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The Librarians: Adventure Card Game

The Librarians: Adventure Card Game Rulebook

Table of Contents

Table of Contents

  • Game Overview
    • Overview
    • Winning and Losing
    • What is a Librarian?
    • What is a Guardian?
  • Components
  • Card Categories and Types
    • Adventure Setup Cards
    • Mission & Disturbance Cards
    • Hero Cards
    • Player Cards
    • Adventure Cards
    • Special Cards
  • Setup
    • General Setup Diagram
  • Key Concepts
    • Attribute Checks
    • Ready & Exhausted
    • Unassigned Region & Player Areas
    • Energy
    • Limits on Artifacts & Sidekicks
    • Using Tokens
    • Unique Cards
  • Playing the Game
    • Phase 1: Preparation Phase
    • Phase 2: Adventure Phase
    • Phase 3: Action Phase
    • Phase 4: Enemy Phase
    • Phase 5: Refresh Phase
    • Ending the Game
  • Additional Rules
    • Player Communication
    • Resolving Ties
    • Empty Adventure or Player Deck
    • Card Abilities and Events
    • Power, Focus, and Effect
    • Player Elimination
  • Player Deck Construction
    • Player Deck Requirements
    • Unlocked Cards
    • Discipline List
  • Hero Guides
    • Hero Guide: Eve Baird
    • Hero Guide: Cassandra Cillian
    • Hero Guide: Ezekiel Jones
    • Hero Guide: Jacob Stone
  • Game Terms Glossary
  • Quick Reference
    • Round Sequence
    • Card Limits
  • Icon Legend
  • Season One Unlock Checklist

Game Overview

Overview

The Librarians: Adventure Card Game is a fully cooperative experience in which you and up to three friends take on the role of a Librarian or one of their allies. Each character has strengths and weaknesses that lend themselves to a different playstyle and a deck of cards that represent the knowledge, skills, and capabilities you will need to survive. Between character selection and deck customization, the game lets you play your character your way.

This game is scenario-based. Each scenario will take you on a new adventure with unique challenges to overcome and goals to pursue. An adventure consists of Mission cards you must complete, Disturbance cards your adversaries relentlessly pursue, dangerous complications, enemies, and obstacles that will hinder you along the way. To take on these challenges, you will need to make attribute checks and effectively utilize your unique deck and hero powers. As your adventure unfolds, your story heads in new directions based on your actions. In order to save the world, you'll need to make difficult choices! Do you draw cards or gain additional resources needed to play them? Do you thwart your enemies or advance your own goals? The choice is yours, Librarian!

Winning and Losing

All players are working together to progress through an adventure. You win or lose as a team.

The players win when:

  • Players encounter a Mission card with the text "The players win the game."

The players lose when:

  • Players encounter a Disturbance card with the text "The players lose the game."
  • or All players have been eliminated.

What is a Librarian?

"Mr. Carsen, there, uh, there isn't going to be a next time. Mr. Carsen, you are about to begin a wondrous adventure from which you will never be the same." - Judson, to Flynn

The Librarians are an ancient secret society of scholars, explorers, and relic-hunters that have existed for thousands of years as the defenders and champions of the mythical Library. Librarians undertake adventures all over the globe to recover special magical artifacts, historical relics, and tomes to bring them back to the immense vault that is The Library. They are selfless, brave, intelligent and noble; wishing only to increase their knowledge and safeguard the Library and all of the artifacts within for the betterment and safety of all humanity.

What is a Guardian?

"Each Librarian has a guardian... someone who's trained in combat, tactics, survival. Sort of the brawn to the Librarian's brain. But... no, no. Much more than that. Sort of the, uh, common sense to their head in the clouds." - Judson, to Flynn

A Guardian is an elite bodyguard, chosen by The Library itself, assigned to protect Librarians during missions. According to Jenkins ("And the Infernal Contract"), the priority is the Librarians' spiritual well-being, rather than their continued physical existence, helping them fight the seductive pull of the power magic offers, even to make the world a better place.

Components

  • 4 Hero Boards (each with an Energy Pile, Deck, and Discard space)
  • 4 Hero Cards
  • 3 Aid from the Library Cards
  • 4 Adventure Setup Cards
  • 4 Character Dice (white)
  • 4 Challenge Dice (black)
  • 18 Damage Tokens
  • 40 Progress/Fate Tokens
  • 15 Special Tokens
  • Player cards, Adventure cards, Mission and Disturbance cards, and Focus and Power cards

Card Categories and Types

There are seven categories of cards. Players set up the game using Adventure Setup cards and attempt to progress through Mission cards and Disturbance cards. Each player controls a Hero, represented by a Hero card and the Player cards in their deck: all of the Artifacts, Attachments, Events, and Sidekicks that will help them prevail. Along the way, they'll be challenged by an Adventure card deck full of Complications, Enemies, and Obstacles. Additionally, Special Cards are used for certain adventures.

Adventure Setup Cards

Each Adventure has an Adventure Setup card that details its specific setup.

  1. Setup Text (Front): Specific instructions for setting up your Adventure.
  2. Flavor Text (Front): Narrative text that enhances the story and mood. Flavor text has no effect on gameplay.
  3. Card Lists (Back): Cards used to form the Adventure deck, Special Decks, or to be set aside for later.
  4. Adventure Title: The scenario's Adventure Name.

Mission & Disturbance Cards

These cards collectively tell the story of the Adventure.

Mission cards represent your objectives, with each card specifying a goal that must be accomplished. If the players reach the end of the Mission cards, they win the game.

The Disturbance cards serve the same purpose, but for your adversaries. As they work on their sinister schemes, the Disturbance cards advance. If the villains reach the end of the Disturbance cards, the players lose the game.

  1. Card Name: The title of the Adventure.
  2. Type and Stage: The type (letter) indicates whether this is a Mission (M) or Disturbance (D) card. The stage (number) indicates the order in which the cards are encountered, starting with card #1.
  3. Flavor Text: Narrative text that enhances the story and mood. Flavor text has no effect on gameplay.
  4. Game Text: Special rules for this card when it is in play.
  5. Challenge (Mission cards): This shows the card's Challenge in the form of an attribute check. Use the Overcome action to work towards adding progress (P) to the card (see Action Phase on page 24 and Attribute Checks on page 18). Mission cards without a Challenge are advanced in an alternate way and described on the card's game text.
  6. Advance Value (Mission cards): The number of tokens required to complete and flip this card. Mission cards require a number of Progress (P) tokens depending on the number of players that started the game. (Check the number of dots corresponding to the number of players.)
  7. Advance Value (Disturbance cards): The number of tokens required to complete and flip this card. Disturbance cards require a fixed number of Fate (B) tokens to advance.

Note: Advance values with an * or an X are special cases that are described in the card's game text.

Hero Cards

Your Hero card represents the main character you control. It remains in play throughout the game. Heroes can take a variety of actions and have unique powers. If your hero is defeated, read Player Elimination on page 29.

  1. Hero Name: Your Librarian or Guardian.
  2. Life: The life value of the hero. If your hero has damage tokens equal to or greater than their life value, the hero is defeated (see Player Elimination on page 29).
  3. Subtitle: Secondary names for cards. Subtitles have no specific rules associated with them and are thematic only.
  4. Attributes: Characters have four attributes that represent their strengths and weaknesses: Guile (G), Insight (I), Lore (L), and Tactics (T). The higher the attribute number, the more skilled the character is in that attribute. A dash ("-") represents a value of zero and can never be increased.
  5. Game Text: Special rules and abilities for this card when it is in play. Some include: Setup (perform during game setup only), Response (see Response on page 28 and Glossary on page 37), and Tree of Knowledge (see Tree of Knowledge on page 19).

Player Cards

There are four types of player cards: Artifact, Attachment, Event, and Sidekick. During Setup, you combine player cards to form your player deck, which can either be your Hero's suggested deck (see Hero Guides on pages 32-35), or a deck you customize (see Player Deck Construction on page 30). During the game, you draw cards from your player deck into your hand and play cards from your hand by spending Energy. Played cards stay in your Player Area until defeated or otherwise specified.

  • Artifact cards - Relics and inventions from the Library, often magical in nature, which grant powerful abilities. Important Rule: Each player may only have one Artifact in play at a time.
  • Attachment cards - Specialized tools that can be equipped and used by characters. Attachments may be played on any character, not just your own (unless otherwise specified). Important Rule: There is no limit to the number of attachments that can be on a character or in play.
  • Event cards - Opportunistic moments of careful timing or lucky improvisation. Events are single-use cards that are resolved immediately when played and then discarded.
  • Sidekick cards - Allies, friends, and others willing to assist you. Sidekicks are similar to heroes, being able to take actions, take damage, and can be defeated. Important Rule: Each player may only have one Sidekick in play at a time.

Player card anatomy:

  1. Card Name
  2. Energy Cost: The number of Energy that must be spent to play this card.
  3. Card Type: This indicates whether the card is an Artifact, Attachment, Event, or Sidekick.
  4. Subtitle: Secondary names for cards. Subtitles have no specific rules associated with them and are thematic only.
  5. Traits: Traits may be referenced by certain cards or game effects but have no specific rules associated with them.
  6. Game Text: Special rules and abilities for this card when it is in play.
  7. Attributes: Characters have four attributes that represent their strengths and weaknesses: Guile (G), Insight (I), Lore (L), and Tactics (T). The higher the attribute number, the more skilled that character is in that attribute. Important Rule: A dash ("-") represents a value of zero, and can never be increased.
  8. Life: The life value of the sidekick. If your sidekick has damage tokens equal to or greater than their life value, the sidekick is defeated and placed in your player deck discard pile.
  9. Discipline: Most player cards belong to a group called a "Discipline". Disciplines are used when constructing player decks.
  10. Flavor Text: Narrative text that enhances the story and mood. Flavor text has no effect on gameplay.

Adventure Cards

There are three types of Adventure cards: Complication, Enemy, and Obstacle cards. During Setup, you combine the cards specified on the Adventure Setup card to form the Adventure deck. During the game, each player must draw and resolve an Adventure card from the deck each round.

  • Complication Cards - Complications represent single moments that pose an immediate but temporary hazard to the players. Complications are resolved then discarded (unless otherwise specified).
  • Enemy Cards - Enemies represent forces that actively seek to do damage to the players' characters, thereby stopping them from achieving their goals. Enemies stay in play until defeated by the players.
  • Obstacle Cards - Obstacles represent passive forces that either impede progress on the Mission or aid your adversaries with the Disturbance. Obstacles stay in play until defeated by the players.

Adventure card anatomy:

  1. Card Name
  2. Card Type: This indicates whether the card is a Complication, Enemy, or Obstacle.
  3. Traits: Traits may be referenced by certain cards or game effects but have no specific rules associated with them.
  4. Game Text: Special rules and abilities for this card when it is in play.
  5. Life or Progress: Enemies have life (Life) values and Obstacles have progress (Progress) values. These show how many tokens (Damage tokens for enemies and Progress tokens for obstacles) are required to defeat this card. Tokens are usually added by succeeding at the card's Challenge.
  6. Challenge: Present on Enemy and Obstacle cards, this shows the card's Challenge in the form of an attribute check. Use the Overcome action to work towards defeating the card (see Action Phase on page 24 and Attribute Checks on page 18).
  7. Damage or Fate: Enemies have damage (Damage) values and Obstacles have fate (Fate) values. These describe the negative consequences of failing to defeat the card. During the Enemy Phase, ready assigned enemies deal damage equal to their Damage value to a character, while ready obstacles add Fate equal to their Fate value to the Disturbance (see Enemy Phase on page 26).
  8. Flavor Text: Narrative text that enhances the story and mood. Flavor text has no effect on gameplay.

Special Cards

Special Cards can't be interacted with by player cards. They often describe how to win the adventure, or a new rule that applies to the adventure at hand. Special cards are explained as they come up in relevant adventures.

Setup

  1. Choose Difficulty Mode. Players together decide which difficulty to play:
    • Narrative Mode: An experience that allows players to focus more on the story and characters. In addition to using the Aid from the Library Narrative Mode card, Serpent results do not count as failures. Also, players may choose to have no hero elimination (see Player Elimination on page 29).
    • Standard Mode: The default difficulty level. Uses the Aid from the Library Standard Mode card.
    • Expert Mode: A challenging experience that forces players to carefully evaluate how to maximize their advantages during play. In addition to using the Aid from the Library Expert Mode card, when a player devotes a card to an attribute check, instead of rotating a Character die to a Success, the acting player rerolls a Character die. That die cannot be modified again this check.
  2. Decide First Player. The player who most recently visited a library becomes the first player. That player takes the Aid from the Library card matching the chosen difficulty and places it face-up (with the colored background frame showing) next to them. The Aid from the Library card acts as the first player indicator and has its own special game rules on it.
  3. Select Heroes. Each player selects a different Hero. Take your Hero card and Hero board and place them in front of you.
  4. Create Player Decks. Each player creates their player deck. If this is your first game, use your Hero's premade suggested deck detailed in their Hero Guide (see Hero Guides on pages 32-35). You can also create your own custom deck (see Player Deck Construction on page 30). Shuffle your player deck and place it face-down on the "Deck" space of your Hero board.
  5. Select Adventure. Players together decide which Adventure to play. If this is your first game, play Adventure C-1 "Assault on the Library." It is recommended to play them in numerical order from C-1 to C-4. Set aside the Adventure Setup card for your Adventure, which you will reference later in setup.

You are now ready to begin your adventure!

General Setup Diagram

The printed General Setup Diagram labels the following areas and components:

  1. Adventure Deck
  2. Disturbance
  3. Mission
  4. Challenge Dice
  5. Character Dice
  6. Fate/Progress Tokens
  7. Special Tokens
  8. Damage Tokens
  9. Aid from the Library Card
  10. Hero Card
  11. Player Deck
  12. Energy Pile (starts with 4 cards)
  13. Cassandra's Focus and Power Cards
  14. Player Hand
  15. Player Reference Cards

The diagram also shows the Unassigned Region (for Obstacles and unassigned Enemies), the Adventure Discard, Mission Discard, and Disturbance Discard piles, the Dice & Token Supply, and a Player Area for each player (for example, Jacob's Player Area and Cassandra's Player Area).

Key Concepts

Attribute Checks

Your characters will often be called upon to test a specific attribute to determine the success of their actions or to gauge the severity of a harmful effect. Each attribute check contains two parts of information: the Attribute being tested (Guile (G), Insight (I), Lore (L), or Tactics (T)), shown as a symbol on the left, and the Challenge Difficulty, shown as a number in a black box on the right.

Resolve attribute checks by following these five steps:

  1. Declare and Roll Dice
  2. Change Dice Results
  3. Resolve Tree of Knowledge and Serpent Effects
  4. Determine Success or Failure
  5. Resolve Attribute Check Effect

1. Declare and Roll Dice. Declare which of your characters is making an attribute check, gather your needed dice, then roll them. Attribute checks are made by rolling a pool of specific dice. This pool consists of Challenge (black) dice equal to the challenge difficulty and Character (white) dice equal to your character's number rating in the attribute being tested.

Example: Cassandra Cillian declares an I 2 check. Cassandra's player gathers 2 Challenge dice because the difficulty of the check is 2. They then consult Cassandra's Hero card to see that Cassandra has 3 I, so they also grab 3 Character dice. This completes Cassandra's dice pool for this check.

Note: You can only declare an attribute check in which you would roll at least 1 character die. An attribute with a dash ("-") counts as 0 and can never be increased. Adventure cards may force a character to take an attribute check in which you roll no Character dice.

Important Rule: Your dice pool may never have more than 4 Challenge dice or 4 Character dice. Instead, for each die over 4 that would be added to your die pool, remove 1 die of the other type.

Example: If you make an attribute check with 6 Character dice, you would add 4 Character dice to your pool and then remove 2 Challenge dice (to a minimum of zero).

Attribute Check Modifiers. Many effects in the game will alter the number of dice you roll during an attribute check. These effects must be used before you roll. It is important to remember that you never roll fewer than 0 or more than 4 of either type of die regardless of modifiers. There are three types of die modifiers:

  • Exact Value: These modifiers instruct you to roll a specific number of dice regardless of your character's attribute values or the card you are making the attribute check against. For example: a "2" modifier instructs you to roll exactly 2 Challenge dice (and the normal number of Character dice); a "3" modifier instructs you to roll exactly 3 Character dice (and the normal number of Challenge dice).
  • Addition/Subtraction: These modifiers add or subtract dice from your dice pool. For example: a "-1" modifier instructs you to roll 1 fewer Challenge die; a "+1" modifier instructs you to roll 1 additional Character die.
  • Attribute Change: These modifiers allow you to make an attribute check using a different attribute than would usually be required. For example: "Overcome an N using G" allows you to make a G check against an N instead of the attribute normally required.

2. Change Dice Results. After rolling your dice, you have an opportunity to change your results. Dice roll results may be changed by player cards and by having any players Devote cards (see below). These effects can be done in any order.

Dice Faces. The faces of each die have symbols rather than numbers. Die faces that have no symbol resolve with "no effect." Die faces with multiple symbols resolve as all the displayed symbols.

  • Success: Counts as one success.
  • Failure: Counts as one failure.
  • Tree of Knowledge: Represents the Tree of Knowledge, which is revered by the Library. Players may spend Tree of Knowledge results to activate Tree of Knowledge effects on their characters or on other cards. Each Tree of Knowledge icon may only be spent once per Tree of Knowledge effect. Each Tree of Knowledge effect may only be triggered once per roll unless otherwise specified.
  • Serpent: Represents the serpent who tempted Adam and Eve with power. Counts as a Failure. Also triggers Serpent effects on Adventure Cards (if any) first, then Disturbance Cards. Each Serpent effect may only be triggered once per roll.

Devote. Any player may devote a card from their hand to rotate a Character (white) die to a Success (a face with one success icon and no other icon). Devoted cards are placed in their owner's discard pile. Each player may only Devote one card per attribute check.

Reminder: In Expert Mode, devoting a card instead allows the acting player to reroll a Character die. That die cannot be modified again this check.

3. Resolve Tree of Knowledge and Serpent Effects. Resolve the Tree of Knowledge and Serpent symbols in whatever order you choose.

Tree of Knowledge results may be used to activate a Tree of Knowledge effect specified by the character who is making the check or the attachments on that character. The same Tree of Knowledge effect cannot be used more than once per roll unless otherwise specified. Tree of Knowledge effects are always optional.

When you roll a Serpent, it must be used to activate a Serpent effect present on an Adventure and/or a Disturbance card. If only one Serpent is rolled, and there is a choice between an Adventure card and a Disturbance card both with their own Serpent effect, activate the Adventure card. If more than one Serpent is rolled, activate the Adventure and Disturbance card Serpent effects each once. The same Serpent effect cannot be used more than once per roll unless otherwise specified. Serpent effects are always mandatory!

Example: Lamia is an enemy N who has her own Serpent effect. While overcoming her, Cassandra is unlucky enough to roll 2 Serpents on their Challenge dice. The first Serpent would trigger Lamia's Serpent effect, while the second would activate the Serpent effect on the Disturbance card.

Doesn't count as a Failure in Narrative Mode.

4. Determine Success or Failure. During this step, you determine whether your attribute check was successful or not. Each Failure or Serpent cancels out a Success and vice versa. If you are left with remaining Success, your attribute check has succeeded; otherwise it has failed. Usually the degree of success or failure is also important. An attribute check succeeds by a number equal to the remaining Success, and it fails by a number equal to the remaining Failure and Serpent. If there are no remaining successes or failures, the attribute check fails by 0.

Reminder: In Narrative Mode, Serpent results do not count as failures.

Example: Cassandra is attempting to overcome Serpent Ninjas. The attribute check required is T 1, and Cassandra has 2 T. Cassandra's player gathers up and rolls 1 Challenge die and 2 Character dice. She gets the result shown in the rulebook's illustration for this example.

Players now have the opportunity to change dice results. Cassandra doesn't have any abilities in play or in her hand that would allow her to do so. Fortunately, another player devotes a card from their hand to change a Character die to a Success. The devoted card is put into that player's discard pile, and the dice now show the changed result shown in the illustration.

After the dice results have been changed, it is time to resolve any Tree of Knowledge and Serpent symbols. Since no Tree of Knowledge results were rolled, there are no Tree of Knowledge effects to resolve. Because the Serpent Ninjas do not have their own Serpent effect, Cassandra looks to the Disturbance card and sees that it reads "Serpent: No additional effect." Whew!

Finally, each Success and each Failure or Serpent cancel each other out. Cassandra starts with 3 successes and 1 failure, and after canceling, she's left with 2 successes. The check has succeeded by 2, so she places 2 Damage tokens onto the Serpent Ninjas.

5. Resolve Attribute Check Effect. By default, a successful attribute check will add 1 Progress token to an obstacle or Mission for each degree of success or add 1 Damage token to an enemy for each degree of success. There is no default penalty for failing an attribute check. However, many cards that require an attribute check specify the outcome of success and/or failure. In these cases, the card text takes precedence over the above rules. For example, most Mission cards specify that you only add 1 Progress token for a successful attribute check, regardless of the degree of success.

Ready & Exhausted

Cards in play exist in one of two states: Ready (upright), and Exhausted (rotated 90 degrees).

Cards enter play in the ready position by default. When a character card takes an action or a card effect reads to "exhaust" a card, rotate the card 90 degrees to the exhausted position. Various effects might instruct you to "ready" a card, which means to return that card to the ready position. Note that an exhausted card cannot be exhausted again until it has been readied.

Unassigned Region & Player Areas

During the game, Player and Adventure cards exist in one of two separate types of play areas: the Unassigned Region and the Player Areas.

The Unassigned Region is near the center of the table and belongs to no player. The Unassigned Region contains all Obstacle cards and all unassigned Enemy cards. This area represents passive problems like hazardous terrain or adversaries working behind the scenes.

Each player has their own Player Area near them. Your Player Area contains your Hero card, any Artifacts or Sidekicks you have in play, all Attachments on your characters, as well as the Aid from the Library card if you have it. This area also contains any Enemy cards that have been assigned to you.

Energy

Energy is a resource used to play cards from your hand. Each card will have an Energy cost that must be paid to play the card (some cards have a cost of 0 and can be played for free). Energy is physically represented by face-down cards in your Energy Pile on your Hero board, with each card representing one Energy.

When you are instructed to gain Energy, take one card from the top of your player deck and place it face-down onto your Energy Pile without looking at it. When you spend Energy, take the appropriate number of cards from your Energy Pile and place them face-up on your discard pile.

Limits on Artifacts & Sidekicks

Your hero has access to the vast supply of artifacts kept in the Library and its long roster of friends and allies. However, by default, each player may only control one Artifact and one Sidekick at a time. If a player ever plays or gains control of a card that would exceed their limit for either card type, that player must choose and discard cards they control from play until they have returned to their limit for that card type.

Using Tokens

Tokens are taken from and return to the supply. Each token is double-sided; use the appropriate side as needed.

Special tokens are used for all cases that do not use Damage, Progress, or Fate tokens. Special tokens are used to track a specific effect on a card and cannot be transferred or utilized by other cards (unless otherwise specified).

Important Note: Tokens are not limited! If you require more tokens than are available, use any suitable placeholder.

Unique Cards

The name of certain cards in the game is preceded by a Unique marker - these cards are referred to as "unique" cards. They represent specific individuals, locations, or objects. If a player controls a unique player card, no player may play or put into play another player card with the same Card Name.

Playing the Game

The Librarians: Adventure Card Game is played over a series of rounds that are divided into five phases. All players play together during each phase. The five phases of a round are:

  1. Preparation Phase
  2. Adventure Phase
  3. Action Phase
  4. Enemy Phase
  5. Refresh Phase

Phase 1: Preparation Phase

Play Artifacts, Attachments, and Sidekicks. Players may play any Artifact, Attachment, and Sidekick cards from their hand. Additionally, most card abilities can be activated and most Event cards can be played at nearly any time during the round (see Card Abilities and Events on page 28). To play a card from your hand, you must first pay its Energy cost by discarding cards from your Energy Pile. Players may play their cards in any order, and each player may play as many cards as they wish. When a card enters play, place it face-up and ready in that player's Player Area.

Attachment cards may be played on any eligible target, even those you don't control. Attachment cards should be placed so that they partially overlap the card they are attached to. Attachment cards stay and move with the card they are attached to. Attachment cards are discarded to their owner's discard pile if the card they were attached to leaves play.

Players share this phase, and may play cards in any order. Once all players have no more cards to play, the Preparation Phase ends.

Phase 2: Adventure Phase

Each player draws and resolves an Adventure card. Starting with the first player (the player with the Aid from the Library card) and proceeding left around the table, each player draws a card from the Adventure deck and resolves it.

Important Note: Fully resolve each Adventure card before moving on to the next player.

To resolve an Adventure card, determine its card type (Complication, Obstacle, or Enemy) and follow the instructions below:

  • Complication: Immediately carry out the instructions on the Complication card. Unless the card specifies otherwise (such as attaching itself to another card), place the Complication card in the Adventure deck discard pile.
  • Obstacle: Place the Obstacle card into the Unassigned Region in the ready position. Obstacles remain in play until they have accumulated Progress tokens equal to or greater than their Progress value, at which time they are defeated and placed in the Adventure deck discard pile.
  • Enemy: Place the Enemy card into play ready. Enemies enter play into one of two locations. If the player who drew the enemy has no enemies assigned to them, place the enemy in the player's Player Area. If the player who drew the enemy has one or more enemies assigned to them, place the enemy in the Unassigned Region. Note that some enemies have rule text that dictates where they are placed when they enter play.

Enemies remain in play until they have accumulated Damage tokens equal to or greater than their Life value, at which time they are defeated and placed in the Adventure deck discard pile.

Phase 3: Action Phase

Ready characters (Heroes and Sidekicks) may take an action by exhausting. Actions are used to defeat enemies and obstacles, make progress on Missions, provide special effects, gain Energy, and heal damage.

To take an action with one of your characters, declare your action and exhaust the character. Players may take their actions in any order, and each player may take as many actions as they wish. There are four different actions that a character can take: Overcome, Card Action, Meditate, and Rest.

Important Rule: There is also the free ability of Assign Enemy that each player may take during this phase.

Actions may be granted by cards:

  • Attachments grant their action only to the character they are attached to. Example: Improvised Weapon is an Attachment that gives the character it is attached to the option of taking the action listed on it.
  • Events grant their action to any eligible character you control. Example: Wall Slam is an Event that can be played when a character you control is allowed to take an action (usually during the Action Phase). It allows a character you control to take the action listed.
  • Mission, Disturbance, and Adventure cards grant their action to any character. Example: "Save the Artifacts!" is an Obstacle and has a Challenge. However, it also has "Action:" text that represents an alternative method of dealing with it. Any character may take this action.

The four actions:

  1. Overcome: Perform an attribute check for a card with a Challenge (see Attribute Checks on page 18). You can use the Overcome action on any Obstacle or Mission card in play. To use the Overcome action on an Enemy, the enemy must be in your Player Area (assigned to you).
  2. Card Action: Perform a special action on a card. Cards that allow special actions all include "Action:" in their text and provide instructions on how the action is taken and resolved.
  3. Meditate: Discard the top card of your player deck, then gain one Energy.
  4. Rest: Heal 1 Damage from the character taking this action.

Free Ability: Assign Enemy. At any time during the Action Phase, each player may assign up to one unassigned Enemy to themselves. To do so, the player moves an Enemy from the Unassigned Region to their Player Area. This does not count as an action and may be done even if the player already has one or more enemies assigned to them.

Example: Assigning Enemies

  • Eve has a Relic Looter assigned to her. She also has a Sidekick (Sam Denning). Both these cards are in her Player Area, along with her Hero card.
  1. Eve draws a Cult Fanatic. She already has an Enemy assigned to her: a Relic Looter. Because she already has an Enemy assigned to her, she places the Cult Fanatic into the Unassigned Region.
  2. Later, Eve draws Serpent Ninjas. It has the Ambush keyword, which means that it is always assigned to the player who put it into play, even if they already have an Enemy assigned to them. Eve assigns the Serpent Ninjas to herself by placing it into her Player Area.
  3. The Serpent Ninjas Enemy card is assigned to Eve, meaning that only characters she controls (Eve or Sam Denning) may take the Overcome action on Serpent Ninjas. There is also a Cult Fanatic Enemy card in the Unassigned Region; as long as it stays unassigned, no character can take the Overcome action against it. Eve takes the Overcome action and defeats the Serpent Ninjas.
  4. She still has a ready character left who can take actions, and she wants to damage the Cult Fanatic in the Unassigned Region. Since she hasn't used her free Assign Enemy ability this phase, she decides to do so now and moves the Cult Fanatic from the Unassigned Region to her Player Area. Now that it's assigned to Eve, her ready character (Sam Denning) can use the Overcome action against the Cult Fanatic!

Phase 4: Enemy Phase

The opposition strikes back! Complete the following steps in order:

  1. Ready Assigned Enemies Attack. Starting with the first player (the player with the Aid from the Library card) and proceeding left around the table, each ready Enemy assigned to that player makes an attack. An enemy attacks by exhausting and dealing damage equal to its Damage value to a single character controlled by the player to which it is assigned. The player decides which character is dealt this damage.

  2. Advance Completed Missions. If a Mission card has Progress tokens equal to or greater than its Advance value (based on the number of players that started the game), advance that Mission. To do so, discard all tokens from the Mission card, flip it over, and follow the instructions on the back.

  3. Add Fate To Disturbance. Add Fate tokens to the Disturbance as follows:

    • A) Add one Fate.
    • B) Add one Fate for each Enemy that is both unassigned and ready.
    • C) Add Fate tokens equal to the total Fate value of all ready Obstacles.

    If the Disturbance now has Fate tokens equal to or greater than its Advance value, advance it. To do so, discard all tokens from the Disturbance card, flip it over, and follow the instructions on the back.

Note: When you draw a card and look at it, it might influence your next choice to draw or gain Energy.

Phase 5: Refresh Phase

Prepare for the next round. Complete the following steps in order:

  1. Ready All Cards.
  2. Draw Cards and/or Gain Energy. Starting with the first player (the player with the Aid from the Library card) and proceeding left around the table, all players choose to either: draw the top card of their deck into their hand and look at it, or gain that card as Energy into their Energy Pile without looking at it. Repeat this 3 times.
  3. Pass Aid from the Library Card. Pass the Aid from the Library card left to the next player. That player now becomes the first player. Proceed to start a new round with the Preparation Phase.

Ending the Game

The game immediately ends when players win or lose the game.

The players win when:

  • Players encounter a Mission card with the text "The players win the game."

The players lose when:

  • Players encounter a Disturbance card with the text "The players lose the game."
  • or All players have been eliminated (see Player Elimination on page 29).

Additional Rules

Player Communication

Players are free to communicate however they would like during the game. Players may discuss their strategies and show cards in their hands to other players. Team communication is the key to victory!

Resolving Ties

If there is ever a tied choice in resolving an effect, the players choose how to resolve it.

Empty Adventure or Player Deck

If the Adventure deck is empty and an Adventure card needs to be taken or used, shuffle the Adventure discard pile and place it face-down as the new Adventure deck.

If your player deck is empty and a player card in it needs to be searched, used, or taken, shuffle your discard pile and place it face-down as your new player deck, and finish resolving the current effect. After shuffling your deck and resolving the current effect, you must draw and resolve an Adventure card.

In the very rare case a player's deck and discard pile are ever simultaneously empty, that player is eliminated from the game (see Player Elimination on page 29).

Card Abilities and Events

Card abilities may be used, and Event cards may be played, at most times as their text allows.

"Action:" abilities can only be used when a character could take an action and they require that the character exhaust.

Event cards can be played during any phase. Played Event cards are immediately resolved then discarded.

However, there are certain times during a round when card abilities cannot be used, and Event cards cannot be played. These are:

  • Adventure and Player cards must be fully resolved before Events or other card abilities can be played.
  • Once an Action has been declared, it must be fully resolved before Events or other card abilities can be played.
  • During the Enemy Phase, once one of the three steps (Ready Assigned Enemies Attack, Advance Completed Missions, or Add Fate To Disturbance) has started, no card ability or Event can be used until that step has been completed.

Effects with "Response:" can only be played in response to the effect as written. This supersedes the usual restrictions of when cards can be played. In some cases, a card will have multiple ways it can be played. For example, the card "I'm the Librarian" can be played as an "Action:" or as a "Response:".

Power, Focus, and Effect

"Magic has three parts: Power to change reality; Focus to direct that change; and an Effect - that change in the real world." - Jenkins

The Librarians: Adventure Card Game represents these concepts using Focus and Power cards, which are collected as a result of playing certain player cards. There are four Focus and four Power cards, all of which are two-sided with a different magical Effect on the back.

If you are ever instructed to gain a Focus or Power, take a random card of the appropriate type from your Focus/Power set and put it face-down in your Player Area (without looking at the Effect card side).

If you have both Power and Focus cards in your Player Area, any time you could play a card you may spend Energy to flip over exactly 1 Focus and 1 Power, revealing the Effect on the back of each card. Then select one of the revealed Effects to keep and shuffle the unkept card back into the appropriate type (Focus or Power) of your set. Once the ability of an Effect is used, shuffle the card back into the appropriate type of your set.

Player Elimination

A player is eliminated if their hero is defeated or in the very rare case that they have no cards in their player deck and discard pile. Once a player is eliminated, perform the following steps:

  1. If the player being eliminated is the first player, pass the Aid from the Library card to the player on their left who now becomes the first player.
  2. Unassign any Enemy cards assigned to the eliminated player.
  3. If there are no players remaining, the game immediately ends and the players lose!

An eliminated player no longer participates in gameplay in any way - though they can still talk with other players and help them strategize.

Important Note: For all effects that refer to the number of players, use the number of players the game started with, not the current number of players.

Narrative Mode Option: No Hero Elimination. If you prefer an easier story-driven experience without hero elimination, when a hero would be defeated, instead heal all damage on them and add 1 Fate token to the Disturbance card.

Player Deck Construction

Player Deck Requirements

As you become familiar with the game, you may wish to build a custom player deck for your hero. Decks are constructed by combining Disciplines. A Discipline is a group of seven connected player cards. All cards within a Discipline must be included or excluded from your deck as a group, and no Discipline may be taken more than once in a single deck.

All decks consist of 4 Disciplines (1 Heroic and 3 Universal). All Disciplines have 7 cards. All player decks may have up to 2 unlocked cards in them. Maximum deck size is 30 cards (28 from Disciplines and 2 from Unlocked Cards).

Disciplines are Heroic or Universal. A Heroic Discipline is bound to a certain hero, and is shown by the character's name at the bottom of the card. A Heroic Discipline can only be used by its hero, and any deck made for this hero must include this Discipline. A Universal Discipline can be used by any hero, and is shown by the Discipline's name at the bottom of the card.

Deck construction rules:

  • Must contain the Heroic Discipline connected to your Hero card.
  • Must contain no more than 30 cards (not including your Hero card).
  • Must contain 3 different Universal Disciplines.
  • May contain additional cards that players have unlocked.

Tip: Make sure to include both Artifacts and Sidekicks in your deck - these powerful cards can be the difference between success and failure. But most Disciplines only have one or the other.

Example: Kate decides to build a deck for the hero Ezekiel Jones. She grabs his Hero card and the seven cards belonging to the Ezekiel Jones Heroic Discipline, which she must include. She then looks over the Universal Disciplines in the box. Kate wants a reliable way to gain Energy and gathers up the seven cards belonging to the Myths & Legends Universal Discipline. To give Ezekiel something more expensive to spend his Energy on, she takes the SCIENCE! Universal Discipline featuring the high cost JETPACK! card. Kate notices that her deck lacks sidekicks, so she picks the Gadgetry Universal Discipline. Her deck is now 28 cards (not including the Hero card), meaning that she can add up to 2 more cards that have been unlocked. Kate has already completed the "Assault on the Library" Adventure, meaning that she has unlocked the Sidekick Flynn Carsen - costly, but extremely powerful, so Kate adds two copies of Flynn to her deck.

Kate's final deck is listed below:

  • Hero: Ezekiel Jones
  • Heroic Discipline: Ezekiel Jones
  • Universal Disciplines: Gadgetry, Myths & Legends, SCIENCE!
  • Additional Unlocked Cards: 2x Flynn Carsen Sidekick.

Unlocked Cards

If you successfully complete an Adventure you may be instructed to unlock cards. These could be powerful relics you recovered, new techniques you learned, or new allies you gained. When you unlock cards, check them off on the Season One Unlock Checklist on the back cover of this rulebook. Every unlocked card has two copies, which are both unlocked at once. Unlocked cards have no Discipline and are shown with a Unlocked marker at the bottom of the card.

Unlocked cards are available to use in Deck Construction for all your games going forward! Unlocked card copies can be added to any deck, and the same deck may have multiple copies of the same card.

Discipline List

Heroic Disciplines

  • Cassandra Cillian (C-010 through C-016): 2x Glimpse the Beyond, 1x Magic Anchor, 2x Mathemagics, 2x Photographic Memory
  • Ezekiel Jones (C-018 through C-024): 2x "I'm Ezekiel Jones!", 2x Little White Lie, 2x Sleight of Hand, 1x Stumpy
  • Eve Baird (C-002 through C-008): 2x "Get behind me!", 2x Guardian Instincts, 1x Sam Denning, 2x Soul of a Guardian
  • Jacob Stone (C-026 through C-032): 2x Power of the Soul, 1x Sarina Bhonsle, 2x Steeped in Mythology, 2x "Too bad it's a fake"

Universal Disciplines

  • Architecture (C-033 through C-039): 2x A Message in Stone, 2x Art We Live In, 1x Mindy, 2x Original Blueprints
  • Improvisation (C-061 through C-067): 2x Always Another Way, 2x Cunning Ambush, 1x Hard Wired Access, 2x Mimiko's Mirror
  • Spellcraft (C-089 through C-095): 1x Lady of the Lake, 2x Protective Wards, 2x Ritual Circle, 2x Sealed Fate
  • Bar Brawl (C-040 through C-046): 2x Angry Bar Patron, 1x Deflection, 2x Improvised Weapon, 2x Wall Slam
  • Mathematics (C-068 through C-074): 2x Brief Calculation, 2x Lucy Lyons, 1x Optimal Solution, 2x Pattern Recognition
  • Teamwork (C-096 through C-102): 2x 9mm Pistol, 2x Field Medic, 2x Staged Distraction, 1x Standard Asset Protection
  • Command (C-047 through C-053): 2x A Little Help, 1x Guerilla Tactics, 2x Local Security, 2x Trusted Guide
  • Myths & Legends (C-075 through C-081): 1x Hour of Need, 2x Philosopher's Stone, 2x Protection of Ra, 2x Wisdom of Shangri-La
  • Trickery (C-103 through C-109): 2x Ace in the Hole, 2x Electromagnet, 1x Emergency Activation, 2x Misdirection
  • Gadgetry (C-054 through C-060): 2x Magic Spectrometer, 2x Remote Detonation, 1x Satellite Hookup, 2x Schmidt, Tech Wizard
  • SCIENCE! (C-082 through C-088): 2x Eureka!, 1x Jetpack, 2x Pressure Points, 2x Underprepared
  • Well Prepared (C-110 through C-116): 2x Contingency Plan, 2x First Aid Kit, 1x Kevlar Vest, 2x Poseidon's Trident

Hero Guides

Hero Guide: Eve Baird

Team Leader

"I told you, magic's like a monkey with a loaded AK-47. Our job is to keep it in check, to keep it out of the hands of those who would use it."

Before she was called to serve as a Guardian, Colonel Baird was an agent with NATO Counter Terrorism. Her team traced and recovered WMDs, a process that ended up having a lot more in common with finding and containing magical artifacts than she initially suspected. As a Guardian, Eve's role is to keep the group together and bring the Librarians back alive - a task easier said than done given who she is protecting. Eve sometimes struggles to remember that her Librarians are neither soldiers to be ordered around, nor helpless assets to be locked away.

Playstyle: With 3 Tactics and 9 Life, Eve is by far the most adept at defeating and tanking enemies. You shouldn't be afraid to assign an enemy to yourself even if you can't defeat it this turn - that enemy will focus on dealing damage to you rather than adding Fate tokens to the Disturbance. Eve can even benefit from this situation with cards like Soul of a Guardian that trigger when she is damaged.

Eve is far more than the team's heavy - her Tree of Knowledge effect and cards like Guardian Instincts allow her to play a potent support role. She makes the entire team work better while also fending off the enemies in true Guardian fashion! Her Tree of Knowledge effect is especially important - she trades 1 Damage for the ability to roll + on a future attribute check. Since she can give this extra die to anybody, it is often wise to have Eve take her action early. This way, she can help a character who hasn't taken an action yet.

Remember that the Aid from the Library card isn't a character and thus cannot be given Aid tokens.

Deck Building Rules: Eve Baird - Team Leader must take the Heroic Discipline Eve Baird, as well as any 3 Universal Disciplines. She may also take up to two player cards from your unlocked cards.

Suggested Decklist: Eve Baird Heroic Discipline (C-002 through C-008): 2x "Get behind me!", 2x Guardian Instincts, 1x Sam Denning, 2x Soul of a Guardian. Command (C-047 through C-053): 2x A Little Help, 1x Guerilla Tactics, 2x Local Security, 2x Trusted Guide. Teamwork (C-096 through C-102): 2x 9mm Pistol, 2x Field Medic, 2x Staged Distraction, 1x Standard Asset Protection. Well Prepared (C-110 through C-116): 2x Contingency Plan, 2x First Aid Kit, 1x Kevlar Vest, 2x Poseidon's Trident.

Hero Guide: Cassandra Cillian

Doomed by her Gift

"I like my math and logic. They help me sleep at night. They're like a teddy bear... made of isosceles triangles and electrons."

A mathematical prodigy, Cassandra's life was turned upside down when she was diagnosed with a terminal brain tumor. As a result, she suffers from projective synesthesia, a condition that both crosswires her senses, and links them to memory retrieval: effectively giving Cassandra a photographic memory. She experiences numbers as colors, science as musical notes, and math as scents. As a Librarian, she has delved into the mysterious connections between mathematics and magic. An idealist, Cassandra only sees the potential in magic, and has repeatedly ignored the warning that magic always has consequences.

Playstyle: Cassandra is one of the trickiest heroes to play as she forces you to constantly balance risk with reward. First, her cards Glimpse the Beyond and Mathemagics allow you to trade damage for potent benefits such as decreasing the Energy cost of your Events. Although these abilities can be extremely useful, Cassandra's 7 Life means that you won't be able to use them every round. This also means that healing can be particularly useful for Cassandra as it effectively provides her more fuel for her abilities.

Second, Cassandra's suggested deck contains cards that deal with magic. These cards are powerful, but they come with consequences. The most basic of these is drawing undesired attention in the form of discarding cards from the top of your deck. This will force you to shuffle your deck (and draw an Adventure card as the cost) sooner than usual. Cassandra has to carefully balance the drawbacks of extra Adventure cards to the very real benefits she gains by using magic.

Deck Building Rules: Cassandra Cillian - Doomed by her Gift must take the Heroic Discipline Cassandra Cillian, as well as any 3 Universal Disciplines. She may also take up to two player cards from your unlocked cards.

Suggested Decklist: Cassandra Cillian Heroic Discipline (C-010 through C-016): 2x Glimpse the Beyond, 1x Magic Anchor, 2x Mathemagics, 2x Photographic Memory. Mathematics (C-068 through C-074): 2x Brief Calculation, 2x Lucy Lyons, 1x Optimal Solution, 2x Pattern Recognition. SCIENCE! (C-082 through C-088): 2x Eureka!, 1x Jetpack, 2x Pressure Points, 2x Underprepared. Spellcraft (C-089 through C-095): 1x Lady of the Lake, 2x Protective Wards, 2x Ritual Circle, 2x Sealed Fate.

Hero Guide: Ezekiel Jones

In it for the Challenge

"These are the hands of a world-class thief. I don't do punchy."

Talented, easily bored, and a bit egotistical, Ezekiel Jones' one desire in life is to be entertained through challenge. His drive led him to a life of escalating crime, with each heist more daring and more impossible than the last. He became a Librarian because stealing magical artifacts sounded like it might be fun. He certainly never thought that the experience would change him. But at the Library, he encountered a team of dedicated people who had to rely on each other to survive. Friendship and loyalty have come hard to Ezekiel, but in a very real way, he is experiencing his first taste of family.

Playstyle: Sure, Ezekiel makes most things look easy, but that's the result of being in the right place at the right time. In the game, you'll need to set up the circumstances to allow Ezekiel to shine. Much of this comes in the form of Device cards that enter play with a specific number of tokens on them. At the end of each round you get to remove a token, and once all the tokens are gone, you may spend the card for a powerful effect. Since these cards need to be played several rounds before you want to use them, it is important to get them into play as quickly as possible. You may want to redraw your starting hand to find more Devices to play.

Ezekiel's 1 Tactics and 6 Life can be a significant problem - enemies are present in nearly every adventure and they almost always require Tactics to defeat. Ezekiel's Tree of Knowledge effect can help keep enemies tied down, but you will ultimately need a way to get rid of them. Good options include Little White Lie, Remote Detonation, and Cunning Ambush. Make sure to use these cards wisely.

Deck Building Rules: Ezekiel Jones - In it for the Challenge must take the Heroic Discipline Ezekiel Jones, as well as any 3 Universal Disciplines. He may also take up to two player cards from your unlocked cards.

Suggested Decklist: Ezekiel Jones Heroic Discipline (C-018 through C-024): 2x "I'm Ezekiel Jones!", 2x Little White Lie, 2x Sleight of Hand, 1x Stumpy. Gadgetry (C-054 through C-060): 2x Magic Spectrometer, 2x Remote Detonation, 1x Satellite Hookup, 2x Schmidt, Tech Wizard. Improvisation (C-061 through C-067): 2x Always Another Way, 2x Cunning Ambush, 1x Hard Wired Access, 2x Mimiko's Mirror. Trickery (C-103 through C-109): 2x Ace in the Hole, 2x Electromagnet, 1x Emergency Activation, 2x Misdirection.

Hero Guide: Jacob Stone

Blue-Collar Art Historian

"Jacob, a true warrior battles with wisdom of the soul." "In Oklahoma, all we've got is soul."

A bar brawling cowboy with genius level intellect, Jacob has extensive knowledge of art, architecture, history, language, and mythology. But his family never valued such intellectual pursuits, and Jacob was forced to hide his interest and abilities. His scholarly work was published using a variety of pseudonyms, each of whom would become recognized as an expert in a specific field. Since becoming a Librarian, Jacob has been able to live as his true self with people who value his skills and expertise, despite his occasional stubborn arrogance.

Playstyle: Jacob is a remarkably flexible hero. His Tree of Knowledge effect gains you Clue tokens that can be spent to reroll dice during any attribute check. They can also be used to play one of his most powerful cards, Steeped in Mythology. It is the only card currently in the game that readies both your hero and sidekick, effectively giving you two additional actions, all for the low price of 1 Energy and 2 Clue tokens.

Jacob has a number of cards that specialize in defeating Obstacles or gaining a benefit from doing so, many of which are in the Architecture discipline. His deck also contains a number of Enemy management cards which can make him quite lethal in combat when he needs to be. But while Jacob theoretically has cards to handle most problems, he needs a way to make sure that the right card is in his hand at the right time, and to have the Energy to play it. Cards like "Too bad it's a fake" and Philosopher's Stone can help with this.

Deck Building Rules: Jacob Stone - Blue-collar Art Historian must take the Heroic Discipline Jacob Stone, as well as any 3 Universal Disciplines. He may also take up to two player cards from your unlocked cards.

Suggested Decklist: Jacob Stone Heroic Discipline (C-026 through C-032): 2x Power of the Soul, 1x Sarina Bhonsle, 2x Steeped in Mythology, 2x "Too bad it's a fake". Architecture (C-033 through C-039): 2x A Message in Stone, 2x Art We Live In, 1x Mindy, 2x Original Blueprints. Bar Brawl (C-040 through C-046): 2x Angry Bar Patron, 1x Deflection, 2x Improvised Weapon, 2x Wall Slam. Myths & Legends (C-075 through C-081): 1x Hour of Need, 2x Philosopher's Stone, 2x Protection of Ra, 2x Wisdom of Shangri-La.

Game Terms Glossary

  • Action: This term restricts when an ability may be activated or an Event card may be played. An Action effect may only be used when an eligible character you control would have the opportunity to take an action (usually during the Action Phase). Attachments with an Action effect may only be taken by the character they are attached to. When an Action effect is declared, exhaust that character.
  • Aid from the Library Card: This card acts as a first player indicator. The card text and attributes vary based on the chosen Difficulty Mode. While face-up (with the colored background frame showing), the current first player may use this card to take actions as if it were a character. However, this card is not a character, and thus no Attachments may be put on it, and effects that rely on a character cannot target it.
  • Ambush: This keyword may appear on Enemy cards. Enemies with Ambush always enter play assigned to the player who put them into play.
  • Assigned / Unassigned: Enemy cards can be assigned or unassigned. An assigned enemy is located in a Player Area. An unassigned enemy is located in the Unassigned Region near the center of the table. You can only use the Overcome action against enemies in your Assigned Region, unless a card specifies otherwise.
  • Attribute Check: An attribute check occurs whenever dice are rolled. They are taken by a character using the Overcome action in the Action Phase, though there are other times when you may or might be forced to take an attribute check. To take a check, you roll Challenge (black) dice equal to the Challenge's difficulty and Character (white) dice equal to your character's rating in the attribute listed. Many effects modify and interact with attribute rolls (see Attribute Checks on page 18).
  • Banish: When a card is banished, it is removed from the game until the end of the Adventure.
  • Character: Heroes and Sidekicks are considered to be characters. The Aid from the Library card is not a character.

Quick Reference

Round Sequence

  1. Preparation Phase (pg 23): Players may play Artifacts, Attachments, and Sidekicks from their hands in any order.
  2. Adventure Phase (pg 23): Starting with the player with the Aid from the Library card, each player draws and resolves an Adventure card:
    • Complication: Immediately follow the instructions on the card.
    • Enemy: Enters play assigned to you if you have no enemy, or unassigned if you do.
    • Obstacle: Enters play into the Unassigned Region.
  3. Action Phase (pg 24): Each player may assign one unassigned Enemy to themselves at any point during this phase. Any ready character may exhaust to declare one of the following actions:
    • Overcome: Perform an attribute check for a card with a Challenge.
    • Card Action: Perform a special action on a card with the "Action:" text.
    • Meditate: Discard the top card of your player deck, then gain one Energy.
    • Rest: Heal 1 Damage from the character taking this action.
  4. Enemy Phase (pg 26):
    • Enemies that are both ready and assigned attack (exhaust and deal damage to a single character).
    • Advance any Mission that has enough Progress.
    • Add Fate to the Disturbance equal to: 1 + number of ready unassigned Enemies + Fate value of all ready Obstacles.
    • Advance the Disturbance if it has enough Fate.

Card Limits

  • Each player may only control one Artifact and one Sidekick at a time.
  • Only one player card with the same Card Name may be in play at a time (Unique cards).

Icon Legend

The printed Icon Legend reference card (page 39) identifies the following symbols.

Cards: Complication (!), Enemy (N), Obstacle (O), Artifact (h), Attachment (g), Event (i), Sidekick (f), Unique (U), Advance, Special.

Resources: Life (l), Energy (d), Progress (P), Damage (D), Fate (B).

Attributes: Guile (G), Insight (I), Lore (L), Tactics (T).

Dice: Add / Subtract modifiers, Exact Values modifiers, Success (A), Failure (F), Tree of Knowledge (S), Serpent (s).

Attribute Checks reference (page 39):

  • Declare and Roll Dice: Declare the character making the attribute check, gather the needed dice, and roll them. Each Challenge (black) or Character (white) die above 4 dice instead removes a die of the other type.
  • Change Dice Results: Change the dice results with player cards and devoting. Each player may devote up to one card to the check by discarding it. For each card devoted, you may rotate a Character die to a face with a Success and no other icons.
  • Resolve Tree of Knowledge and Serpent Effects: Each Tree of Knowledge and Serpent effect can only be used once per roll unless otherwise specified. Serpent effects on Adventure cards are used first, followed by effects on the Disturbance.
  • Determine Success or Failure: Each Failure or Serpent cancels out a Success, and vice versa. 0 or less remaining Successes counts as a failure.
  • Resolve Attribute Check Effect.

Card Limits (page 39): Each player may only control one Artifact and one Sidekick at a time. Only one Unique player card with the same Card Name may be in play at a time.

Season One Unlock Checklist

When you successfully complete an Adventure and are instructed to unlock cards, check them off on this list. Every card unlocked has 2 copies, which are both unlocked at once. Unlocked cards are available to use in Deck Construction for all your games going forward!

  • Ariadne's Thread - Heart of the Labyrinth (C-117 & C-118): Unlocked in Adventure C-2
  • Jamie Heyer - Lover of Tales (C-123 & C-124): Unlocked in one path of Adventure C-3
  • Crown of King Arthur - Forged in Magic (C-119 & C-120): Unlocked in Adventure C-4
  • Libris Fabula - The Storybook (C-125 & C-126): Unlocked in one path of Adventure C-3
  • Flynn Carsen - Waltzing In (C-121 & C-122): Unlocked in Adventure C-1
  • The Back Door - Teleportation Device (C-127 & C-128): Unlocked in Adventure C-1
  • Prepare Mission Cards. Take the Mission cards with your matching Adventure name (there are 3 Mission cards in the first Adventure). Set these cards aside in a pile. The Adventure will instruct you when to put specific Mission cards into play.
  • Prepare Disturbance Cards. Take the Disturbance cards with your matching Adventure name (there is 1 Disturbance card in the first Adventure). Order these cards sequentially in a pile so that the top card has the lowest number (#1) and all cards are face-up (with the art showing). Place Disturbance 1 face-up (with the art showing) into play, and set the remaining pile of Disturbance cards (if any) aside.
  • Place Token Supply. Place the damage, progress / fate, and special tokens, along with the dice, off to one side in easy reach of all players.
  • Players Take A Focus/Power Card Set. Players that have any cards in their player deck that gain Focus or Power take a single set of Focus/Power cards. A set of Focus/Power cards consists of 4 Focus cards and 4 Power cards, all with the same color border (red or blue). Separate your set into two piles by card type, Focus or Power, and set the piles near you with the Effect side face-down. If using the suggested decks, this step only applies to the Cassandra Cillian player.
  • Draw 5 Player Cards. Each player draws 5 cards from their player deck to form their starting hand. Players may choose to set aside any number of cards just drawn, then draw that many cards. Players then shuffle the set-aside cards back into their player deck. This effect may only be done once.
  • Gain 4 Starting Energy. Each player takes the top 4 cards off their player deck and places them face-down on the "Energy Pile" space of their Hero board.
  • Designate Unassigned Region & Player Areas. Designate an area near the center of the table as the Unassigned Region. Obstacles and unassigned enemies go here. Each player has their own Player Area near them, which consists of their Hero card, all their in-play cards, and the Aid from the Library card if they have it, as well as any enemies that may be assigned to them.
  • Follow Adventure Setup. Follow the text on your Adventure Setup card in the order it is presented. Leave room for any face-up discard piles next to each deck. Remove the Adventure Setup card when complete. If any cards are showing a "Setup:" effect, such as the Cassandra Cillian Hero card, perform them now.
  • Take Reference Cards. Each player takes a set of the two different Reference cards (Round Sequence and Attribute Checks | Card Limits | Icon Legend) and places them near their Player Area for easy reference.
  • Control: A player controls their Hero card and all player cards in their Player Area, without regard for the ownership of those cards. A player also controls the Aid from the Library card while they have it. Players do not control Adventure cards in their Player Area unless otherwise specified.
  • Defeat: A Hero, Sidekick, or Enemy is defeated if the Damage tokens on it are equal to or greater than its Life value. An Obstacle is defeated if the Progress tokens on it are equal to or greater than its Progress value. Some effects may also instantly defeat a card. If your Hero is defeated, you are eliminated (see Player Elimination on page 29). If any other card is defeated, place it in the appropriate discard pile. When a card is defeated, also discard any attached cards from it and return any tokens that were on it.
  • Devote: During an attribute check, after all dice are rolled, each player may devote up to one card from their hand. For each card devoted, one Character (white) die may be rotated to a side with one success (and no other icon). Devoted cards are discarded to their owner's discard pile. (Note that if players are playing Expert Mode, devoting a card instead allows the acting player to reroll a Character die of their choice. That die may not be modified again this check.)
  • Effect: These are the back side of Focus and Power cards. They grant a single-use magical ability (see Power, Focus, and Effect on page 29).
  • Enters Play: The described effect is resolved immediately when the card enters play.
  • Focus: These are double-sided cards with an Effect on the back. They are gained as a result of playing specific player cards (see Power, Focus, and Effect on page 29).
  • Guard: Various Adventure cards can guard Mission cards. No Progress may be added to a Mission card as long as there are ready cards that guard it. Cards that guard Missions are considered to be unassigned. If an Enemy is ever assigned to a player, it is no longer considered to be guarding a Mission. If a Mission leaves play, any cards guarding it become unassigned.
  • Heal: Remove Damage tokens from the character or enemy.
  • Inescapable: This keyword may appear on Enemy or Obstacle cards. Cards with Inescapable cannot leave play unless defeated, and when defeated they are banished.
  • Ownership: A player owns their Hero card and all of the player cards in their player deck at the beginning of the game. No player may have ownership of an Adventure card or the Aid from the Library card.
  • Power: These are double-sided cards with an Effect on the back. They are gained as a result of playing specific player cards (see Power, Focus, and Effect on page 29).
  • Response: This term restricts when an ability may be activated or an Event card may be played. A Response effect can only be used immediately after a specific condition as described in the effect. This may allow a Response effect to be used during a time when other events and card abilities could not normally be used. Response effects are optional, unless stated otherwise.
  • Sentinel: This keyword may appear on Enemy and Obstacle cards. Cards with Sentinel enter play guarding the Mission card with the fewest cards guarding it. In the case of a tie, the players choose which Mission is being guarded. If there are no Mission cards in play, the Sentinel keyword is ignored.
  • Stealth: This keyword may appear on Enemy cards. Enemies with Stealth always enter play unassigned.
  • Unpreventable: An unpreventable effect cannot be prevented, reduced, or canceled in any way.
  • Refresh Phase (pg 26):
    • Ready all cards in play.
    • Starting with the first player, all players choose to either: draw the top card of their deck into their hand and look at it, or gain that card as Energy into their Energy Pile without looking at it. Repeat this 3 times.
    • The next player to the left gets the Aid from the Library card and becomes the first player.