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Sword & Sorcery: Darkness Falls

Expansion for Sword & Sorcery: Immortal Souls

Sword & Sorcery: Darkness Falls Rulebook

Table of Contents

Table of Contents

  • Component List
  • The Chronicles of Darkness Falls
  • Playing Darkness Falls
    • Playing Standalone Quests
  • Darkness Falls Rules Reference Sheet
    • Types of Terrain
      • Hindrance Overlays
      • Hindrance Blind Side
    • Body Conditions
    • New Emporium Buildings
      • Gods' Altar - Temple (Building - Temple)
      • Slaughtered Lamb - Tavern (Building - Tavern)
      • Wizardry Tower - Magic Circle (Building - Magic Circle)
      • Blacksmith - Forge (Building - Forge)
    • Soulrank Rules for Act II
  • ACT II Quests
    • ACT II - Quest I: Nothing Is As Good As It Seems
      • Standalone Quest Values
      • Enemy Deck
      • Event Deck
      • Special Locations
      • Special Quest Rules
      • Quest Setup
    • ACT II - Quest II: In The Forest
      • Standalone Quest Values
      • Enemy Deck
      • Event Deck
      • Special Locations
  • Book of Secrets ACT II: Gap Note

Component List

Inside this Sword & Sorcery expansion you will find an extensive set of components:

  • This Storybook ACT II
  • 1 Book of Secrets ACT II
  • 1 Rules Reference sheet
  • 1 Wolf Form figure
  • 20 Enemy figures
  • 2 Master Enemy figures
  • 14 Double-sided map tiles*
  • 1 Wolf Form sheet
  • 2 Master Enemy scrolls
  • 15 Enemy scrolls
  • 25 Enemy cards
  • 3 Enemy Power cards
  • 3 Blessing cards
  • 2 Trap cards
  • 5 Soul Weapon cards
  • 18 Hero Power cards
  • 1 Lycanthropy Power card
  • 1 Dark Gift Hero card
  • 3 Vampire Form Power cards
  • 18 Emporium cards
  • 23 Treasure cards
  • 5 Event cards
  • 2 Quest cards

Tokens & Markers:

  • 5 Soul Points
  • 28 Crowns
  • 31 Wounds
  • 4 Shadows
  • 1 Hiding
  • 6 Bleeding
  • 6 Exhaust
  • 12 Hindrance Overlays
  • 8 Break
  • 10 Charges
  • 6 Magic Shields
  • 3 Blood Gems
  • 1 Spell of Doom
  • 2 Flying
  • 6 Airborne

The map tiles: 22B, 25B*, 26B*, 29B* are characterised by the * in order to be distinguished from the KS version tiles, both versions are equal in terms of gameplay but with some aesthetic visual differences.

The Chronicles of Darkness Falls

Hail, stranger! This manual gives detailed instructions on how to set up the quests of your Sword & Sorcery (S&S) Darkness Falls expansion.

This expansion uses all rules from the S&S: Immortal Souls, in addition to what is detailed in the Darkness Falls Rules Reference Sheet.

Each quest can be played as a standalone game by using the starting values or as a part of the entire story in a unique and legendary campaign.

In campaign mode, the suggested mode of play, every achievement modifies the development of future quests, creating a deeper and more immersive experience in the Sword & Sorcery storyline.

Playing Darkness Falls

The minimum Soulrank required for ACT II is III. No hero can go below it. This means heroes begin any ACT II Quest with a minimum Soulrank III and, even in case of death, the Soul Gem will never shift down to Soulrank II (i.e. a dead Soulrank III hero remains III and must pay 3 Soul Points to resurrect using a Shrine).

The suggested Soulrank limit for this expansion is VI, reaching the VII can be possible only combining Vastaryous' Lair expansion, but it may reduce the game challenge.

Heroes may have stored Soul Points from their previous Quests, these points can be carried to Darkness Falls campaign within a maximum limit of 10 Soul Points per hero, the exceeding points must be discarded in order keep the right challenging balance during ACT II Quests.

Playing Standalone Quests

Playing ACT II Quests as standalone uses all Immortal Souls rules, but requires an additional step regarding the Standalone Quest Values:

  • Treasures. These values indicate how many Treasure cards the party must draw before the quest begins. No power can alter the drawn cards. Each ACT II quest specifies how many cards must be drawn from both the ACT I and ACT II Treasures. Since there is a single Treasure deck, if the party draws a non-matching card, simply reshuffle it into the deck and draw a new one until the values indicated by the quest are satisfied.

The Standalone Quest Values of each quest are listed under that quest below (Soul Points, Crowns, Treasures, Soul Weapons).

Darkness Falls Rules Reference Sheet

Darkness Falls introduces several new game rules and effects, all described in this Reference Sheet. All cards related to this Sword & Sorcery expansion can be recognized by the expansion icon and must be shuffled into existing game decks (together with previous expansions) when the heroes play any ACT II Quest. Emporium and Hero Power cards provided can be used in any Quest of the S&S saga.

Types of Terrain

Hindrance Overlays

Hindrances overlays must be treated like Hindrances printed directly on the map tiles. Like other tokens, they can be part of the initial map setup or come into play later due to a game effect. Unless noted, once placed on tiles they are permanent. Each area may contain any number of Hindrances, but is limited to one per type. Ignore any effect requiring a Hindrance to be placed in an area that already has one.

Hindrance Blind Side

The Blind side is identified by a Blue map scroll printed near the edge of an area on the map. It indicates non-flying heroes/enemies may not see the adjacent areas through that edge. The Blind side blocks the L.O.S. only in one direction, from the area where the Blue scroll is printed. This means heroes/enemies from the opposite area are able to see across it.

  • The Blind side does not block movement.
  • Areas separated by a Blind side are still considered to be adjacent for movement.

Body Conditions

These new Body Conditions follow the same general rules detailed in the Immortal Souls Rulebook, with additions detailed below:

Body ConditionHeroesEnemies
Bleeding (Front / Back)A Bleeding hero suffers 1 HP before performing each of his Activities. Unless removed, the Bleeding condition lasts for two Rounds. When received, place the Bleeding token (front side) on the Hero Sheet. Flip it (back side) in the next Time Phase, and then remove it during the subsequent Time Phase.A Bleeding enemy suffers 1 HP each time it is activated (before applying any behavior). When received, place the Bleeding token (front side) on the Enemy card. Flip it (back side) in the next Time Phase, and then remove it during the subsequent Time Phase.
Exhaust (Front / Back)An Exhausted hero cannot perform Action activities. When received, place the Exhausted token (front side) on the Hero Sheet. Discard it if removed or at the end of his next Hero Turn.An Exhausted enemy cannot use its Special Power. When received, place the Exhausted token (back side) on the Enemy card. Discard it at the end of the exhausted enemy activation.

New Emporium Buildings

Gods' Altar - Temple (Building - Temple)

Seek the gods' favor by praying to them, while offering a small donation! Any hero can use this Building (at the Emporium or with a Pray action), discarding the required Crowns and rolling the 3 Red Dice. heroes roll +1 Red Die.

With at least one Soul Nature result, the hero gains the God's Blessing Power related to his Soul Nature, if available, otherwise nothing happens.

The Gods' Altar card can be used only once per hero for each visit at the Emporium, or once per Round for each hero as a Pray action.

Cost printed on the card: 10.

Slaughtered Lamb - Tavern (Building - Tavern)

Just like the Rising Pony Tavern, any hero may push his luck playing at this new Tavern. After paying the cost, roll the Dice. Each Gain 20 and Gain 5 result gives Crowns to the hero, while Lose 15 results take Crowns. If, at end of the roll, the hero has no Crowns to pay the ultimate loss to the Tavern, he suffers 1 HP for every 10 Crowns of debt.

For each result rolled:

  • Gain 20
  • Lose 15
  • Gain 5

The Slaughtered Lamb card can be used only once per hero for each visit to the Emporium.

Cost printed on the card: 10.

Wizardry Tower - Magic Circle (Building - Magic Circle)

Any hero visiting the Emporium can use the Wizardry Tower by spending its cost to perform one of these two operations:

  • Recharge an Artifact card. The Artifact regains all of its charges.
  • Exchange one Power card. Replace an unused (not in cooldown) Power card with a new one.

The new Power card must respect all the rules about acquiring new powers. Return the old Power card to the Power deck. The hero may regain it in the future.

The Wizardry Tower card can be used multiple times, as long as the hero pays the cost and does not leave the Emporium.

Cost printed on the card: 75.

Blacksmith - Forge (Building - Forge)

Heroes can use the Blacksmith while visiting the Emporium to repair their broken armor.

After paying the cost, a hero can remove 1 Break token from one of his Armor cards, regardless of whether it is equipped or in Inventory.

The Blacksmith card can be used multiple times, as long as the hero pays the cost and does not leave the Emporium.

Cost printed on the card: 25.

Soulrank Rules for Act II

The minimum Soulrank required for ACT II is III. No hero can go below it.

This means heroes begin any ACT II Quest with a minimum Soulrank III and, even in case of death, the Soul Gem will never shift down to Soulrank II (i.e. a dead Soulrank III hero remains III and must pay 3 Soul Points to resurrect using a Shrine).

The suggested Soulrank limit for this expansion is VI, reaching the VII can be possible only combining Vastaryous' Lair expansion, but it may reduce the game challenge.

New Hero Action

Pray - During Quests, any hero not engaged in combat in the same area as an open Shrine, can spend one Action, no more than once per Round, asking for the gods' favor by visiting the Gods' Altar Building (pay the cost and roll the Dice as detailed on the card).

Gods' Blessing Powers

Blessing Power cards represent the gods' aid, given to brave heroes during quests. These powers can be obtained using the Gods' Altar - meaning visiting the Emporium or executing the Pray action in the same area of an open Shrine.

A hero may only obtain the Blessing card related to his Soul Nature (Law, Neutral, or Chaos). If the card is already assigned to another hero, nothing happens.

A Blessing Power is an extra power and does not count as a standard Soul Gem limit.

Once obtained, the Blessing card remains near the Hero Sheet until used, then it must be immediately discarded (in order to become available for the next Gods' Altar use). Heroes must discard unused Blessing cards at the end of the Quest.

Legendary Powers

Legendary Powers are incredible feats acquired as standard Powers when a hero reaches Soulrank VII (together with an additional Talent).

Legendary Powers can be easily identified by the Legendary icon in place of the cooldown icons. These powers can be used only once per Quest. When used, leave the card face up and rotate it upside down. This means a Legendary Power never flips and is not affected by the cooldown system.

Additional Form

During quests, some heroes may acquire extraordinary powers enabling them to change their Human Form into something of more wild and deadly...

Lycanthropy - Wolf Form

If acquired, take the Lycanthropy Power card. It is considered an extra and does not count for the Soul Gem limit. When used, take the Wolf Form Sheet and follow the instructions detailed on its back side.

Dark Gift - Vampire Form

If acquired, take the Dark Gift Hero card and follow the instructions detailed on its back side.

Also take the 3 Vampire Power cards. They are considered extra Powers and do not count for the Soul Gem limit.

Vampire Form and the 3 Vampire Power cards can be permanently discarded by spending 100 Crowns at the God's Altar Building or by voluntarily losing 1 Soulrank during a Pray Action.

Note: the instructions on the back side of the Wolf Form Sheet and the Dark Gift Hero card are physical components and are not printed in the sourced files. See "Book of Secrets ACT II: Gap Note".

Enemies

Dark Raiders

This S&S expansion uses the Raiders enemy figures of the Immortal Souls game set to represent a new enemy, the Dark Raiders. They share the Raider figures but have their own Enemy and Scroll cards.

Note: Creating custom Quests using both Raiders and Dark Raiders is not recommended to avoid confusion in recognizing enemies.

Enemy Powers

Break - A hero suffering the Break effect must place the related token on the equipped Armor card.

Each Break token reduces the Armor value by 1. If the Armor value is 0, because it is already broken or because the equipped armor offers no armor value at all, the hero suffers 1 HP instead of placing the token.

In Campaign Mode, any armor remains broken until repaired using the Blacksmith Building (available in the Darkness Falls expansion).

Airborne - When an enemy goes Airborne, place the related token on its enemy card. While in this state, it can only be targeted and/or damaged by ranged attacks or effects. Flying heroes ignore this limitation.

Enemies' A.I.

When an enemy behavior uses the expression "If charged:" it means: "if the enemy has at least 1 Charge to use its charge-based power."

In the same way, the expression "If fully charged:" means: "if the enemy has reached its maximum amount of Charges available."

Note: Enemies must always have at least 1 Charge to use its charge-based power.

When an enemy behavior uses the word "them," it means the attack or power related to the phrase must be applied to all heroes referenced in the A.I. behavior.

For example: "If there are 2+ heroes in the victim's area: attack them with Sword." This means that if there is at least another hero in the Victim's area, the Sword attack must be resolved against all heroes in that area. When it happens, the attacker rolls the dice only once, while each defender defends separately, but simultaneously.

Last Battle!

The pure Evil has no name, but you recognize it when it comes, because the air is filled with the chilled void of Death!

The Undead Lord Master Enemy represents the Darkness corrupting the Talon Coast. Able to cast the powerful "Spell of Doom" and with the cruel undead army at its service, it will be a most epic challenge for the Immortal Heroes! The Spell token is used to keep track of which Power effect is active at the moment. "Toss the token" means: Take the token shown by the Scroll card (from the map, terminating its current effect, or from the game box) and throw it in the air to decide between two choices, depending on which side of the token is on top when it lands. Then, apply the related result based on the Master Enemy card.

BE PREPARED TO FIGHT EVIL IN THIS DARK ETERNAL NIGHT!

ACT II Quests

Each ACT II Quest below lists its Standalone Quest Values, Enemy Deck, Event Deck, Special Locations, Special Quest Rules, and Quest Setup as printed in the storybook. Quest introductions are omitted as flavour text.

ACT II - Quest I: Nothing Is As Good As It Seems

Standalone Quest Values

  • Soul Points: 13 x Hero
  • Crowns: 250
  • Treasures: 8 {ACT I}
  • Soul Weapons: 1

Enemy Deck

  • Dark Raider (Humanoid): 2
  • Dark Raider (Humanoid): 2

Event Deck

Event cards in order: 5, 1, 4, 27, 2, 28, 3.

  • Event In Play: The Quest begins with Event card 5 in play.

Special Locations

None.

Special Quest Rules

  • Day (Event 4): When it enters play, see Paragraph §1.15.
  • Night (Event 5): No additional effects.
  • Quest Fail: The quest fails if all heroes are Ghost Souls, see Paragraph §1.21.

Quest Setup

Map Tiles: 1A, 2A, 4B, 8A, 14A, 15A, 16A, 17B, 19A.

Tokens:

  • 1x Closed Spawn Gate
  • 1x Closed Spawn Gate
  • 1x Closed Spawn Gate
  • 4x Search Area
  • 1x Chest
  • 2x Locked Door
  • 1x Magic Lock
  • 1x Closed Shrine
  • 0x Shadow (2+)
  • 0x Shadow (4+)
  • 4x Waypoint (1,2,3,4)

Shadow Reserve:

HeroesEnemyChampionQuest EnemyQuest
2-34011
4-56311

Book of Secrets references (paragraphs are not transcribed, see gap note):

Story Events§Waypoints§
Story Event 11.14Waypoint 11.1
Story Event 21.16Waypoint 21.7
Story Event 31.18Waypoint 31.9
Day1.15Waypoint 41.11

ACT II - Quest II: In The Forest

Standalone Quest Values

  • Soul Points: 19 x Hero
  • Crowns: 275
  • Treasures: 8 {ACT I} and 1 {ACT I - ACT II}
  • Soul Weapons: 1

Enemy Deck

  • Dark Raider (Humanoid): 2
  • Dark Raider (Humanoid): 2
  • Orc Warrior (Humanoid): 1
  • Orc Warrior (Humanoid): 1

Event Deck

Event cards in order: 4, 7, 8, 26, 11, 5.

Special Locations

Place Story Event 1, Story Event 2, and Story Event 3 as indicated on the map.

Special Quest Rules

  • Day (Event 4): No additional effects.
  • Night (Event 5): No additional effects.
  • Quest Enemy Shadow: If the Quest Enemy Shadow is revealed, go to §2.23.
  • Quest Fail: The quest fails if the last Event card is resolved OR all heroes are Ghost Souls, see Paragraph §2.26.

Quest Setup

Map Tiles: 2B, 6B, 7B, 8B, 11B, 12B, 13B, 16B, 17A, 18B, 27B.

Tokens:

  • 1x Closed Spawn Gate
  • 1x Closed Spawn Gate
  • 1x Closed Spawn Gate
  • 3x Search Area
  • 1x Chest
  • 1x Closed Shrine
  • 4x Shadow (2+)
  • 2x Shadow (4+)
  • 3x Waypoint (1,2,3)
  • 3x Story Event (1,2,3)

Shadow Reserve:

HeroesEnemy2 EnemiesChampionQuest Enemy
2-32111
4-52221

Book of Secrets references (paragraphs are not transcribed, see gap note):

Story Events§Waypoints§
Story Event 12.8Waypoint 12.1
Story Event 22.9Waypoint 22.10
Story Event 32.18Waypoint 32.11
Miscellaneous
Glass Vial§2.24Quest Enemy§2.23

ACT II - Quest III: The Darkness' Army

Standalone Quest Values

  • Soul Points: 19 x Hero
  • Crowns: 275
  • Treasures: 8 {ACT I} and 1 {ACT I - ACT II}
  • Soul Weapons: 1

Enemy Deck

  • Dark Raider (Humanoid): 1
  • Dark Raider (Humanoid): 1

Event Deck

Event cards in order: 4, 7, 2, 29, 26, 17, 27, 5. The printed Shuffle markers appear under Event cards 29 and 26, and under Event cards 17 and 27.

Special Locations

  • Place Story Event 1 and Story Event 3 as indicated on the map.
  • Shuffle Waypoint 2 and Waypoint 3 and place them face down in Location A and Location B.

Special Quest Rules

  • Event Phase: Skip the Event Phase until Story Event 1 is resolved.
  • Day (Event 4): No additional effects.
  • Night (Event 5): No additional effects.
  • Dark Raider enemies: When any Dark Raider dies, remove it from the Quest.
  • Quest Fail: The quest fails if the last Event card is resolved OR all heroes are Ghost Souls, see Paragraph §3.26.

Quest Setup

Map Tiles: 2A, 5A, 7A, 8A, 9A, 11A, 12A, 13A, 17A, 18A, 19A, 27B.

Wall Tiles: 2A-13A, 2A-11A, Inside 9A.

Tokens:

  • 1x Open Spawn Gate
  • 1x Open Spawn Gate
  • 1x Closed Spawn Gate
  • 1x Closed Spawn Gate
  • 2x Search Area
  • 2x Chest
  • 1x Normal Door
  • 1x Locked Door
  • 3x Shadow (2+)
  • 2x Shadow (4+)
  • 1x Closed Shrine
  • 5x Waypoint (1,2,3,4,5)
  • 2x Story Event (1,3)

Shadow Reserve:

HeroesCitizenEnemy2 EnemiesChampion
2-31111
4-51221

Book of Secrets references (paragraphs are not transcribed, see gap note):

Story Events§Waypoints§
Story Event 13.1Waypoint 13.5
Story Event 23.2Waypoint 23.9
Story Event 33.15Waypoint 33.12
Waypoint 43.13
Waypoint 53.14
Miscellaneous
Glass Vial

ACT II - Quest IV: Moonchild

Standalone Quest Values

  • Soul Points: 29 x Hero
  • Crowns: 300
  • Treasures: 8 {ACT I} and 2 {ACT I - ACT II}
  • Soul Weapons: 1

Enemy Deck

  • Dark Raider (Humanoid): 2
  • Dark Raider (Humanoid): 2

Event Deck

Event cards in order: 4, 5, 1.

Special Locations

None.

Special Quest Rules

  • Emporium: Heroes cannot visit the Emporium before this Quest.
  • Waypoints: Only heroes not engaged in combat can resolve Waypoints.
  • Normal Doors: Heroes can open Non-Locked Doors without drawing Trap cards.
  • Enemy Power deck: During the Quest setup, remove the "Follower" card from the deck.
  • Event Cards: Ignore the spawn effect of all Event cards.
  • Day (Event 4): Each time the Day Event is resolved, go to §4.12.
  • Night (Event 5): Each time the Night Event is resolved, go to §4.24.
  • Quest Fail: The quest fails if the last Event card is discarded OR all heroes are Ghost Souls, see Paragraph §4.48.

Quest Setup

Map Tiles: 2A, 3A, 5B, 12A, 15A, 16A, 17A, 18A, 19A, 22A, 23A, 27B, 29A, 33B.

Tokens:

  • 1x Open Spawn Gate
  • 1x Open Spawn Gate
  • 1x Open Spawn Gate
  • 1x Open Spawn Gate
  • 4x Search Area
  • 1x Chest
  • 3x Normal Door
  • 3x Locked Door
  • 1x Open Shrine
  • 0x Shadow (2+)
  • 0x Shadow (4+)
  • 6x Waypoint (1,2,3,4,5,X)

Shadow Reserve:

HeroesCitizenEnemyQuest EnemyQuest
2-31311
4-51511

Book of Secrets references (paragraphs are not transcribed, see gap note):

Story Events§Waypoints§
Story Event 14.25Waypoint 14.2
Story Event 24.37Waypoint 24.13
Story Event 34.46Waypoint 34.16
Night4.24Waypoint 44.3
Day4.12Waypoint 54.20
Waypoint X4.28
Miscellaneous

ACT II - Quest V: Nothing Is As Bad As It Seems

Standalone Quest Values

  • Soul Points: 35 x Hero
  • Crowns: 300
  • Treasures: 8 {ACT I} and 4 {ACT I - ACT II}
  • Soul Weapons: 2

Enemy Deck

  • Skeleton (Undead): 2
  • Skeleton (Undead): 2

Event Deck

Event cards in order: 4, 20, 18, 30, 7, 13. The printed Shuffle markers appear under Event cards 18 and 30, and under Event cards 7 and 13.

Special Locations

Place Story Event 1 and Story Event 3 as indicated on the map.

Special Quest Rules

  • Enemy Power deck: During the Quest setup, remove the "Regeneration," "Follower," "Arcane Spines," and "Swiftness" Enemy Power cards from the deck.
  • Emporium: If "Quest 4/Razed Moonchild" was noted during the previous Quest, each Emporium Item costs 10 Crowns more.
  • Event Cards: Ignore the spawn effect of all Event cards.
  • Day (Event 4): When it enters play, see Paragraph §5.4.
  • Night (Event 5): No additional effects.
  • Quest Fail: The quest fails if the last Event card is discarded OR all heroes are Ghost Souls, see Paragraph §5.27.

Quest Setup

Map Tiles: 4B, 9B, 19B, 22B*, 24A, 31A, 33B.

Wall Tile: 2x Inside 4B.

Tokens:

  • 1x Closed Spawn Gate
  • 4x Search Area
  • 1x Chest
  • 3x Normal Door
  • 3x Locked Door
  • 1x Magic Lock
  • 1x Shadow (2+)
  • 1x Shadow (4+)
  • 1x Open Shrine
  • 1x Closed Shrine
  • 3x Waypoint (1,2,3)
  • 2x Story Event (1,3)

Shadow Reserve:

HeroesChampion2 Enemies
2-311
4-521

Book of Secrets references (paragraphs are not transcribed, see gap note):

Story Events§Waypoints§
Story Event 15.9Waypoint 15.1
Story Event 25.12Waypoint 25.14
Story Event 35.18Waypoint 35.19
Day5.4
Miscellaneous
Glass Vial§5.21Ex-Mortis§5.23

ACT II - Quest VI: Cemetery Gates

Standalone Quest Values

  • Soul Points: 42 x Hero
  • Crowns: 350
  • Treasures: 8 {ACT I} and 6 {ACT I - ACT II}
  • Soul Weapons: 2

Enemy Deck

  • Skeleton (Undead): 1
  • Skeleton (Undead): 1
  • Succubus (Demon): 1
  • Succubus (Demon): 1
  • Werewolf (Monster): 1
  • Werewolf (Monster): 1
  • Death Knight (Undead): 1
  • Death Knight (Undead): 1

Event Deck

Event cards in order: 26, 28, 5, 2, 29, 14, 30, 17. The printed Shuffle markers appear under Event cards 26 and 28, under 5 and 2, and under 29 and 14.

Special Locations

Place Story Event 1 and Story Event 3 as indicated on the map.

Special Quest Rules

  • Enemies: All Non-Undead enemies also count as Undead and ignore Poison and Bleeding effects during this Quest.
  • Day (Event 4): No additional effects.
  • Night (Event 5): No additional effects.
  • Quest Fail: The quest fails if the last Event card is discarded OR all heroes are Ghost Souls, see Paragraph §6.33.

Quest Setup

Map Tiles: 5A, 11B, 18B, 19B, 21A, 25B*, 26B*, 27A, 28A, 30A, 31A, 32A, 33A.

Wall Tiles: 27A, 19B-25B*, Inside 26B*.

Tokens:

  • 1x Open Spawn Gate
  • 1x Closed Spawn Gate
  • 4x Search Area
  • 3x Chest
  • 3x Normal Door
  • 3x Locked Door
  • 5x Shadow (2+)
  • 5x Shadow (4+)
  • 2x Closed Shrine
  • 6x Waypoint (1,2,3,4,5,X)
  • 2x Story Event (1,3)

Shadow Reserve:

HeroesEnemy2 EnemiesChampionQuest Enemy
2-33111
4-56221

Book of Secrets references (paragraphs are not transcribed, see gap note):

Story Events§Waypoints§
Story Event 16.6Waypoint 16.1
Story Event 26.23Waypoint 26.2
Story Event 36.24Waypoint 36.9
Waypoint 46.16
Waypoint 56.22
Waypoint X6.25
Miscellaneous

ACT II - Quest VII: Temple Of Doom!

Standalone Quest Values

  • Soul Points: 54 x Hero
  • Crowns: 400
  • Treasures: 8 {ACT I} and 8 {ACT I - ACT II}
  • Soul Weapons: 3

Enemy Deck

  • Skeleton (Undead): 2
  • Skeleton (Undead): 2

Event Deck

Event cards in order: 7, 20, 13, 17, 5, 30. The printed Shuffle markers appear under Event cards 7 and 20, and under 13 and 17.

Special Locations

Place Story Event 1, Story Event 2, and Story Event 3 as indicated on the map.

Special Quest Rules

  • Enemies: All Non-Undead enemies also count as Undead and ignore Poison and Bleeding effects during this Quest.
  • Enemy Power deck: During the Quest setup, remove the "Regeneration," "Follower," "Arcane Spines," and "Swiftness" Enemy Power cards from the deck.
  • Emporium: At the beginning of this Quest, each hero can visit the Emporium to acquire any Emporium card for free (excluding Bounties and Hollywood Armory cards), up to his maximum Inventory capacity. Each hero can also use any Non-Tavern Building for free.
  • Event Cards: Ignore the spawn effect of all Event cards.
  • Day (Event 4): No additional effects.
  • Night (Event 5): When it enters play, see Paragraph §7.27.
  • Quest Fail: The quest fails if the last Event card is discarded OR all heroes are Ghost Souls, see Paragraph §7.34.

Quest Setup

Map Tiles: 21B, 23B, 24B, 27A, 28B, 30B, 31B, 33B.

Wall Tiles: 27A-30B, 27A-31B.

Tokens:

  • 1x Open Spawn Gate
  • 1x Open Spawn Gate
  • 1x Open Spawn Gate
  • 1x Open Spawn Gate
  • 4x Search Area
  • 3x Chest
  • 3x Locked Door
  • 2x Shadow (2+)
  • 2x Shadow (4+)
  • 1x Open Shrine
  • 4x Waypoint (1,2,3,X)
  • 3x Story Event (1,2,3)

Shadow Reserve:

HeroesEnemy2 EnemiesChampion
2-3012
4-5212

Book of Secrets references (paragraphs are not transcribed, see gap note):

Story Events§Waypoints§
Story Event 17.2Waypoint 17.1
Story Event 27.10Waypoint 27.9
Story Event 37.14Waypoint 37.12
Night7.27Waypoint X7.5
Miscellaneous
Glass Vial§7.15Ex-Mortis§7.16

Book of Secrets ACT II: Gap Note

The Book of Secrets ACT II is a separate component. Its numbered paragraphs (§1.1 through §7.34, referenced in the Quest Setup tables and Special Quest Rules above) are not in the sourced files, so they are not transcribed here. The Story Event, Waypoint, Day, Night, Glass Vial, Ex-Mortis and Quest Enemy paragraph numbers are listed as printed in the storybook, so the Book of Secrets can be read alongside this manual. No standalone Book of Secrets ACT II PDF was found for this product. The Wolf Form Sheet back side and the Dark Gift Hero card back side (the Lycanthropy and Vampire Form instructions) are physical components that are not printed in the sourced files.

The Russian-language edition of the same manual was used only as a cross-check; this transcription follows the English storybook and reference sheet.

New Hero Action
  • Gods' Blessing Powers
  • Legendary Powers
  • Additional Form
    • Lycanthropy - Wolf Form
    • Dark Gift - Vampire Form
  • Enemies
    • Dark Raiders
    • Enemy Powers
    • Enemies' A.I.
    • Last Battle!
  • Special Quest Rules
  • Quest Setup
  • ACT II - Quest III: The Darkness' Army
    • Standalone Quest Values
    • Enemy Deck
    • Event Deck
    • Special Locations
    • Special Quest Rules
    • Quest Setup
  • ACT II - Quest IV: Moonchild
    • Standalone Quest Values
    • Enemy Deck
    • Event Deck
    • Special Locations
    • Special Quest Rules
    • Quest Setup
  • ACT II - Quest V: Nothing Is As Bad As It Seems
    • Standalone Quest Values
    • Enemy Deck
    • Event Deck
    • Special Locations
    • Special Quest Rules
    • Quest Setup
  • ACT II - Quest VI: Cemetery Gates
    • Standalone Quest Values
    • Enemy Deck
    • Event Deck
    • Special Locations
    • Special Quest Rules
    • Quest Setup
  • ACT II - Quest VII: Temple Of Doom!
    • Standalone Quest Values
    • Enemy Deck
    • Event Deck
    • Special Locations
    • Special Quest Rules
    • Quest Setup
  • §3.21
    Glass Vial§4.35Ex-Mortis§4.42
    Glass Vial§6.14Ex-Mortis§6.29
    Quest Enemy§6.20