kingdom Card.
  • Moves you 1 spot higher on the Turn Order Track.
  • Gives you the first available Color Die on the 1st Color Dice Area.
  • Moves you to the 1st spot on the Turn Order Track.
  • Gives you an additional Free Action Token for this Action phase.
  • Gives you a Strength potion.
  • Gives you 2 Speed potions.
  • Gives you 50 coins.

Bonus Tokens

Let's also review the Bonus Tokens and the bonuses they give WHEN USED:

  • Gives you 100 coins.
  • Gives you any potion of your choice.
  • Draw/Play/Replace the amount of Kingdom Cards shown on the Bonus Token.
  • Teleports you to any capital city.
  • You can reset all your Action Tokens in this Action phase.
  • Gives you any face up Special Action Card.
  • Gives you any Kingdom Knowledge Token of your choice.
  • Gives you any Magic Card of your choice.
  • TAKE 1: Gives you any Color Die on any Color Dice Area.

Reputation can also be gained by completing Monster missions and is part of the reward a player will gain.

Example (Reputation in practice): The Red player has just slain a monster. As a result they gain 5 reputation: they advance their token 5 spots on both Reputation Tracks, and receive the Strength potion from the World Reputation Track, which they can put in their player area.

Flow

Count up the total number of Flow symbols on the cards and immediately gain that many Flow Cubes and put them in the Physical and/or Magical Flow pool. However, each Character Card will let you know which type of Flow your Character will be able to gain from the played Kingdom Cards. Let us have a look at an example to understand this a bit better.

  • There is no limit to the number of Flow cubes you can have.
  • Magical Flow allows players to trigger certain Character Abilities, use different Magic, Special Actions and more.
  • Physical Flow allows players to use their Physical Actions, Bonus Action Token, use some Character abilities, travel in harsh conditions, use certain Special Action Cards and more.
  • In certain weather conditions players may spend their Physical Flow or Magical Flow in combination with the Air Magic Card in order to prevent losing health.

Example (Flow):

  1. The Blue player with the Natural Chaos Character currently has 0 Magical and Physical Flow.
  2. He plays 2 Flow Kingdom Cards (red and purple).
  3. He receives 2 Magical Flow (purple cubes) from the red (Fabula) card and 2 Physical Flow (red cubes) from the purple (Morahan) card. This is determined on his Character Card.

Using a Kingdom Card is explained in more detail under the Location Action section of the rulebook (page 23).

I. Playing Kingdom Cards of the Same Color

If you play more cards of the same color, you can trigger up to 4 different Bonuses (Movement, Reputation, Experience, Flow).

  • Experience cubes: 3x Blue Experience cubes can be used for 3x rerolls in combat but only once per Battle round.

FAQ: If I play Kingdom cards from one Kingdom (of one color), do I have to pick a different bonus from each of them, or can I pick the same for some? In the example I have 3 Kingdom cards: 1st with a Movement and Experience symbol, 2nd with a Flow symbol, and 3rd Kingdom card with Movement and Reputation symbol. Can I pick the following bonuses: Move + Flow then Move again?

Yes you can.

II. Playing Kingdom Cards of the Same Action Symbol (From Your Hand)

If you play more cards with the same Action Symbol (same or different colors), here is what happens:

  • MOVEMENT (move on the world map).
  • EXPERIENCE (collect the matching amount of Blue Experience Cubes).
  • REPUTATION (move on both Reputation Tracks).
  • FLOW (collect the matching amount of Flow Cubes (Magical and Physical). Be careful of the conversion on your Character Card that we just explained).

Forbidden: Cannot play cards of different colors AND different symbols.

III. Replace 1 Kingdom Card (From Your Hand)

The last thing you can do on your turn, in a Preparation phase, is to take one Kingdom Card from your hand, and replace it with one card from the Kingdom Cards face up area.

  • You can replace 1 card MAX per Preparation phase in such a way.
  • After the Preparation phase is over, before moving to the Action phase, reset the face up Kingdom Cards. Put all the current face up Kingdom Cards into the Kingdom Cards Discard area and draw their replacements from the Kingdom Cards deck.

Here is how the Replace Action works (illustrated in the rulebook as a card from the hand being swapped with a card from the face up Kingdom Cards area).

Action Phase in Detail

After all of the players have completed their Preparation phase, we move on to the main chunk of the game, which is happening in the Action phase. There are in total 2 - 3 actions per player and they are done via a so called ACTION-SELECTION mechanic. Players are presented with 3 Action Tokens, which they will place on available Action spots. Each player will, in turn order, place 1 Action Token on 1 of the available Action spots. They will repeat this in turn order, until all players have passed, or they have no available Action Tokens left in their unactivated Action Tokens spots. Two of the tokens are free to use, while the last one is considered a Bonus Token, used to perform a Bonus Action. That one will immediately require you to spend 1 Physical Flow to use.

  • 2 Free Action Tokens
  • Bonus Action Token

1. Uncontested Player Actions

These are the Action spots players will have either on their Player Boards or on one of the cards they possess. They are called Uncontested because no other player may put their Action Token on those spots.

Below we will take a look at all the Player Actions located on Player Boards. They are the same for each player.

  • Movement Action: Lets you use one of the three methods of moving.
  • Location Action: Lets you use one of the possible Location Actions.
  • Combo Action: Lets you play Movement Kingdom Cards and perform the Location Action.
  • Replace Action: Lets you replace one of your Kingdom Cards in hand with another Kingdom Card from the face up cards in the Kingdom Cards Area (you have to spend 1 Physical Flow to do it).
  • Transform Flow Action: Lets you transform 1 type of Flow to another.

Movement Action

While a basic action and quite simple in its nature, there are some rules and effects that influence it. So let us have a more in-depth look at the MOVEMENT in Silver Coin: Age of Monster Hunters.

There are in total 2 possible ways how a player can move on their turn:

  1. Through the use of Movement Kingdom Cards as explained under the Preparation phase (Movement symbol).
  2. Through the use of a Movement Action by an action selection system.

When using a Movement Action there are 3 ways of MOVEMENT in total:

  • LAND MOVEMENT (by walking or riding a horse).
  • SEA MOVEMENT (by ship).
  • TELEPORTATION (by teleporting from one location to another).

To move, a player has to state how he is moving. For example, if he uses a ship, he must say so and then discard the associated card (Ship Journey Card). Unless the player is already on the seas.

Weather

Before we jump into the 3 types of Movement a player can perform on their turn, it would be nice to first explain something that is affecting the Land movement.

While weather is affecting the movement on land it is not affecting the Teleportation and Sea movement. Weather is tracked on the so called Calendar board. The bottom part has 2 places reserved for the Season Cards where Weather affecting Land movement is displayed. Let us look into it one by one.

Land Travel and Weather

The bottom part of the Calendar Board has 2 places reserved for Season Cards, where weather affecting Land movement is displayed. Each Season in the game represents 3 rounds and months. For example, starting season Spring in 1st, 2nd, 3rd round of the game, also represents the months of March, April and May. There are in total 4 Season Cards for each Season. They have different weather effects displayed on them, so in a 2 years (24 rounds) game, players will only see 2 out of the possible 4 cards for each Season and they will come out in a random order. Meaning every single game will be a bit different.

Different weather will probably change your plans as you play the game. You can still plan in advance with Season Cards though, just not for the entire year. This is done to display and mirror the real life unpredictability of weather and force you to adapt some of your plans accordingly.

Calendar Board and Season Cards

    1. Calendar Board.
    1. Current Season Card.
    1. Future Season Card.
    1. Weather Token: tracks current month and weather on a Season Card.
    1. Weather Symbol: to help players easily tell the type of weather.
    1. Weather Effects: show the effects caused by a certain weather.
    1. Season Card arrows: when the Weather Token on a Season Card is moved to the next Season Card area with a symbol, that will indicate that the Future Season Card needs to flip over and reveal the weather for the next Season.

The Round Tracker is located on the first month of Summer (June) season, which will define the row you will be looking at. The Year Tracker is located on the first year of the game, which will define the column you will be looking at.

Time of Day Cycle

On a Calendar Board there is a section called Time of Day cycle. The 3 possible icons you can see there are:

  • Night-time
  • Full moon
  • Daylight

For game effects both Night-time and Full moon are considered NIGHT. When a card will require you to specifically target Night-time or Full moon, it will say so; for everything else NIGHT will always mean both of those Time of Day cycles.

It is often used for Battles with monsters. Some monsters receive bonuses, or maluses, based on the Time of Day they are fought. One of the potions you can drink, to increase your strength, the Night potion, is only effective if it is drunk at Night. The sole purpose of Time of Day cycle is to let you know whether it is DAYLIGHT, NIGHT-TIME or FULL MOON in a given round (month of the game). This might not be the most realistic depiction, but it works mechanically and makes planning, for battles with monsters, even more interesting, as you have another thing to consider.

  • Example: The Time of Day in this current round (month) is Daylight. On the Monster Card it is indicated that the monster in this example gains +1 Monster's Strength at NIGHT (Full Moon or Night-Time). Meaning if a player battles the monster on this round it will not receive its Time of Day bonus.
  • However, as it is Daylight, a player can not use the Night potion on this round (month).

Effects of Weather

Most of the effects of the weather, that affect travel, are very straightforward and do not need explaining. However there is one that is a bit different. That is the effect of -1 Health. It only happens on a Season Card during certain weather (Drought or Snow Storm). Every time players experience such a weather, they are required to spend 1 Physical Flow, to use the Move Action without consequences. If a player decides not to use a Move Action on a turn (month), when such a weather is present, they are not required to spend 1 Physical Flow and neither do they lose 1 Health. If they however use a Move Action during such a weather, and do not spend 1 Physical Flow, they immediately lose 1 Health.

Notes on weather:

  1. Notice how it is constantly mentioned Move Action and not movement. The reason for that is that only MOVING on LAND using a Move Action will result in you having to spend Physical Flow to move or in general be affected by the weather. Sea movement and Teleporting are not affected.
  2. Always remember that using Movement symbols on Kingdom Cards through the use of Combo Actions or in Preparation phase is never affected by anything. Not weather, not speed potions, horse +2 movement bonus etc.
  3. If a player only has 1 Health left, they are not able to use the Move Action in such a weather without spending 1 Physical Flow or negating the weather itself.
  4. And lastly, some characters such as the Rider have their own actions for movement located on their Character Card. That movement is also not affected by any effects.

Sea Travel

To start the travel with a ship, a player must be located in a capital city of one of the 4 kingdoms connected with an ocean (Oldefar, Lillac, Lemuria & Gobekli Tepe), take a Movement Action (Sea movement) and play the Ship Journey Card. Later, when on the sea, they can just state they are using that type of movement. After that they move to the neighboring port or to the next Sea Anchor Point if they wish to move further.

Example (Sea Travel):

  1. The Blue player is at the capital Lillac (in the Green kingdom of Lys Blanc) and has the board a ship card.
  2. The Blue player has decided to use the Movement Action and stop at the Sea Anchor point, instead of going to Lemuria (the capital of the Yellow kingdom of Abaris). Because of that he will need to use another action to move next round to Gobekli Tepe (the capital of the Purple kingdom of Morahan).

FAQ: Can a player use a Movement card for just the Sea travel? Yes they can, for 1 point of movement on the sea.

FAQ: What about the Rider character? Can he use the actions on his card to also move on the sea? No, in this case this is an exception. Rider's ability is triggered by the horse with which he is traveling on land. He can use it only for movement on land.

Forbidden: A player can not start his move outside of the capital with a port and move to the sea using just one Movement Action. When moving to the sea you always have to start your move in a capital with a port.

Teleportation Travel

TELEPORTATION TRAVEL = (instantly from a LOCATION A to a LOCATION B)

There are different ways to teleport. It can be a part of a Character's ability, using the Teleportation Bonus Token, or from an effect of a certain card, but all lead to the same end result. That is moving you from a location A to a location B, usually covering larger distances. A player can even teleport from a ship or a capital of a different kingdom. To teleport, a player will always need to use the Movement Action!

Some characters, such as the Natural Chaos character, will enable you to teleport using their ability. Follow the instructions written on their card.

FAQ: What about teleporting to a kingdom with a Monarch Card such as Midas the Taxer, which requires you to pay 20 coins? Do you still have to pay even if teleporting there?

Actually no. Teleportation and using hidden paths are the two exceptions here. Because both result in entering the kingdom through unconventional ways, you DO NOT need to pay the TAX. The effect of the Plague Doctor character still triggers though!

Land Travel

LAND TRAVEL = (BASE MOVEMENT OF 5) + (HORSE MOVEMENT) + (SPEED potion) - (WEATHER EFFECTS)

To travel by land the players use their so-called BASE MOVEMENT POINTS. The BASE TRAVEL distance everyone can travel is 5. To that range you will add the bonus if owning a horse (+2), and if they want, they can also use 1x Speed potion (+4) at this point to further increase their range of travel. Then the player checks for the weather effect of the Season Card on the Calendar Board, and moves for that amount of spaces.

  • BASE MOVEMENT = 5
  • HORSE MOVEMENT = +2
  • SPEED Potion = +2 (see note below)
  • WEATHER EFFECTS = -3, -2, -1, 0

Note on the Speed potion value: the rulebook's Land Travel text gives the Speed potion as +4 (and repeats "Speed potion (+4)" in the Sea Travel rules), while the Land Travel reference box on the same page shows "SPEED Potion = +2". Both are reproduced as printed; the printed text and the reference box disagree.

If a player has Air Magic and some Magical Flow Cubes, they can use it to negate the weather effects when traveling. Which can be very useful.

  • Remember you can boost your movement by using a Speed potion (max 1 per Movement Action), but that can only be used when moving on land or teleporting.
  • Players can decide not to move on their turn.
  • Players cannot use a Speed potion when using the Movement Kingdom Cards, and they are not affected by the weather.

FAQ: Can players use 2 types of movement in a single action?

Usually not. However some characters can. Like for example the Natural Chaos character by default can use his portals to combine teleportation and land travel.

Moving on the World Map

On the Continent, players move via the black lines (roads), which are connecting the various towns, cities (marked with a shield icon), herb and other spots. Between them are the so-called stopping points (flags). When moving, a player counts each of those locations/points, to see how far they can go. Each of those locations/points represents 1 point of movement.

On the sea, things are a bit different. Once a player sets out to the sea, they spend all of their movement points to move to either a) the neighbouring port or b) to the next so-called Anchor point. The weather is not affecting the movement, but it also cannot be boosted by a Speed potion (+4) or naturally by your horse (+2). Once a player lands with a ship by reaching one of the 4 possible ports (Oldemor, Lillac, Lemuria or Gobekli Tepe), his sea voyage is finished, and they will have to play a new Ship Journey Card if they want to return back to the sea.

Hidden Paths

On the continent there are also so-called Hidden Paths. These are impassable roads known only to a few. If you obtain the Special Action Cards, which enable you to travel them, you can use them to reach your destinations faster.

There are 3 types of Hidden Paths:

  • A Hidden Mountain Path
  • A Path through the Marshes
  • A Path through the Desert

Without owning those Special Action Cards you are unable to use them, unless you are playing the Seeker character.

Location Action

Location Actions are actions a player is able to perform at certain locations. In total there are 5 different options:

  1. Fighting a monster
  2. Capital City Location Action
  3. Gather Herbs / Heal
  4. Learn Magic
  5. Learn Ancient Knowledge

Forbidden / Warning: Players can perform multiple Location Actions at the same location. For example Learn Magic + Fighting a Monster, or visiting the Capital City Location Action + Fighting a Monster. They do not need to spend 2 actions for it!

1. Fighting a Monster (Location Action)

To be able to trigger a fight with a monster and execute this type of Location Action, players need to meet 3 criteria:

  1. Need to have a Monster Mission (Monster + Mission Card).
  2. Need to be at the location listed on the Monster Mission Card.
  3. Need to, on their turn, put their Action Token on the Location Action or Enhanced Location Action spot (more on the Enhanced Location Action on page 27).

Once those requirements are met, players can fight the monster. Unless there is a special condition on the Monster Card telling you otherwise (such as "can only be found in a certain Season, Weather...").

Fighting a Monster consists of 4 separate phases:

  1. Pre-battle phase
  2. Battle round phase
  3. Between battle rounds phase
  4. End of a battle phase

Warnings for the battle:

  1. Max 1 reroll per battle round.
  2. When rerolling, all of the White and Special dice are rerolled.
  3. If any cards can be activated during different steps of the battle, do so. Abilities on cards always override the game rules and take Precedence.
  4. The Steps 1, 2, 3 and 9 are not part of the battle itself, while the steps 4, 5, 6, 7 and 8 are.

Forbidden: Cannot reroll for Color Dice.

Monster Card Overview

Before we go and take a look at the steps of the battle in a bit more detail, let us first have a look at the Monster Card itself. The Monster Card shows:

  • Monster's name
  • A reward in coins for slaying the Monster
  • A reward in Reputation & EXP
  • Required Kingdom Knowledge
  • Monster's Symbols
  • Specific instructions
  • Monster's Strength bonuses (e.g. "If clear weather or drought", "If dice", "If spirit and protection magic", "If air magic" – each showing a +1 Monster's Strength bonus)
  • Character's Strength bonuses
  • Monster's Health
  • Monster's Strength

Monster Symbols

  • Cannot use Strength potion in this battle.
  • Cannot use Night potion in this battle.
  • Can use Legendary sword to gain +1 (Character's Strength) when fighting a monster with a Monster's Symbol.
  • Spirit monster: can only be fought if you possess Spirit Magic or use an Enhanced Location Action.
  • Poisonous monster: if damaged you are poisoned (gain 1 Poison Token per damage).

Pre-Battle Phase

1st STEP - Check the base strength of a Monster & Character's health.

  • Check the Monster's base strength.
  • Check the Character's health.
  • Required Kingdom Knowledge.
  • Monster Bonuses or Maluses (+ or - effects).

Pre-Battle Phase: Wounded Characters

A Character is wounded, which is marked with a Health Token dropping on your Health Track. As displayed on the card itself, the Character's strength will be affected if they enter the battle wounded. For simplicity reasons, you can take a note of this by adding +1 to the monster's total strength.

As displayed on the card, if the wounds are more severe (Health Token is lower), Monster's bonuses further increase by +2 to the monster's total strength.

If a Character is wounded (Health Token drops on the Health Track) in the midst of a battle, that however DOES NOT AFFECT their overall strength for THIS battle!

2nd STEP - Check for Things That Affect the Monster's Strength

Required Kingdom Knowledge

On the Player Board there is a section called Kingdom Knowledge Tokens area. It is where players track their current level of Kingdom Knowledge. With each Kingdom Knowledge Token placed there, their total goes up by 1 level. When fighting a monster, that number is compared to the Monster's Required Kingdom Knowledge number. If your level of Kingdom Knowledge is below the Required Kingdom Knowledge of a Monster, Monster's strength is increased for the amount of the difference. Let us take a look at the example.

Example:

  1. A Player has 5 Kingdom Knowledge Tokens, bringing their total Kingdom Knowledge level to 5.
  2. Monster's Required Kingdom Knowledge is 6. The player has 1 fewer, meaning the monster will get +1 added to its Base strength.

If Monster's Required Kingdom Knowledge number is lower than that of a player, Character receives no bonus to their strength.

Monster Bonuses or Maluses (+ or - effect)

Now a player checks for any other potential Bonuses (+ to monster's strength), or Maluses (- to monster's strength) displayed on the Monster Card.

So in the end the strength of the Monster before the start of the battle is calculated by a formula of:

MONSTER'S STRENGTH = BASE MONSTER'S STRENGTH + DIFFERENCE IN REQUIRED KINGDOM KNOWLEDGE ± MONSTER'S STRENGTH BONUSES & MALUSES

Worked example (Manticore) of the steps in the pre-battle calculation:

  1. Base strength of the monster is displayed on its card: BASE MONSTER'S STRENGTH = 14.
  2. Player's Kingdom Knowledge total is 5 (because of 5 Kingdom Knowledge Tokens they have obtained), while Monster's Required Kingdom Knowledge is 6, as written on its card. The player lacks 1, therefore the monster gains +1. DIFFERENCE IN REQUIRED KINGDOM KNOWLEDGE = +1.
  3. Because the current weather is Rain and the monster only receives bonuses on Clear weather and Drought, the monster does not receive any bonus to its strength. MONSTER'S STRENGTH BONUSES = 0.
  4. Player has one of each color die (blue, red, green) in their possession, which means he gains 1 (or for simplicity's sake we say monster loses 1). The player only has Air Magic card, which further decreases the monster's strength for an additional -1. So in total the monster will lose -2. MONSTER'S STRENGTH MALUSES = -2.
  5. So if we account for all the steps, the monster's base strength changes from a total of 14 to a total of 13. MONSTER'S STRENGTH = 13.

3rd STEP - Character Activates Abilities and Uses Resources

Character can activate abilities on their Character Cards or any other card they have in their tableau, hand (potions, Magic, Special Action Cards...). Last thing before the battle, the player will now use their resources, card abilities etc. for the upcoming battle.

Example (continuing the Manticore battle):

  1. In the final 3rd step BEFORE THE BATTLE, the player has decided to spend 1 Night potion to gain +2 (because the + strength to the Character equals -2 of a monster for simplicity reasons, we will use the latter) = -2.
  2. The player also decides to use 2 of their Strength potions, which adds an additional +2 to the Character, or as we said above = -2.
  3. The player has also obtained a Special Action Card, a Legendary Sword Durendal. This sword will grant them an additional +1 in battle, with certain monsters that have the Legendary Sword symbol printed on the card. (To use the Legendary Sword Special Action card, a player has to spend 1 Physical Flow.)
  4. Because the Manticore has the Legendary Sword symbol on its card, the monster's strength is further reduced = -1.
  5. MONSTER'S STRENGTH = 13 - 2 - 2 - 1 = 8.

The effects of potions that affect your total strength in battle last for the duration of the entire battle.

The item cards shown in the example (as printed on the page):

  • Night potion: cost 100 coins; +2 (Character's Strength); "Max 1 per battle"; "Discard after use". The usage line on this card is partly obscured in the source render (it appears to read "Can only [be used ...] after battle"); the rulebook's example uses it in the pre-battle step, as transcribed above.
  • Strength potion: cost 60 coins; +1 (Character's Strength) per potion; "Use before battle"; "Max 2 per battle"; "Discard after use".
  • Legendary Sword Durendal (Special Action Card): cost 20 coins to use the card; +1 (Character's Strength) when in a battle with a monster bearing the Legendary Sword symbol. Final blow ability: if the monster has only 1 Health left, you can immediately spend 2 of the resources shown on the card (partly illegible in the source render) to slay it. Exhaust after use.

Battle Round Phase

4th STEP - ROLL Color Dice, WHITE DICE & ANY SPECIAL DICE.

Next, the player rolls 2 White Battle Dice, any Color Dice he may have, and any Special Dice belonging to that Character.

5th STEP - Activate any special abilities on Character Cards, other cards, or spend 1 Blue Experience Cube for a reroll.

Then, if a player wishes and is able to, they can also trigger the effects of any Special Action Cards.

  • Players can only reroll White Battle Dice and may do so only once per battle round. If a player has Special Dice, they have to reroll those too (1 Blue Experience Cube per reroll).
  • When rerolling, players have to reroll all of the White dice + Special Action Dice. The second result is final.
  • Contrary to the White Battle Dice and Special Dice results, players are allowed to keep the results of the rolls for the Colored Dice from the previous battle rounds, if they so wish. This allows players to keep the good rolls and keep those dice free to activate on the future battle rounds when needed.

6th STEP - Compare Character's Strength VS Monster's Strength.

After dice have been rolled and potentially rerolled, it is time to compare the results of the rolls.

  • If a Character's strength > monster's strength = DEAL 1 DAMAGE to the monster.
  • If a Character's strength = monster's strength = NOTHING HAPPENS.
  • If a Character's strength < monster's strength = LOSE 1 HEALTH (drop Health Token one spot on the Character's Health Track).
  • If a Character has dealt the same amount of damage (indicated by the number of Health Tokens on the Monster Card) as the monster's Health points = MONSTER IS SLAIN.
  • If a Monster has dealt the same amount of damage as Character's total Health = BATTLE IS LOST.

Between Battle Rounds Phase

7th STEP - Check if WON or LOST.

Check if the battle has ended, and if so, immediately go to step 9 END OF THE BATTLE.

8th STEP - Continue the BATTLE or FLEE.

Fleeing the battle: After every Battle Round, if the battle is not over, a player has a chance to decide, either to flee, or continue the battle. If they decide to flee, this is what happens:

Effects of Fleeing the Battle: Player loses the amount of Reputation equal to the LEVEL of the MONSTER.

  1. (-1 Reputation = Gray/White Monster Card; -2 Reputation = Brown Monster Card; -3 Reputation = Red Monster Card.)
  2. Player keeps the Monster & Mission Cards.

Continuing the battle: If a player decides to continue the battle, repeat the battle steps until the player flees or the battle is decided.

End of a Battle Phase

9th STEP - Give Potential Rewards, Bonuses, or Trigger LOST BATTLE effects.

Lost battle: If the player's Health Token is at the bottom of their Health Track and a player receives one more damage, the battle is lost. A player cannot die, so their Health Token stays at the bottom of the Health Track.

Effects of a Lost Battle:

  1. Player fails the mission (important for all card effects, for example the Casimir III The Unforgiving Monarch Card).
  2. Player loses the Mission Card + Monster Card belonging to it (puts them into the matching discards).
  3. Player loses the amount of reputation equal to the LEVEL of the MONSTER (1 = Gray/White Monster Card, 2 = Brown Monster Card, 3 = Red Monster Card). Reputation is lost on both Reputation Tracks.

Notes on dice results:

  1. All the dice results happen simultaneously (Color Dice effects, White dice effects, Special Dice effects).
  2. If the results of some of the dice would mean the monster is defeated, but players would suffer damage also by other dice or effects, both will happen simultaneously.
  3. If a player would get defeated but slay the monster at the same time, the player loses the battle and the monster is not killed. Follow the instructions of a LOST BATTLE under step 9.

Won battle: If a player wins the battle, the battle immediately ends.

Effects of a Won Battle:

  1. Player receives REWARDS as stated on the Monster Card in order from left to right (Coins -> Reputation -> EXP) -> ACCOUNT FOR MONARCH CARD EFFECTS (+ coins, - coins, additional EXP., additional Reputation...).
  2. Player places the Monster Trophy (Monster Card) next to the Player Board (left side), to indicate they now have that Monster's Trophy.
  3. Player discards the Mission Card, to its discard pile.

2. Capital City Location Action (Location Action)

To be able to visit the capital and execute this type of Location Action, players need to meet 2 criteria:

  1. Need to be located at a Capital city of one of the 6 kingdoms.
  2. Need to, on their turn, put their Action Token on the Location Action / Enhanced Location Action spot.

Once those requirements are met, players can, on their turn, do the Capital City Location Action. Once in the capital, players can visit all of the below locations with just one action, but some are limited in their use. More on that below, when we will take a closer look at each one separately.

Possible locations to visit once in the capital and taking the Capital City Location Action are:

  • Visit the Tavern
  • Visit the Docks
  • Visit the Merchants
  • Visit the Townsfolk
  • Visit the Great Library

Warnings:

  1. On your turn when visiting one of the 6 capitals, you can visit all of these locations with 1 action.
  2. When visiting the Tavern you can collect only 1 Monster Mission per action. If you want to take more than 1, you will have to take another Location Action / Enhanced Location Action (Capital City Location Action).

Visit the Tavern (Location Action - Capital City Location Action)

Enables a player to collect 1 Monster Mission. You take the Mission Card + 1 Monster Card matching the color of the Monster Token placed on it.

Monster Mission = Mission Card + Monster Card. Both Monster Card & Mission Card will go into your player area and will now combine in the so-called Monster Mission.

Example (collecting a Monster Mission):

  1. In the example we have 3 identical Mission Cards, but with 3 different Monster Tokens (Gray/White, Brown, Red).
  2. The Monster Tokens on the Mission Cards are "exchanged" for a Monster Card of same color.
  3. The Monster Card & the Mission Card are then added to your Player area of the gaming table.

After that, you have an option to Reveal the Monster Card of the Mission you just took. To Reveal the Monster Card you have to:

  • PAY 0 COINS to REVEAL the card in the 1st column of the Tavern Mission Board.
  • PAY 20 COINS to REVEAL the card in the 2nd column of the Tavern Mission Board.
  • PAY 30 COINS to REVEAL the card in the 3rd column of the Tavern Mission Board.

For the 1st column the player does not have to pay for the reveal, as indicated on the Tavern Mission Board. For the 2nd column the player has to pay 20 coins for the reveal. For the 3rd column the player has to pay 30 coins for the reveal.

Revealing a Monster Card is supposed to represent gathering the information about the monster and spending resources preparing and learning about it.

If Mansa Qu the Clairvoyant Monarch is in the game, he has his own special Clairvoyant Board where all the monsters of the kingdom he is in are already revealed. Thus players do not need to pay for revealing them. Whenever a new Mission Card comes into play for that kingdom, make sure to reveal the associated Monster Cards that are also added to the Clairvoyant Board.

Remember, you cannot visit the Tavern to collect more than 1 Monster Mission per action. Once again, if you want to take more than 1, you will have to take another Location Action / Enhanced Location Action (Capital City Location Action).

Refilling of Mission Cards

After taking a Mission Card, you will draw a new Mission Card to bring the total of Mission Cards in the Tavern back to 9. When drawing a Mission Card, Mission Cards enter the Tavern Board from right to left, pushing any existing Mission Cards to the left. If a Mission Card of a kingdom with already max amount of Mission Cards is drawn, that card is immediately discarded and a new one is drawn.

Remember, if a Mission Card of a kingdom with already max amount of Mission Cards is drawn, that card is immediately discarded. (In case of Townsfolk Card Monster Hunters effect: the maximum number of cards the associated kingdom can have is 1!)

Monster Refill Board

At the bottom of the Tavern Board there is a Monster Refill Board with 5 Monster Tokens on it. After a new Mission Card is placed on the Tavern Board, the left most Monster Token is placed on that Mission Card. After all 5 of the Monster Tokens have been placed, refill the Monster Tokens according to the year of the game.

Immediately once the Year Track Marker on the Calendar Board is moved to the 2nd year position, remove all the current Monster Tokens on the Monster Refill Board and place new ones on it based on the Monster Refill for Year II.

  • Reset missions after year 1. Maximum missions 9.

Notes on Monster Missions:

  1. If you wish to discard the Monster Mission (Monster & Mission Card), you can do that at any point during your turn.
  2. There is a limit to the number of Monster Missions a player can have. That limit is 3 Monster Missions in total (2 of any kind + 1 Red Monster Mission).
  3. If you take another Monster Mission that would exceed your limit, you have to discard one of them that put you over the max amount of Monster Missions you can have (you may discard the Monster Mission after the 4th Monster Mission was already drawn, but before adding it to your Player Area, in order not to exceed the limit).
  4. Effect of Discarding the Monster Mission: A player immediately loses the amount of Reputation equal to the LVL of a discarded Monster Mission on both Reputation Tracks (-1 = Gray Monster Card, -2 = Brown Monster Card, -3 = Red Monster Card) if able, and puts the Mission and Monster Card on to their respective discards.

Visit the Merchants (Location Action - Capital City Location Action)

Enables a player to: BUY & SELL CARDS.

When you visit the Merchants there are two types of cards you can buy from them:

  1. Potions
  2. Horse

Types of potions you can buy when visiting the Merchants:

  • Speed potion
  • Antidote & Poison potion
  • Health potion
  • Strength potion
  • Night potion

To buy cards, buy as much as you would like, add up the costs and pay with coins.

Buying cards is not piece limited. You can buy as many potion Cards as you wish. (If you run out of cards, use some substitutes.)

You can only buy 1 horse. In the 1st year of the game you can also SELL potions and horse cards to the Merchants for half their price, rounded down.

In case of Special Action Cards Black ring / White ring = you collect the complete amount stated on the card and can sell them at any time in the game.

Forbidden: You cannot sell Market Cards (potions & horse) in the final 2nd year of the game.

Visit Townsfolk (Location Action - Capital City Location Action)

Enables a player: TO TRIGGER EFFECTS ON THE TOWNSFOLK CARD.

When you visit Townsfolk in that kingdom's capital, you will encounter different ways with which they will interact with you. (Townsfolk Cards are located left from the Main Game Board.)

Sometimes they will offer discounts on certain purchases or give you coins. For example: a Horse Merchant will enable you to buy a horse for just 50 coins (which is 60 coins cheaper, as printed). They will also offer you new ways to interact with them, like paying you to write a song about you (Troubadour), or offer to pay for your Monster Trophies (Monster Collector).

In Silver Coin: Age of Monster Hunters, there is a lot of things going on, so it is easy to forget about the Townsfolk. Our advice is not to do it. They can be a game changer and can offer you different paths to victory.

Visit the Docks (Location Action - Capital City Location Action)

Enables a player: TO TRAVEL THE SEAS.

When visiting the capital, you can visit the Docks to buy Ship Journey Cards. Those you can use, when executing the Movement Action, to set sail to the seas from one of the 4 Capitals that have a port (Oldefar, Lillac, Lemuria, Gobekli Tepe). As soon as you land ashore, at one of the 4 Capital Cities, your Sea Journey is finished. If you wish to set sail again, you will need to use another Sea Journey Card.

Remember, Visit the Docks is just one of the possible places you can visit when performing the Capital City Location Action. You are allowed to visit others on the same action as well. You can also buy multiple Ship Journey Cards. Once bought, Ship Journey Cards don't have to be used right away. You can use them at a later point in the game.

Visit the Great Library (Location Action - Capital City Location Action)

Enables a player: TO LEARN 1 KINGDOM KNOWLEDGE OF THAT KINGDOM.

To be able to LEARN KNOWLEDGE of a kingdom: PLAY 1 matching Experience Kingdom Card (a card of the same kingdom that you are performing this action in).

Example (Learning Kingdom Knowledge):

  1. In the example a player has played a Morahan (purple) Experience Kingdom Card to learn Kingdom Knowledge. It can only be played at the Capital of Morahan (Gobekli Tepe).
  2. Once those criteria are met, they gain the Morahan (purple) Kingdom Knowledge Token and put it on their Player Board on one of the available spots, potentially unlocking / gaining bonuses.

Each Kingdom Knowledge Token can be obtained only once and counts as 1 point of Learned Kingdom Knowledge. That is important when comparing your level of Kingdom Knowledge to the amount of Required Kingdom Knowledge when fighting a Monster.

Kingdom Knowledge is important for at least 3 separate reasons:

  1. It helps you fight monsters. For every point of Kingdom Knowledge you are lacking, the strength of the monster will be +1 (Monster's Strength).
  2. It helps you increase the max size of your hand, enabling you to hold more Kingdom Cards.
  3. It helps you gain powerful bonuses and abilities.

Players can gain different bonuses, depending on where they put their Kingdom Knowledge Tokens. Each row and column filled with tokens provides different bonuses.

Row bonuses (highest to lowest):

  1. Increases hand limit by 1, gives you 1 Experience and 1 use of any 1 Kingdom Card (play, draft, replace).
  2. Increases hand limit by 1, gives you 3 Flow of your choice (can be of both types).
  3. Increases hand limit by 1, gives you 3 Reputation on both Reputation Tracks.
  4. Negates the monster's bonus for that kingdom. (Depending on which Kingdom Token is there, monster's bonuses for the corresponding kingdom are nullified.)

Column bonuses (left to right):

  1. Gives you +1 (Character's Strength) when fighting certain monsters as if you own a Legendary Sword Special Action Card. You do not need to spend any amount of Flow to use it.
  2. Gives you the ability to negate location bonuses for the monsters (near forest/water bonuses).

Example: The player just received their second Kingdom Knowledge Token from the red kingdom of Fabula and decided to put it in the second row next to their first Kingdom Knowledge Token. With that they completed the second row and gained the increased hand size, as well as 3 Flow of their choosing.

3. Gather Herbs and Healing (Location Action)

Above the Main Board there is a Herb's area containing a Herb's deck together with 7 face up Herb Cards. Those are the herbs you can currently gather throughout the 6 kingdoms. There is a max number of 2 Herb Cards per kingdom that can be there at any given time. If more are drawn, they are put into the discard pile next to the Herb's deck and replacements are drawn immediately. There are a total of 2 Herb's Gathering Locations in each of the kingdoms.

Herb's area key: 1. Herb's discard pile. 2. Herb Cards that can currently be gathered throughout the world. 3. Herb's deck.

Herb Gathering locations: there are in total 2 Herb Gathering locations in each kingdom. They are marked with a Herb symbol.

When your Player Figure is on a Herb Gathering location on the world map and you perform the Location Action, you may choose one of the two:

  1. Heal
  2. Gather Herbs

Heal: To heal, remove 1 point of damage on your Health Tracker located on the left of your Character Card, by moving Health Token 1 spot up the Health Track.

Gather Herbs: To Gather Herbs, you can pick up 1 Herb Card from the tableau of face up Herb Cards above the Main Board. Immediately gain the bonus (potions or Flow). If there are 2 options to choose from, you can only pick one.

Herb card anatomy (example card "Silver Leaves"):

  1. The picture of the Herb.
  2. The card name, color and symbol of the Kingdom where the herb can be gathered (Fabula Red kingdom).
  3. One of the two options which you can choose from, when gathering a herb from this kingdom. It will immediately give you 3 Physical Flow Cubes.
  4. One of the two options which you can choose from, when gathering a herb from this kingdom. It will immediately give you 2 Antidote & Poison potions and 1 Flow Cube of the chosen type.

As you pick up a Herb Card from the tableau of Herb Cards, a replacement is immediately drawn following the above limitations (max 2 Herb Cards of the same kingdom). Also after Healing, or Gathering a Herb, an Exhausted Herb Token is placed on that space. If there is no such token present within the kingdom, it is put there from the supply. If there is one, you move it from one Gather Herb location to another. That prevents players from performing any more Gather Herb Actions at this spot, until a new one is performed at the other Gather Herbs location within the same kingdom.

Example (Gather Herbs and Exhausted Herb Tokens):

  1. The Red player has arrived at the Herb Gather spot A and executed a Location Action to Heal. The Exhausted Herb Token is placed on the spot A to indicate no further Location Action can be performed here.
  2. The Blue player has arrived at the Herb Gather spot B and executed a Location Action Gather Herb. The Exhausted Herb Token, which is now already placed in the Green - Lys Blanc kingdom, now moves from location A to location B.

Forbidden: If there are no Herb Cards from this kingdom on the Herb area above the Main Board, you CANNOT GATHER HERBS. You can only Heal. Remember, if you heal by using a Gather Herbs spot, you still have to place an Exhausted Herb Token on that spot.

In the example there are currently no green (Lys Blanc) Herb cards in the Herb area above the Main Board. That means that the Blue player cannot take a herb with the Gather Herb Action. They can however still use it to heal one point of damage if not at full health. Remember to put the Exhausted Herb Token on the spot to mark it was used.

Healing

There are many resources within the world of Silver Coin: Age of Monster Hunters, but Health may be the most important one. In this game a player can never die and is never eliminated. While this may not be the most realistic option, it is definitely the more fun one and works well as a game mechanic.

Players can heal in several different ways:

  1. Drinking Potions
  2. Taking a Location Action - Gather Herbs (to heal 1 point of damage)
  3. Using Character's Abilities, Special Action Cards

Drinking Potions: A player can heal by drinking (spending) a Health potion which they buy at a Capital City or by gathering certain herbs. Players can, at any point in time, on their turn (except during battle), drink Health potions and heal.

Taking a Location Action - Gather Herbs to Heal: As already explained, players can heal by 1 Health if they take a Location Action at the Gather Herbs spot.

Using Character's Abilities, Special Action Cards: Some Characters or Special Action Cards may also have an ability to heal. Those are explained on the cards themselves.

Health

Health is displayed on your Character Card in a form of heart symbols. Each heart symbol represents 1 point of health. Most Characters start the game with a total of 6 health.

Health is tracked on your Health Track, which is located on the left of your Character's Card. Damage is tracked by the use of a Health Token on your Health Track. Each time a Character would receive 1 point of damage, move your Health Token down by one spot on your Health Track. If your Health Token is on the bottom spot of your Health Track, you can not lose any more health, but if it happens in battle, the battle is lost.

Note: If at the end of the game a Character is still Wounded, they subtract 100 coins for each point of damage they have for the End game scoring.

Be careful: while you can not lose any more health, if your Health Token is on the bottom spot of your Health Track, it can prevent you from moving. You will not be able to move in drought or snow storms, if you do not negate the weather, because you are unable to pay the cost of moving in full (1 Flow and 1 Health).

Example (Weather and Health): The Blue player wishes to move from location A to location B, where the Fire Magic Temple is located. Because the current weather card displays a snow storm, they will not only lose movement, but will also lose 1 health, unless they spend 1 Physical Flow to prevent it. Since they are at their last health and have no Physical Flow to move, they will not be able to do so. A very rare situation within the game, but it can happen. That is why it is not smart to be low on health, or without any Physical Flow.

There is a possibility that the Character has learned Air Magic, in which case they could spend their Magical Flow to use the Air Magic effect and negate the weather for this month. In other words, options are numerous, be sure to plan wisely.

Poisoned State

Poisoned state is a state you do not wish to be in. It can only happen if the following 2 conditions are met:

  1. You are fighting a Poisonous monster.
  2. You receive damage during that fight.

Once a Character is hit by a Poisonous monster, they also receive a Poison Token. That will indicate the Character is now poisoned. For each hit by a Poisonous monster, add 1 additional Poison Token. During the battle that token has no effect. However, after the battle, the poisoned state definitely has an effect. A Character that is poisoned receives 1 point of damage at the start of each round (month), unless they are down to their last Health point (remember you can not die). So you can immediately see that getting poisoned is really bad, and Poison Tokens are something you would want to get rid of. To do that, you will have to use the Antidote & Poison potion. You can drink it immediately after the battle has finished. Remove 1 Poison Token per each Antidote & Poison potion taken when you do.

  • If at the end of the game a Character is still poisoned, they subtract 50 coins for each Poison Token they have for the End game scoring.
  • There is another way you can get a Poison Token. There is a Townsfolk card called the Plague Doctor. When entering a Kingdom where it is present, you will have to draw from a bag with Plague Tokens. If you happen to draw the one with the skull symbol on it, you immediately place one Plague Token on your Character. If a token is blank, nothing happens. Once drawn, return the Plague Token back to its bag (there is always the same chance of getting the plague).

4. Learn Magic Action (Location Action)

On the world map there are in total 4 locations marked with a Silver shield and a different Magic Symbol. They represent the 4 Great Temples of Magic where players can learn the Magic of each type:

  • Fire Magic
  • Air Magic
  • Spirit Magic
  • Protection Magic

Magic Cards are not necessary to learn, but they will help you a great deal when facing different monsters.

Each of the 4 Great Temples of Magic is located in a different kingdom, additionally encouraging you to travel the world.

Magic abilities of different Schools of Magic will cost Magical Flow to activate and can be further enhanced through the use of some Special Action Cards.

A small hint: Certain Characters are more prone to gain Magical Flow and less so to gain Physical Flow, making them more appropriate to focus on Magic.

To learn Magic, players need to:

  1. Be at the location of a Great Temple of Magic.
  2. Not already have the Magic Card of the associated Magic school.
  3. Take a Location Action - Learn Magic.
  4. Spend X amount of Blue Experience Cubes.

How many Blue Experience Cubes a player will need to spend to perform a Location Action - Learn Magic will depend on the number of Magic Cards already in their possession. To be exact:

  • 2 Blue Experience Cubes for the 2nd Magic Card
  • 4 Blue Experience Cubes for the 3rd Magic Card
  • 6 Blue Experience Cubes for the 4th Magic Card

In total, they will need to spend 12 Blue Experience Cubes to be able to learn all 4 Magics (you start the game with one).

The four Magic schools:

  • Fire Magic: Offers bonuses against certain monsters. Enables you to cause additional damage.
  • Spirit Magic: Offers bonuses against certain monsters. Enables battle with Spirit type monsters. Enables you to close the gap between your current and Required Kingdom Knowledge.
  • Air Magic: Offers bonuses against certain monsters. Prevents effects of the weather on travel, health, or battles.
  • Protection Magic: Offers bonuses against certain monsters. Enables you to prevent damage during the battles.

5. Learn Ancient Knowledge (Location Action)

On the world map, specifically in the kingdom of Abaris (Yellow Kingdom), there is a spot marked with the Ancient Symbol.

When on this location, players can perform a Location Action to learn Ancient Knowledge. To do that, they need to spend X amount of Kingdom Cards with an Ancient Symbol in their top right corner. The amount of Kingdom Cards you have to spend depends on the number of players that already visited the Ancient temple and gained the Ancient Knowledge Token. Only three players can visit the Ancient temple within one game:

  • 1st player to visit: only needs to spend 1 Kingdom Card with an Ancient symbol.
  • 2nd player: needs to spend 2 Kingdom Cards with an Ancient symbol.
  • 3rd player: needs to spend 3 Kingdom Cards with an Ancient symbol.

The purpose of the Ancient Knowledge Token is to help you battle monsters (because of the higher total amount of Kingdom Knowledge you will have), as well as to help you gain the bonuses on your Player Board when filling a row or a column in the Kingdom Knowledge area of the Player Board.

Combo Action

Combo Action = Movement Kingdom Card + Location Action.

Lets you play 1 Movement Kingdom Card + perform the Location Action. As you can see, it is basically an advanced Location Action, which lets you use 1 Movement Kingdom Card to move 3-4 places as well.

Warnings on the Combo Action:

  1. If you plan your moves well, this can really be a great combination together with other available Actions. However remember, this action can only be executed if you possess the Movement Kingdom Card of the kingdom you are currently located in.
  2. You can use this action in any order you wish as well. Meaning you can first perform the Location Action, and afterwards move with a Movement Kingdom Card.
  3. Combo Action is a very powerful action and can be used as an additional movement, as also an additional Location Action you may perform in a given round. Of course, for that to happen, you will always have to play the Movement Kingdom Card of the kingdom you are currently located in. Only that card will trigger the ability to perform this action.

Forbidden: While you can use the Combo Action to simply play a Movement Kingdom Card, and are not obliged to execute a Location Action, you CANNOT use this action to just perform the Location Action. The Movement Kingdom Card part is obligatory: you have to play the card to perform the Combo Action.

FAQ: Can a player use Combo Action for Teleportation or Sea Travel? Yes, but the player has to be located at one of the capital cities with a port. For example, a player can perform a Location Action and then move by 1 spot on the sea using the Combo Action. (No matter the amount of "boot" movement points, players always move by 1 spot on the sea.)

Be careful! A player cannot perform a Combo Action if they are already on the sea, because, if you remember, a Combo Action can only be used when a player is located in a kingdom of a matching color to the played Movement card.

Transform Flow Action

Transform Flow Action: Lets you transform 1 type of Flow to another.

Forbidden: You can only transform 1 Physical Flow to 1 Magical Flow or vice versa. You CANNOT transform more than 1 Flow Cube resource of any type at once.

FAQ: What about the Natural Chaos character, doesn't his ability allow him to transform 1 Physical Flow to 2 Magical ones? Of course it does. Remember, the abilities on the cards will always take precedence over the rules.

Replace Action

REQUIRES: 1 Physical Flow to execute.

Replace Action: Lets you replace one of your Kingdom Cards in hand with one of the face up Kingdom Cards area.

2. Contested Global Actions

These are the Action spots located on the Main Board (right bottom corner). They are called Contested because other players may move their Action Tokens on those spots and thus prevent other players from using the same action. Below we will take a look at all of the Global actions.

  • Turn Order Action: Enables you to change the initiative, making you the first player in turn order (costs 1 Physical Flow). You also receive an additional Reputation (on both tracks) by doing so.
  • Random Draw Action: Enables you to draw 1 Kingdom Card from the top of the Kingdom's Card deck.
  • Transform Flow / Experience: Enables you to spend 1 Experience to gain 2 Flow of any kind, or to spend 2 Flow of any kind, in order to gain 1 Experience.
  • Gain Experience Action: Enables you to gain 1 Experience Cube.
  • Buy Color Dice Action: Enables you to spend Experience to gain the indicated amount of dice. You also move 1 spot higher on the Turn Order Track.
  • Enhanced Location Action: Enables you to perform one of the two possible Enhanced Location Actions (costs 1 Magical Flow).
    • a) Battle Spirit monsters, without otherwise required Spirit Magic Card.
    • b) Revealing two level one Monster Cards and choosing one, when taking a Monster Mission, without spending coins for Monster Card reveal.

Turn Order Action

REQUIRES: 1 Physical Flow to execute.

Turn Order Action: Move your Player Token on the Turn Order Track to the 1st spot, at the same time moving the rest of the Player Tokens 1 spot down each.

Gain 1 Reputation (on both Reputation tracks).

Transform Flow / Experience Action

Transform Flow/Experience: Enables you to spend 1 Experience Cube to gain 2 Flow Cubes of any kind, or vice versa.

Gain Experience Action

Gain Experience Action: Enables you to gain 1 Experience Cube.

Random Draw Action

Random Draw Action: Enables you to draw 1 Kingdom Card from the top of the Kingdom's Card deck.

Forbidden: You can not perform this action if you are at your maximum hand size limit.

Buy Color Dice Action

Lets you spend Experience to gain the indicated amount of Color Dice. Also moves you up 1 spot on the Turn Order Track.

On your turn, in the Action phase, you can place 1 of your Action Tokens on the Buy Color Dice Action spot. You spend your Experience Cubes for the Color Dice located on one of the 3 different areas of the Dice Board. Those dice are used in combat, to help you fight monsters. Most of the time they trigger one time effects of your Special Action Cards. To buy them, you have to spend the number of Experience Cubes marked above the three separated Dice Areas. You can only take dice from 1 of the areas receiving the amount of dice indicated on the specific Dice Area.

  • 1st Dice Area = take 1 die (the leftmost).
  • 2nd Dice Area = take 1 die (of your choice).
  • 3rd Dice Area = take 2 dice (of your choice).

Dice Area costs:

  1. The 1st Dice Area requires you to only spend 1 Experience cube to take 1 die. You can only take the dice in this section in a specific order, always taking the leftmost available Color Die.
  2. The 2nd Dice Area requires you to spend 2 Experience cubes to take any 1 die from the dice pool.
  3. The 3rd Dice Area requires you to spend 3 Experience cubes to take any 2 dice from the dice pool.

Forbidden: You can not buy Color Dice from 2 different areas per action, only 1. For example, you cannot take 2 Color Dice from the first Dice Area with 1 action (because you would need to use 1 action for each).

Warnings:

  1. You never lose the Color Dice once acquired.
  2. Remember, in order to buy Color Dice, you need to use already gained Experience Cubes from your Player Board, and cannot buy them through the use of Experience Kingdom Cards directly.

FAQ: Is it better to buy Color Dice before buying any Special Action Cards or monsters that require them? Depends, but usually it is safer to first get the card that requires them, so you know which ones you will need. However, buying them late may increase the cost of obtaining them, and you can even run a risk of them running out.

Enhanced Location Action

REQUIRES: 1 Magical Flow to execute.

Enhanced Location Action: Enables you to perform one of the two Enhanced Location Actions.

  • a) Battle Spirit monsters, without otherwise required Spirit Magic Card.
  • b) Revealing two level one Monster Cards and choosing one, when taking a Monster Mission, without spending coins for the Monster Card reveal.

Cleanup Phase in Detail

After players cannot, or do not wish to take any more actions, they will pass. After everyone has passed, the game will enter the so-called Cleanup phase. Players will do a small upkeep, in order to prepare for the next round.

  1. Move the Round Tracker.
  2. Move the Weather Tracker.
  3. Move the Year Tracker 1 spot as well, and update the Monster Refill Board (if needed).
  4. Flip the next Season Card + move a new Season Card to the current Season spot (if needed).
  5. Players reset their Action Tokens, by returning them to their original spots.

(Steps marked with a shield do not happen every Cleanup phase.)

After the Cleanup phase, you start a new round unless this was the last month of the YEAR 2, in which case we immediately move to the End Scoring phase of the game.

Example of a Cleanup phase where all 5 steps are done (only happens when going from year 1 to year 2 in a game):

  1. The Round Tracker moves 1 spot on the Calendar Board (for example 1 month -> May to June).
  2. The Weather Tracker on a Season Card has moved from January to February. 2 "circling" arrows, as indicated by the arrow symbol, remind us that we need to flip the Future Season Card in order to see the weather ahead (in this case Spring Season Card). The Spring Season Card will flip, showing us the future Spring Weather.
  3. Because the Round Tracker has moved from February to March, we have entered into the 2nd year of our game. The Year Tracker is moved accordingly.
  4. After the game enters its 2nd year, immediately remove the remaining Monster Tokens on the Monster Refill Board and execute the monster refill based on the instructions on the left of the Monster Refill Board.

Types of Rounds

Now that we have gone through all the possible actions players can take in each round and how a Normal round works, let us also mention two different types of rounds that can happen in a game. They work exactly the same as the Normal rounds, with some small exceptions.

There are in total 3 types of rounds we can have in Silver Coin: Age of Monster Hunters:

  1. A Normal round
  2. A Bidding round
  3. A Flow round

What type of round we will be facing next will be displayed within a circle at the bottom of each Weather card:

  1. A Normal round = (no symbol)
  2. A Bidding round = (flow symbol)
  3. A Flow round = (gavel symbol)

Bidding Round

During the Bidding round, players will perform an extra phase which is BIDDING. They will use the Kingdom Cards in their hand to bid on the Special Action Cards. Special Action Cards are powerful cards that can act as a great boost in combat, one-time effect in the game, or an ongoing ability that triggers, that you are able to use. If there is an ability on a Special Action Card that goes against the general game rules, Special Action Cards take precedence.

Players will be able to take Special Action Cards from the Special Action Cards Board. There are X Special Action Cards available and they refill once the bidding is over. The number depends on the number of players, where X equals the number of players. There will be a total of 4-7 bidding rounds within each game, which means every player will have a chance to receive that amount of Special Action Cards and build their engine.

Forbidden: During the Bidding round players can ONLY perform 1 action on their Action phase (instead of 3 available during the Normal rounds)!

Special Action Card anatomy (as labelled on the example cards: Legendary Sword Durendal, Fire Vortex, Path through the Marshes):

  1. Amount & type of Flow needed to activate the card.
  2. Exhaust the card after use.
  3. Discard the card after use.
  4. Name of the Special Action Card.
  5. Effect / instruction text of the card.
  6. Type of Magic needed to use the card.
  7. Type of Special Action Card symbol.
  8. Symbol indicating when the card is used.

Example of the Special Action Cards board: the Green player is the first to pick a Special Action Card, so they take the Surprise Attack Action. The Red player takes Path through the marshes and the Blue player goes last. They pick the Ancient Knowledge card. Then the round moves to the Preparation phase. After all the players have chosen their cards, refill the empty face up area of the Special Action Cards board with new cards so that there are X amount of face up cards available (where X equals the number of players) for the next bidding round.

Warnings:

  1. If during the Action Phase a player would take a Special Action Card from the Special Action Cards Board, immediately replace it with a new card from the deck (this would happen if a player receives a specific Bonus Token on the Bonus Reputation Track).
  2. If a player decides not to bid (because either they are unable and lack Kingdom Cards to do it, or do not wish to), they do not get to choose a Special Action Card after the bidding has taken place. These Special Action Cards are still removed to the discard and replaced with new ones for the next Bidding round. They still participate in the Action Phase and get to do their 1 action.

Forbidden: Do not replace Special Action Cards chosen during the Bidding round until the bidding is finished.

Bidding Itself

In turn order, players will decide to bid any amount of Kingdom Cards from their hand and place them face down in their Player Area. When every player has chosen their cards, they simultaneously reveal them and compare the Kingdom Cards bidding value (indicated on the bottom right of the card). The player with the highest combined value chooses the Special Action Card first, and then the next player proceeds, until every player has chosen their card.

In the event of a tie, the position on the Turn Order Track will be the tiebreaker.

If a player decides not to bid any cards, they also do not receive any Special Action Card that bidding round.

Example (Bidding):

  1. All 3 players have placed their Kingdom Cards to indicate their bids. Starting with the Green player, who has bid 2 Kingdom Cards and placed them face down in front of them. The Red and Blue have decided to bid with just 1 Kingdom Card each.
  2. All players simultaneously reveal their cards. The Green player has bid a total value of 9, which is the highest, thus they will choose a Special Action Card first. The Red player has bid a value of 7 and is going to choose their Special Action Card 2nd. The Blue player will go last with a total value of 3.

Note on the bidding example: the card-value labels printed under the example cards read Value 9 (Green), Value 5 (Red) and Value 3 (Blue), while the printed text gives Red a value of 7. Both are reproduced as printed; the text and the labels in the image disagree on the Red value. The order of choice (Green, Red, Blue) is the same either way.

Flow Round

The Flow round indicates the increased amount of Flow in the world of Atosia that month (game round). This enables characters to perform more powerful abilities.

The Flow round plays the same way as the Normal Round. The only difference is that every Character now has an option to use their special ability, which is written below their regular Character's ability or on their associated Flow Card (the "Special Flow ability", as opposed to the "Regular ability").

Some Characters have an additional Flow Card, or Board (Time Board for the Chronomancer), which they use during the Flow round, or game in general.

End Game Scoring in Detail

When all of the players finish their last turn (24th round), in the last month of the 2nd year on the Calendar Track, the game will enter its final stage, the END GAME SCORING.

Here players will count up their final score by the following formula:

  1. They will count up the amount of coins they have.
  2. They will subtract 100 coins for every point of damage on their Character Card.
  3. They will subtract 50 coins for each Poison Token on their Character Card.

The player with the most COINS wins the game. In a case of a tie, the player highest on the World Reputation Track will win. Remember, if that is tied as well, the player higher on the Turn Order Track wins.

You are now ready to play Silver Coin: Age of Monster Hunters!

Characters in Detail

Below we will describe the setup, special abilities and FAQs of the Characters you will be playing in this game. Some of the instructions are already written within the setup or on the cards, but for more in-depth and exact instructions refer to the following. All Characters start with a Health Token on the top most space of the Health Track, so be sure to grab one.

Gatherer

Initiative number: 3 Setup components: 1 Character Card / 2 Flow Card / 3 Gatherer Cards

Character's Basic Ability:

  1. When executing a Location Action - Gather Herbs, this Character is able to collect all the Herb Cards within the kingdom where the action is done. If the Herb Cards you would gain in such a way still have 2 bonuses to choose from (upper or bottom), you still choose only one.
  2. This Character cannot buy potions. They can still obtain them through Location Action - Gather Herbs or different cards or Bonus Tokens.

Character's Flow Ability:

  1. On a Flow turn and only on a Flow turn, this Character has one of the two options: a) They can brew 1 of the things on its Flow Card, by spending the needed resources. b) They can immediately replace all of the Herb Cards above the Main Board, with 7 new Herb Cards from the Herb's deck.

FAQ: What if I want to create more Poison bombs, but don't have any more Poison bomb Gatherer Cards? Then you cannot create any more. Gatherer Cards are piece limited.

FAQ: What happens with a Gatherer Card once it is discarded? It goes back to your Player area face down, where it can be later on, on a Flow turn, brewed again. Once used, the Gatherer Cards don't leave play.

FAQ: Can an Invisibility potion be used many times within one battle, and do you play it before the battle starts? That is correct. The effect lasts for the entire battle and the card needs to be played before the battle starts.

FAQ: Can a Nightmare potion be used against monsters that otherwise tell you not to use Strength or Night Potions? Correct.

FAQ: What if Regeneration potion is used before battle, but you were not damaged during the battle? Then you have just wasted a good card. But hey, you played it just in case anyway, right?

Seeker

Initiative number: 2 Setup components: 1 Character Card / 2 Seeker Token

Character's Basic Ability:

  1. The Character can spend 1 Flow Cube of any kind to use all 3 hidden paths on the World Map. They can do this from the start of the game, without owning the Hidden Path - Special Action Cards, but the player needs to spend 1 Flow Cube to activate the ability.
  2. The Character can use one of its available actions, to put an Action Token on one of the 3 Icons located on its card. When done, for this Character, the Day Cycle in this round changes to Full Moon, Night or Daytime, depending on where the Token is placed.
  3. The Character starts the game without the Horse Card, but also is not able to obtain it through the game.

Character's Flow Ability:

  1. The Character can, on a Flow turn, use a Movement Kingdom Card of ANY COLOR, to execute a Combo Action.
  2. The Character can, on a Flow turn, spend 1 Physical Flow Cube, to place its Seeker Token in one of the 6 Kingdoms on the World map. The Character ignores weather effects when moving (only when moving) within, out of, or to the kingdom, till the Token is there.

FAQ: Since the Character already has the ability to use 3 hidden paths from the start of the game, does that mean gaining those Special Action Cards is useless for them? Actually not quite, since the Character is still required to spend 1 Flow Cube every single time when they are using the Hidden paths on the World map. By owning the specific Hidden Path - Special Action Card, they are no longer required to spend a Flow Cube for that type of Hidden path, and also gain a boost on movement when using the card, as written on the card itself.

Druid

Initiative number: 7 Setup components: 1 Character Card / 2 Small Tracker Token

Character's Basic Ability:

  1. At the start of the game, place your Tracker Token on one of the 3 available spots on your card, marked with an animal symbol. It represents the Druid activating its inner spirit (represented with an animal symbol) and gaining its power, but at the same time there is always a drawback that comes along with maintaining that power.
  2. At the end of each round, the Character may choose to move its Tracker Token, on its card, to a different symbol. Thus using a different power, as indicated with arrows connecting all 3 abilities. However, on some instances, that will require you to pay with Magical Flow, to be able to move the Tracker Token to the next symbol.

The Druid's three powers (the Tracker Token is placed on one of the three animal symbols on the Character Card):

a) The Owl

  • The Power: lets the Druid draw 1 additional Kingdom Card in each Preparation phase.
  • The Drawback: while using this power, the Druid's base battle strength is reduced by 1. (Or you can also say the monster gains +1 instead.)

b) The Bear

  • The Power: while using this power, the Druid's base battle strength is increased by 1. (Or you can also say the monster loses -1 instead.)
  • The Drawback: while using this power, the Druid's max size for Kingdom Cards is 1. If the player had more than 1 Kingdom Card in hand when they moved the Tracker Token to the bear symbol, the player is required to immediately discard down to 1 Kingdom Card.

c) The Tiger

  • The Power: lets the Druid move +4 additional movement points on land.
  • The Drawback: every single time they would move, the Druid needs to pay 1 Physical Flow to do so.
  1. This Character cannot buy a horse.

Druid Flow Ability:

  1. During the Flow round, the player can move the Tracker Token once before the end of the round. Note that the player can still move the Tracker Token one additional time at the end of the round.
  2. The Character, for the duration of the Flow round, IGNORES the drawback effects of the three powers.

FAQ: Can a player use 2 of the powers during the Flow round? Yes indeed they can. Normally a player can only decide to move the Tracker Token on their Character Card to choose a new power at the end of each round. On a Flow round, however, a player is allowed to, once on their turn, move the Tracker Token to any spot. Thus, technically speaking, they can, for example, move for +4 in Tiger form, move the token to the Bear form and fight the monster all in one round.

Berserker

Initiative number: 8 Setup components: 1 Character Card / 2 Flow Card / 3 Berserker Die / 4 Locked Cubes

Character's Basic Ability:

  1. If wounded, the player is required to roll an additional Special Die each battle round. It is called the Berserker Die. This requirement is a must and cannot be bypassed. If battle dice in the battle are rerolled, always reroll the Berserker Die as well.
  2. If the rolled result on a Berserker Die would show a Heart symbol, immediately lose 1 health. If the result shows numbers, add those numbers to your rolled total, thus increasing your strength.
  3. You may spend 3 Physical Flow Cubes to prevent damage when you have rolled a Heart symbol.
  4. For every single point of damage you receive, you may convert your Physical Flow Cubes into Rage (marked with an Axe symbol on your Flow Card, as well as Character's card on the Health Track). The amount of Axes will tell you how many Physical Flow Cubes you can convert in such a fashion. Usually that will be 1 Physical Flow Cube per damage received, but when at the last health, that will go up to 2. Once converting Physical Flow Cubes to Rage Cubes, a player will simply move the Physical Flow Cube from its pool on a Player Board to the Rage pool area on their Flow Card.
  5. On its Flow Card, Berserker can unlock its Rage abilities, by removing cubes from the so-called "locked areas". Once cubes are removed from those areas, the Berserker will unlock its abilities.

RAGE ABILITIES: Whenever a player would use its Rage ability, below each ability with its symbol, the cost in Rage Cubes is listed. Spend that many Rage Cubes from your Rage pool to use the ability. NOTE that before using the Rage ability, it needs to be FULLY UNLOCKED first.

  1. Heart symbol: Whenever you would roll the Heart symbol with your Berserker Die, you may also deal 1 damage to the monster. NOTE you still receive 1 damage yourself, unless you prevent it by paying 3 Physical Flow Cubes.
  2. Number 1: Whenever you would roll 1 with your Berserker Die, you may count it as a rolled 2, if you use this ability.
  3. Reroll: You may, once per battle round, reroll your Berserker Die. NOTE this does not negate the effect of the rolled Heart symbol. Each time you roll that, you immediately receive 1 damage, unless you pay 3 Physical Flow Cubes, to negate it.
  4. The fourth Rage ability is shown on the Berserker board, but its rule text is not legible in the source render, so it is not transcribed here.

Berserker Flow Ability: Each Flow round you may choose one of the two: A) You may convert up to 3 of your Physical Flow Cubes on your Player Board, to 3 Rage Cubes, if able. B) You may remove 1 Locked Cube on your Flow Card, above one of the 3 locked Rage abilities.

FAQ: If you have unlocked the Rage ability on your Flow card, can you reroll your Berserker Die with it, even after you have already rerolled your Battle Dice & Berserker Die in that round? Yes, in this case you may roll the Berserker Die once again, since this is the first time you will do so using this ability. Don't forget that you reroll only your Berserker Die!

Rider

Initiative number: 9 Setup components: 1 Character Card

Character's Basic Ability: NOTE: To activate the Character's ability, this Character needs to have a Horse Market card. These two actions may only be used for movement on land, not when on the seas. Put one of your 3 available Action Tokens on one of the two spots on your Character Card. These actions are NOT AFFECTED by weather.

  1. Move for 2 spots on land.
  2. Move for 2 spots on land and also execute a Location Action. The Location Action part of this action is not mandatory and it can be executed before or after moving.

Rider Flow Ability:

  1. After all the players have passed, you may decide to reset all your Action Tokens and use them again, spending 1 ADDITIONAL Physical Flow Cube per action taken.

FAQ: Can the Rider use its action on the Character Card to teleport? Yes, if for example a player has gained the Teleportation Bonus Token, which enables them to teleport to any capital of the 6 kingdoms by using a movement action, the Rider can use its movement action on its Character Card to move in such a fashion. A hint: that would actually be a smart thing to do, for a plethora of reasons.

FAQ: How many Physical Flow Cubes does the Rider need to spend if, on a Flow round, the player uses its ability to reset the Action Tokens and then decides to use the 3rd Bonus Action Token to use an action such as a Replace Action? A player would have to spend 3 Physical Flow Cubes to execute such an action: 1 for the action itself, which requires you to spend 1 Physical Flow Cube; 1 for the Bonus Action Token; and finally 1 because the player is using the Rider's Flow ability.

Natural Chaos

Initiative number: 10 Setup components: 1 Character Card / 2 Portal Tokens

Character's Basic Ability:

  1. When executing the Transform Flow Action, this Character is able to transform 1 Physical Flow Cube into 2 Magical Flow Cubes.
  2. When activating Magic or Special Action Cards that would require you to pay with Magical Flow Cubes, this Character will only spend 1 Magical Flow Cube max per card.
  3. When executing the Movement Action you may travel to any location with the Portal Token. Spend 1 Magical Flow to do so. NOTE: For all movement purposes the Portal Token is 1 movement point away, and the player may continue with its movement after teleporting, spending the remainder of their movement points.

Character's Flow Ability: On a Flow round, at the beginning or end of the Action Phase, on your turn, you may place one Portal Token on any Copper Shield Icon spot with a distance of no more than 5 spaces away. Pay 1 Magical Flow Cube to do so.

FAQ: On a Flow round you may place a Portal on the World map with a maximum distance of 5 spaces. When counting spaces, do Sea routes or Hidden paths count as well? Good question. Sea routes do not count. Hidden paths, however, do; use this to your advantage wherever possible. You do not have to own the Hidden Path Special Action Card to use them for Portal placement.

FAQ: Are Portal Tokens piece limited? Yes they are. You can place a maximum of 6 Portal Tokens on the board. If you would need to place another one, you have to relocate one of the existing portals on the map, keeping the requirements for placement in mind.

Necromancer

Initiative number: 11 Setup components: 1 Character Card / 2 Necro Cards / 3 Flow Card

Character's Basic Ability:

  1. Necromancer needs to spend 1 less Experience Cube for each Magic she learns.
  2. Necromancer can use the REROLL once per battle round, only if the potential damage would be taken by the Mutated Zombie Card or the Character (Necromancer) herself.
  3. On your Character's Card you have a Necromancy Action spot marked with a symbol. In the Action phase, on your turn, you may decide to place an Action Token on it, to summon one of the creatures on your Necro Cards you hold in your hand from the start of the game. NOTE: You need to meet the requirements on the card and pay the associated cost, to be able to execute the summon.

Necromancer Character only has 2 health points, but can in battle decide to place damage on a Necro card itself. That can be decided after the roll. However, if a player wishes to reroll the battle dice, the damage can only be placed on the Mutated Zombie (if in play), or on the Character herself. When the Necro Card creature would lose its last point of health, the Necro Card is returned back into your hand and can be summoned again at a later point in the game.

Necro Card anatomy (as labelled on the example cards Mutated Zombie and Lich): Card's name; Card's ability; Health of a creature; Cost to summon; Prerequisites to summon; Character's symbol; Flow round boost.

Character's Flow Ability: Not all of the Necro Cards creatures can be summoned during the regular rounds; some may only be summoned on a Flow round.

  1. On a Flow round you are able to summon: Flesh Golem, Lich or Mutated Zombie.
  2. Certain Necro Cards creatures are stronger during a Flow round.

FAQ: If your Dead horse is destroyed in battle, you are supposed to lose a horse as well. What happens with the horse card? Can you buy it again? Can you summon your Dead horse again at a later point and place it back on the horse card? The Horse card will return back to the market, where it will be available for you to buy again, and yes, you can summon your Dead horse again and one more time place it on your Horse card.

FAQ: Is Bloated Zombie destroyed immediately after the battle round where its ability is activated? Yes.

FAQ: Do you still need to execute a movement action to use the Lich teleport ability? Yes. Remember, Teleportation travel is still considered one of the 3 types of the Movement Action. So yes, you need to use a Movement Action + destroy the card and pay the cost to teleport.

Fighter

Initiative number: 12 Setup components: 1 Character Card / 2 Flow Card

Character's Basic Ability:

  1. SWAP ABILITY: Before the start of the battle, Fighter can roll max one of each Colored Die (1x green, 1x red, 1x blue) in her possession. She can swap these later in battle rounds with the rolled results of the white Battle Dice. To swap the dice, she needs to pay 2 Physical Flow Cubes per dice-swap. Once swapped, the Color Dice are spent and can be rolled and used again in remaining battle rounds to activate the abilities of other cards.

  2. On her Flow Card the Fighter has 3 additional abilities she can use. But in order to do so, she needs to place the matching Color Die on the available spots above those abilities. Each Color Die placed on one of those spots will initially always be showing 1 pip. The number of pips on the face up side of the Color Die is representing the number of times a player can use the ability below it. Each time a player would use the ability, turn the Color Die so that the number of pips showing on it is reduced by 1. If the number of pips showing on the Color Die is 1 and you have just used the ability associated with it, remove the Color Die from the Flow Card back to your general Player area. That Color Die may immediately be used again in battle or returned back on the Flow Card in the future game rounds.

The 3 Abilities the Fighter can use on her Flow Card are:

A) Legendary Sword (RED Color Die)

  • Cost of the ability: 1 Physical Flow Cube.
  • Once a RED Color Die is placed on the spot above the ability, the player has, for all intents and purposes, gained the Legendary Sword, which will help them in future battles. Every time a player would use this ability in a battle to reduce the strength of a monster, turn the RED Color Die so that it is showing 1 pip less. If the RED Color Die was showing only 1 pip and the player would use the ability, immediately remove the RED Color Die from the Flow Card back to the general Player area.

B) Reroll the Colored Dice (GREEN Color Die)

  • Cost of the ability: 1 Magical Flow Cube.
  • Once a GREEN Color Die is placed on the spot above the ability, the player has gained the ability to Reroll the Color Dice.
  • The player is not limited to when they can use this ability, but can only do it once each battle round, or even once before the battle starts, to reroll the Color Dice the Fighter would roll for its "Swapping dice" ability.
  • The player can also choose how many Color Dice they would like to reroll. They are not obliged to reroll all the Color Dice with this ability.
  • Every time a player would use this ability in a battle to reduce the strength of a monster, turn the GREEN Color Die so that it is showing 1 pip less. If the GREEN Color Die was showing only 1 pip and the player would use the ability, immediately remove the GREEN Color Die from the Flow Card back to the general Player area.

C) Negate the Kingdom bonus of the monster (BLUE Color Die)

  • Cost of the ability: 1 Experience Cube.
  • Once a BLUE Color Die is placed on the spot above the ability, the player has gained the ability to Negate the Kingdom bonus of the monster.
  • Every time a player would use this ability in a battle, the monster immediately loses its Kingdom bonus (loses its strength bonus for the kingdom it is located in) for the remainder of the battle.
  • Every time a player would use this ability in a battle, turn the BLUE Color Die so that it is showing 1 pip less. If the BLUE Color Die was showing only 1 pip and the player would use the ability, immediately remove the BLUE Color Die from the Flow Card back to the general Player area.

Flow Ability: Each Flow round the Fighter may choose one of the two options: A) Can place 1 Color Die, with a side showing, on one of the matching (color-wise) available spots on its Flow Card to gain the associated ability. B) Can increase the number of pips showing, on 1 chosen Color Die on the Flow Card, by 2, to a maximum of 6 pips showing.

FAQ: The Reroll Color Dice ability states that the player can only use it once, to reroll the Color Dice rolled before the battle starts. What if I choose to reroll only one of the available 3 color dice (because I rolled 3 before the battle started: 1x red, 1x blue & 1x green)? Can I later use this ability again to reroll another Color Die used for the Swap-dice ability, the one which I have not yet used this ability on? Can I use it twice to reroll two different Color Dice in 1 battle round? No, as stated in the Rulebook, you can only use this ability 1 time in total for those dice, and 1 time per battle round for the other Color Dice you are rolling each battle round.

FAQ: When fighting the Griffin monster, the Monster Card says it can only be fought using the Color Dice. Can you reroll those dice once each battle round with the Reroll Color Dice ability that the Fighter possesses? You are indeed correct. Normally the Color Dice cannot be rerolled, but the Fighter's ability bypasses that, and this is an excellent example of its use.

FAQ: Before the battle, when you roll some Color Dice for the Swap Ability, what happens if there are some poor rolls? Are those dice useless? No. There are 2 different ways those dice become free to use for normal battle round rolls. First, if the player decides to use them for the Swap ability. After that, the Color Dice that was used in such a way can be normally rolled together with other dice on a next battle round. Second, the player can, before each battle round, decide to use those dice for battle round rolls instead. The player may decide to do so because they do not like the amount that was rolled and think they will be better used to activate other Card's abilities.

FAQ: When fighting the Griffin monster, can the Fighter use its Swap Ability? No, because the ability only replaces the Color Dice with the white Battle Dice, and since you cannot battle the Griffin with those, the ability cannot be used.

Chronomancer

Initiative number: 13 Setup components: 1 Character Card / 2 Flow Card / 3 Time Board / 4 Time Token

Character's Basic Ability: At the start of the game place 3 Time Cubes on the Area I on your Time Board. (Time Cubes are basically just your Magical Flow Cubes which change in name as soon as they are moved onto the Time Board.) You can have a maximum of 6 Time Cubes within the Area I on the Time Board.

  1. At the end of your ROUND, before the Action Phase of the game finishes and you pass, you may move the Time Cubes on your Time Board, from one area to another ADJACENT area in any direction. You may move all, or some of your Time Cubes, but account for the penalty indicated on the Time Board and lose that many Time Cubes in the process. Return the "LOST" Time Cubes back to the general Magical Flow Cubes pool, available for all the players.

  2. Once per ROUND, on your turn in the Action phase of the game, you may spend 1 Time Cube from any area on your Time Board, to activate the ability of that area. Keep in mind that the last area, Area IV, on your Time Board, can only be activated during the Flow round. This is indicated with a FLOW SYMBOL and EXCLAMATION MARK next to the area.

Abilities of the 5 different areas are separated into the PAST and FUTURE side of the Time Board. Each time a player uses an ability they need to spend 1 Time Cube from the associated area and can do it only once per game round. Area IV is considered neither past nor future; it is timeless.

The abilities are as follows:

I) Area II - PAST ABILITY: Allows the player to put one of their Action Tokens on one of the already occupied spots in the Global Actions area.

II) Area III - PAST ABILITY: The player may, on their turn in the Action Phase, at any time, place a Time Token on a current location. If they do, they may, at any point later in the round, activate the Time Travel ability. That will immediately move their Character figure on the World map to the location of the Time Token. Time Token is returned to the player area at the end of the round, even if the player doesn't use the ability.

III) Area II - FUTURE ABILITY: This ability may be used when the player is drawing any Monster or Kingdom Card. When using this ability the player may take a glimpse into the future: take a look at two cards and choose one of them.

IV) Area III - FUTURE ABILITY: This ability may be used while bidding, during a Bidding round. The player may take a look at the top Kingdom Card from the Kingdom Cards draw pile and decide, if they are willing to spend 1 Time Cube, to add it to the bidding area. If they decide not to use it, the card is discarded and the ability is not used (the Time Cube is not spent). If the ability is used, the Kingdom Card is added, without being revealed, face down in the player area (the Time Cube needs to be spent). The player may add other Kingdom Cards face down to increase the total of the bid.

V) Area IV - TIMELESS ABILITY: This area on the Time Track may only be activated during the Flow round. It enables the player to completely remove all the Kingdom Knowledge Tokens on their Player Board and reposition them to their liking. Take note that a player does not gain EXP, FLOW, REP or KINGDOM CARD bonuses in such a fashion, only the GENERAL BONUSES (Legendary sword, negated Kingdom bonus, negated Location bonus and increased hand size limit).

Chronomancer Flow Ability:

  1. On a Flow round the Chronomancer is able to place X amount of Magical Flow Cubes from its Player Board area to the Area I on the Time Board. Be careful, the total amount of Time Cubes in that area must never exceed 6.
  2. The Chronomancer is, on a Flow round, able to activate the Area IV on its Time Board.

FAQ: Can a player move Time Cubes back from Area II to Area I, so they can reposition Time Cubes from the past to the future and vice versa? It is not an efficient way to do it, but yes it can be done. Also keep in mind the maximum amount of 6 Time Cubes at any time in Area I.

Shapeshifter

Initiative number: 14 Setup components: 1 Character Card / 2 Flow Card / 3 Locked Cubes / 4 One Level I Monster Card

Starting Setup: Before the start of the game, take 2 random Level 1 Monster Cards and choose to keep 1. In a rare case you draw 2 same Monster Cards, redraw until you have 2 different ones. Add the one you chose face up to your Trophies Area left from the Player Board. Also be careful: this Character starts with a different set of starting potions (1x Health Potion, 2x Speed Potions & 1x Antidote/Poison Potion).

Character's Basic Ability: When playing the Shapeshifter Character, the player will be shapeshifting into different monsters. The Monster Cards the player will have available for shapeshifting will be displayed face up in their Trophies Area left from the Player Board. They will collect them either by slaying the monsters, or by gaining the Monster Cards at the beginning of the game, or through the use of the Shapeshifter's Special ability.

  1. The Shapeshifter cannot use Strength or Night Potions to increase their strength in battle.
  2. The Shapeshifter is not able to sell their Monster Trophies to the Monster Collector Townsfolk person, if they are present in the game.
  3. The Shapeshifter will lose 1 strength for the duration of the entire battle, if the player does not shapeshift before the start of the battle.
  4. A player can shapeshift into a monster form of the Monster Card they own if they meet three requirements:
    • 1st REQUIREMENT: They need to have unlocked the matching level of the monster they want to shapeshift into (indicated on their Flow Card).

The 3 levels are:

  • Level I (I): a) I. level - This ability is already unlocked at the start of the game. It allows for the player to shapeshift into Level I monsters (White/Gray Monster Cards).
  • Level II (II): b) II. level - This ability is unlocked by removing the Locked Cube on top of it on the Flow Card. It allows for the player to shapeshift into Level II monsters (Brown Monster Cards).
  • Level III (III): c) III. level - This ability is unlocked by removing the Locked Cube on top of it on the Flow Card. It allows for the player to shapeshift into Level III monsters (Red Monster Cards).

Shapeshifter's Flow Ability - Choose 1 of the 2 options: A) Draw a random Monster Card from the top of the Monster deck (only for the unlocked monster levels). Redraw if you already have the monster's trophy. Pay: 2 / 3 / 5 (the cost icons for each level are printed on the card). B) Advance a level on your Shapeshifting track.

2nd REQUIREMENT: They need to have the Monster Card of the creature they are going to shapeshift into in their Trophies Area.

3rd REQUIREMENT: They need to spend the required resources in order to shapeshift. Depending on the LEVEL of a Monster these are:

  • Level I: 1 Magical Flow & 1 Physical Flow Cube
  • Level II: 2 Magical Flow & 2 Physical Flow Cubes
  • Level III: 4 Magical Flow & 4 Physical Flow Cubes

Once shapeshifting into a monster, a player may also gain additional strength. Remember that without shapeshifting the player will lose -1 strength in battle (or for simplicity's sake we can also say that the monster the player is fighting will gain 1 strength). The strength the player will gain or lose by shapeshifting, or not, is as follows:

  • Not shapeshifting before the battle = -1 strength
  • Shapeshifting into a Level I monster = +0 strength (but remember that at least the player will not lose any, due to not shapeshifting)
  • Shapeshifting into a Level II monster = +2 strength
  • Shapeshifting into a Level III monster = +3 strength
  1. When shapeshifting into a monster, the player may take the Required Kingdom Knowledge of the Monster they are shapeshifting into as their base Kingdom Knowledge.

  2. A player may take the Monster Bonuses of the monster they are shapeshifting into to further increase their strength, keeping the requirements to activate it in mind and spending 1 Experience Cube per activated bonus (to activate each bonus). In other words, if a player wishes to use the +1 Bonus Monster strength of the Basilisk Monster Card (a), they may do so if they battle on a Clear Weather (b) and spend 1 Experience Cube to activate the bonus.

Example (Basilisk's bonuses, as printed on the Basilisk Monster Card): each of the three Basilisk bonuses (In Oldemor & Morahan +1; In clear weather +1; In summer +1) may increase Shapeshifter's strength, but for each of them the player will need to:

  1. Meet the Requirements (i.e. fight in Oldemor or Morahan / on a Clear weather / in summer).
  2. Pay 1 Experience Cube for each to activate it and add it to the Character's overall strength in battle.

In other words, the Character is now fighting as a Monster. While they may still gain the regular Character Bonuses, like normally, they may now also add the Bonuses on the Monster Card of the Monster they have shapeshifted into. Don't forget, the downside is that they cannot use Strength & Night Potions before the battle.

Experience and Reputation ability icons (Shapeshifting track): two icons (for the level I and the level II monsters) unlock the ability to gain 1 additional Experience Cube for each NEW/DIFFERENT Monster Card added to your Trophies Area, left from the Player Board. NOTE that not only slaying the Monsters but also the Flow ability that allows you to add new Monster Cards to your Trophies Area will also trigger this ability and give you an additional Experience Cube. If the player already has the same Monster Card that is to be added to the Trophies area, the ability will not trigger. Two further icons are the same as the above Experience ability, just that instead it gives additional Reputation on both Reputation Tracks.

Full moon icon: this one will add +1 strength to the player if they are battling the monster during the full moon.

Flow Ability (Shapeshifter): Each Flow round the Shapeshifter may choose one of the two options: A) Can advance 1 spot on the Shapeshifting track (on a Flow Card), by removing 1 Locked Cube in the process. A Player may only unlock areas they can reach (that are connected with the already unlocked spot). In the 3 examples in the rulebook, the player actually has 3 options when removing the Locked Cubes; they can decide to remove any one of the 3 marked Locked Cubes, thus unlocking different abilities. B) A player may decide to draw 2 Monster Cards of the same level and choose to add one face up to their Trophies Area left from the Player Board and discard the other one. To be able to do it, the player however is required to unlock the Monster Levels on their Flow Card. The player will be required to spend some of their Flow depending on which level are the Monster Cards the player will draw:

  • Level I Monster Cards: cost = 2 Flow Cubes
  • Level II Monster Cards: cost = 3 Flow Cubes
  • Level III Monster Cards: cost = 5 Flow Cubes

In a rare chance the player draws two same Monster Cards, they may redraw the second Monster Card until they have 2 different ones to choose from. If the player already has the same Monster Cards in their Trophies Area, the draw was wasted, but the player is also not required to spend Flow Cubes, since they will not be adding any additional Monster Cards to it.

Note on the Shapeshifter Flow options: the Shapeshifter's Flow Card (see the Shapeshifter section above) lists its two options as "A) Draw a random Monster Card ... Pay 2 / 3 / 5" and "B) Advance a level on your Shapeshifting track". The rulebook text on this page lists the options as "A) advance 1 spot on the Shapeshifting track" and "B) draw 2 Monster Cards of the same level". Both sets are reproduced as printed; the option order and wording differ between the card graphic and this text.

Shapeshifting track: the track offers different abilities you can unlock. Below each of them is explained in detail:

  • The three locked tracks (icons for Level I, Level II and Level III) each unlock the ability to shapeshift into Monsters of the matching level. You already start the game with the first one unlocked. Without unlocking the other two, the player will not be able to shapeshift into Level II and Level III monsters.
  • They will also unlock your Flow ability, which allows you to draw 2 Monster Cards of the same level and add one of them to your Trophies Area left from the Player Board.

FAQ: Shapeshifter has no need for Strength or Night potions. What happens if they gain those through different bonuses, Herb Cards etc. during the game? They have no effect and are useless to this Character.

Scenario Book (Version 1.0.9, 25/11/2021)

The Scenario Book is the official companion to the Standard Rules above. It covers the Solo and Cooperative game modes and the scenarios. Its prologue poem and lore passages are flavour text and are not transcribed.

Scenario Book Introduction

Welcome to the Silver Coin: Age of Monster Hunters Scenario book. The purpose of it is to enable you to learn how to play the Solo and Cooperative game modes and guide you through the scenarios we have prepared for you.

A lot of the game play elements and phases of play will be similar for both game modes as also for the specific scenarios, but wherever there will be differences and special rules it will be mentioned under the specific rules for those scenarios.

Before reading the Scenario book, please read the Rule Book and the general set up of the game, as here we will refer to those two and mention the differences where needed.

Each scenario will present you with a puzzle-like riddle you will have to solve to successfully complete its objectives, whether on your own in a Solo mode or as a team in Cooperative mode.

Game Setup Specifics (Scenario Mode)

  1. No Auction Phase.
  2. All Season cards are replaced with Scenario Specific Event cards.
  3. Special setup rules as per Scenario Instructions.

As mentioned under Game setup in Scenario mode, there is no Auction phase, and there is also no end game Scoring phase. There are in total 5 game phases that also form the phases of each Game round.

Scenario Game Phases

1. Mission Phase: Flip over a Mission card from the Mission card deck and add it to the Tavern Board as per Scenario's instructions.

2. Event Phase: Move the Weather Tracker Token to the next position on the Weather Card and/or flip new Event Card and read its instructions. These Event cards together with specific Scenario rules, winning and losing conditions, are the heart and soul of each scenario. They will vary from game to game and for each scenario.

Scenario card elements (as labelled in the book): Event Card Title; Scenario Game Mode; Weather Symbol; Event Type; Weather Type; Weather Effects; Type of a Game Round; Event text / Instructions; Scenario Symbol.

3. Preparation Phase: This phase will work as per the general game rules unless Scenario says otherwise.

4. Action Phase: This phase will work as per the general game rules unless Scenario says otherwise, with one exception!

Bidding Round: There is no "bidding" during the Bidding round. Instead, the players need to put their Action Token on a specific blue action spot next to the Improvement cards. That will cost 1 Experience cube to execute and will allow the players to pick one Improvement card from the tableau. After which they will discard the rest of the Improvement cards and reveal the new Improvement cards (number depends on the player count) which they will be able to gain during the next Bidding round.

5. Clean up Phase: This phase will work as per the general game rules unless Scenario says otherwise.

Scenario Mode General Rules

Movement

Players may move together. When players are travelling together or performing actions together they are called a company. This can be the result of an action, ability or played Kingdom cards.

  • In order to move together the active player must pay 1 Physical Flow to "bring" other players along.
  • Max movement is always that of the active player, no matter the movement points of other Characters. At the same time, if other Characters have less movement points than the active player, then that is the furthest point to which they can travel.
  • The active player may "drop" other Characters as they are moving; however, they cannot "pick them up". In order for players to move together, they must ALWAYS begin the turn at the SAME location.
  • Players may move together via Sea as well, but each must pay for their own Sea trip.
  • Players may move together through the hidden paths, via teleporting... as long as the ACTIVE player is able to use them.
  • When weather is affecting the movement or resources need to be spent for it, all players are affected and need to spend them.
  • If one of the players within the company is able to negate the effects of the weather, the weather is negated for all the members of that company.

Kingdom Knowledge

Each Character has their own Kingdom Knowledge; however, in times of battle, if battling as a company, the Kingdom Knowledge of all the members of the company is considered combined.

Example: If a Character A has 1 Kingdom Knowledge token and a Character B has 2 Kingdom Knowledge tokens, then, battling together, they would be considered to have a total of 3 Kingdom Knowledge, and thus the monster would gain no bonus for the battle. If on the other side 2 of the 3 tokens were from the same Kingdom, the total Kingdom Knowledge would still be 2.

Battle

  • When battling a monster as a company, add 1 health point to the total health points of a monster for each member of a company.
  • When battling as a company, each Character will have to calculate the strength of the monster for themselves as if battling the monster alone. Thus, if a Character A drinks a strength potion, that bonus will be applied only to them; same with any bonus for magic or items they may possess. The only difference is the above-mentioned Kingdom Knowledge.
  • The player 1st in turn order will start the battle. After applying the battle round results, the next player in turn order will do the same, and so on, until the monster is defeated or all the players flee or are defeated.
  • Players may decide to flee the battle before the battle round (roll of the dice). The remaining players will resume the battle as normal.
  • Once the battle is finished, the COINS are split among the players in a manner the players see fit. Each player gains the amount of experience written on the Monster card. Each player advances on the World Reputation track for the amount of reputation written on the Monster card. Players advance together on the Bonus Reputation track for the amount of reputation written on the Monster card (does not add up for each player separately).
  • If a player has run from the battle, they get no share of the rewards or any experience or reputation.
  • If one of the players is defeated, the battle or even Scenario is/may be lost.
  • Protection Magic is the only Magic that can be activated on another player's battle round, thus negating the potential damage that player would receive.

Solo Game Mode

Each scenario that can be played solo will be accompanied by the solo symbol.

Sometimes there are paths we need to walk alone... The success of your missions will completely be up to you, hunter. There is no one to rely on. That may be a burden, but it can also be liberating. You yourself will be the master of your faith.

There are no specific rules for solo mode. When you have read the General game rules and the general Scenario game rules, you are ready to start your first Solo game. Remember each Solo scenario will have its own set of rules you will need to follow in order to play it.

Cooperative Game Mode

Each scenario that can be played cooperatively will be accompanied by the cooperative symbol.

You will join forces with your fellow Monster Hunters in order to complete various Scenarios and missions that await you. You will have to decide when it is best to travel as a company and when to go on separate paths, when to fight together and when to stand alone. In Cooperative mode you will have to strike and find the right balance in order to emerge victorious.

Below there is a set of Rules specific for the Cooperative mode, which will together with the General game rules, General Scenario Game Mode rules and Scenario Specific rules tell you how to play the Coop game.

Reputation Tracks: The World Reputation Track works the same as per General game rules. The Bonus Reputation Track is however different. There is only one Player's token on the Bonus Reputation Track. Players are moving that token together. Every single time a player receives reputation, they will advance on the Bonus Reputation Track. The only exception here is after the battle: players will advance only for the total amount of points as written on the Monster card. Once the players reach the Bonus Reputation Token spot, they can decide which player will receive the Bonus Token.

Abilities: In a cooperative mode, players may combine their Character's abilities and create interesting combinations. For example, if the Natural Chaos Character is moving with the company, the company may travel through his portals.

Sharing items: If Characters are located at the same location, they may share/exchange certain items. In order to do so, the player must execute a location action. That action can be used for other things, but part of that action can be used for sharing/exchanging items. Players may share/exchange only coins or potions.

Mission and Event Phase: On a Mission Phase, no matter the number of players, players only draw 1 mission card, unless Scenario instructs differently. If there are decisions to be made, players decide on them together. During the Event phase, if there are decisions to be made, unless an Event says otherwise, players will always make decisions together.


Scenario: Olm Infestation

Scenario icon and difficulty (Easy / Normal / Hard) as shown in the book. Number of players: (1).

Olm Infestation Introduction

Times are dire for the three Kingdoms and you are tasked to slay the Olms infesting the lands. Beware of the poisonous areas spreading throughout the land; carefully plan your starting location and help the frightened populace.

  • Playable Kingdoms: Fabula, Lys Blanc & Abaris.
  • Playable Characters: Natural Chaos, Rider.
  • Starting Location: Mantygern (capital), Lillac (capital) or Lemuria (capital).

Olm Infestation: Winning Conditions

You win the scenario if you achieve all the following winning conditions:

  • Have max health and no Poison Tokens.
  • Defeat X amount of Olm monsters:
    • a) Easy level: defeat 5 Olm monsters.
    • b) Normal level: defeat 6 Olm monsters.
    • c) Hard level: defeat 7 Olm monsters.

Olm Infestation: Losing Conditions

You lose the scenario if one of the following happens:

  • Lose all health in battle.
  • Can't draw a Mission card.
  • If discarding X amount of Olm Missions:
    • a) Easy: if the 4th Olm Mission is discarded.
    • b) Normal: if the 3rd Olm Mission is discarded.
    • c) Hard: if the 2nd Olm Mission is discarded.

Olm Infestation: Setup Specifics & Rules

1) Monarchs

  • Shuffle and randomly place Tax Monarch, Ban Monarch & -10 coins Monarch in the 3 playable Kingdoms.

2) Townsfolk

  • Shuffle and randomly place Plague Doctor, Horse Merchant & Monster Hunters Townsfolk cards in the 3 playable Kingdoms.

3) Herb Cards deck

  • Remove all herb cards not belonging to the 3 playable Kingdoms to form your Herb Cards deck. Randomly reveal and put 4 of them face up (limit of max 2 per Kingdom still applies).

4) Bonus Reputation Track

  • Place the Magic Bonus Token at the end of the Bonus track.

5) Improvement Cards

  • Create an Improvement Cards Deck (Helmet of Lys, Path Through the Mountains, Path Through Marshes, Seeker of Knowledge, Ancient Knowledge, Shield of Gerin, Magic Crystal, Chakram, Training, Healing Magic, Things get Dicey, Black Ring, Troubadour).
  • Place 2 of them face up.

6) Starting Resources, cards and location

  • 110 coins.
  • 2 Exp cubes, 1 Physical Flow cube, 2 Magical Flow cubes.
  • Protection Magic.
  • Starting Kingdom Knowledge = 0.
  • 1 Antidote/Poison Potion.
  • Starting location: pick one of the 3 capitals of the playable Kingdoms.

7) Tavern Area & Mission cards deck

a) Prepare Mission cards deck:

  • Form the deck with only cards from the 3 playable Kingdoms.
  • Remove from it the following 9 Olm Mission cards:
    • Fabula (Red) = 1. Lydia, 2. Medea, 3. Cataleption
    • Abaris (Yellow) = 1. Gilgamesh, 2. Etana, 3. Lagash
    • Lys Blanc (Green) = 1. Edelweiss, 2. Pistia, 3. Fressia
  • Place 9 Olm Mission tokens on those 9 locations on the map (INACTIVE side up).
  • Randomly remove 1 of the 9 Olm Mission cards; place the rest of the 8 face down. They form the Olm Missions deck.
  • Take the rest of the Mission cards of the 3 Kingdoms, shuffle, and randomly take the number of them depending on the scenario level: Easy 12, Normal 10, Hard 7.
  • Shuffle them together with the 8 Olm Mission cards to form the Scenario's Mission card deck. The final deck should contain:
    • Easy level: 20 Mission Cards.
    • Normal level: 18 Mission Cards.
    • Hard level: 15 Mission Cards.

b) Prepare the Starting Missions:

  • Out of the Scenario's Mission Cards deck, draw 3 random Mission cards and place them on the Tavern Board as normal.
  • For any non-Olm Mission card drawn, place a Poison token on its location on the World Map.
  • If in the Kingdom with the Monster Hunters Townsfolk card more than 1 Mission card has been drawn, draw a new card and reshuffle the ones you were not able to put on the Tavern board back into the Mission cards deck.

Scenario: Ashgar Plague

Scenario icon and difficulty (Easy / Normal / Hard) as shown in the book. Number of players: (1-3). The prologue verse is flavour text and is not transcribed.

Ashgar Plague Placement Rules

  • Whenever a new Mission card is drawn: first always check if the location on it is an Olm Mission or not (check the Olm Mission card locations in the Olm Infestation setup). If it is, flip the Olm Mission Token to its active side on the World Map. This will indicate that the mission is now active and that the player can go and battle the monster. If the Mission card is not an Olm Mission, add the Poison Token on its location on the World Map instead.
  • When adding the Mission card to the Tavern board, normal placement rules apply, however with 1 exception: if there are no more spots on the Tavern board to place a Mission card, instead of discarding it as per general rules, the Mission card gets placed on the rightmost position on the Tavern Board, pushing any leftmost Mission cards off the board to be placed in the Discard pile.
  • If the discarded Mission card is also an Olm Mission: first check the Losing Conditions, and if the game is not lost, flip the Olm Mission token to its inactive side.

Ashgar Plague Introduction

We are spinning back the tides of time and revisiting events not long ago after the Great Calamity that has struck the land. In the south, in an old city of Ashgar, men have tempered with the unknown. The order of Natural Chaos has disturbed what must not be disturbed, unleashing the unthinkable in the process. Land has not seen such a spike in flow since the days of forgotten, and results are starting to show.

Resist the flow, or guide it towards your cause, for resisting it completely may prove to be just as fatal. Answer the call of the south and defeat the monstrosities that lay there.

Ashgar Plague: Missions, Poison Tokens and Travel

8) Missions

  • The only monster missions in this scenario are Proteus Olm monster cards.
  • They can be fought by executing a Location action on one of the ACTIVE Olm locations on the map.
  • You do not need to go to the Capital to collect your missions.

9) Poison Tokens

  • In this scenario Poison Tokens will get added to the map. When a character is passing or stops at the location, one Poison Token per such a location will be added on a character's card. Effects and removal of the Poison Tokens are as per general game rules.
  • Remember that you cannot win this scenario if your character is poisoned.

10) Travel

  • Character cannot travel outside of the borders of the 3 kingdoms.

Playable Kingdoms: All. Playable Characters: Natural Chaos, Seeker, Shapeshifter, Rider. Starting Location: York (capital).

Ashgar Plague: Winning Conditions

  • Defeat the 3 monsters as per Scenario's objective.

Ashgar Plague: Losing Conditions

You lose the scenario if one of the following happens:

  • Lose all health in battle.
  • Can't draw a Mission card.
  • Can't draw an Event card.
  • If character is corrupted by Flow.

Ashgar Plague: Setup Specifics & Rules

1) Monarchs

  • Place the Clairvoyant King in Morahan (Purple).
  • Shuffle and randomly place 5 other Kings in the remaining 5 Kingdoms.

2) Townsfolk

  • Shuffle and randomly place Plague Doctor, Librarian & Monster Hunters Townsfolk cards in the Kingdoms of Lys Blanc (Green), Fabula (Red) and Abaris (Yellow). The rest of the Kingdoms do not receive designated Townsfolk cards.

3) Improvement Cards

  • Create an Improvement Cards Deck (Path Through the Desert, Path Through the Mountains, Freezing the Water, Expert Tracker, Legendary Sword Durendal, Armour of Ren, Seeker of Knowledge, Burning the Forest, Healing magic, Precision Strike, Ancient Knowledge, 3x Surprise Attack, Poisoned blades, White Ring, Black Ring, Devil's potion, Supreme magic, Studied the creature, Wrist crossbow).
  • Place 3 of them face up (no matter the number of players; place 3 face up when placing new ones as well).

4) Starting Resources, cards, knowledge and location per character

  • Starting location for all the Characters is York, the capital of Jorvik.
  • All Characters start with 3 less health.
  • Randomly draw as many Journey cards as players + 1; each player chooses one in turn order.
  • Randomly draw as many Kingdom Knowledge Tokens as players + 1; each player chooses 1 in turn order.
  • 150 Coins.
  • 1 Exp. cube.
  • 1 Strength Potion, 1 Antidote/Poison Potion (each character).

5) Monster Objective Deck

Create 4 separate Monster decks depending on the difficulty level:

a) Easy

  • 1st deck containing 3x lvl 1 M. cards.
  • 2nd deck containing 4x lvl 1 M. cards.
  • 3rd deck containing 3x lvl 1 & 2x lvl 2 M. cards.
  • 4th deck containing 1x lvl 2 M. card.

b) Normal

  • 1st deck containing 2x lvl 1 M. cards.
  • 2nd deck containing 3x lvl 1 & 1x lvl 2 M. cards.
  • 3rd deck containing 1x lvl 1 & 3x lvl 2 M. cards.
  • 4th deck containing 1x lvl 3 M. card.

c) Hard

  • 1st deck containing 1x lvl 1 & 1x lvl 2 M. cards.
  • 2nd deck containing 2x lvl 1 & 2x lvl 2 M. cards.
  • 3rd deck containing 3x lvl 2 M. cards.
  • 4th deck containing 1x lvl 3 M. card.

Shuffle each deck separately and stack them on top of each other in the reverse order, 4th to 1st (bottom being the 4th), thus forming the Mission Objective deck.

Only when both the Mission's objective LOCATION and its matching Monster card are revealed can the player battle each of the 3 Mission Objective Monsters.

6) Mission Cards deck & Missions

  • Create a Mission Cards deck. Take all the Mission cards and from them remove all Morahan (Purple) Mission cards. From those remove random 3 cards (without looking at them) and place them face down on the bottom 3 places on the Tavern Board (reserved for Morahan Mission cards).
  • From the rest of the Morahan Mission cards, randomly draw 8 Mission cards and place them face down to form their own Morahan Mission cards deck. Discard the rest of the Morahan Mission cards; you will not be needing them for this game.
  • Take the rest of the Mission cards (of the other 5 kingdoms) and randomly take 13 Mission cards (without looking). Discard the rest.
  • From those, remove 2 Mission cards and place them face up on the Tavern Board as per game's rules. If both happen to be from the Kingdom containing the Monster Hunters Townsfolk card, draw a new card and reshuffle the one you were not able to put on the Tavern board back into the Mission cards deck.
  • Now shuffle the remaining 10 Mission cards (from the 5 Kingdoms) together with the 8 Morahan Mission cards to form your Scenario's Mission cards deck.

Rules for Placement of Mission Cards on the Tavern Board: Each time a new Mission card gets revealed, one of the following things will happen:

a) If the Mission card is of the Kingdom that has no remaining space for additional Mission cards on the Tavern Board, the Mission card gets immediately discarded and a new Mission card is drawn.

b) If the revealed Mission card is Morahan's (Purple) Mission card, players have to first place 1 Flow cube on the matching location on the World map, and then can place the Mission Card on any empty spot on the Tavern Board. However, players CANNOT complete missions from such Mission cards.

Revealing the 3 Mission Objective LOCATIONS

The 3 Mission cards placed face down on the Tavern Board are representing the 3 Mission Objective Locations where players will be able to fight the 3 Monsters they need to defeat in order to win the Scenario. They will get revealed as per the following rules:

  • 1st Mission Objective Location: immediately before the beginning of the 4th game round.
  • 2nd Mission Objective Location: immediately before the 7th game round.
  • 3rd Mission Objective Location: immediately before the 10th game round.

Rules for Completing regular Monster Missions or Mission Objectives

  • There is always 1 face up lvl 1 monster on top of the lvl 1 Monster Cards deck. It represents the current monster players can battle if they take up any of the Missions the kingdoms are offering. If that monster is defeated, immediately a new one is drawn and placed face up back on top of the lvl 1 Monster Cards deck.
  • Players may battle the monster immediately when they arrive at the location of the mission; they do not need to go to the Capital to gather the mission.
  • Once a Monster Mission is completed, immediately gain rewards and remove the Monster Mission card, thus freeing up 1 space on the Tavern Board. That can be really important!
  • If players reach a revealed location of the Mission Objective, as long as its matching Monster is revealed, they may battle it.
  • Once one of the monsters from the Scenario's Objective is defeated, players get the rewards and bonuses as per general game rules, but the Monster Card is flipped over and otherwise remains on the Mission Objective spot to help remind the players that new Magic Flow Cubes cannot be placed there. On the contrary, the Mission Objective Location Card is removed from the Tavern Board, enabling new Mission cards to come to its spot.

(The book's EXAMPLE of a Mission Objective Monster and its matching location is an illustration and is not transcribed.)

7) Flow cubes set up and Rules

This scenario will introduce to you the concept and mechanics of the Flow cubes. Flow cubes will be placed on the map, on the Tavern Board, Mission Objective spaces and on the Characters themselves. They will affect the state of things as you play the game.

Flow cubes in the game are represented by the same game components as Magic Flow cubes, so do not confuse the two, as they are different.

a) Flow Cubes on the Map: Every single time a Morahan (purple) Mission card is drawn, you will place one PURPLE Flow cube on the matching location on the map. If a character passes or stops at the location with the Flow cube, the Flow cube/s immediately get transferred on to the Character's card. If Characters are travelling as a company, they may choose which Character/s gain it.

b) Flow Cubes on the Character's card: Once a Character has a Flow Cube placed on top of its Character's card, it will affect them. The effect will vary on the number of the Flow Cubes present:

  • 1 Flow Cube = In Preparation Phase, player must draw 1 Kingdom card RANDOMLY from the top of the Kingdom cards deck (if able and if drawing cards).
  • 2 Flow Cubes = In Preparation Phase, player must draw 2 Kingdom cards RANDOMLY from the top of the Kingdom cards deck (if able and if drawing cards).
  • 3 Flow Cubes = Character must pay 1 additional Magic Flow cube per Magic card they use.
  • 4 Flow Cubes = Character must pay 1 additional Physical Flow cube if using the Movement Action.
  • 5 Flow Cubes = Character cannot reroll in battle.
  • 6 Flow Cubes = Character DIES and thus Scenario is LOST.

c) Flow Cubes on the Tavern Board: At the beginning of the game, and throughout the game, players will be placing Flow Cubes on the Tavern Board as well. Once the Mission cards would be placed on a location on the Tavern Board that contains Flow Cubes, all of the Flow Cubes are displaced and have to be moved on top of Character's cards, on top of EMPTY Mission Objective spaces or BOTH. In other words, players decide for themselves where they wish to place them.

At the start of the game, after 2 Mission cards have already been placed on the Tavern Board, place the following amount of Flow Cubes on the empty spots on the Tavern Board:

  • 1 Flow cube on each empty spot in the First column of the Tavern Board.
  • 2 Flow cubes on each empty spot in the Second column of the Tavern Board.
  • 3 Flow cubes on each empty spot in the Third column of the Tavern Board.

d) Flow Cubes on the EMPTY Mission Objective space: Above the Tavern Board there is a Clairvoyant's King board that in this scenario is used as the Mission Objective Board. Throughout the game, at certain moments, a Monster Card from the Monster Objective Cards deck will be added on top of each EMPTY Mission Objective space.

As mentioned, players may, in order to avoid corruption by the flow, "store" Magic Flow Cubes on top of these Empty spaces (only if EMPTY!). The number of cubes that can be stored here will vary depending on the level of the scenario:

  • Easy: 13 Flow cubes on 1st empty space, 12 Flow Cubes on the 2nd, and 11 Flow Cubes on the 3rd.
  • Normal: 11 Flow cubes on 1st empty space, 10 Flow Cubes on the 2nd, and 9 Flow Cubes on the 3rd.
  • Hard: 10 Flow cubes on 1st empty space, 9 Flow Cubes on the 2nd, and 8 Flow Cubes on the 3rd.

Once the Mission Objective Card has to be placed on an Empty Objective space, the number of Flow Cubes will determine which Mission Objective card will be taken from the Mission Objective Cards deck. Counting from the topmost card further down into the deck, the more Flow Cubes there are, the higher the chance that the Mission Objective Card will reveal a higher lvl Monster. (The book's EXAMPLE diagram, numbered deck positions 1 to 10, is not transcribed.)


Transcription notes for this companion section:

  • The printed Monster deck lists for the Normal and Hard levels contain stray characters (e.g. "3x lvl & 1x lvl 2 1 M. cards" and "2x lvl & 2x lvl 2 1 M. cards"); they are read as "3x lvl 1 & 1x lvl 2" and "2x lvl 1 & 2x lvl 2" (the stray "1" is read as a typo).
  • The Ashgar "Missions" and "Placement" rules refer to the Olm Mission cards, as printed.
  • Olm Infestation's Prologue verse and the Ashgar Prologue verse are flavour text and are omitted.
  • Location Action
  • 1. Fighting a Monster (Location Action)
  • Monster Card Overview
  • Monster Symbols
  • Pre-Battle Phase
  • Pre-Battle Phase: Wounded Characters
  • 2nd STEP - Check for Things That Affect the Monster's Strength
    • Required Kingdom Knowledge
    • Monster Bonuses or Maluses (+ or - effect)
  • 3rd STEP - Character Activates Abilities and Uses Resources
  • Battle Round Phase
  • Between Battle Rounds Phase
  • End of a Battle Phase
  • 2. Capital City Location Action (Location Action)
  • Visit the Tavern (Location Action - Capital City Location Action)
  • Refilling of Mission Cards
  • Monster Refill Board
  • Visit the Merchants (Location Action - Capital City Location Action)
  • Visit Townsfolk (Location Action - Capital City Location Action)
  • Visit the Docks (Location Action - Capital City Location Action)
  • Visit the Great Library (Location Action - Capital City Location Action)
  • 3. Gather Herbs and Healing (Location Action)
  • Healing
  • Health
  • Poisoned State
  • 4. Learn Magic Action (Location Action)
  • 5. Learn Ancient Knowledge (Location Action)
  • Combo Action
  • Transform Flow Action
  • Replace Action
  • 2. Contested Global Actions
  • Turn Order Action
  • Transform Flow / Experience Action
  • Gain Experience Action
  • Random Draw Action
  • Buy Color Dice Action
  • Enhanced Location Action
  • Cleanup Phase in Detail
  • Types of Rounds
  • Bidding Round
  • Bidding Itself
  • Flow Round
  • End Game Scoring in Detail
  • Characters in Detail
    • Gatherer
    • Seeker
    • Druid
    • Berserker
    • Rider
  • Natural Chaos
  • Necromancer
  • Fighter
  • Chronomancer
  • Shapeshifter
  • (Example: There are 3 Lys Blanc Herb (Green) Cards, you remove 1 from the far left and replace it with 1 from the Herb deck.)

  • From a deck of Mission Cards, randomly draw:

    • 6 Mission Cards. And add 6 White / Gray Monster Tokens on those cards.
    • 1 Mission Card. And add 1 Brown Monster Token on that card.
    • 2 Mission Cards. And 2 Red Monster Tokens on those cards.

    (as displayed on the picture of the Tavern Mission Board)

  • Depending on the number of players you will randomly draw Color Dice and place them on position 1 on the Dice Board to the right of the Main Board (2-3 player game: 4 dice; 4-5 player game: 6 dice). Then randomly draw 4 or 6 Color Dice (depending on the player count) and place them on positions 2 and 3 of the Dice Area. Dice are drawn from the purple bag. (Setup for 4 players or 5 players is shown in the example.)

  • Be careful, your starting location is always written with a name on your Mission Card.

    (Map key for the starting location: Distance to the capital; Shortcut distance to the capital; Capital city; Starting location; Kingdom Symbol; Name of the starting location; Terrain; Monster token area.)

  • Place your Kingdom Knowledge Tokens on any of the 7 available spots on your Player Board. When players receive additional Kingdom Knowledge Tokens later in the game, they can also put them on any of the remaining spots. After a row or a column is completed, players will receive corresponding bonuses.

    • Row bonus 1: Hand Size increase +1; 1 Experience Cube; 1 Kingdom Card action (draft/play/replace)
    • Row bonus 2: Hand Size increase +1; 3 Flow Cubes of any type
    • Row bonus 3: Hand Size increase +1; 3 Reputation increase on both Reputation tracks
    • Row bonus 4: Prevents monster's from gaining its Kingdom bonus
    • Column bonus 1: Gives Legendary Sword ability, which gives your character +1 when fighting monster with a Monster's symbol.
    • Column bonus 2: Prevents monster's location/terrain bonus: prevents monster's bonus when near water; prevents monster's bonus when near forest.
  • After placing your Player Figures on the world map and Kingdom Tokens on your Player Boards, players may put their Mission Cards back on the Mission Card deck and reshuffle it.

  • Randomly draw as many Journey Cards as there are players. Put them on the Auction Board (as previously done with the Character and Mission Cards). As before in turn order, based on the Order number of your character (lowest to highest), place your Player Tokens on 1 of the bidding spots below the cards, to indicate the amount of your bid and the Journey Card you are bidding on. Players can outbid the opponent, the highest spot cannot be outbid. Continue with the bidding process in turn order, until you have chosen your Journey Card. Give each player their starting sum of coins, as stated on the bid.

  • Give each player their matching Magic Card & amount of Physical Flow and Magical Flow, as shown on the Journey Card.

  • Each player receives one Health Token, 1 Experience Cube, 1x Antidote, 1x Health and 1x Strength potion at the start of the game. Exceptions are written on the Character and Flow Cards.