Super Fantasy: Night of the Badly Dead
Super Fantasy: Night of the Badly Dead Rulebook
Table of Contents
Table of Contents
- Game Idea
- Contents of the Game
- Game Setup
- Playing the Game
- The Hero Phase
- Actions
- The Monster Phase
- Special Abilities
- Magic Items
- Small Items
- Curses
- Status: Frozen, Poisoned and Stunned
- Experience
- It's Time to Play Super Fantasy
- Solo Mode (1 Player)
- Badly Dead Master Mode (2 - 7 Players)
- Survival Mode
- Quick Reference
Game Idea
In a game of Super Fantasy, you begin by choosing a Mission from the Mission Book. Each mission has a quest that all players are trying to accomplish. If you can finish the quest before time runs out, you win. Otherwise, the Badly Dead have defeated you.
The game is divided up into rounds, each of which has two phases:
- Hero Phase: in this phase, your Heroes will explore the cemetery and attempt to kill the Monsters.
- Monster Phase: in this phase, the game will come alive and the Monsters will walk around, attack you and call upon reinforcements.
This rule book is written to start you off with a general idea of the game. You will find more details on later pages.
Contents of the Game
- 5 gates
- 11 cemeterial areas (fronts and rears are different; numbered M-1 to M-22)
- 3 large cemeterial areas (larger than cemeterial areas; fronts and rears are different; numbered M-G-1 to M-G-6)
- 3 mass graves (like tombs but with more Badly Deads inside)
- 1 End of Game token
- 108 tokens: 1 Round Counter, 31 Shield Die tokens, 6 Hymn tokens, 21 Life Point tokens, 5 Fury tokens, 20 Wound tokens, 7 Poisoned tokens, 7 Stunned tokens, 5 Frozen tokens, 1 Will token, 5 Fortress tokens
- 41 stands
- 21 Badly Dead (10 Badly Dead, 4 Veteran, 4 Bowmen, 3 Fresh Badly Dead)
- 5 Bosses (Archbishop Lazybones, The Fishmonger, Tenent Torment, King Skullcleaver, Sstraxas)
- 2 Skull Towers
- 2 Spectres
- 6 Chests
- 24 markers
- 36 Ability tiles (the Heroes' powers)
- 30 Magic Items
- 15 Small Items (useful stuff but not so good as Magic Items; you can find them smashing things around)
- 6 Turn tiles
- 6 Heroes
- 6 Hero boards
- 6 Action dice
- 1 Fate die
- 1 Fate token
- 1 Hero token
- 3 Button/Fate tokens
- 1 Brazier
Game Setup
Choose a mission to play from the Mission Book. Setup the cemetery as shown in the map for that Mission. Leave the Mission Book open on the page of the chosen Mission: this page contains all the details you'll need during the game.
Take all the Magic Item tiles, shuffle them and make a face down stack near the cemetery. Don't worry about the "Curses" you'll find: shuffle it in the Magic Item tiles stack. Do the same with the Small Items.
Divide the Shield Die, Wound, Poisoned, Stunned and Frozen tokens into separate piles. Place them near the cemetery within reach of the players. Place the Fate Die near them.
Place the Round Counter beside the cemetery. Place the Round token on the "1" space and the End of Game token on the space as shown in your chosen mission.
Each player chooses a character from those available and then:
- Takes the chosen Hero Board.
- Takes all the level II and III Special Ability Tiles with the same name as those on the Hero Board and places them face up, in numerical order, along the side of the Hero Board.
- Takes 4 wooden markers and places one of them on the "0" of the experience bar and the other three on the red circles of each Special Ability.
- Takes as many Life Point tokens as shown on the small heart on the Hero Board.
- Takes the chosen Hero's character tile and places it on a stand.
- Takes his Turn tile and puts it near his Hero sheet, green side.
Choose the turn order for the first Hero Phase and place the Heroes at the entrance to the cemetery, according to the chosen order. Each character occupies one space.
Playing the Game
The game is divided into rounds. Each round begins with the Hero Phase, where you use your characters to explore and attack the Monsters. Then, it is the Monster Phase.
The Hero Phase
In each Hero Phase, the players will choose which of them will take the first turn. Once this player has finished his turn, the group decides who will take the next turn. Each player may only have one turn each round; at the end of his turn, he must turn the Turn Tile on the red side. Once all players have taken a turn, the phase ends.
Each player has a pool of 6 Action Dice they may use to activate actions during their turn. These actions are:
- Moving
- Opening a Gate
- Smashing a Tombstone
- Lock Picking a Chest
- Attacking
- Defending
- Charging Up
- Purifying a Coffin
The Action Dice
The Action Dice have 6 sides and each side shows a glyph: one glyph is worth 1, one glyph is worth 2, and the Star glyph is worth an amount equal to the Hero's attribute matching the chosen action.
Each action has a relevant attribute, marked with a star symbol. When taking an action, the player declares which action he wants to execute and how many dice will be rolled.
Example: you find a door and want to bash it (Strength attribute). You choose to roll 3 dice, and roll two swords, one sword, and one star. If your character is Axl, the star is worth 1 (Axl's Strength is 1) and the roll totals 4. You would fail, leaving the door exactly where it is. If you were Elfric however (Strength 4), your total would be 7, and the door would have been successfully bashed!
Once the dice are rolled, the player may not use those dice again for the remainder of his turn. A player's turn ends once he has no more available dice left to roll. A player may repeat the same action more than once in a turn.
The Power of the Star
You great heroes have the power of the Star. A great power that allows you to fulfil epic deeds and win the greatest challenges. Every time you roll a Star in any test (Movement, Attack, Lockpick etc.), you increase one of your Special Abilities by one space.
Actions
1. Moving (Star = Speed)
If you want your Hero to move during your turn, declare a "moving" action, choose any number of dice from your dice pool and roll them. Add up the values on each of your rolled dice, and that is the number of squares your Hero may move. Each move must be to an adjacent square (including diagonally adjacent). Once your Hero stops moving, any remaining movement is lost and cannot be used later. There may be obstacles that get in your way and stop your movement.
- GATES: Gates must be unlocked before a Hero can move through them.
- MONSTERS: A Monster will stop any Hero that moves into their Block Zone (see below). Heroes cannot move through Monsters.
- HEROES: Heroes cannot move through each other.
- WALLS, STONES & DECORATIONS: Heroes cannot move through walls/stones, as specified in the sidebar. Heroes can't pass through areas not divided in squares.
- ITEMS: Heroes also can't move through Columns, Chests and Coffins. Other objects such as small skulls, shields, bones and anything else do not obstruct a Hero's movements. Tombstones stop movements only when they are up: a smashed down Tombstone doesn't block your movement.
Example: Elfric is ready to move. With his roll he obtains 5 and decides to move 3 squares across and 1 diagonally getting in front of the door. He would like to move again, but the door stops him: he decides not to use his last move and stops in front of the door.
Monsters: Block Zones
All the Badly Dead have a Block Zone made up of the 8 squares adjacent to them. If a Hero walks inside a Block Zone, it must stop its movement immediately, losing all remaining moves. Moreover, if you are inside a monster's Block Zone, you cannot take a move action.
Heroes may ignore a monster's Block Zones and move freely if:
- They have an appropriate active Special Ability (like Tactical Stunts), or
- The Monster is on the other side of a gate or wall, or
- They have a Magic Item with appropriate effects.
Example: The Badly Dead's Block Zone is highlighted in Red. Don Pizzarro (Green) is inside it and cannot move. Gnomy (Brown) can reach just squares "A", notwithstanding the rolling result. Axl (Black) can not move: he would be blocked in "B" unless he used the ability of his Rocker Suit.
2. Opening a Gate (Star = Cunning)
All of the gates inside the cemetery are locked and prevent the Heroes from moving on. Every time you find a gate, you can try to pick it to pass through.
To open a gate, you have to be on one of the four orthogonally adjacent squares; you cannot do it from diagonally adjacent. Then, choose how many dice you want to roll from your Dice Pool and execute a Cunning Test. If you obtain at least 6, the gate is opened: take the gate and remove it from the game.
Are you wondering if you can close the gates? Of course not! Once they are open, they remain open.
Example: Gnomy and Lady Goodlight are in front of a gate. Gnomy decides to lockpick it. He rolls 2 dice and gets 2 swords and 1 star. The total is 4 (Gnomy has Cunning 2), failed! Lady Goodlight does not want to wait and decides to unlock the gate even though it will cost one turn. She rolls 6 dice and gets 4 stars and 4 swords for a total of 8 (she has Cunning 1). The gate is now open!
3. Smashing a Tombstone (Star = Strength)
The Badly Dead rise from the tombstones scattered across the cemetery. You can stop their resurrection by destroying their tombstones. To do it, you have to move to a square that is orthogonally adjacent to the square that contains the tombstone and execute a Strength Test. If you obtain at least 6, you destroy the tombstone. Lay the tombstone down, on the Fate symbol, in order to remember that the smashed tombstone can't spawn Badly Dead. Moreover, draw at random one Small Item from the pile and place it face up over your Backpack, on the Hero's Board. The Backpack can contain as many as 2 Small Items.
Example: Kayla is in front of the Tombstone, ready to smash it. Confident of her own Strength, she rolls 4 dice and gets 1 star and 4 swords. As she has Strength 2, the total is 6. She removes the Tombstone from the game and stops the Badly Dead spawning. On the other side of the area, Axl is trying to open a Chest. He rolls 4 dice and gets 4 swords and 1 star. As he has Cunning 4, the total is 8 and Chest is opened too. He draws a Magic Item and finds a brand new Vudu Doll to add to his equipment.
4. Lock Picking a Chest (Star = Cunning)
Many Badly Dead were buried next to their possessions. Some powerful Magic Items were buried with them. To obtain these Magic Items, you have to pick the lock on the Chest. Move into an orthogonally adjacent square to the Chest and execute a Cunning Test. If you obtain at least 6, the Chest is lockpicked. Draw a Magic Item at random: you can either equip it, or place it on the Backpack (if it is empty) or leave it. Sometimes, Chests contain nothing but a lot of Curses cast by the ill-fated Badly Dead. If you draw a Curse in place of a Magic Item, you will suffer its effects (see Curses).
Facing
While moving, Heroes and Monsters have a facing. It is important to know which is the rear and which is the front of each Badly Dead and Hero. Out of the 8 squares around them, 5 are considered the front (green) and 3 are considered the rear (red).
Some Magic Items and Special Abilities require the Character to be behind the target during an attack. Every time you do an attack, the target must always be inside one of your front squares. Changing the facing of your Hero may be done during your turn and does not cost an action. The Monsters always face the nearest Hero or the Hero they want to attack, trying to move so they have the fewest Heroes behind them.
5. Attacking (Star = Strength / Aim / Magic)
In Super Fantasy you must fight the Badly Dead. To attack any target you must:
- Choose the weapon to use. It is important to declare which weapon you want to use to execute the attack. The type of weapon also shows the type of attack you are executing and the Attribute you will use as Star. There are three types of Attack:
- Melee Attack: all the weapons with STRENGTH as the Attribute are melee weapons. The range shown for these kind of weapons is always 1.
- Ranged Attack: all the weapons with AIM as the Attribute are ranged weapons. The range shown for these kind of weapons can be 2 or 3.
- Magic Attack: all the weapons with MAGIC as the Attribute are magic weapons. The range shown for these kind of weapons can be 1, 2 or 3.
- Declare the target of the attack. Choose your target carefully considering your weapon range, target Protection and how many Dice you still have in your Dice Pool.
- Check the bonuses on the weapon you are using. Some weapons might give you an Attack Bonus (for example Attack +2) or they might allow you to get back the Dice. See Magic Items.
- Roll the dice. Choose how many Action Dice you want to roll, and then execute the Attack. To hit the target, you must obtain at least its Protection value; each Monster has its own Protection value as shown on the Monster Boards. If you roll the Protection value or more, you deal 1 Damage to the Monster. If you do not reach its Protection value, the attack fails.
If the Monster is reduced to "0" Life Points, it is defeated and it is removed from the game. Otherwise, mark the damage by placing a Wound token close to the Monster's standup.
Example: Gnomy is in a difficult situation: a Badly Dead is brawling him while a Veteran is watching from far away. In the meantime, Kayla is handing out some brochures about the coming of the Badly Dead in the next area. Gnomy still has 6 Dice to roll. He decides to use 2 of them to execute an attack with his Range 1 Gnomefist. He rolls the dice and gets 2 swords and 1 star. It is a Melee Attack so he uses his Strength value which is 3. The total is 5. The Badly Dead has Protection 4: so it receives 1 Damage and dies. As Gnomy has still 4 Action Dice in his Dice Pool, he decides to push his luck attacking the Veteran with his Machinegun. The Veteran has Protection 8! So he decides to use all the Dice and gets 3 swords and 1 Star. It is a Ranged Attack so the Star is worth as much as his Aim Attribute that is 4. The total is 7. Unfortunately he misses the Veteran and his turn is over!
6. Defending (Star = Defense)
Sometimes you must think about defending yourself from the Badly Deads' attacks. Your Hero is always hit for 1 Damage unless you are able to defend yourself or have Armor / Shields. During your turn, you may choose to discard one or more of your dice to help defend yourself. For each Die you decide to discard to execute this action, you get 1 Shield Die Token and you place it on the small shield in the top right corner of your Hero's Board.
7. Charging Up (Star = Magic)
You can charge up your internal energy to load a Special Ability of your Hero. Decide how many Action Dice you want to use from your Dice Pool and roll them. Increase the energy level of a single Special Ability by as many spaces as the total result of the Dice roll.
Note: you can only charge up one Special Ability at a time. If you roll more than you need, because the Special Ability has already reached its maximum charge, the extra spaces are lost! Also, when performing this action, a Star gives another energy level in a special ability of your choice.
8. Purifying a Coffin (Star = Magic)
While you are exploring the cemetery, you can run into some open coffin that spawns Badly Dead. To stop these never-ending apparitions, just purify the coffin with a magic ritual. To do so, you have to move to a square that is orthogonally adjacent to the two squares that contain the coffin and execute a Magic Test. If you obtain at least 6, you can remove the coffin from the game: not a single Badly Dead will come back from that spot!
The Monster Phase
Once all the players have executed their actions, the Badly Dead get on stage! In this phase, the cemetery comes alive: the Monsters move around, new reinforcements arrive from Coffins and Tombstones, and hordes of enemies will attack your Heroes!
The Monster Phase is divided into 4 steps, which are executed in the following order:
- Activating areas - check which areas are active and which areas are not.
- New Monsters come out - Reinforcements are coming!
- Moving and attacking - Seeking and attacking the Heroes.
- Clearing away the tokens - Useless tokens are cleared out.
1. Activating Areas
Not every area in the cemetery is "active". Some are distant from the action and they are "not active". At the beginning of the Monster Phase, you have to check which areas will be active in this phase, which means determining the areas where the monsters will act. An area is "active" if it contains one or more Heroes or if it is adjacent to another area containing one or more Heroes. The other areas are "not active": the monsters in these areas will not act during this Monster Phase.
2. New Monsters Come Out
In every cemetery worthy of this name, the Badly Dead rise from their tombs. To be more precise, from Tombstones, Mass Graves and open Coffins. During this step, you have to determine which kind of monster and how many of them will rise from the tombs.
Roll the Fate Die and add a Badly Dead to every Tombstone that shows the same die result. The Badly Dead appears on the square that shows the Fate Die symbol. If that square is already occupied, the Badly Dead doesn't appear. If you rolled a Drop, monsters would spawn on Mass Graves and Coffins too. Put in play the monster shown on the Drop on the Mass Grave. For example: if there's an orange Drop that shows a Bowman's head, Bowmen will pop out from Mass Graves and Coffins. Put a Bowman on the Mass Grave on the Drop symbol and a Bowman next to each Coffin in play. If the Drop is occupied, put the monster on another space on the Mass Grave. If all Mass Grave spaces are occupied, no monster is generated. Start from Coffins and Mass Graves in the active areas, then check the furthest areas. If the pawns pool for a specific kind of monster runs out, don't add extra monsters.
The Fate Die
Every time you are doubtful about which Hero a Monster should attack or try to reach, roll the Fate Die and compare the color with the possible targets. If the color shown on the Die is the same as one of the Heroes, the Monster will try to reach him or attack him. But if the color does not represent any Hero, you must follow the Monster's behavior: hit the first from the left!
Monster Board
- Initiative: If more than one monster is at the same distance from a Hero, they act in ascending initiative order.
- Doors: shows if a Gate or Door obstructs or not the Monster.
- Treasure: when a monster dies, roll the Fate Die: if you roll the same result, draw a Magic Item.
- Attack: the number of dice the Monster rolls when attacking.
- Steps: how many squares the Monster can move.
- Protection: the Monster's total protection.
- Life: how many life points the Monster has.
- Star: the value of the Star when you roll the Monster's dice.
3. Moving and Attacking
Each Monster in an active area moves up to the number of squares shown by its Steps attribute. Using the shortest path, you must start from the Monsters closest to the Heroes and finish with the ones farther away. How can you choose the shortest way? Pretend you are the Monster and try to move as close as possible to your target (the nearest Hero). If the Monster is at the same distance from two or more target Heroes, you have to roll the Fate Die to find out who the Monster is going to move towards. If the Fate Die is not decisive, follow the behavior of the Monster. After moving, if it has a Hero in its Block Zone, the Monster will attack him with a melee attack.
IF THE TARGET HERO HAS NO SHIELD DIE TOKENS ON HIS BOARD: The attack is automatically successful. The player controlling the Hero loses 1 Life Point.
IF THE TARGET HERO HAS AT LEAST 1 SHIELD DIE TOKEN ON HIS BOARD: The player controlling the Hero must decide how many tokens to discard. Each discarded token gives him an Action Die which he can roll to defend himself. Once he has decided how many Action Dice to use, the player rolls the dice and obtains his Protection against this attack (a Star is worth the Defense attribute of the character). Then, roll the Monster's dice to obtain its attack value. If the attack value is the same or higher than the Hero's Protection value, the Hero is hit and loses 1 Life Point (unless the Monster has Special Abilities). Otherwise the Hero has blocked the blow.
When it is the Monster Phase, use the Monsters at their best: they prefer to move diagonally instead of an useless zig-zag, and they rush into the battle against as many Heroes as possible. If they are active, they like moving around and not standing around in dark corners of the cemeteries all alone. Their best move is always the one that inflicts more damage to the Heroes.
If a Hero Reaches 0 Life Points
Is he dead? Of course not! The Heroes never die: they simply get a break! However, this is a point scored for the Badly Dead. Move the End of Game token one step backward on the Turns Board: you now have less time to complete your mission! Lay down the Hero's stand: this Hero is no longer a valid target for the rest of this Monster Phase.
4. Clearing Away the Tokens
When all the Monsters have moved, it is the time to clear away all the useless tokens. All players discard their Shield Die tokens which have not been used. Then, discard the following tokens: Fortress, Will, Hymn and all Monsters' Status Tokens. All Heroes still laying down are now back on stage ready for action: restore all their Life Points.
The Monster Phase is now over. You are ready to start a new Hero Phase: move the Round Marker one space forward. If the Round marker reaches the End of Game marker, the game is over and the Heroes have failed in their mission.
Example: It is the Monster Phase and the Badly Dead are ready to attack our brave Heroes! Following Initiative order as shown on the Monster Board, the first acting is the Badly Dead in "A" against Lady Goodlight. This Badly Dead has Attack 2. Lady Goodlight has 3 Shield Dice and decides to use 2 of them to defend herself. The player rolls the dice and gets 2 Swords and 1 Star: a total of 5! The Badly Dead rolls the Attack but it gets 3 Swords. Lady Goodlight has parried the blow successfully and has also charged up a Special Ability thanks to the Star on the roll. Then, the Badly Dead in "B", which is still not in melee range, must move towards the nearest Hero. The decision is quite simple: Lady Goodlight is at Range 1 while Don Pizzarro is at Range 2. The Badly Dead moves 1 square towards Lady Goodlight and attacks. Lady Goodlight has still 1 Shield Die and uses it rolling a 2, while the Badly Dead gets 2 also: Lady Goodlight receives 1 Damage from the blow! The Veteran in "C" is still wavering: Lady Goodlight or Don Pizzarro? They are both at the same range. We have to roll the Fate Die, but the result is black which is still uncertain: none of the two Heroes has that color. Checking the Veteran Behavior, we find out that he prefers to attack innocent girls: from left to right red (Lady Goodlight) comes before green (Don Pizzarro). So the Veteran moves towards the paladin, who has no Shield Dice.
Special Abilities
Our Heroes have a lot of Special Abilities they can use to obtain bonuses during the Mission. Each Hero starts with 3 basic Special Abilities which are described on the Hero board. Special Abilities can be activated on a player's turn and only if the energy level is at its maximum.
If you want to activate it, move the energy level to the lowest circle (the red one); the Special Ability effects then take place. Special Abilities must be used before rolling the Dice or executing any Test they give a bonus to. You can use a Special Ability which does not require a Dice roll even if you have no more dice before your turn ends (for example Instant Teleport).
The Special Abilities charge passively during play (each Star obtained on a Dice roll allows you to increase 1 energy level of one Special Ability of your choice) or actively executing the Charging Up Action. If a Special Ability refers to the area where you are, consider the Area Tile of the cemetery your character is on. When reading the descriptions below, refer to the Special Abilities on the Hero Boards.
Example: In the cemetery, when the going gets tough, the tough get going. To get rid of some Badly Dead who surround him, Gnomy Spark goes among them: the Veteran, the most dangerous adversary. Before attacking the enemy, he activates the Special Ability Gnomic Throwing, discharging it. Then he attacks the Veteran in melee using 4 Action Dice. He obtains 6 swords and 1 Star (Strength 3) for a total of 9. The attack is successful and Gnomy hurls the poor Badly Dead away. Moreover, the star the Hero obtained allows Gnomy to recharge immediately the Back-Jet Special Ability. Gnomy uses the Ability to reach a safer position.
Elfric of Badababoo's Special Abilities
SOUL REAVER: Troublebringer can drain enemies' vital energies. This Special Ability gives you an Attack Bonus (the higher is the Ability Level, the higher is the bonus). Furthermore, if you wound the target, you'll restore 1 Life Point.
BLOODTHIRSTY FURY: Troublebringer gives, Troublebringer takes. By using this Ability, Elfric gives some of his blood to Troublebringer in exchange for an unmatched power. By spending 1 Life Point, you get 1 extra Action Die on attacks you'll make this turn. At higher levels, Bloodthirsty Fury gives a bonus to every attack you'll make this turn.
MANTLE OF DARKNESS: Troublebringer can envelop Elfric in a thick mantle of darkness that allows the Hero to move freely on the battlefield. This Ability gives you a bonus on your next Movement Roll. At higher levels, Mantle of Darkness gives you some free Shield Dice.
Axl Slasher's Special Abilities
DEAFENING RIFF: A good Electric Guitar riff is just the job to shake the fight up and stun a too much enterprising enemy. At Level I, this Ability allows Axl to stun the target; it also deals automatically 1 damage if you obtain a Lightning on a Fate Die roll. At higher levels, the chance to deal extra damage increases. The damage dealt by this Special Ability is not part of an attack; therefore, it doesn't give Experience Points.
EPIC HYMN: A powerful soundtrack is just the job to smash heads and do a slugfest! A target Hero receives a Hymn Counter. That player can discard that counter to get a +2 bonus on any single attack. A player can't possess more than a single Hymn counter during a turn. Discard those counters at the end of the turn. At level II, Epic Hymn Attack bonus rises from +2 to +4. At level III, you can give the Hymn Counter to up to 3 targets.
I KNOW THINGS: If you know things, you really know it. During his trip around the world, Axl has heard a lot of rumours that prove itself useful, now and then. If you activate this Ability before a Magic or Cunning Test, you'll get a +2 bonus on that test. Furthermore, if you get 1 or more Stars on that Test, you get back an Action Die.
Don Pizzarro's Special Abilities
ROUNDHOUSE KICK OF FATE: Don Pizzarro is a martial art master. "If faith can't, a kick surely can", he says. This Ability gives you a bonus on a Melee attack and allows you to move the target by 1 square. At III level, if you manage to push the target on a tombstone, the tombstone will be destroyed (and you get a Small Finding). The higher the Ability Level is, the higher the bonus is.
RISING DRAGON DESTRUCTION WAVE: By channelling his powerful spiritual energies, Don Pizzarro can make better Magic Attacks. This Ability gives you an attack bonus (the higher the Ability Level is, the higher the bonus is) and allows you to adjust the attack Range by increasing or decreasing it by 1. If you don't modify the Range, you can roll the Fate Die to inflict 1 Extra Damage.
UNSHAKABLE WILL: When Don Pizzarro makes a decision, there's no way to change his mind. This Ability gives you some Shield Dice (the higher the Ability Level is, the more the Shield Dice are) and a Will Counter. At III level, you can choose to discard the Will Counter to deal 1 damage to Attacker (you don't get Experience Point from suffered damage).
Kayla Skullkicker's Special Abilities
STORM OF BOLTS: Kayla's training allows her to throw several darts with her crossbow. You can hit up to 3 targets at range 2 suffering a little Aim penalty. At level II, you no longer suffer from the penalty. At level III, you gain a +1 Aim bonus. If you kill at least 1 target using this Ability, you can roll a Fate Die in order to get back an Action Die. The higher the Special Ability level is, the higher the chance to get back the Action Die is.
TACTICAL STUNT: "Keep fit!" The golden rule! With a nimble pirouette, Kayla can easily leave monster's Block Zones and reach a perfect attacking position. In this way, she obtains a bonus to her next attack in the same turn. The higher the Special Ability Level is, the higher the attack bonus is.
GO FOR BROKE: When the going gets tough, Kayla gets going. You can use this action only if you haven't attacked yet. You can Attack with a bonus (the higher the Special Ability level is, the higher the bonus is). If you exceed Monster Protection by 6, you'll deal 1 extra damage.
Lady Goodlight's Special Abilities
DIVINE BLOW: Thanks to Zap's magical energies, Lady Goodlight can hit more than one foe on the same line! This Ability allows your Attack to hit a second monster that is situated into one of the three squares behind the first target. You don't have to roll two times: apply the same roll result to both targets. At higher levels, this Special Ability gives a bonus to the Attack and a chance to deal 2 Damage. Please note that Divine Blow is considered a single attack and it gives only 1 Experience Point even though it would deal more than 1 damage.
HOLY LIGHTNING: Zap wouldn't be Zap if he couldn't zap his enemy on the battlefield. Lady Goodlight can attack a single target anywhere in the area with a Holy Lightning. This Attack is a special Magic Attack and it doesn't receive bonuses from Lady's equipped Weapon. Before deciding how many Action Dice to invest in this Attack, roll the Fate Die to determine the Bonus for this Attack. The higher the Ability Level is, the higher the bonus is.
HEAVENLY PROTECTION: Lady Goodlight can defend another Hero from enemy attacks. Mark the target with a Fortress Counter. Every attack that the target received during the Monster Phase is redirected to you, even although you're not a legal target for the Attacker. As this Ability levels up, you get some free Shield Dice and a Defense bonus.
Gnomy Spark's Special Abilities
GNOMIC THROW: Grab your enemies and throw them away! Gnomy engineered a powerful mechanical arm capable of lifting up enemies to do such things. You can use the Gnomic Throwing during an Attack. If you hit the monster, you can move him by 2 squares. If the destination square contains a Tombstone, destroy the Tombstone and get the Small Finding. At level II, the mechanical arm power increases, giving a +4 Attack Bonus. At level III, the arm is so strong that the impact on the Tombstone automatically deals 1 Damage to the monster. The Damage dealt by the impact isn't part of the Attack, therefore it doesn't give you Experience Point.
RETROROCKETS: Nothing is better than a pair of jets to run away from the enemy! By activating this Ability, Gnomy can exit enemies' Block Zones and move himself by 2 squares. At II Level, back-jet power moves a Monster adjacent to Gnomy by 1 square. At III Level, it can move 2 adjacent monsters by 3 squares.
UNI-LASER: Gnomy's Armour is a technological wonder capable of condensing and releasing an enormous quantity of energy in powerful light beams... useful to blind enemies. Uni-laser can stun a target at Range 3 and gives a bonus to your next attack. The higher the Ability Level is, the higher the bonus is.
Ability Tile Examples
- ROUNDHOUSE KICK OF FATE II: You can activate this ability in melee Combat: +4 Attack. Move target monster by 1 free square.
- ROUNDHOUSE KICK OF FATE III: You can activate this ability in melee Combat: +5 Attack. Move target monster by 1 free square. If it contains a Tombstone, destroy it and target Monster suffers 1 Damage.
- RISING DRAGON DESTRUCTION WAVE II: You can activate this ability during a Magic Attack: +3 Attack. You can add or subtract 1 to weapon range. If you don't, Fate (Drop): deal 1 Extra Damage.
- RISING DRAGON DESTRUCTION WAVE III: You can activate this ability during a Magic Attack: +4 Attack. You can add or subtract 1 to weapon range. If you don't, Fate (Lightning): deal 1 Extra Damage.
- UNSHAKABLE WILL II: Gain 2 Shield Dice and a Will Counter. If you have the Will Counter: every time you suffer 1 damage you gain 1 XP.
Magic Items
When lockpicking Chests or killing monsters (to get more information about taking Magic Items from monsters, read the Mission Book first page), you can draw items to equip your Hero. Each Magic Item tile must be placed on one of the three equipment spaces on the Hero Board. You can only have 3 equipped items, 1 for each hand, and 1 armor.
If you already have an item on the space you want to occupy with the new one, you must discard the old one, or move it to the Backpack: the Backpack can hold just one Magic Item and only if it is empty. To clear out some space, you can discard any object from the Backpack.
At the end of your turn, you can change the position of your equipment, discard something or give some Magic Items or Small Items to other Heroes in the same area.
The basic equipment on your Hero's Board cannot be lost, but they become unusable once they are covered by new ones.
There are three categories of Magic Items: Weapons, Armor/Shields and Tomes.
Weapons
A weapon adds power to your attack and has a Position, an Attribute, a Special Bonus and a Range.
- Position: indicates which space this Item occupies on the Hero Board.
- Attribute: indicates the Attack Type.
- Range: indicates the Weapon's Range.
- Special Bonus: indicates any Special Bonuses you will receive using this weapon in combat.
Armor / Shields
The Armor and the Shields help your Hero to defend himself against the Monsters' Attacks without wasting any Action Die. The number shown on the Shield Icon of the Magic Item represents the Shield Dice tokens added to your Hero Board at the end of the turn. The difference between the Shield and the Armor is simple: Shields occupy a hand, Armor must be worn!
- Position: indicates which space this Item occupies on the Hero Board.
- Shield Dice: indicates how many Shield Dice tokens you can add to your Hero's Board at the end of your turn.
- Special Bonus: indicates any Special Bonuses you get while wearing this armor.
Tomes
Inside the Tomes there are ancient and powerful Spells. To use a Tome you need to roll a Magic Test (the Star is worth as much as Magic). You can decide how many Action Dice to use and roll them: if you get at least 6 the Spell is successful and you get the bonuses as described on the Tome. The target of the Tome must either be the Hero himself or a target no more than 3 squares away.
- Position: indicates which space this Item occupies on the Hero Board.
- Effects: indicates the special effects of this Tome.
Attention: pay particular attention to Magic Items for their Attribute Bonuses. Strength +1 does not mean that you have Attack +1 but that your Strength attribute is higher. So it is useful when you roll the Dice and get a Star.
Range
Each weapon in Super Fantasy has a Range value which can be 1, 2 or 3. Changing the Range of your weapon changes your possible target squares as in the example shown (diagram on the page).
- A Range 1 Weapon can shoot ONLY the blue squares.
- A Range 2 Weapon can shoot ONLY the yellow squares.
- A Range 3 Weapon can shoot ONLY the green squares.
To hit a Monster, you must have line of sight between your Hero and your target. Line of sight is blocked by gates, walls/stones and areas not divided into spaces but is not blocked by Heroes, Monsters, Tombstones, Coffins, Chest or any other furniture.
Magic Items Restrictions
Some Magic Items have special restrictions:
- CLASS NAME: This bonus can be activated only by the named character Class.
- SUCCESSFUL ATTACK: This bonus is activated only if your attack does 1 Damage at least.
- X OR MORE WITH A SINGLE ATTACK: This bonus is activated only if your total Attack is at least X or more.
- X OR MORE STARS WITH A SINGLE ATTACK: This bonus is activated only if rolling the dice you get at least X stars.
- TEST ON MAGIC: This effect is activated just after a successful Magic Test rolling dice. All the Tomes have this restriction.
- DISCARD X ACTION DICE: This bonus is activated only if you discard X Action Dice from your pool.
Small Items
By destroying a Tombstone you can draw a Small Item. Small Items are accessories that might be useful during your mission. Once you draw one from a pile, you can keep up to two of them inside a Backpack that doesn't also contain a Magic Item. During your turn, you can decide to use a Small Item to get the described special effect. Once used, the item is discarded, and placed back in the game box.
Like Magic Items, at the end of your turn, you can pass one or more Small Items to other Heroes inside the same area as you.
The Effects section of the tile indicates the effect of the Small Item once used.
Curses
A Badly Dead worthy of his status can cast powerful curses upon his enemies. In the same stack where Magic Items are, there are some Curses. If you draw one of these tiles, you're quite unlucky: probably, the Badly Dead you have just killed have cursed you, or you rummaged Boo's super-devotee possessions.
When you draw the Curse, you have to choose one of your Special Abilities. Put the Curse tile on that Special Ability. From that moment on, you are the Curse victim and you will suffer its effect (as the tile describes). Moreover, you can't use the Special Ability covered by the Curse.
You have two ways to rid yourself of the curse:
- Execute a Magic Test: if you roll a result of 6 or more, the test is successful and you can discard the Curse.
- Level-up and increase to the next level the Special Ability affected by the Curse.
If you killed a Monster and received the curse, you don't get any Magic Items. If you opened a Chest and received a Curse, you can draw a Magic Item (or another curse...).
Status: Frozen, Poisoned and Stunned
When reading the Special Abilities and Magic Items, you will come across words like frozen, poisoned and stunned. These are Statuses that can be suffered both by Monsters and Heroes. If you receive a status, you must place the relative token on the heart of your Hero Board. A Monster who receives a status should have the relative token placed near the Monster stand.
Monster Status
- STUNNED: The Monster attacks with -1 Die and has 1 less Movement. Remove this token at the end of the Monster Phase.
- FROZEN: During the next Monster Phase, this Monster suffers -4 to Protection and moves 2 squares less. Remove this token at the end of the Monster Phase.
Heroes Status
- FROZEN: The Hero is trapped inside a block of ice and cannot move! To escape he must try a Strength Test and get at least 6. Other Heroes adjacent to him can try to break the block of ice cutting it by executing a Strength Test. Once the block of ice is destroyed, remove the token.
- POISONED: The Hero is poisoned. At the beginning of the turn of that player he has to roll the Fate Die: a Lightning result has no effect, a Drop result inflicts 1 Damage and a Skull result causes no damage and the Poison token is removed.
- STUNNED: During the next Hero Phase, the Hero has just 3 Action Dice instead of 6. Remove the token at the end of the Hero Phase.
Experience
Our Heroes exploring the cemetery and killing the enemies will increase their experience to improve their Special Abilities and their power.
The top bar on your Hero board represents your Experience. All Heroes begin at level "0" (place your marker on the first space) and can reach a maximum of level "6". Every time you successfully complete one of these actions you earn 1 Experience Point (move your Experience Marker 1 space to the right):
- Damaging a Monster: 1 experience point for each attack that causes at least 1 Damage.
- Lock Picking a Gate or a Chest.
When the Experience Marker reaches a number on the Experience Bar, you level up and your Special Abilities may improve! Choose a Special Ability and increase it to the next level. Upon reaching level "1", you have to choose a Special Ability to increase to level II, but later on, you can choose to improve that ability to level III or improve another Special Ability to level II.
To improve a Special Ability just replace the old tile with a new one. Do not modify the energy level of the Special Ability: levelling up does not change the actual energy level of your abilities.
It's Time to Play Super Fantasy
You are ready to face your first Mission! We suggest playing the missions from the Mission Book in order from the first to the last: they have an ascending level of difficulty and are linked to each other by a storyline. If you completed the mission too easily on Normal difficulty, you can try with Heroic or Epic Difficulty (for further details read Mission Book).
Solo Mode (1 Player)
You can explore Super Fantasy in solo mode. The game uses the same rules as the standard one: you pick a mission you want to play. You can play 3 or more heroes: remember to set the Turn number as you would play a game with a player for each chosen Hero plus 1 (you can't play a game with 6 Heroes).
Badly Dead Master Mode (2 - 7 Players)
In the Badly Dead Master (BDM) mode, a player will personify a Supreme Lich of the Badly Dead and will command the enemy forces. Choose a mission and prepare the game as normal. Then place the End of Game token 2 spaces higher than the one indicated in the mission. The players will play the Hero Phase as in the standard game. The Monster Phase is instead replaced by the BDM Turn. If the Heroes cannot complete their mission in time, the BDM Player is the winner!
During the BDM Turn, the player rolls all his 6 Action Dice (the Star is worth as much as the number of players). These Dice are the BDM Dice Pool and can be used in three ways:
- ACTIVATING AN AREA: you can use two Dice from the BDM Dice Pool to activate an area not activated. Areas activate in the same way as a regular game of Super Fantasy but you can activate others using 2 Dice.
- MOVING A MONSTER: you can use one or more Dice from the BDM Dice Pool to obtain a value at least equal to the Life Points of the Monster you want to move. You cannot move sleeping Monsters, so you need to awake the areas beforehand. You can move the Monster by its Steps Value.
- SUMMONING A REINFORCEMENT: You can use one or more Dice from the BDM Dice Pool to obtain a value at least equal to the Life Points of the Monster you want to summon. You can only summon the Monsters which are used in the mission you are playing. You cannot summon Bosses. Pick the Monster you have chosen to summon and place it on a free square of a Portal.
When the BDM has used all his Dice, all the Monsters in melee combat with a Hero can attack. The BDM chooses the targets, the attack order and then rolls the Dice. If one of the Monsters deals 1 Damage to one of the Heroes, the BDM must laugh mockingly!
The BDM could think about moving fewer Monsters than the standard game. It is true, but remember that the normal Movement/Attacking rules are replaced by the decisions of the BDM. He can move the Monsters as he wants, let them wait inside the areas, can pass through the Heroes to attack the weakest ones (the Heroes do not have Block Zones) and he can be more wicked than Dorbak and smarter than Zur'ill!
Survival Mode
Super Fantasy can be played in a special mode, Survival Mode. This is allowed only in Survival Scenarios you can find inside the Missions Book. The detailed rules of the Survival Mode are in the Mission Book and they change the basic rules of the game.
Quick Reference
The Game
HERO PHASE: All the players play their game turn using the Action Dice of their Dice Pool.
MONSTER PHASE:
- Activating areas: activate areas where you have at least one hero and all orthogonally adjacent areas.
- New Monsters come out: roll the Fate Die and summon new Badly Dead.
- Moving and attacking: move and attack with the Monsters; remember to use them in a smart way.
- Cleaning the tokens: remove all the Shield Dice, Fortress, Will, Hymn tokens and all the Monsters' Status tokens.
The Actions
- Moving: Star is worth Speed.
- Opening a Gate: Test 6+ (the Actions section gives Cunning as the attribute; the printed quick reference text for this entry is garbled in the source PDF).
- Smashing a Tombstone: Strength Test 6+, Star is worth Strength.
- Lock Picking a Chest: Cunning Test 6+, Star is worth Cunning.
- Attacking: Melee - Star is worth Strength; Ranged - Star is worth Aim; Magic - Star is worth Magic.
- Defending: Star is worth Defense.
- Charging Up: Star is worth Magic.
- Purifying a Coffin: Magic Test 6+, Star is worth Magic.
Statuses
- Monsters: Stunned - attacks with -1 Die and has Movement -1. Frozen - Protection -4 and Movement -2.
- Heroes: Stunned - during the next Hero Phase, the Hero has only 3 Action Dice in his pool. Frozen - the Hero can not move; to escape, Strength Test 6+. Poisoned - at the beginning of the Hero's turn, roll the Fate Die: Lightning, nothing happens; Drop, 1 Damage; Skull, the poison is removed.