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Theosis

Theosis Rulebook

Table of Contents

Table of Contents

  • Components List
  • Game Setup
    • Hierapolis Board
    • Arena Board
    • Hero Mats
    • Powers and Items
    • Weapons and Armors
  • Hero Phase
  • Preparation Phase
    • Assigning Heroes to Locations
    • Quests
    • Hierapolis Locations
    • Alignment and Ranking
  • Combat Phase
    • Hero Actions
    • Movement and Range
    • Attack and Defense
    • Damage and Resistances
    • Powers and Skills
    • Resolve Order of Powers and Skills
  • Game Modes
  • Monsters
    • Monster Stamina
    • Monster Defense
    • Monster Defense (monsters' turn)
    • Monster Selecting Targets
    • Monster Attacking
    • Monster Battles
    • Weapons Slaying
    • Armor Green Shield Resistance
    • Monster Stat Blocks
      • Kotronas
      • Voax
      • Mikitas
      • Keratosauros
  • Appendix
    • Skills
      • Norn the Dwarf Barbarian
      • Curunir the Elemental Witch
      • Lug the Dragon Warrior
      • Garav the Savage Werewolf
      • Raug the Deviant Succubus
      • Rac the Horrid Necromancer
      • Rochon the Sacred Paladin
      • Aer the Celestial Priestess
      • South the Vampire Assassin
      • Gurth the Nefarious Deathknight
      • Edhel the Elven Huntress
  • Official FAQ and Errata
    • FAQ
    • Errata

Components List

  • 1x Theosis Rulebook
  • 6x Warmonger Power Cards
  • 6x Guardian Power Cards
  • 6x Deceitful Power Cards
  • 6x Righteous Power Cards
  • 6x Merciful Power Cards
  • 6x Vengeful Power Cards
  • 9x Ritual Cards
  • 3x Arena Effect Markers
  • 6x Arena Effects
  • 9x Blessing and Curse Tokens
  • 9x Turn Markers
  • 43x Coin and Ranking Markers
  • 1x Metallic Marker
  • 12x Hero Tokens
  • 12x Character Miniatures
  • 1x Apollyon Miniature
  • 5x Monster Miniatures
  • 1x Hierapolis Board
  • 1x Arena Board
  • 12x Player Mats
  • 11x Artifact Tokens
  • 13x Monster Tokens
  • 31x Item Tokens

Game Setup

Hierapolis Board

Tales of an Ancient City: "When the Gods decreed that a new god would be chosen by trial by combat, the already-bustling city exploded with people. There was nothing that anyone could want and not find in Hierapolis. Weapons or Armor, Spells or Artifacts. Everything and anything is for sale in a city about to give birth to new myths and legends."

Exploring Hierapolis: On the Hierapolis board you can assign your Heroes to different locations. Your Hero will receive the reward of the location as indicated by the small scroll at the top of every location. Your Heroes have six turns in Hierapolis to prepare as best they can before entering the Arena.

Setting up the Hierapolis Board: Place the three translucent white Alignment cubes on the 0 position on the Alignment Track. Heroes assigned to Quests will steer the markers left or right. Place the six-sided die next to the Thieves' Guild. The meaning of the different dice symbols is indicated on the Thieves' Guild.

Place the four-sided die next to the Mercenary Camp. You will roll it to gain gold. Shuffle the Rituals (the cards with the silver text boxes), and place them face down in the Mage Tower.

Near the board, create an easily accessible pile of gold tokens and the Mana gems.

Artifacts, Weapons and Armors: Select the Artifact tokens and place them facedown. Artifacts have a darker color than Weapons and Armors and have a blank back. Shuffle them and randomly select six Artifacts to place facedown on the Artifact locations.

Randomly select six Weapons and Armor tokens and place them face up to the Market. Place all remaining Artifact, Weapon, and Armor tokens in the pouch and mix them.

Order of Powers: Create a pile of the different Powers according to Alignment by matching the color of the cards' text boxes to the colored locations on the Hierapolis board.

The cards are placed faced up in a specific order. The top card is the Power with Values (4,0) followed by (3,1), (2,2), (1,1), (1,3), (0,4).

Arena Board

Setting up the Arena Board: Place the initiative marker in the circle with the "Turn 1" indication. It will indicate the current turn.

At the end of the Preparation Phase, the Hero tokens will be allocated to the circles labeled 1 through 12, forming the Hero Ranking.

Players will position their Heroes on the outside tiles indicated by a dot when entering the Arena. The center tile will determine the winner as the Hero who controls it at the end of the ninth turn will be victorious.

Winning the Game: The game is concluded if there is only one team of Heroes left standing and all others are defeated, or it is the end of the ninth turn.

If you manage to eliminate all enemy Heroes then you have won the Arena contest and are elevated to God!

If at the end of the ninth turn, one of your Heroes is standing in the center Hex of the Arena, you have achieved victory.

If at the end of the ninth round, more than one player's Heroes remain standing, then the game is a tie and there is no winner.

"Even though the history of Hierapolis went back thousands of years, the only thing everyone knew was that the ancient Arena had been there for as long as anyone could remember. Travelers came from all corners of the known world to visit Hierapolis and hear stories of grand conflicts and worthy warriors who forged their legacies on the lava grounds of its Arena. Ancient lore has it that gods of legend fought in this Arena to settle their disputes." — Tales of the Arena

Hero Mats

Hero Details: All the information you need for a Hero resides on the Hero Mats. The Alignment the Hero favors is stated under his or her name. The speed number indicates how many Hexes the Hero can move in the Arena. Place the red Health cube on 9. Your Hero starts at full Health, but that might change even before entering the Arena.

Skills: Every Hero has three Skills. The space in front of the skill is for a Mana gem to be inserted, enabling the Hero to use this Skill.

All Skills start empty with no Mana gems. It's in your best interest to fill them all before entering the Arena.

Each player may use any color of gem desired as gems have different colors only for aesthetic purposes.

Weapon and Armor: The bottom slots are for each Hero to insert their Weapon and Armor. Every Hero has slots where the appropriate type of Weapon or Armor can be inserted.

Lug, for example, can wear metal Armors and equip either a two-handed Weapon or a one-handed Weapon and a shield.

Health: "My investigations took me by the hand and led me to dark places. I devoted myself to my unholy task day and night, barely even noticing my wife's life diminishing or the infection of my son from the same Curse. When I finally found a cure, it was too late. They were both dead, but it didn't matter anymore. I had the means to make them walk again." — Rac the Nefarious Necromancer

Powers and Items

Power Control: Powers are obtained when your Heroes complete Quests and match the Alignment of that Quest. The color of the textbox signifies the Alignment of the Power.

  • Red: Warmonger
  • Light blue: Guardian
  • Purple: Deceitful
  • Gold: Righteous
  • Dark blue: Vengeful
  • Green: Merciful

Power Name: The name of the Power.

Power Type: Most Powers are considered common and do not have a named type. Some Powers however have a specific type: Spell, Blessing or Curse. The type is indicated here.

Attack Value: Each Power has an attack value indicated here.

Defense Value: Each Power has a defense value indicated here.

Power Text: Each Power offers something unique in combat. The way a Power works is described in the Power Text.

Damage Type Icon: Physical, Light, Fire, Void, Ice.

Weapons and Armors

Equipping Items: Heroes may equip Weapons, Armor, or Artifacts. Artifacts are special Weapons or Armor that not only have better Damage or Resistances, but also add a bonus to the Attack or Defense of the Hero.

Two-Handed Weapon Restrictions: When a Hero equips a Weapon with this symbol, it takes both hands to use this Weapon. This means you cannot use the other hand for something else. Heroes who have a one-handed Weapon or a shield in their second hand slot cannot use it when they have a two-handed Weapon equipped.

Weapon Type: A Weapon has a symbol in the top right corner indicating the type of the Weapon (melee, ranged, etc.). If a Hero's Weapon slot matches that symbol, that Hero can equip that Weapon. Not all Heroes can equip the same Weapons. A slot with two symbols may equip either type of Weapons.

Damage: Each Weapon has a number in the bottom right corner indicating the amount of Damage the Weapon can inflict.

Artifact Attack: An Artifact Weapon increases the Heroes Attack. This is indicated in the top left corner of the Weapon.

Armor Type: Armor has a symbol in the top right corner indicating the type. Shields are also considered Armor.

Protection and Resistances: Armor mitigates Damage. A half shield indicates that the Armor offers Resistance and therefore the Hero receives only half Damage of the type. A full shield indicates that the Armor offers Protection and therefore the Hero receives no Damage from the associated Damage type.

Artifact Defense: An Artifact Armor increases the Heroes' Defense. This is indicated in the top left corner of the Armor.

Hero Phase

Selecting Your Heroes: Depending on the game mode, each player selects two, three, or four Heroes. The player who was first to arrive (including the host) at the game location selects a Hero first. In clockwise order, each other player then selects a Hero.

After the last player has selected a Hero, they select a second Hero; all other players continue to select Heroes in counter-clockwise order. If the game mode allows more than two Heroes, repeat the process starting again with the first player.

Alignment: Choosing Heroes of opposite alignments can be very risky and inefficient. On the other hand, while choosing Heroes of the same alignment can give significant advantages, it is not a one way street.

Weapons and Armors: If possible, try not to select Heroes who use the same Weapons or the same Armors. This is not always easy but chances are that if your Heroes use different Weapons and Armors, you will be able to arm them more easily. Moreover, you increase the chances of being able to equip any Artifacts you're able to find.

Melee and Ranged: While not required, it is usually a good practice to have at least one melee character and at least one ranged character to better implement tactics.

Skill Damage Types: It is usually beneficial to use Heroes whose skills inflict different types of Damage. That way it is more difficult for your Opponents to shield against your magic Attacks.

However Most Important: Play what you like! All Heroes are compatible with each other and may perform various combos if played smartly. Pick the Hero you feel you will enjoy playing each time!

Preparation Phase

Assigning Heroes to Locations

The player who chose their Hero first gets the initiative token. The player then allocates their first Hero to the Hierapolis board. After the first player places their Hero, all other players do the same in clockwise order until each player has placed their first Hero. The first player then allocates their second Hero and so on.

When allocating your first Hero, you must choose one of the golden Alignment locations in order to gain a Power. When all players have allocated their first Hero, remove any Power that was not selected for this round. All Powers chosen on the first round should have Values (4,0), then any extras should be removed so that second round Powers have Values of (3,1) etc.

You can allocate the rest of your Heroes wherever you want. It does not matter which Hero you use in each location; you select which of your Heroes gains the bonus of a location regardless of which Hero actually visits the location.

When all Heroes from all players are assigned to locations, the Artifact of that turn is revealed and the players bid on it. (See details on page 12)

As soon as Artifact bidding is over, randomly choose six new Weapon and Armor tokens from the pouch to refresh the Market. If an Artifact was randomly selected, show it to the rest of the players then shuffle it back into the pouch. All unclaimed Weapons and Armors from this turn are shuffled back into the pouch after the new Weapons and Armors are drawn and placed in the Market.

Quests

You can only assign one Hero each turn to the golden circle spaces below each quest. The golden quest space allows you to select the appropriate Power, move the Alignment Marker towards that Alignment, and gain the reward of the appropriate quest type.

You can always assign your other Heroes to the non-gold spaces on a quest but your only reward is to move the Alignment Marker. You do not get an extra Power or gain the specific quest reward from the normal space.

Warmonger Quest: Gain 4 Gold. Deal one Damage to any one enemy Hero, decreasing their Health by one. If the Hero's Health is reduced to zero then they are removed from the game.

Guardian Quest: Gain 4 Gold. Gain the Initiative Marker. This action does not affect this turn; it takes effect at the beginning of the next turn. Whoever manages to hold onto the Initiative Marker until the beginning of a turn plays first.

Deceitful Quest: Choose a player. You may steal up to three gold tokens from that player.

Righteous Quest: Gain 3 Gold. Mix all Weapons, Armor and artifacts in the pouch and randomly select one. If you decide to keep it, you must immediately equip it on one of your Hero's mats. Otherwise Discard it back to the pouch. If you are lucky enough to pick up an artifact, you may equip it.

Vengeful Quest: Gain 2 Gold. Look at the Weapons and Armor in the Market and choose one to steal. If you decide to do so, you must immediately equip it in your Hero mat. You may replace a Weapon or Armor currently equipped. Discard the replaced token into the pouch.

Merciful Quest: Gain 3 Gold. Take up to two Mana gems. You must immediately equip them on your Heroes' mats. You may equip both on one Hero or split them between two different Heroes.

Hierapolis Locations

Tavern: Gain the Initiative Marker. This action does not affect this turn; it takes effect at the beginning of the next turn. Whoever manages to hold onto the Initiative Marker until the beginning of a turn plays first.

Cathedral: Take up to two Mana gems. You must immediately equip them in your Heroes' mats. You may equip both on one Hero or split them between two different Heroes. Then completely Heal any one Hero, setting his or her Health to 9.

Thieves Guild: Roll the six-sided die and act according to the result. Each symbol on the die is explained in the Hierapolis board.

  • Steal one Mana: Target one enemy Hero's skill containing a Mana gem and remove it. Immediately place it in one of your Hero's skills. If you do not have an empty skill for the Mana gem, then discard it. If there are no Heroes with Mana to target then you cannot steal a gem.
  • Deal three Damage: You deal three Damage to any one enemy Hero, decreasing his or her Health by three. If that Hero's Health is reduced to 0, then that Hero is removed from the game.
  • Steal two or four gold: You decide from which player to steal gold. Steal as many gold tokens as they have up to two or four according to the roll result.
  • Gain Initiative: Gain the Initiative Marker. This action does not affect this turn; it takes effect at the beginning of the next turn. Whoever manages to hold onto the Initiative Marker until the beginning of a turn plays first.

Mercenary Camp: Roll the four-sided die and earn that much gold as the result of the roll.

Market: Select and gain one Market item. You must immediately equip it in your Hero mat. You may replace a Weapon or Armor currently equipped; Discard the replaced token into the pouch.

As soon as bidding is over, randomly choose six new Weapon and Armor tokens from the pouch to refresh the Market. If an artifact was randomly selected, show it to the rest of the players then shuffle it back into the pouch. All unclaimed Weapons and Armor from this turn are shuffled back into the pouch after the new Weapons and Armors are drawn and placed in the Market.

Mage Tower: Shuffle the Rituals and randomly take six, or if the deck is running low, as many as are available. Study the Rituals and select one to prepare. Shuffle the rest of the Rituals back into the deck. Place the Ritual you are preparing face down next to your Hero mat. Select one turn token and place it on top of your Ritual indicating the turn the Ritual will be cast during the Arena Phase. You may not change this later so choose wisely!

Artifacts: At the end of a turn after all Heroes are assigned, the leftmost facedown Artifact is revealed. Any players who want to participate in the optional bidding process must declare their total gold.

Each player secretly selects a number of coins to hold in their closed fist as their bid for the Artifact. When all players are ready, all bids are simultaneously revealed.

The highest bid wins the Artifact. All gold from all bids, winning or losing, is returned to the gold pile. In the case of a tie, the Artifact is discarded into the pouch and all gold from all bids is again removed from each participating player. Attempting to gain an Artifact is not for the weak of heart! The empty Artifact spaces also indicate the current game turn.

Alignment and Ranking

When Turn 6 of the Preparation Phase has concluded, the Hero Rankings used in the Arena Phase are generated. The following steps take place:

Step 1: The Alignment tracks give a gold bonus to each Hero favoring that Alignment. Heroes receive 10, 20 or 30 gold depending on where the Alignment marker is.

Example: The Alignment marker ended on +2 towards Deceitful against Righteous. This means that if the Deviant Succubus or Nefarious Necromancer, both of whom favor the Deceitful Alignment are in play, they both gain 20 gold. This gold is placed on their Hero mats. The Celestial Priestess and Sacred Paladin who favor the Righteous Alignment receive nothing.

Step 2: Starting with the player to the right of the player holding the Initiative Marker and continuing counter-clockwise, each player will allocate their gold from the Preparation Phase to their Heroes any way they desire. This means that the player holding the Initiative Marker will allocate gold last, after seeing all the other players' actions.

Example: You have three gold. Your Heroes are the Deviant Succubus, the Nefarious Necromancer, and the Ancient Druid. From Step 1, you already have 20 gold on the Deviant Succubus and 20 on the Nefarious Necromancer while you lost on the Vengeful - Merciful Axis and you have zero gold on the Ancient Druid. You choose to allocate one gold to the Deviant Succubus for a total of 21 gold on her and two gold to the Ancient Druid for a total of two gold on him.

Step 3: You generate the Ranking by placing the Hero tokens on the Arena Board in the positions 1 to 12. The Hero who has the highest amount of gold in his or her Hero mat is allocated to position 1 on the Ranking and so on.

Rank is very important as it indicates not only the order in which the Heroes act, but also the way ties are settled in the combat phase. When the attack and defense tie - which will probably happen a lot! - the Hero with the highest rank wins.

In case of a tie, the player with highest initiative wins.

Combat Phase

Hero Actions

Entering the Arena: After generating the Heroes' Ranking, the players place their Heroes on the designated starting locations (notated with a dot). You must place your Heroes next to each other. The Hero with the lowest rank is placed first and so on until the Hero with the highest Ranking is placed last.

The starting location protects your Heroes from area Attacks for the first turn.

Combat Turns: Combat in the Arena consists of nine turns. The initiative counter is set to turn 1 and advances each turn. The first thing that happens in the Arena each turn is the Rituals. If there is a Ritual with a turn marker matching the current turn, it is activated by the player casting it. Then each Hero acts in the order of their Ranking with the Hero with the highest Ranking going first and so on.

Hero Actions: On your turn, your Hero must take one of the following six actions:

Each action begins with an optional Move (see Movement and Range). The printed chart of the six actions reads, row by row (each row is one action, read left to right):

MoveActionDiscard / UseAdditional
MoveDo nothingDiscard a Power face down
MovePlace a Mana gem in one of their SkillsDiscard a Power face downTake one Damage
MoveUse a Blessing Power face up
MoveUse a Spell Power face up
MoveUse a Power face downUse Text of Power
MoveUse a Power face downUse Text of SkillRemove Mana gem

Power Management: Powers are always placed facedown into your Discard pile regardless of why they are Discarded. If you take one of the first two actions and Discard a Power without using it, no one else gets to know which Power you Discarded.

When you use a Power and its effect is resolved, your Power goes facedown to your Discard pile. Other players can always try to remember which Powers you have used in order to know which cards you are holding in your hand.

However when you do not use a Power and simply discard it as in the first two actions, then the Power is placed facedown in the Discarded pile and no one can know which Power you discarded.

Whenever you use or discard the last Power in your hand, you immediately, before anything else occurs, take the other five Power cards back into your hand. The Power you just used or Discarded will remain in the Discard pile.

Movement and Range

Movement: The first part of each action is an optional move. Each Hero's speed number indicates the maximum number of Hexes they can move for their turn. A Hero can move fewer Hexes than their speed or not at all if they desire. A Hero always moves before doing anything else; they cannot move afterwards.

Types of Powers: There are four different kinds of Powers that can be used in different ways: Common Powers, Blessing, Curses and Spells.

All Power regardless of type can be used facedown for its Values for Combat. When facedown for combat, Common Powers and Curses activate their text when revealed, Blessings and Spells do not.

Spells can also be used face up. They trigger combat and affect all Heroes in their range.

Blessings can also be used face up without triggering combat. Their text is activated and their Blessing token is placed on the target Hero for an ongoing bonus. There is no duration on this effect but when the same Power is again used a new target may be selected. A Blessing affects only one Hero at any time.

Curses are used in combat and always facedown. If victorious, their text is activated and their Curse token is placed onto the target Hero for an ongoing disadvantage. There is no duration on this effect but when the same Power is again used a new target may be selected. A Curse affects only one Hero at any time.

No Range: Some Powers or Skills have unlimited range, allowing you to target Heroes anywhere in the Arena.

Combat Ranges:

  • Melee: Any Hero regardless of the type of Weapon used may Attack any adjacent Hero. This is considered an Attack range of 1. If victorious, they may, if desired, push the enemy Hero back one Hex in line with where they are standing. If doing so they may, if he desires, immediately move into the enemy's previously occupied space.
  • Ranged: Heroes that may equip bows or staffs have an Attack range of five. These Heroes have only two Weapon and Armor slots instead of other Heroes who have three. The Attack range of five enables them to Attack from afar any Hero who is five Hexes apart or less. In order to calculate if the range is enough count up to 5 adjacent Hexes.
  • Ring: Some Skills have a range of Ring. These Attacks affect all Heroes that are adjacent to the Attacker. A Ring Attack may also affect your other Heroes with friendly Fire.
  • Line: Some Skills have a range of Line. These Attacks affect all Heroes that are in straight line of five Hexes from the Attacker. A Line Attack may also affect your other Heroes with friendly Fire.
  • Cone: Some Skills have a range of Cone. These Attacks affect all Heroes that are in front of the Attacker in a cone as indicated in the picture. A Cone Attack may also affect your other Heroes with friendly Fire.
  • Spell: Some Powers are Spells. A Spell targets an area of seven Hexes as indicated in the picture. The area can be targeted anywhere on the Arena but cannot affect the initial positions of the Heroes on turn 1. A Spell Attack may also affect your other Heroes with friendly Fire.

Attack and Defense

The Attacker always uses a Power for Attack and the Defender uses a Power for Defense. These are usually placed facedown and revealed to calculate if the Attack was successful or not. In case of ties, the Hero with the highest Ranking is victorious.

Area Attacks: Some Attacks from Skills or Powers target more than one Hero. In this case, all targeted Heroes must use a different Power card for their Defense. This means that if three of your Heroes are being targeted by one Attack, you must assign three different Powers to your Heroes to defend even though the Attacker only uses one Power.

You assign the Defense Powers in any order you like while multiple target Attacks are resolved in Ranking order. Remember that even if you do not have enough Power cards in hand when the Attack occurs, you take your Discarded Powers into your hand as soon as you use your last Power, so you can always defend.

You may decide it's worthwhile to use an Area Attack even though it targets one (or more) of your Heroes. In this case, after you assign the Attacker's Power, you must also assign Powers for your targeted Heroes since they must defend against your Attack.

To calculate the total Attack value, add: The Attack value of the Power used for the Attack, plus the Attack bonus of any equipped Artifact, plus any Attack bonus if a Skill is used.

To calculate the total Defense value, add: The Defense value of the Power used for the Defense plus Defense bonus of any equipped Artifacts.

Example: The Sacred Paladin attacks the Nefarious Necromancer. The Necromancer is higher in Ranking than the Paladin and neither Hero has an Artifact.

Both players place a Power from their hand facedown and reveal it at the same time. The Sacred Paladin is empowered by the Power of Fiery Purge. The Nefarious Necromancer is protected by the Power of Frigid Night.

Total Attack value is 4 (from the Power since no Skill or Artifact is used). Total Defense value is 4 (from the Power since no Artifact is used). The Attack value and Defense value are tied meaning the Necromancer is victorious as he is higher in Ranking than the Paladin.

Since the Defender was victorious, no Damage is applied.

Damage and Resistances

If an Attack is successful, you get to apply Damage.

To calculate Damage, add: The difference between the Attack value and the Defense value, plus the Damage of the Weapon, if any.

All Damage is considered Physical Damage unless a Skill or Power indicates that the Attack has a different type of Damage. The damage types are: Physical, Light, Fire, Void, Ice (and Acid, as listed under protection and resistance below).

Some Powers or Armor reduce Damage before it is applied.

  • Physical protection: Negates all Physical damage
  • Light protection: Negates all Light damage
  • Void protection: Negates all Void damage
  • Fire protection: Negates all Fire damage
  • Ice protection: Negates all Ice damage
  • Acid protection: Negates all Acid damage
  • Physical resistance: Negates half of Physical damage
  • Light resistance: Negates half of Light damage
  • Void resistance: Negates half of Void damage
  • Fire resistance: Negates half of Fire damage
  • Ice resistance: Negates half of Ice damage
  • Acid resistance: Negates half of Acid damage

Even when all Damage is negated, the victorious Attacker always inflicts at least one Damage.

Example: Returning to the previous example, let's assume the Sacred Paladin is holding an Artifact sword giving him +1 to Attack and +4 to Damage. The Necromancer wears cloth Armor giving him Ice protection and Light resistance.

The Paladin's attack is now 4 (Power) + 1 (Artifact) = 5 total attack. The Necromancer's defense is now 4 (Power) = 4 total defense. The Paladin is victorious and can now apply damage. Paladin's damage is calculated: Attack value - Defense value = 5 - 4 = 1. Weapon damage: 4. Total damage = 1 + 4 = 5 damage.

Fiery Purge is a Power with the Fire icon and therefore all Damage is considered Fire Damage.

The Necromancer has Ice protection and Light resistance. Luckily for him, his Power's text gives him protection from Fire, effectively negating the 5 Fire Damage that would have reduced his Health from 9 to 4!

He lost the combat however and always receives at least one Damage. His Health now drops from 9 to 8.

The Necromancer was hit by Fiery Purge, a Curse. He is now inflicted with this Curse. He has the Fiery Purge token on his Hero mat and loses an additional one Health at the end of his turn.

Powers and Skills

When you fight you have the option to use a Power or a Skill. Usually Skills are more Powerful, but they consume Mana. There will probably be many times where you will prefer to use Powers over Skills.

When you use a Power, you use that Power for the Damage type (example: Fire in Fiery Purge), the Power text, and the Power value for calculating Attack or Defense.

When you use a Skill, you use the Skill icon for Damage and the Skill text for the ability that takes place. You only use the facedown Power for the Attack or Defense value.

Option to use Power or Skill text: When using a Skill or Power you always have the option NOT to use its text. Although the bonuses given are very useful, there are some rare occasions where you can outsmart your Opponent with more radical decisions.

Example: If the Paladin was to use his Skill Corona with the facedown Power Fiery Purge, the following would occur:

He would Attack all enemy Heroes in a Ring and all enemy Heroes would have to defend with a Power.

His total Attack after revealing Fiery Purge would be 4 (Power) + 1 (Corona Skill) = 5 total Attack, assuming he is not using any artifacts that would modify his Attack.

His Damage type would be Light from the Corona Skill, ignoring the Fire Damage from Fiery Purge since the Paladin is currently using the Skill and not the Power.

If his Attack was successful, he would not apply the Curse of Fiery Purge as he is currently using the Skill and not the Power.

Resolve Order of Powers and Skills

Some Powers and Skills have an effect that affects the outcome of an Attack. Every time an Attack is resolved the Attacker's Power or Skill is resolved first, followed by the defender's Power or Skill.

Defense Skill: Some Skills have the Defense tag in them. You can instantly use those Skills when you are Attacked and activate them to gain some added protection against an Attack.

Game Modes

Solo and Co-op: In solo and co-op modes, the Heroes fight against monsters. Their goal is to defeat the opposing monsters before the nine Arena rounds end. If the ninth round ends and any monster is still standing, the players have lost.

You can either play solo or with up to six players in the co-op game mode.

Player vs Player: In these game modes each player selects Heroes and fights independently.

  • 2, 3 or 4 player normal: Each player selects 3 Heroes
  • 2, 3 or 4 player blitz: Each player selects 2 Heroes
  • 5 or 6 players: Each player selects 2 Heroes

Team vs Team: In these game modes all players of a team win if all Heroes of the enemy team are eliminated or if at the end of the ninth turn, any Hero of the team is standing in the center Hex of the Arena.

Players of the same team are not allowed to trade anything among their Heroes. They can however exchange any private information such as face down Powers or Rituals or discuss bidding tactics and combat strategy. All Powers and Skills that affect Allied Heroes, affect all Heroes of a team.

  • 2 teams of 2 players normal: Each player selects 3 Heroes
  • 2 teams of 2 players blitz: Each player selects 2 Heroes
  • 2 teams of 3 players normal: Each player selects 2 Heroes
  • 3 teams of 2 players normal: Each player selects 2 Heroes

Light Semi Co-op Mode: In this mode, everything works as in the co-op mode. The only difference is that when a Hero's attack removes a Stamina Token, the player controlling the Hero receives that Token. When all monsters are defeated, then all players are considered victorious. The Most Valuable Player is the person who has acquired the most Stamina Tokens.

Heavy Semi Co-op Mode: In this mode, everything starts out just like in the co-op mode. The difference is that after all monsters are eliminated, the normal competitive mode continues. Thus to achieve victory, a player must kill all other remaining Heroes or have a Hero standing in the Arena Center Tile at the end of the ninth turn.

Hierapolis Preparation: In the Hierapolis phase, all players participate in the worker allocation phase in Hierapolis. Heroes perform quests, gather loot, and equip weapons and armor just like in the competitive game. The difference is that they perform all of these cooperatively, trying to achieve the best available outcome as a team before they all face the monsters in Hierapolis.

In the case of 10-12 Heroes participating, the resources should be distributed among all Heroes so that balance is achieved.

In case of nine or fewer Heroes, the three unchosen Heroes participate in order to hinder the preparation of the players' Heroes before entering the Arena. In this case, the Deceitful Quest and the Thieves' Guild are not accessible by the players' Heroes.

The enemy Heroes always act last. The first enemy Hero is always assigned to the Deceitful Quest and steals gold from the richest player (randomly decide if two players are tied). The second Hero is assigned to the Quest Location or, if this is not available, the Market, where they buy the weapon that inflicts the most damage (decide ties randomly). The third enemy Hero is assigned to the Thieves' Guild (without paying any cost) and again targets the richest player.

At the end of the Bidding Phase, each enemy Hero will bid all their remaining gold for the Artifact. They cannot combine their gold. Each player has a single pool for gold for their Heroes, but allied players cannot combine their gold. Each player must manage to overcome the bidding individually.

When all six rounds of preparation are over, the players' Heroes enter the Arena.

Fast Action Preparation: If the players want to go straight to the Arena battle, they can use this mode to quickly equip their Heroes.

First, all players draft Power Cards so that each player at the end has a full set of Power cards (4.0 / 3.1 / 2.2 / 1.1 / 1.3 / 0.4). Then, each Hero receives one Mana crystal and inserts it into a skill slot of their choice.

Then, draw one random Artifact per Hero (up to a maximum of six) and place them face up on top of the Arena, creating an Artifact offer. The players take turns selecting one Artifact and equipping it on one of their Heroes until all Artifacts are selected.

Last, draw two random items per Hero and place them face up on top of the Arena, creating an item offer. The players take turns selecting an item and equipping it on one of their Heroes until all items are selected.

The Heroes do not use Rituals in this game mode. They are now ready to enter the Arena.

Setting Up the Arena (Monster Modes): When setting up the Arena, each team of Heroes enters in the normal starting positions. The monsters occupy seven hexes with the same layout that a spell occupies, and enter at the center of the Arena. If more than one monster enters the Arena, all monsters are situated adjacent to each other in the center of the Arena.

The cooperating players assign their Hero Initiative order as they prefer.

The opposing monsters always act at the end of each turn after all Heroes have acted.

This also means that when a Hero ties in combat with a monster, the Hero wins the encounter as they are higher in Ranking.

Heroes Facing Monsters Modes: You may choose any of the following options or even create your own combinations if you want to try fighting more challenging encounters:

  • 1 player selects 2 Heroes to fight vs. 1 monster with 5 Stamina Tokens
  • 1 player selects 3 Heroes to fight vs. 1 monster with 6 Stamina Tokens
  • 1 player selects 4 Heroes to fight vs. 1 monster with 7 Stamina Tokens
  • 2 players select 2 Heroes each (total of 4 Heroes) vs. 1 monster with 8 Stamina Tokens
  • 2 players select 3 Heroes each (total of 6 Heroes) vs. 1 monster with 9 Stamina Tokens
  • 3 players select 2 Heroes each (total of 6 Heroes) vs. 1 monster with 11 Stamina Tokens
  • 2 players select 4 Heroes each (total of 8 Heroes) vs. 1 monster with 10 Stamina Tokens
  • 4 players select 2 Heroes each (total of 8 Heroes) vs. 2 monsters with 5 Stamina Tokens
  • 3 players select 3 Heroes each (total of 9 Heroes) vs. 2 monsters with 5 Stamina Tokens
  • 5 players select 2 Heroes each (total of 10 Heroes) vs. 2 monsters with 6 Stamina Tokens
  • 3 players select 4 Heroes each (total of 12 Heroes) vs. 3 monsters with 3 Stamina Tokens or 1 Boss with 8 Stamina Tokens
  • 4 players select 3 Heroes each (total of 12 Heroes) vs. 3 monsters with 4 Stamina Tokens or 1 Boss with 9 Stamina Tokens
  • 6 players select 2 Heroes each (total of 12 Heroes) vs. 3 monsters with 4 Stamina Tokens or 1 Boss with 10 Stamina Tokens

Monsters

Monster Stamina

When a Monster enters the Arena, it has a number of Stamina Tokens (as indicated above) that replace HP. These Stamina Tokens are piled up next to each monster. Each Token indicates the Resistances that the Monster currently has and the amount of damage required for this specific Stamina Token to be removed. Once removed, the next one applies. If there are no more Stamina Tokens left, then the monster is defeated. The Stamina Tokens that each Monster uses are selected randomly. The players are only able to see the top active Stamina Token. They cannot look through the stack to see what the monster resistances will be after the top Token is removed.

Monster Defense

After a Hero attacks a monster with either a Power or with a Skill, the total attack is calculated:

Power Attack Value + Artifact Bonus + Blessing Bonus + Ritual Effect Bonus + Skill Bonus

The monster has a constant defense value plus the roll of the d4 die.

Example: A Hero attacks a monster while standing in the Ritual Banner of Victory. He is holding an Artifact Weapon giving him +1 to Attack and 4 Damage. He has also a Blessing granting him +1 to Attack. He is using a Skill granting him +1 to Attack. He uses a Power Card (3.1).

His total Attack is: Power Attack Value (3) + Artifact (1) + Blessing (1) + Ritual (1) + Skill (1) = 7

The Hero attacks Kotronas who has an active Stamina Token of 3 Damage and Physical Resistance. Petronas has a base Defense of 2 + d4. A player rolls the die for Petronas and rolls a 4, so Petronas' total Defense is 6.

Attack 7 is higher than the Defense 6 of the monster so it is successful.

Damage inflicted is calculated as usual: (Attack - Defense) + Weapon Damage

In this case (Attack 7 - Defense 6) + Weapon Damage 4 = 5

However, the damage is Physical, and Petronas currently has Physical Resistance. Only half of the damage goes through and is always rounded down. Therefore Damage = 5/2 = 2.5 rounded down to 2.

The two damage inflicted to the Monster is not enough to remove the Stamina Token as three damage is required. The attack was successful but essentially has no effect.

Had the Attacker used a (4.0) card, his total damage would have been 6 and therefore the half would have been 3, enough for the Stamina Token to be removed.

Monster Defense (monsters' turn)

The printed page carries the heading "Monster Defense" a second time above the text below; the text describes the monsters' own turn.

At the end of each turn when all heroes have acted, the monsters Attack.

Each Monster has a set of six possible actions. The skullduggery die is rolled and, depending on the symbol, the appropriate action is selected. Usually it is an attack on one or more of the Heroes.

Monster Selecting Targets

After the monster's action is selected, the appropriate targets for this action are selected.

In selecting the target(s) of an attack, the players should choose, using their judgement, the best target so the attack of the monster has the greatest impact on the Heroes' team.

Monster Priority List:

  1. Hit the Hero that can be killed.
  2. Hit the Hero that will suffer the most damage / doesn't have Resistances to the monster's attack.
  3. Hit the Hero that is the most dangerous / most likely to inflict damage.
  4. Just attack someone!

Monster Attacking

Each monster attack gets a specific Attack Bonus plus the use of the die.

As soon as the targets are chosen, the defending Heroes play a facedown Power Card for their defense. After the Defense Powers are selected, the monster Attack Die is rolled. If the Attack is greater than the Hero's Defense (remember that monsters have lower rank than Heroes), then Damage is calculated as normal.

The damage the Monster will apply is (Monster Attack - Hero Defense) + Monster Attack Damage. Hero Resistances affect this damage normally.

If the attack is successful, check the Monster Ability for possible additional effects applied.

Monster Battles

Some Power Cards and Hero Skills may have different effects in combat against Monsters.

As monsters do not use Mana or Items, Powers, Rituals, and Skills that affect those do not have any effect in monsters.

  • Warcraft is considered a (5.0) Power Card against monsters.
  • Tactics enables you to select another card after the monster die roll is made.
  • Pain Spike may end up removing a Stamina Token.
  • Blind allows you to move the active Stamina Tile to the bottom of Stamina Pile after damage is calculated.
  • Equalize allows you to turn a die roll into a 1.
  • Confusion and Oppress allow you to force the monster to reroll the die.
  • Lifeswap may move the active Stamina Token to the bottom of the Pile.
  • An active Fiery Purge Curse will add one damage to the next successful attack against a monster. The Curse is then removed.
  • Last Stand is considered a (0.5) Power Card against monsters.
  • Enervation deals double weapon damage to a monster instead of burning mana.
  • Entangling Roots will slow a monster down.
  • Lightning Strike will hit all monsters as a (5.0) Power Card as all monsters draw lightning to themselves like metal armor.

Weapons Slaying

Weapons with the slaying icon are much more efficient against monsters. When damage is inflicted to a monster with a slaying weapon, apply double the weapon's damage.

Armor Green Shield Resistance

Monsters have a unique sixth type of damage: Acid Damage. Acid Damage is usually greater than other forms of damage and is only mitigated by armor and shields with the green shield icon.

Monster Stat Blocks

Each monster's table lists its six actions. The rows are in the order of the six faces of the skullduggery die: row 1 is the dash face, row 2 the two-pip face, row 3 the four-pip face, row 4 the sword face, row 5 the lightning face, row 6 the spade face. Each row gives the die-face action name, the attack or effect, and the printed effect text.

Kotronas

Speed 4. Defence: 2+1D4.

Die faceActionEffect
DashBrutal Punch1D4+2 Attack, 5 Physical Damage. A brutal single adjacent attack inflicting Physical Damage.
Two pipsFire and Ice Stalagmites1D4+3 Attack, 5 Fire Damage / 1D4+3 Attack, 5 Ice Damage. Two consecutive attacks on the same or different targets.
Four pipsEarthquake1D4+2 Attack, 6 Physical Damage. One ranged attack against all Heroes.
SwordWrath of the Mountain1D4+3 Ranged Attack, 6 Acid Damage. One ranged attack on one target.
LightningEarth's Grab1D4+3 Attack, 4 Physical Damage, Paralyze. A brutal adjacent attack. Hero hit flips their Ranking Token and will not act for the next turn.
SpadeDiamond SkinCleanse + Flip Stamina Token. All Curses are removed. The monster's Stamina Token is not visible until attacked. If attack is successful, the Stamina Token is flipped visible again. It may now be removed on the next successful attack.

Voax

Speed 6. Defence: 2+1D4.

Die faceActionEffect
DashTail Strike1D4+1 Attack, 7 Physical Damage. One adjacent Attack.
Two pipsDual Splash1D4+2 Attack, 6 Physical Damage / 1D4+3 Attack, 7 Physical Damage. Two consecutive attacks on two different Heroes that must be at least three hexes apart.
Four pipsAcid Spit1D4+4 Attack, 5 Acid Damage. One area attack as Spell (7 Hexes).
SwordSwallow Whole1D4+2 Attack, Swallow Hero. Adjacent Attack. Hero is swallowed and loses 1D4 HP at end of Turn. Freed when Stamina Token is removed.
LightningTongue Grab1D4+3 Ranged Attack, 2 Physical Damage, Paralyze. Ranged attack. Hero Hit flips their Ranking Token and will not act on the next turn.
SpadeEvolving SkinCleanse + Heal Stamina Token. All Curses are removed. Add one of the removed Stamina Tokens to the top of the Stamina Pile.

Mikitas

Speed 3. Defence: 2+1D4.

Die faceActionEffect
DashMind Toxic1D4+2 Ranged Attack, 4 Acid Damage. One ranged attack.
Two pipsSick DuelTarget two Heroes that can both attack each other. Both Heroes must immediately attack each other simultaneously with their highest Attack Power Card.
Four pipsPandemoniumAll Heroes inflict Weapon Damage from their Weapons on themselves.
SwordEnslave1D4+3 Ranged Attack, Enslave Hero. Enslaved Hero acts on their turn, attacking their closest ally for 1d4 damage.
LightningPain Anchor1D4+3 Ranged Attack. Hero Hit receives Stamina Token facedown. Any attack on Mikitas is diverted to this Hero until they're wounded.
SpadeNumbnessAll Heroes adjacent to Mikitas are Paralyzed for the next turn. Their Ranking Tokens are flipped until the end of the next turn.

Keratosauros

Speed 5. Defence: 2+1D4.

Die faceActionEffect
DashIcy Tail Stomp1D4+1 Attack, 5 Ice Damage. One adjacent attack.
Two pipsSpit and Impale1D4+1 Ranged Attack 3 Acid Damage / 1D4+1 Attack 4 Physical Damage. Two attacks on the same or different targets. If first is successful, the second on the same target gets +1 Attack Bonus.
Four pipsDark Stompede1D4+3 Attack, 4 Void Damage. 1 strike to all adjacent Enemies.
SwordFiery Charge1D4+4 Attack, 3 Fire Damage. Charge and attack all Heroes in line of charge.
LightningThick HidePlace Dice with result next to Stamina Tokens. Next turn, Keratosauros also has Physical Protection. Last until Keratosauros acts again.
SpadeFeel No PainPlace Dice with result next to Stamina Tokens. Next turn, Defence is upgraded to 3+1D4 Dice. Last until Keratosauros acts again.

Quietus

Speed 7, Fly. Defence: 2+1D4.

Die faceActionEffect
DashFlaming Beak1D4 Attack, 8 Fire Damage. One adjacent attack.
Two pipsDual Icy Claws1D4+1 Attack 5 Physical Damage / 1D4+1 Attack 5 Ice Damage. Two subsequent attacks on the same or different targets. If both are successful, then Hero is slain.
Four pipsSteel Dagger Feathers1D4+1 Ranged Attack, 7 Physical Damage. One ranged attack against all Heroes.
SwordDeath from Above1D4+4 Attack, 5 Acid Damage. One strike at an adjacent Hero.
LightningFlying TerrorPlace Dice Result next to Stamina Tokens. Next turn, only ranged attacks can hit Quietus. Last until Quietus acts again.
SpadeShadow in DarknessPlace dice result next to Stamina Tokens. Next turn, only area attacks can hit Quietus. Last until Quietus acts again.

Apollyon Boss

Speed 8, Teleport. Defence: 3+1D4.

Die faceActionEffect
DashAcidic Whip1D4+4 Ranged Attack 2 Acid Damage. One ranged strike.
Two pipsBlade of the Night1D4+4 Attack 3 Physical Damage / 1D4+4 Attack 3 Void Damage. Two subsequent attacks on the same or different targets.
Four pipsHell on Earth1D4+4 Ranged Attack, 4 Fire Damage. One ranged attack against all Heroes.
SwordDevour the Soul1D4+4 Attack, Devour Hero's Soul. If attack is successful, slay Hero. They can not be resurrected. Gain 1 Stamina Tile.
LightningDemonic HastePlace dice result next to Stamina Tokens. Next turn, all Stamina Tokens are randomized and flipped down. The players do not know Apollyon's defenses until he is attacked and the Token is revealed. Lasts until Apollyon acts again.
SpadeAgony ShieldPlace dice result next to Stamina Tokens. Next turn, any damage received is also inflicted to Attacker. Last until Apollyon acts again.

Godslayer Boss

Speed 8, Fly. Defence: 3+1D4. The printed page shows two stat tables side by side, labelled only by their position (left and right); the rules text states the Rider and the Dragon share common Defences and Stamina Tiles.

"The Rider and the Dragon share common Defences and Stamina Tiles. Both act however on the same Turn effectively attacking twice, once from each Table."

Left table:

Die faceActionEffect
DashScorching Bite1D4+3 Attack 3 Fire Damage. One adjacent attack.
Two pipsFreezing Claws1D4+3 Attack 3 Physical Damage / 1D4+3 Attack 3 Ice Damage. Two subsequent attacks on the same or different targets.
Four pipsLightning Storm1D4+3 Ranged Attack, 5 Light Damage. One ranged attack against all Heroes.
SwordAcidic Wrath1D4+3 Attack, 7 Acid Damage. One ranged attack.
LightningArcane BreathAll Heroes receive 2 Light 2 Void 2 Fire 2 Ice Damage. This Damage can be reduced by Armors and Shields.
SpadeRain of SpinesAll Heroes receive 6 Physical Damage. This Damage can be reduced by Armors and Shields.

Right table:

Die faceActionEffect
DashSmite Weapon1D4+3 Attack 3 Physical Damage, Destroy Weapon. Hero Hit removes their Weapon.
Two pipsSunder Armor1D4+3 Attack 3 Physical Damage, Destroy Armor and Shield. Hero Hit removes their Armor and Shield.
Four pipsNight of the Mage Slayer1D4+3 Ranged Attack, 3 Void Damage, Burn all Mana. One ranged attack against all Heroes. Heroes Hit remove all their Mana Gems.
SwordGodslaying Spear1D4+3 Attack, Slay Hero. One adjacent attack; if successful, automatically kills the target Hero.
LightningHeroic MightRoll the Action Die again, once for the Dragon and once for the Rider. This extra Action can occur multiple times.
SpadeSymbiotic RegenerationAdd 2 Stamina Tiles and remove all Curses.

Appendix

Printed pages 32 to 37. Each Hero is listed by name, and each Hero has two archetype skill sets, shown under the Hero's name by their archetype title.

Skills

Norn the Dwarf Barbarian

The Warlord

  • Whirlwind: Attack all adjacent enemies with a +1 Attack Bonus, inflicting Physical Damage.
  • Northern Twin Strike: Charge: You may move up to your movement speed again. Attack your target, inflicting Ice Damage. You may immediately perform another attack against the same target, inflicting Ice Damage again.
  • Counter Attack: You may activate this Skill immediately after you are attacked from an adjacent hex. Use the Power you are using for defense to instead attack your enemy who must use their Attack Power for defense.

The Berserker

  • Heavy Metal: Attack your target, inflicting Physical Damage. If your attack is successful, deal double weapon damage. In case of two weapons, the total sum of the weapon damage is doubled.
  • Pain Brutality: Attack your target, inflicting Physical Damage. The total damage you inflict is not affected by the Attack-Defense difference or the Weapon Damage. Instead, damage your target for as much damage as you have taken at this time.
  • Reckless Attack: Attack your target, inflicting Ice Damage. For your attack, use the Defense Value of your Power Card instead of the Attack Value.

Curunir the Elemental Witch

The Aquamancer

  • Freezing Dispel: Attack all enemies in a cone in front of you with a +1 Attack Bonus inflicting Ice Damage. Remove all Blessings from Heroes you successfully attacked.
  • Lance of Ice: Attack all enemies in a straight line of five hexes inflicting Ice Damage. You gain a Mana Gem in the Spikes of Frost Skill if able.
  • Spikes of Frost: All Enemies automatically take two Ice Damage. This damage can be reduced by Ice Protection or Ice Resistance on Armor or Shields.

The Pyromancer

  • Fiery Expel: Attack an enemy with a +1 Attack Bonus inflicting Fire Damage. Remove all Blessings on the Hero you successfully attacked.
  • Scorching Ring: Attack all adjacent enemies, inflicting Fire Damage. You gain a Mana Gem in the Rain of Fire Skill if able.
  • Rain of Fire: All Enemies automatically take two Fire Damage. This damage can be reduced by Fire Protection or Fire Resistance on Armor and Shields.

Lug the Dragon Warrior

The Fierce Dragon

  • Sunder Weapon: Attack your target, inflicting Fire Damage. If you hit your target Hero, they also flip their Weapons facedown immediately and cannot use them this turn. Before the beginning of the next turn, the Weapons are flipped back to normal.
  • Combat Kata: You may activate this Skill immediately after you are attacked. You can use the Attack Value of your Power Card for defense instead of the Defense Value.
  • Wings of Wrath: Leap: You may move up to your movement speed again, ignoring any obstacles on the hexes you move through. Attack your target with a +1 Attack Bonus, inflicting Physical Damage.

The Arcane Dragon

  • Dragon Breath: Attack all enemies in a cone in front of you, inflicting Fire Damage.
  • Resonating Scales: You may activate this Skill immediately after you are attacked. You gain Light, Void, Fire, and Ice Protection against this attack.
  • Resurgence: Leap: You may move up to your movement speed again, ignoring any obstacles on the hexes you move through. You gain 1 Mana Gem and may immediately place it in a Skill of your choice.

Garav the Savage Werewolf

The Vicious Beast

  • Rend: Attack your target, inflicting Physical Damage. If your target does not have a Shield equipped, then your Attack has a +2 Attack Bonus.
  • Ferocity: Attack your target, inflicting Physical Damage. This damage is not reduced even if your target has Physical Resistance or Physical Protection.
  • Rabid Hardiness: You may activate this Skill immediately after you are attacked. If you lose this combat, you do not have to retreat to another hex.

The Moon Sentinel

  • Sunder Armor: Attack your target, inflicting Physical Damage. After damage is calculated and applied, the hit Hero also flips their Armor and Shield facedown and cannot use them this turn. Before the beginning of the next turn, the Armor and Shield are flipped back to normal.
  • Howl: Attack all enemies in a cone in front of you with a +1 Attack Bonus, inflicting Physical Damage.
  • Regeneration: You may activate this Skill immediately after you are attacked. If you have at least 1 health after any damage is applied, you can Heal 4 damage.

Raug the Deviant Succubus

The Shifter

  • Translocation: Attack with a +1 Attack Bonus, inflicting Physical Damage. If your attack is successful, you exchange positions with your target. If you have a Mana Gem available in Teleport, you may instantly use Teleport.
  • Teleport: Instantly teleport to any unoccupied hex on the Arena board. You may take one Mana Gem from any other Hero's mat and immediately place it in one of your Skills.
  • Shock: Attack with a +1 Attack Bonus, inflicting Fire Damage. The hit Hero must remove one Mana Gem from their Skills and give it to you. Immediately place it in one of your Skills.

The Exotic Gambler

  • Chocking: Attack your target, inflicting Physical Damage. You may spend a Power Card, but you roll one d4 die for the Attack Value instead of using the card's Attack Value.
  • Unearthly Beauty: You may activate this Skill immediately after you are attacked. You may spend a Power Card, but you roll one d4 die for the Defense Value instead of using the card's Defense Value.
  • Scorching Whip: Attack all enemies in a straight line of five hexes with a +1 Attack Bonus, inflicting Fire Damage.

Rac the Horrid Necromancer

The Mana Devourer

  • Necrosis: Attack all enemies in a straight line of five hexes with a +1 Attack Bonus, inflicting Void Damage.
  • Vile Surge: Remove up to 3 Mana Gems from an enemy Hero. You select from which Skills these Mana Gems are removed.
  • Profane Armor: You may activate this Skill immediately after you are attacked. Remove 2 Mana Gems from the attacking Hero. You select from which Skill these Mana Gems are removed. If the enemy Hero used a Skill to attack you, you cannot remove the Mana Gem that powered that Skill since it is already consumed.

The Son of Erebus

  • Eclipse: Attack all enemies in a cone in front of you with a +1 Attack Bonus, inflicting Void Damage.
  • Blackout: Select a Hero that has not acted yet. Flip their Ranking Token facedown. Neither you nor your target Hero act this turn.
  • Unholy Armor: You may activate this Skill immediately after you are attacked. If your attacker damages you, you may deal half of the damage done to you back to your attacker as Void Damage. This Void Damage can be reduced from Void Protection or Void Resistance.

Rochon the Sacred Paladin

The Hospitaler

  • Smite: Charge: You may move up to your movement speed again. Attack with a +1 Attack Bonus, inflicting Physical Damage.
  • Lay on Hands: Target yourself or an adjacent ally Hero. Heal your target 4 damage and remove all Curses from them.
  • Catharsis: Heal all adjacent allies and yourself for 1 damage. You and each adjacent ally may remove one Curse of your choice.

The Devotee of the Sun

  • Avenge: Charge: You may move up to your movement speed again. You attack inflicting Light Damage.
  • Corona: Attack all adjacent enemies with a +1 Attack Bonus, inflicting Light Damage.
  • Red Sun Rises: All enemies automatically receive 2 Light Damage. This damage can be reduced by Light Protection or Light Resistance on Armors and Shields.

Aer the Celestial Priestess

The Mana Channeler

  • Panacea: You and all allies with at least one health heal 2 damage and, if able, gain 1 Mana Gem that must be allocated to a skill immediately.
  • Sunbeam: Gain a +1 Attack Bonus to your attack on all enemies in a straight line of five hexes, inflicting Light Damage.
  • Holy Surge: Offer up to 3 Mana Gems to one other Hero. They decide to which Skills they will allocate the Mana Gems.

The Martyr

  • Cure: You and all your allies with at least one health heal up to 3 damage.
  • Sunburst: Gain a +1 Attack Bonus to your attack on all enemies in a cone in front of you, inflicting Light Damage.
  • Martyrdom: Sacrifice this Hero. Aer cannot be resurrected with the Resurrection Power. All other allied Heroes Heal 6 and gain up to 3 Mana Gems that are immediately allocated to their Skills.

South the Vampire Assassin

The Bloodthirsty

  • Blood Drain: Attack your target, inflicting Physical Damage. Heal as much damage as your enemy took after applying Protection or Resistance.
  • Celerity: Attack your target, inflicting Physical Damage. You may immediately take a complete additional turn.
  • Crimson Offering: You may inflict damage on an adjacent ally and instantly Heal twice that damage. The damage applied cannot be reduced by any means.

The Shadowblend

  • Stealth: When you use this Skill, you become untargetable. Place this Mana Gem on the base of this Hero. While it is there, only Area Attacks such as Spells, Cones, Lines, or Rings can attack you. This Skill ends when you attack an enemy and the Mana Gem is discarded.
  • Assassinate: Attack with a -1 Attack Penalty, inflicting Physical Damage. If you attack while using Stealth and the attack succeeds, you do not apply damage. If your target is a Hero, kill your target instead.
  • Chill of Death: Attack all adjacent enemies with a +1 Attack Bonus, inflicting Ice Damage.

Gurth the Nefarious Deathknight

The Chain Bearer

  • Dreadful Strike: Attack with a +1 Attack Bonus, inflicting Physical Damage. If your attack is successful, apply damage then remove all Blessings from the Hero you attacked.
  • Chains of Sorrow: Gain a ranged attack of up to five hexes, inflicting Physical Damage. If your attack is successful, after damage is applied, pull your enemy to any adjacent hex.
  • Bondage: Until the end of this turn, place your Mana Gem in your hex. Heroes adjacent to you cannot move this turn and can only act while remaining adjacent to you. At the end of the turn, this effect ends and the Mana Gem is discarded.

The Devotee of the Sun

  • Grievous Strike: Attack, inflicting Void Damage. If your attack is successful, apply damage then remove all Blessings from the Hero you attacked.
  • Dark Halo: Attack all adjacent enemies with a +1 Attack Bonus, inflicting Void Damage.
  • Quietus: All Enemies automatically receive 2 Void Damage. This damage can be reduced by Void Protection or Void Resistance on Armors and Shields.

Edhel the Elven Huntress

The Sniper

  • Far Sight: Attack with a +1 Attack Bonus, inflicting Physical Damage. You may attack any target on the Arena board with no range restrictions.
  • Flaming Arrow: Attack your target, inflicting Physical Damage. If your target does not have a Shield equipped, then your attack has a +2 Attack Bonus and instead inflicts Fire Damage.
  • Heart Seeker: Attack with a -2 Attack Penalty. If your attack is successful and your target is a Hero, you do not apply damage. You kill your target instead.

The War Ranger

  • Arrow Retaliation: You may activate this Skill immediately after you are attacked from a non-adjacent hex. Use the Power you are using for defense to attack your enemy, who must use his or her Attack Power for defense.
  • Piercing Arrow: Attack all enemies in a straight line of five hexes with a +1 Attack Bonus, inflicting Physical Damage.
  • Volley of Arrows: All enemies automatically receive 2 Physical Damage. This damage can be reduced by Physical Protection or Physical Resistance on Armors and Shields.

Nimloth the Ancient Druid

The Child of Gaia

  • Blizzard: Attack all enemies in a cone in front of you with a +1 Attack Bonus, inflicting Ice Damage.
  • Cleansing Wind: Remove all Curses from all allied Heroes including yourself.
  • Crystal Soul: You may activate this Skill immediately after you are attacked. If the attack would apply a Curse, that attack is negated instead.

The Shaper of Earth

  • Nature's Grace: You may activate this Skill immediately after any Ritual Effect would affect you direct or indirectly. Gain immunity to that effect this turn. For example, you would not take any damage from a Ritual Effect nor would enemies receive an Attack Bonus against you from Rituals.
  • Equilibrium: Remove a Ritual Effect that has a permanent token placed in the Arena. When you remove the Ritual Effect, you and any allies with at least one health Heal 4 damage and gain 2 Mana Gems to place into Skills immediately.
  • Terrashaper: Remove a Ritual Effect that has a permanent token placed in the Arena. You immediately place any other currently unused permanent token from a Ritual Effect in the Arena wherever you want. This immediately negates the prepared Ritual with this effect and the Ritual card with the selected effect is turned faced up.

Powers (Appendix)

Printed pages 38 to 43. The Power cards are grouped by Alignment. The Attack and Defense values are printed on the cards themselves and are not reproduced here. Obvious typographical errors in the printed text (for example "Hereos", "effet", "Fierty", "ths") are corrected; no rule wording is changed.

Warmonger Powers

  • Warcraft: If your Attack is successful, the target Hero's Ranking decreases by one position. This has no effect if the defeated Hero was last in Ranking.
  • Fireball: If this Spell Power is used on the Elemental Witch's turn, it is considered to have an Attack of 4 instead of 3.
  • Bloodthirst: You may deal three Damage to your Hero. This Attack continues even if this drops your Hero's Health to less than one. If you choose to deal this Damage, the Attack of this Power is considered 5 instead of 2.
  • Tactics: After both Powers are revealed and it is time for your Power's text to be applied, you may choose to discard this Power and replace it with one you select from your hand.
  • Pain Spike: If the Opponent Hero dealt Damage to your Hero in this combat, that Opponent also receives half (rounded down) of that Damage. This ignores any Resistance or Protection the enemy Hero might have.
  • Spell Ward: As soon as this Power's text is activated, neither this Hero nor any other allied Heroes can be targeted by an enemy's Spell Power. This Power does not affect Heroes who were attacked by a Spell Power before this Power was activated.

Guardian Powers

  • Blind: If your Attack is successful, look at your Opponent's hand and select a Power. Discard this Power to your Opponent's Discard Pile.
  • Neutralize: If your Attack is successful, randomly select a Power from your Opponent's hand. Look at that Power and discard it to his or her Discard pile.
  • Pacify: If your Attack is successful, place the Pacify Curse token on top of the defeated Hero. That Hero cannot Attack while suffering from this Curse. They can however move and use Powers and Skills that will not inflict Damage to other Heroes.
  • Equalize: As soon as the text of this Power is activated, your Opponent's Power is considered to have an Attack and Defense value of 1. Other Attack or Defense bonuses the target Hero may have from Skills, Artifacts or Blessings are not affected.
  • Aegis: If this Power is used as a Blessing, target an allied Hero and place the Aegis Blessing token on top of his or her Hero mat. This Hero gains a +1 Defense bonus.
  • Healing: If this Power is used as a Spell, then all allied Heroes that have at least one Health heal four Damage.

Deceitful Powers

  • Poison: If your Attack is successful, place the Poison Curse token on top of the defeated Hero. That Hero has -1 Defense while suffering from this Curse.
  • Oppress: If you are attacking, this Power's text is resolved first. You may choose to discard your Opponent's revealed Power to their Discard Pile and have them select a different Power from their hand. Then the text from the new Power is resolved. If you are defending, then your Opponent's Power text has already been resolved. You may still choose to discard your Opponent's revealed Power to their Discard Pile and have your Opponent select a random Power from their hand. This new Power affects your Opponent's Attack and Defense Values, not the text or the Damage type. If you are defending against a Spell, the Attacker's Spell will continue to attack all targets as it was resolved before the Spell was replaced. However, the Spell's Attack and Defense will change to the Values of the new Power.
  • Vortex: If this Spell Power is used on the Horrid Necromancer's turn, it is considered to have an Attack of 4 instead of 3.
  • Lifeswap: Regardless of whether this Power is used for Attack or Defense, if Damage will be applied to any of the Heroes engaged in combat then the Heroes first exchange Health. For example, if Hero A has 7 Health and Hero B has 3 Health, then if either one of these Heroes is going to take Damage, Hero A will now have 3 Health and Hero B will now have 7 Health. After the Lifeswap, Damage will be applied normally.
  • Confusion: If you are attacking, this Power's text is resolved first. You may choose to Discard your Opponent's revealed Power to his or her Discard Pile and select a random Power from your Opponent's hand. Then the text from your Opponent's new Power is resolved. If you are defending, then your Opponent's Power text has already been resolved. You may still choose to Discard your Opponent's revealed Power to their Discard Pile and select a random Power from your Opponent's hand. This new Power affects your Opponent's Attack and Defense Values, not the text or the Damage type. If you are defending against a Spell, the Attacker's Spell will continue to attack all targets as it was resolved before you replaced the Spell. However, the Spell's Attack and Defense Values will change to the Values of the new Power.

Righteous Powers

  • Fiery Purge: If your Attack is successful, you place the Fiery Purge Curse token on top of the defeated Hero. That Hero loses one Health at the end of their turn while suffering from this Curse. This Damage is not affected by Damage Protections or Damage Resistances.
  • Tenacity: If your Defense is unsuccessful and you used this Power for Defense, you may choose not to be pushed back one Hex.
  • Valor: If this Power is used as a Blessing, you target an allied Hero and place the Valor Blessing token on top of their Hero mat. This Hero is considered to have a +1 Attack bonus.
  • Nova: If this Spell Power is used on the Celestial Priestess' turn, it is considered to have an Attack of 4 instead of 3.
  • Resurrection: If this Power is used as a Spell you may choose to offer one Mana gem to any allied Hero. Alternatively, you may heal any Hero who has less than one Health to four Health. This is the only way to bring a fallen Hero back to play. The Hero returns to play with no Mana gems, Blessings, or Curses.
  • Last Stand: If your Defense is successful, increase your Hero's Ranking by one position. This has no effect if you already had the Highest Ranking.

Vengeful Powers

  • Terror: If your Attack is successful, place the Terror Curse token on top of the defeated Hero. That Hero has -1 Attack while suffering from that Curse.
  • Enervation: If your Attack is successful, the defeated Hero must discard all Mana gems.
  • Despair: This Power allows you to mitigate Damage even if you were defeated in this combat. After taking into account Protection and Resistance, take half of the remaining Damage (rounded down). You still take at least one Damage when you lose a combat.
  • Damnation: Remove all Blessings from every Hero you successfully attacked with this Spell.
  • Raise the Dead: When this Power is revealed, you may search your Discard Pile and select a Power. Use the Discarded Power's Attack value and Defense value instead of this Power's Values. The Discarded Power you selected remains in the Discard Pile.
  • Ungrave: When you use this Power as a Spell you may search your Discard pile and select a Power. Take the selected Power to your hand. If you do not have any Powers in your Discard pile this Spell has no effect. You may not retrieve this Power since when you activate this Power, it is not yet on the Discard pile.

Merciful Powers

  • Entangling Roots: If your Attack is successful, place the Entangling Roots Curse token on top of the defeated Hero. That Hero has a speed of 1 while suffering from that Curse.
  • Hailstorm: If this Spell Power is used on the Ancient Druid's turn, it is considered to have an Attack of 4 instead of 3.
  • Lightning Strike: If your Opponent Hero is equipped any metal Armor that grants Physical Protection, then the Attack value of this Power is considered to be 5 instead of 2.
  • Cleansing Rain: When this Power is used as a Spell, all allied Heroes with at least one Health heal one Damage and remove all Curse tokens from their Hero mats.
  • Rejuvenation: If this Power is used as a Blessing, target an allied Hero and place the Rejuvenation Blessing token on top of their Hero mat. This Hero will heal one Damage at the end of their turn while they have the Blessing. If the Hero has full Health, this Blessing has no effect but remains on the Hero and will have an effect if they are damaged later. Rejuvenation is always resolved before the Fiery Purge Curse.
  • Blazing Sun: Gain Physical, Void and Ice Damage Protection. You still lose at least one Health if you lose a combat.

Rituals

Printed pages 44 and 45.

Placing Rituals: Some Rituals allow you to place Ritual tokens on the Arena board. When you place a Ritual token in the Arena, you may place it anywhere including on top of Hexes occupied by other Heroes. If the Ritual affects those Heroes, it is immediately resolved. Placing a Wall of Fire, for example, might immediately Damage a Hero.

There are a few restrictions while placing Ritual tokens. The token may not occupy the center Arena Hex. Also, the Ritual must fit inside the Arena; no Hexes of the Ritual can be outside the Arena. Some tokens have Hexes that cannot be occupied by a Hero. You cannot place the token so a Hero is on top of those restricted Hexes.

  • Consecration: Remove all Blessings on all enemy Heroes and deal one Light Damage to them. This Damage is negated if the target Heroes have Light protection or Light resistance.

  • Mana Surge: Offer to any number of allied Heroes a total of up to four Mana gems distributed as you like. The receiving Heroes must place the Mana gems in skills immediately.

  • Purification: All allied Heroes with at least one Health Heal two Damage and all Curse tokens on their Hero mats are removed.

  • Banner of Victory: Place the Banner of Victory token in the Arena. The Banner of Victory has one Hex that a Hero cannot occupy, illustrated by a flag. Any Hero occupying one of the other three Hexes gains a +1 Attack bonus while on one of those Hexes.

  • Fortifications: Place the Fortifications token in the Arena. The Fortifications have two Hexes that Heroes cannot occupy illustrated by a wooden wall. Any Hero occupying one of the other three Hexes gains a +1 Defense bonus while on one of those Hexes.

  • Guardian Angel: Place the Guardian Angel token in the Arena. The Guardian Angel has one Hex, the center one, that a Hero cannot occupy illustrated by Golden Light. Any Hero occupying one of the other six Hexes, heals one Damage at the end of their turn as long as the Hero has at least one Health.

  • Wall of Fire: Place the Wall of Fire token in the Arena. You instantly deal four Fire Damage to any Heroes on top of the Wall of Fire. This Damage is negated if the Hero has Fire Protection or reduced by half if a Hero has Fire Resistance. Every time a Hero steps onto a Hex with a Wall of Fire, they immediately suffer this Damage.

Expansion Cards (Optional Rules)

Printed pages 46 and 47.

New expansion Powers allow more deck customization as one new Power Card is added to every Alignment quest. For example, in the first turn in Hierapolis, if you choose to complete the Warmonger Quest, you will be able to choose between Warcraft or Incinerating Fury. You select one and the other is removed from the game. If the Warmonger Quest is not completed in the first turn, then both cards are removed, and Fireball is the only available Power Card for the second turn. All expansion Power Cards work this way.

  • Combat Purloin [Deceitful]: If you successfully attack your opponent, you may choose to steal their Weapon, Armor, or Shield instead of dealing damage. You must be able to equip this item immediately. You may discard an item you are already using in order to open a slot after the attack is successful and before you steal the item. You cannot steal Artifacts.
  • Incinerating Fury [Warmonger]: On a successful attack, you may destroy your Hero's Armor or Shield. If you do, double your weapon's damage on your next attack.
  • Force Sunder [Righteous]: If you successfully attack your opponent, you may choose to destroy your opponent's Weapon instead of dealing damage to them.
  • Thalassic Favour [Guardian]: While this Blessing is active and you have at least one Skill slot without mana, receive a mana at the end of each of your turns. You must allocate this mana to a Skill immediately.
  • Tentacles Black [Vengeful]: This Curse allows you to control an opponent's movement at the beginning of their turn. Whoever plays Tentacles Black will get to move the Hero who is the victim of the Curse at the beginning of the victim's turn. Then that Hero will resolve the rest of their turn.
  • Gaia's Escutcheon [Merciful]: Gaia's Escutcheon protects the Hero who used it from any negative Ritual Effect. That Hero can stand or walk over terrain effects without their movement being affected. They do not take any damage. Attacks from the Banner of Victory do not have a bonus against them and Heroes using Fortifications do not get a bonus to their defense against the protected Hero. If the Ritual Effect is beneficial, the Hero may choose to receive the beneficial effect.
  • Flesh and Blood [Ritual]: All Weapons, Armor, Shields, and Artifacts are flipped facedown for this turn and are considered to be out of play. Before the beginning of the next turn, they are flipped face up again and used as normal.

Official FAQ and Errata

The following is the publisher's own "Theosis FAQ and Errata" (Dreamcraft Games, English, 9 pages), folded in here as an official errata and FAQ section. The printed FAQ answers and the errata corrections apply on top of the rulebook text above; where an erratum replaces a rule, the erratum is the official wording. Errata are keyed to the printed page numbers of the rulebook.

FAQ

Q: How does dual wield work? A: When a Hero equips two one-handed weapons, simply add the damage of the two weapons to calculate your total damage. If one or more one-handed Artifacts are equipped, also add the attack modifiers to calculate your total Attack Power.

Q: Can units move through other units? A: A hero can move through an allied hero but not through an enemy hero or monster.

Q: When I cast a Spell that includes an attack, does my weapon add its damage/attack modifier on the casting? A: Yes. Any weapon you have equipped will add damage when you calculate the total damage of a Spell. Same for the attack modifier if the weapon equipped is an Artifact.

Q: Are staffs melee or ranged weapons? A: All staffs are considered ranged weapons and thus have a range of 5 hexes.

Q: The Enslave ability states that the enslaved hero, on their turn, will attack the closest ally for 1D4 damage. How is this attack be resolved? A: A hero resolving the Enslave ability will make a normal attack by playing a Power Card from their hand to initiate combat. The defender then will also play a Power Card to defend. If the attack is successful, the attacker rolls a D4 and the result is the final Damage this attack deals. Do not adjust it with weapon modifiers.

Q: The Pain Anchor ability says "until they're wounded." What does that mean exactly? A: It means until the next time the Heroes take any amount of damage.

Q: The Skill "RESONATING SCALES" allows me to gain protection from Light, Void, Fire, and Ice when I am attacked. If I take damage without being attacked (i.e. from a ritual), can I still use it? A: Yes. All Skills with the Defend keyword on the Hero Mat can be used whenever the hero is about to take damage.

Q: There are some Skills that allow a hero to generate a Mana Crystal. Can a hero place the new Mana Crystal in the same ability that generated it? A: Yes. There is no restriction as to on which Skill you place a Mana Crystal. For example, the Skill "PANACEA" heals 2 damage and generates a Mana Crystal. If Aer wants, she can place it back onto the "PANACEA" Skill so she is able to use it again next turn.

Q: If I use the Skill "SUNDER ARMOR" to disable my opponent's armor and shield, do their armor or shield still protect them from "SUNDER ARMOR?" If that's the case, isn't it useless if Garav plays last? A: Yes, the effect of "SUNDER ARMOR" takes place after damage is applied. If Garav is last, then this skill does nothing.

Q: Can Skills that target or benefit an "Allied Hero" also target the hero using the Skill? A: No, unless the Skill specifically states otherwise.

Q: Can I place a Ritual Token in such a way that it overlaps another Ritual Token at all? A: No. Ritual Tokens cannot overlap one another under any circumstances.

Q: During the resolution of the "CRIMSON OFFERING" Skill, who has the final say about how much damage will be dealt/healing received? A: Since the hero receiving the damage must be willing, they choose how much damage they will take to heal Sauth.

Q: Do I need to spend two Movement to step out of the Death Swamp Ritual? A: Not unless you are stepping in another Death Swamp hex. The extra movement tax is only needed when a Hero enters a Death Swamp hex, not when moving out of it.

Q: Do allies block line of sight for the purpose of ranged attacks? A: No. Neither enemies nor allies block line of sight.

Q: Some Power Cards can destroy Items. If an Item is flipped face-down from a previous Power or Skill, can it still be destroyed? A: Yes. It can always be the target of any Power.

Q: How much gold do players start with? A: Each player starts the game with three gold.

Q: To gain a Power Card from a Quest Location, does the hero's alignment have to match the Power Card's? A: Definitely not. There is no restriction at all as to which hero you place on a location.

Q: If an Area of Effect Spell affects more than one hero I control, do I need to use one card to defend each hero? If so, what happens if my last two cards go to my discard pile at the same time—how many cards do I get back to my hand? A: Yes, you need to use one card per hero. When all your Power Cards are in your discard pile, you always return five of them to your hand, and the last card to be placed in your discard pile stays there.

Q: During the Ranking, what happens when two heroes have the exact same amount of gold on them. Who goes first? A: Most ties in Theosis are resolved by initiative order. When two or more heroes have the same amount of gold, they are placed in the Ranking in order of initiative.

Q: If a hero goes to the Cathedral, does the mana gem go directly onto that hero's Skills or does it go to the player's supply? A: It goes into the player's supply.

Q: Some items have a poison-like symbol on the left bottom corner. What is it for? A: See page 24: the slaying icon inflicts double weapon damage to monsters.

Q: Can Sauth's Stealth skill be used in response to being attacked? A: No, it can only be done on her turn, not in response to other actions.

Q: Do Spells have a range of five hexes like ranged attacks? A: No. Spells have an unlimited range.

Q: If you are dual wielding and your two weapons have different elemental damage, which type of damage is applied? A: You inflict both types of damage separately—each weapon deals the amount and type of damage listed on it. You get to select which type of damage is the remainder of the Attack Value – Defense Value.

Errata

Keyed to the printed rulebook page. Replacement or added wording is quoted as printed in the errata.

Page 3 (Components): The Metallic marker should be replaced with "Initiative Marker".

Page 4 (Hierapolis Board):

  • Under "Order of Powers", add the following sentence at the end of the section: "If you are playing with the Expansion cards optional rule then place each Expansion Power card on top of the Power Card with the same Attack/Defense values on the corresponding Alignment pile of cards. When the Expansion Power card is revealed then the Player who places his Hero on the corresponding Quest Location has the option to take either the basic or the expansion card. Remove the card that was not selected from the game."
    • Example (printed): At the beginning of the second round on the Righteous Quest there will be the Force Sunder Power card on top of the card pile. The first player places a Hero on that Quest Location can now choose to acquire either the Force Sunder card or the Nova card which is the next on the pile. He chooses Force Sunder and removes Nova from the game.
    • Tip (printed): Consider placing the Expansion card face-down in the pile. This way you won't have to remember which the Expansion cards are, simply place the face-down card next to the pile face-up to reveal both active choices.
  • Under "Setting Up the Hierapolis Board", the first two sentences should read: "Place the three translucent white Alignment cubes on the 0 position of each Alignment Track at the Quest Locations. Heroes assigned to Quests will steer the markers left or right towards the Alignment they were placed."
  • Under "Artifacts, Weapons and Armors", replace the text with: "Shuffle the Artifacts and randomly select six of them to place face-down on the Artifact Locations then put the rest in the pouch. Artifacts have a darker color than weapons and Armor. Shuffle the Weapon and Armor tokens and randomly select six of them to place face down on the Market Location then put the rest in the pouch. You will draw from the pouch whenever you need to refill the Market."

Page 5 (Arena Board):

  • Add at the beginning of "Setting Up the Arena Board": "When the Preparation Phase is over, place the Initiative marker…"
  • At the end of the second sentence add: "…Hero Ranking based on their Alignment bonus and distributed gold. (See page 13)" Finally replace the last sentence with: "See more about Hero Placement at page 14."
  • The "Turn Token" indication must be replaced with "Turn Marker".
  • Under "Winning the Game", the second sentence should read: "If the only alive Heroes are controlled by you or your team you win the Arena contest and ascend to Godhood!" Also, the last sentence should read: "If at the end of the ninth round, more than one player's Heroes remain standing and no one is standing at the center Hex of the Arena, then the game is a tie and there is no winner."

Page 6 (Hero Mats): Under "Hero Details", add at the end of the paragraph: "All Players start with 3 Gold pieces." Under "Skills", remove the last sentence of the section.

Page 7 (Powers & Items): Under "Power Control", replace the first sentence with: "Powers are obtained when your first Hero is placed on the golden slot of any Quest Location."

Page 8 (Weapons and Armors): After "Two-Handed Weapon Restrictions", the following section should be added:

"DUAL WIELDING: When a Hero has two One-handed Weapons equipped he adds the damage of the two weapons to determine the total Damage output of his Attack. If two Artifacts are equipped he also adds the Attack Modifier of each weapon."

Page 9 (Hero Phase): Under "Alignment", replace the phrase "opposite Alignments" with "both sides of an Alignment Track".

Page 10 (Assigning Heroes to Locations): Replace the first sentence of the second paragraph with: "When allocating your first Hero, you must choose one of the golden slots in the Quest Locations in order to gain a Power. You will use these Power cards to form your Power deck for the Arena phase combat."

Page 14 (Entering the Arena): The paragraph is changed to: "After generating the Heroes' Ranking, the players place their heroes on the designated triads of starting hexes (noted with a dot). Each triad of hexes can only hold Heroes belonging to the same player. The Heroes are placed on the arena with Ascending Ranking order. Thus the Hero with the lowest ranking is placed first until all Heroes have been placed. Heroes standing on the starting triads of Hexes during turn 1 cannot be harmed by any Rituals, Skills or Powers that have an Area of Effect (no Negative Tokens are received and no Damage is dealt)."

Page 16 (Attack and Defense): At the end of the first paragraph add: "Curses and simple Power card Texts may be activated by the defender if they meet the criteria required. Card Texts can be activated when their trigger happens (most often when they are revealed or when an attack "hits")." Under "To calculate the total Attack value, add:", replace the word "Skills" with the word "Skill".

Page 19 (Powers and Skills): At the end of the first section, right before the Example starts, add: "Some skills have effects that trigger while defending rather than when attacking."

Page 20 (Game Modes): The first paragraph is changed to: "A game of Theosis can be played in many ways; you can play against your friends in team fights or free for all or in solo and co-op modes where you fight against monsters. In the later the Heroes goal is to defeat the opposing Monsters before the ninth Arena round ends. If by that time any monster is still alive the Players lose."

Page 34 (Appendix, Skills):

  • "Blackout": replace the last sentence with: "When that hero's turn comes he simply flips their ranking token face-up and does nothing else in his turn."
  • "Unearthly Beauty" and "Chocking": in the second sentence, the first part should read "You must spend a Power Card, but…" instead of "You may spend a Power Card, but…".

Page 36 (Appendix, Skills):

  • Under "Gurth the Nefarious Deathknight", replace the subtitle "The Devotee of the Sun" with "The Devotee of Darkness".
  • The correct name of the first Hero is "Sauth" and not "South".
  • Under the "Crimson Offering" ability explanation, add: "The ally Hero must be willing and the damage cannot reduce him to lower than 1 hp."

Page 37 (Appendix, Skills): At the description of the Skill "Nature's Grace", replace the word "direct" with the word "directly".

Page 38 (Appendix, Powers):

  • "Warcraft": the picture should be of the card "Warcraft" and not of "Guardian Angel". The first sentence should read: "If your Attack was successful, the target switches places on the Ranking Track with the Hero one slot below him." (This replaces the printed effect "the target Hero's Ranking decreases by one position".)
  • "Spell Ward": change the word "targeted" with the word "affected".

Page 40 (Appendix, Powers): On the image of the "Confusion" Power card the attack value is 2 instead of 4.

Page 44 (Rituals): Under "Placing Rituals", add at the end of the paragraph: "Finally, you cannot place a Ritual token in a way that it overlaps another Ritual token."

Page 45 (Rituals):

  • Under "Guardian Angel", the last sentence should read: "Any Hero occupying one of the other six Hexes, heals two Damage at the end of their Turn as longs the Hero has at least one Health." (As printed in the errata. This replaces the printed "heals one Damage".)
  • Under "Wall of Fire", replace the last sentence with: "Every time a Hero steps onto a Hex with a Wall of Fire or start their turn there, they immediately suffer this Damage."

Page 47 (Expansion Cards):

  • The description of the "Pandemonium" card has been changed to: "All Heroes receive Damage equal to the total Damage bonus of the weapons they have equipped. Resistance and Protection do not reduce this damage." (This replaces the printed "Weapon damage is applied to all Heroes simultaneously".)
  • Next to the "Gaia's Escutcheon" description there should be an image of that card and not of "Thalassic Favour". (Image correction only; no text change.)
  • Quietus
  • Apollyon Boss
  • Godslayer Boss
  • Nimloth the Ancient Druid
  • Powers (Appendix)
    • Warmonger Powers
    • Guardian Powers
    • Deceitful Powers
    • Righteous Powers
    • Vengeful Powers
    • Merciful Powers
  • Rituals
  • Expansion Cards (Optional Rules)
  • Frigid Night: Gain Physical, Light and Fire Protection. You still lose at least one Health if you lose a combat.
  • Wall of Ice: Place the Wall of Ice token in the Arena. You instantly deal two Ice Damage to any Heroes on top of the Wall of Ice. This Damage is negated if the Hero has Ice Protection or reduced by half if the Hero has Ice Resistance. Every time a Hero steps in a Hex with a Wall of Ice, they immediately suffer this Damage. The center three Hexes cannot be occupied by a Hero nor can Heroes pass through them.

  • Death Swamp: Place the Death Swamp token in the Arena. You instantly deal three Void Damage to any Heroes on top of the Death Swamp. This Damage is negated if the Hero has Void Protection or reduced by half rounded down if a Hero has Void Resistance. Every time a Hero steps in a Hex with a Death Swamp, they immediately suffer this Damage. Traversing a Death Swamp is difficult, requiring two movement per Hex.

    For example, if a character with movement speed of 3 enters the Death Swamp, they have used two of their movement and can move only one more Hex. They cannot enter another Hex inside the Death Swamp as they only have one movement left and the Death Swamp requires a movement cost of two.

  • Elemental Hell [Ritual]: Damage applied to this Hero is considered to have every elemental type. Armor and Shields will protect a Hero from this damage. This effect can only target Heroes who have 3 health or more.
  • Pandemonium [Ritual]: Weapon damage is applied to all Heroes simultaneously. Resistances do not reduce this damage.