Widower's Wood: An Iron Kingdoms Adventure Board Game
Widower's Wood: An Iron Kingdoms Adventure Board Game Rulebook
Table of Contents
Table of Contents
The Wild Lands of Immoren
Although many urban centers are scattered across the Iron Kingdoms, much of the West of Immoren is still wild. Many people live in preserved regions of the natural world, as their ancestors did before the Cities appeared. Beyond the Human Kingdoms, these inhabitants of nature are free to worship their ancient and wild Gods, living as their ancestors have since the dawn of creation.
Life in the wild regions is not easy. With countless predatory Beasts, natural disasters and deadly dangers, even something as simple as getting a meal carries a chance of failure and the possibility of death. Nevertheless, these lands shelter many powerful, intelligent and resilient peoples. These wild races have carved out a life in hostile environments, surviving and thriving in places that the citizens of the civilized world could not imagine calling home.
Those who rise to prominence in this wild world must wield real power, such as the Blackclad Druids of the Orboros Circle. Exercising their authority over countless tribes who have sworn allegiance to them, the Druids work toward their own impenetrable goals. There are few places in these regions beyond their stewardship.
The Wood of Widows
The Wood of Widows is a dark marshy forest of black willows and cypresses, inhabited by fierce tribes and dangerous wildlife. Alongside Humans, a myriad of other races call this wild place home, including the fierce Gatormen (Alligator Men), the cunning Swamp Gobbers (Swamp Goblins), and the savage Tharn Shapeshifters.
Always dark and misty, the Wood of Widows is a place where trails slowly disappear into sticky undergrowth, and the understory makes navigation difficult. The marsh is filled with the power of the Dead and the Spirits of the swamp, who will serve anyone brave enough to command them. Those who get lost quickly fall prey to threatening beasts, or vanish without a trace in the treacherous depths of the marsh.
Components
Plastic Miniatures. Highly detailed plastic miniatures represent the Heroes and the Villains on the Game Board.
Dice. Players roll D6 (six-sided dice) to determine various results during a Game.
Hero Sheets. Each Hero Sheet lists the Hero's Stats, Weapons and Abilities, as well as the miniature representing the Hero on the Board.
Event Cards. 1 Event Card (Event) is drawn at the start of each Round to trigger specific Effects, Actions, and/or conditions for the Round.
Ability Cards. Each Hero has 1 Deck of 16 Ability Cards, which can be purchased with XP to develop the Hero's Abilities.
Villain Stat Cards. These Cards provide the Stats (Characteristics), Weapons, Abilities, and Tactical Icons for each type of Villain in the game.
Feat Cards. Each Hero has 1 Deck of 12 Feat Cards, which can be used to gain advantages during 1 Turn.
Villain Action Cards. These Cards determine how the Villains activate during 1 Round.
Life/Wound Tokens. These Tokens are used to record the Damage dealt to Heroes and certain Villains. When 1 Character takes Damage, 1 or more Wound Tokens are flipped from the red side to the black side.
Side Quest Cards. These Cards offer the Heroes optional secondary objectives beyond the main objective of 1 Chapter. For more on Side Quests, see pages 6 and 7 of the Campaign Guide.
Alchemical Restoration Tokens. Each of these Tokens represents 1 Vial containing 1 alchemical substance that 1 Hero can use to revive 1 other Hero.
Villain Reference Sheet. Players can quickly refer to this Sheet to Generate and Activate the Villains.
Game Board. The 54-Space board is where Tiles are placed to create the unique map of each Chapter.
Objective Markers. These Markers indicate the location of Objectives in certain Chapters. They are: CRATE, BONE PILE, and NEST.
Effect Tokens and Markers. They indicate where the Abilities of Characters are used. They are: STICKY (GLUE), EXPLOSION, CONTINUOUS EFFECT, RISING WIND, CORROSION, MIST, SWARM, and AFFLICTION.
Location Markers. These are used to indicate specific places on the map.
Hazard Markers. These indicate the locations of Hazards on the map. They are: LEECHES and STRANGLER PLANT.
Passage Markers. These indicate where Villains arrive from and where Heroes can leave the map.
Plan Tiles. These Tiles represent the various elements and features of the Wood of Widows, such as Water, Obstacles, and Trees.
Treasure Tile. It is used to store ALL the XP gained by the Heroes during 1 Chapter.
Hourglass Tile. It is used in certain Chapters.
XP Tokens. They represent the Experience gained by the Heroes over the course of 1 Campaign.
Index Tokens. They are used to determine which Villains appear at the start of 1 Player's Turn and which Villains have Priority when Activated.
Orientation Markers. The Widower's Wood miniatures have lines on their bases to indicate their facing, but these are not used in this game. These miniatures may also be used in the Iron Kingdoms Unleashed Roleplaying Game, where facing markers come into play. For more information on the Iron Kingdoms Roleplaying Game, visit privateerpress.com.
Component Overview
The game includes 4 Hero Sheets, 1 Game Board, 16 Plan Tiles, 1 Hourglass Tile, 1 Treasure Tile, 1 Villain Reference Sheet, 6 white dice and 2 black dice. Cards: 64 Ability Cards, 22 Event Cards, 48 Feat Cards, 24 Side Quest Cards, 34 Villain Action Cards, 10 Villain Stat Cards. Miniatures: 4 Heroes, 10 Bog Trog Lancers (5 red, 5 blue), 8 Swamp Shamblers (4 red, 4 blue), 6 Gatormen Clubbers (3 red, 3 blue), 6 Small Tatzylwurms (3 red, 3 blue), 2 Mist Speakers (1 red, 1 blue), 2 Swamp Gobber Pirates (1 red, 1 blue), 2 Gatorman Bokors (1 red, 1 blue), 1 Rasheldonak, 1 Wild Tatzylwurm, 1 Deathless. Tokens and markers: 38 1-XP Tokens, 20 5-XP Tokens, 4 Alchemical Restoration Tokens, 6 Index Tokens, 80 Life/Wound Tokens, 6 Position Markers, 6 Peril Markers, 4 Bone Pile Markers, 4 Mist Markers, 4 Nest Markers, 2 Affliction Markers, 2 Crate Markers, 2 Rising Wind Markers, 2 Swarm Markers, 1 Explosion Marker, 1 Glue Marker. Also included: the Rulebook and the Campaign Guide.
Preparation
Follow these steps to prepare the Game for 1 Chapter.
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Choose the Heroes. Each Player chooses 1 Hero. If Players disagree, each rolls 1 Die: the best result chooses first, followed by the others in descending order. Each Player takes the matching miniature, the Feat and Ability Decks, and the Hero Sheet of their Hero.
Widower's Wood can be played with 2, 3, or 4 Players.
- In a 2-Player Game, each Player controls 2 Heroes.
- In a 3- or 4-Player Game, each Player controls only 1 Hero.
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Distribute the Life/Wound Tokens. At the start of a Campaign, each Player takes as many Life/Wound Tokens as the Vitality Stat of each Hero, and places them next to their Hero Sheet, red side visible.
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Prepare the Feat Decks. Each Player shuffles the Feat Cards of their Hero, then draws 3 and places them face up next to their Hero Sheet.
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Take the Alchemical Restoration Tokens. Each Hero starts with 1 Alchemical Restoration Token on its Full side. For more on Alchemical Restoration, see page 17 of this Book and page 23 of the Campaign Guide.
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Prepare the Villain Reserves. The Setup section of each Chapter indicates which Villains to use and how to arrange the Villain Stat Cards, the Index Tokens, and the Villain miniatures.
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Set Up the Map. Refer to the Chapter Plan in the Campaign Guide. Each Chapter contains specific Setup instructions and Objectives. When placing the Villains on the Board, take the miniatures from the Villain Reserves. Place the Hero miniatures as indicated by the Hero Icon on the Plan.
Villain Reserves. The Reserve diagram for each Chapter describes the miniatures and Cards to include in the Reserves and where to place the Index Tokens, as in this example from Chapter 1. Pale miniatures are Villains that are taken from the Reserves and placed on the Board during Setup.
Hero Ability Cards. Each Hero has a Deck of Cards representing the Skills and Abilities it can learn over the course of 1 Campaign. Players may use XP to buy Ability Cards between Chapters. Heroes begin 1 Campaign with 0 XP and no Ability Cards, so these Cards are not used in Chapter 1. For more on Ability Cards, see "Character Progression" on page 23 of the Campaign Guide.
Setup Diagram. The Setup diagram illustrates the Preparation of Chapter 1 and labels the Heroes' Starting Locations, the Life/Wound Tokens, the Discard Piles, the Treasure Tile, the XP Bank, the Event Cards, and the Villain Action Cards, together with the Villain Reserves.
Spaces, Tiles, and Distance
Connected Spaces. The Game Board is divided into 54 Spaces. On each Chapter's Plan, Tiles and Markers are placed in these Spaces to represent Trees, Obstacles, Water, and other details of a specific Area in the Wood of Widows. The features of the Spaces affect the calculation of Distance on the Board.
Two Spaces are connected if they share 1 open Side. Two Spaces are also connected if they share 1 open Corner, unless 1 closed Corner also shares that Corner. You must calculate Distance to check Movement (see page 14) or Range (see page 15).
- Obstacle Spaces have closed Sides and Corners for Movement and Range.
- Tree Spaces have open Sides and closed Corners for Range. For Movement, they have open Sides and closed Corners because they are Rough Terrain (see page 14).
- Water Spaces have open Sides and Corners for Range. For Movement, they have open Sides and closed Corners because they are Rough Terrain (see page 14).
To calculate Distance on the Board, count the number of Connected Spaces along the most direct path between 1 Space and another (Obstacle Spaces are never connected to other Spaces, so they are not counted when calculating Distance). When counting Spaces for Range, you may not count into and out of the same Tree Space (see "Target and Range," page 15).
If 1 Ability or 1 Effect applies to ALL Characters up to 1 specified Distance from its source, the Effect includes the Space in which the source is located.
Connected Spaces example. Corner 1 is accessible at Distance, but not for Movement. This means that Spaces A and B are not connected when 1 Character moves, but they are connected for determining the Range of 1 Ability or 1 Attack. Corner 2 is open, so Spaces B and C are connected. Side 3 is open, so Spaces C and D are connected. Corner 4 blocks Distance and Movement, so Spaces C and E are not connected.
Spaces B and C are at 1 Space of Distance from Space A. Space D is at 4 Spaces of Distance from Space A, because the Corners of Space D block Movement.
Terrain and Map Features
Elements. Plan Tiles are placed on the Game Board to create different types of Spaces. A Space without a Tile is an Open Space.
Passage. A Space with a Passage Marker is a Passage Space, representing an entry or exit point for Characters. Each Passage Marker displays 1 or more Numbers: they are used to Generate Villains (see page 12) and for other Rules of the game.
Trees. A Tree Space is Rough Terrain (see page 14). A Character in a Tree Space gains Cover (+2 DEF against Ranged Attacks). When you count Spaces for a Ranged Attack, you may not count into and out of the same Tree Space.
Water. A Water Space is Rough Terrain (see page 14). Amphibious Characters in a Water Space gain Cover.
Obstacles. An Obstacle Space has ALL of its Sides and Corners closed, so it is never connected to other Spaces. A Character may neither enter nor pass through an Obstacle Space.
Ritual Circle. If a Chapter includes a Ritual Circle Space, the Chapter Rules explain how the Space works.
Orgoth Monument. If a Chapter includes an Orgoth Monument Space, the Chapter Rules explain how the Space works.
Druid Stones. If a Chapter includes a Druid Stones Space, the Chapter Rules explain how the Space works.
Peril Markers.
- Strangler Plant (Stranglevine). A Hero entering a Space containing a Strangler Plant Token must make a Hazard Roll.
- Leeches (Cane Leeches). A Hero in a Space containing a Leeches Token does not draw a Feat Card at the End of its Turn.
Undercity Tiles. The Tiles from the game The Undercity are shown here for reference only: Obstruction, Fissure, Closed Door, Open Door, Loose Stones, Cave-In, Collapsed Floor, Pit, Vat, Control, and Stairwell.
Characters
All Characters in Widower's Wood, Heroes and Villains alike, have Stats and Abilities that determine what they can do. The Stats and Abilities of Heroes appear on their Hero Sheet. The Stats and Abilities of Villains are on the Villain Stat Cards, with the regular version of the Villain on one side and the Epic version on the other.
Hero Sheets. The numbered parts of a Hero Sheet are:
- Character Name
- Initiative
- Character Stats
- Weapon Stats
- Abilities
- Ability: Second Wind (example shown on the sheet)
Villain Stat Cards. The numbered parts of a Villain Stat Card are:
- Villain Name
- Villain Stats
- Weapon Stats
- Villain Abilities
- Tactical Icons (see pages 18-19)
Stats
There are 7 Stats that define the basic qualities and Abilities of each Character. They are used to determine the success or failure of many Actions and Challenges during 1 Chapter. The higher the number, the better the Stat.
- Initiative (INIT). The order in which Characters take their Turn. The Hero with the highest Initiative takes the 1st Turn, followed by the other Characters in descending order. If 2 Heroes have the same Initiative, the Players controlling those Heroes decide which one activates first. Certain Campaign Chapters also have special Villains or other Non-Player Characters that use an Initiative Stat for activation (see page 19).
- Vitality (VIT). A Character's capacity to endure the bruises, scrapes and frayed nerves that come with combat. ALL Heroes, and certain Villains, have Tokens that represent their Vitality. A Character's Health is the number of Life/Wound Tokens currently on the red side. Villains and living Heroes use Life/Wound Tokens to track their Health.
- Strength (STR). A Character's physical prowess.
- Intellect (INT). A Character's mind, powers of deduction, and speed of thought.
- Perception (PER). A Character's attention to detail and awareness of the environment.
- Defense (DEF). Measures how difficult it is to hit the Character with an Attack.
- Armor (ARM). Measures how difficult it is to wound the Character.
Abilities
Stats establish a Character's fundamental Attributes, but its Abilities determine its specific Talents and areas of Expertise. Heroes begin the Campaign only with the Abilities listed on their Hero Sheet. As they gain Experience during the Campaign, they may acquire more Abilities.
Each Hero Sheet also displays 1 "Second Wind" Ability that can help the Hero prevail when something goes wrong. For example, Olo's "Second Wind" Ability allows its Player to restore its Feat Cards the first time its Health drops to 3 during 1 Chapter.
Sizes
Small, Medium, Large. The Base Size of 1 miniature - Small, Medium, or Large - reflects the physical size and mass of the Character. Most human-sized Characters have 1 Small Base. The largest Creatures generally have 1 Medium Base, and the truly enormous Creatures have 1 Large Base.
Rolling Dice
Players use six-sided dice to resolve most Actions in the game, such as Attacking 1 Villain or attempting to resolve 1 Side Quest Card.
Rolls and Modifiers
A standard Roll consists of 2 six-sided dice, abbreviated 2D6. Some special Rolls require only 1 Die, abbreviated D6 or 1D6.
Rolls often have Modifiers to add or subtract from the total obtained. All Modifiers are listed in the Rules after the Dice notation. For example, a Strength Roll is described as "2d6 + STR + modifier." This means "Roll 2 Dice and add the Character's Strength Stat and any applicable Modifier to the result."
If a Rule causes something to happen automatically, such as an Attack that automatically Hits or Misses, no Dice Roll is needed.
If one Rule causes an Attack to automatically Hit and another Rule causes it to automatically Miss, the automatic Hit takes priority.
A Player who wants to modify a Roll must declare it BEFORE rolling any Die.
Boosting a Roll
Certain Rules and Abilities allow a Player to Boost a Roll, which adds 1 extra Die to the Roll. For example, when a standard 2D6 Roll is Boosted, the Player rolls 3D6.
Only 1 Boost Die can be added to a Roll, but other Additional Dice may be added as a result of other Abilities or Circumstances (see next section).
When an Attack affects several Characters, each Attack Roll and Damage Roll must be Boosted separately.
Hazard Rolls, Villain Spawning Rolls (see page 12), and other Non-Standard Rolls cannot be Boosted.
Example: Agata charges, then Hits 1 Gatorman with her first Attack. The Charge gives her 1 Boosted Damage Roll, so she rolls 3D6 for the Damage dealt to the Gatorman instead of the normal 2.
Additional Dice and Discarded Dice
Sometimes an Ability or a special Circumstance adds 1 Additional Die to a Character's Roll. Adding 1 Additional Die is not considered a Boost. Any number of Additional Dice may be added to a Roll as long as each is granted by a different Rule or Ability.
Example: Skarg the Voracious attacks 1 Mist Speaker with his Tharn Bow. He plays 1 Feat Card to Boost the 2D6 Attack Roll to 3D6. He also uses his Precise Shot Ability, which grants 1 Additional Die to the Attack Roll, allowing him to roll 4D6 in total.
Sometimes an Ability or a special Circumstance requires a Character to discard 1 or more Dice from the result of a Roll. Discard ALL the Dice to be removed BEFORE calculating the total of the Roll. For example, gaining Skarg's Precise Shot Additional Die also requires him to discard the Die showing the lowest result from the Roll.
Rerolls
Certain Abilities and Feat Cards allow a Character to Reroll some or all of the Dice of 1 Roll. A Reroll occurs BEFORE applying the Effects triggered by the previous Roll, and the result of a Reroll completely replaces the previous result.
For example, if 1 Character is Hit by 1 Attack Roll, but the Attacker rerolls and misses, the Character is missed instead.
A Roll may be Rerolled several times if the Character has several Rerolls available. For example, if 1 Player has 2 Feat Cards each granting 1 Reroll, and is not satisfied with the result of the first Reroll, it may play its second Card to Reroll again. Resolve ALL Rerolls BEFORE applying the Effects of the Roll.
Hazard Rolls
A Hazard Roll determines whether 1 Character suffers Damage due to certain Rules or game Effects, such as the Event Card "Buzzard Beetle Swarms" or 1 Free Strike (see page 15).
To make a Hazard Roll, 1 Player rolls 1D6: on a result of 5 or 6, the Character suffers 1 Damage.
Why 2 Colors?
Players may use the 2 colors of Dice provided with the game to speed up certain Rolls. For example, to Generate Villains (see page 12), 1 Player may roll 1 Black Die and 1 White Die together, AFTER assigning one color to the Villain Type and the other to the Arrival Location.
Gameplay
Widower's Wood is played over several Rounds. At the start of each Round, Players draw 1 Event Card for that Round, then each Player takes its Turn in Initiative Order.
This Section explains the fundamentals of play in the Wood of Widows. For information specific to the Chapter you are playing, consult the Campaign Guide.
Event Cards
At the start of each Round, BEFORE any Player takes 1 Turn, draw and resolve 1 Event Card. Any Player may draw the Round's Event Card, since the Card affects ALL Players. Event Cards determine the Priority Color of the Round (see below) and can produce a variety of Effects that last the entire Round, such as spreading a thick fog that makes Attacks harder or Activating certain Villains.
Place the Event Card near the Board for quick reference. When a new Event Card is drawn at the start of the next Round, discard the previous Event Card, unless it is an ENVIRONMENT Card. ENVIRONMENT Cards remain in play until you draw a new ENVIRONMENT Card, which then replaces the previous one.
The Heroes have Limited Time to accomplish the Objective of each Chapter. The Event Deck serves as a Timer counting the time available. If there is no Card left in the Event Deck at the start of 1 Round, the Chapter ends immediately and the Heroes lose the Chapter.
Priority Color. Each Event Card has 1 Color (Red or Blue). The Color of the Event Card establishes the Priority Color of the Round, which can affect the Activations and Tactics of the Villains, as well as certain Actions specific to the Chapter. An ENVIRONMENT Card from a previous Round has no effect on the Priority Color of the current Round.
Player Turns
Characters take turns according to their Initiative Stat (see page 10). The Character with the highest Initiative goes first, followed by the other Characters in descending order. If 2 Heroes have the same Initiative, the Players controlling those Heroes decide which one activates first. When the Character with the lowest Initiative finishes its Turn, the Round ends.
A Player's Turn has 3 Phases:
- Spawning Phase. Make 1 Roll to Generate 1 Villain on the Board.
- Activation Phase. Move your Character, take Actions, and draw 1 Feat Card.
- Villain Phase. Draw 1 Villain Action Card to Activate 1 or more Villains.
1. Spawning Phase
At the start of each Turn, the Player generates 1 Villain on the Board.
Generating 1 Villain. During the Preparation of 1 Chapter, Index Tokens are placed on the Villain Stat Cards in the Reserves, as indicated in the Campaign Guide. These Tokens, numbered from 1 to 6, are used to determine the Villain Type generated in this Phase.
Roll 1 first Die to determine the Villain Type generated: take 1 miniature from the corresponding Reserve, that is, the Villain Stat Card whose Number matches the result of your Roll.
Roll 1 second Die to determine where the Villain appears on the Board. Place the miniature on the Space containing the Passage Marker whose Number matches the result of your Roll.
Most Villain Types have Red and Blue miniatures. Often, both Colors of the obtained Villain Type will be available in the Reserves. If there are more miniatures of one Color than the other, a Villain of the Majority Color is generated. For example, if you generate 1 Bog Trog and there are 3 Red and 4 Blue, a Blue Bog Trog is generated.
If there are equal numbers of Red and Blue, check the Priority Color of the Round and generate 1 Villain of that Color.
Sometimes it is not possible to generate the obtained Villain Type. This can happen if no miniatures of that Type remain in the Reserves, or if the obtained Passage no longer exists. If you cannot generate the obtained Villain Type, immediately Activate the Villain of that Type that is farthest from ANY Hero on the Board (for more on Villain Activation, see page 18).
The number of miniatures already present in 1 Space does not restrict the number of Villains that can be generated in that Space (see "Space Capacity" on page 14).
Event Cards. The numbered parts of an Event Card are:
- Title
- Environment
- Effect
- Priority Color
- Card Number
Rules Priority. The general Rules of this manual may be modified by Ability Cards and by Special Rules in the Campaign Guide. If a Special Rule conflicts with the general Rules, follow the Special Rule.
Generate vs. Place. Sometimes a Villain is placed on the Board as the result of certain Rules or Side Quests rather than being generated by a Player. A Placed Villain is not considered to have been Generated. If a Rule Places 1 Villain of a Type that is in the Reserves, use 1 miniature from the Reserves. Otherwise, take 1 miniature from the Game Box and its Stat Card. When that Villain is removed from the Board, return it to the Box. Villains Placed by Side Quest Cards, Event Cards, and Chapter Rules are not limited by the number of miniatures already present in that Space.
Villain Vitality. Most Villains have only 1 Vitality Point, so they are defeated by the least Damage. For Villains with several Vitality Points, use Life/Wound Tokens to track their Health. When such a Villain appears on the Board, place as many Life/Wound Tokens as its Vitality near the Villain Stat Card on the side of its miniature's Color.
Example: Blue and Red Gatorman Bokor miniatures have been generated on the Board. Since the Gatorman Bokors have 3 Vitality Points, each has 3 Life/Wound Tokens on the side of its Stat Card matching its Color. The Blue Gatorman Bokor has taken 1 Damage, so 1 Token has been turned black side up (see page 16).
Generation Example 1. There are 3 Bog Trogs in the Reserves (2 Blue and 1 Red), as well as 2 Gatormen (1 Blue and 1 Red). The 1st Player generates 1 Bog Trog, so it takes 1 Blue Bog Trog from the Reserve, since there are more Blue miniatures than Red.
Generation Example 2. The next Player generates 1 Gatorman. Since the Gatorman Reserve includes equal numbers of Blue and Red miniatures, the Priority Color of the Round is checked: as it is Red, the Red Gatorman is generated on the Board.
Chapter 2 note: In Chapter 2 of the Campaign, 2 Villain Types may be generated: Swamp Gobbers and Gatormen. Index Tokens 1 and 2 are assigned to the Swamp Gobbers, and Index Tokens 3 to 6 are assigned to the Gatormen. During your Spawning Phase, you generate 1 Swamp Gobber on a result of 1 or 2, or you generate 1 Gatorman on a result of 3, 4, 5, or 6.
Space Capacity. Space A contains 4 miniatures and Space B contains 7, and all the miniatures in these Spaces have a Small or Medium Base. The Gatorman Bokor and the Swamp Gobber can both move into Space A, bringing its total of miniatures to 6, but no miniature can move into Space B because it already contains 7. The Tatzylwurm also cannot move into Space B, but it can move into Space A. If the Gatorman Bokor and the Swamp Gobber move into Space A first, the Tatzylwurm can still enter it because there would only be 6 miniatures before its move. If the Tatzylwurm moves into Space A first, only 1 additional miniature (the Gatorman Bokor OR the Swamp Gobber) can enter it, because the Tatzylwurm's Large Base counts as 2 miniatures.
Several Heroes on the Same Hero Sheet
If your Hero Sheet has the Stats of several Heroes, you may activate them in any order. The Activation of each Character follows the standard Rules, with one exception: Heroes listed on the same Hero Sheet may take Actions other than Attacks at any time during the Turn of the Player who controls them.
When you use a Feat Deck belonging to 1 Hero Sheet covering several Heroes, each Feat Card may be used only for the Character indicated on the Card.
When Activating Antagonists, use the Character listed first on the Hero Sheet to determine the nearest and farthest Antagonists.
To determine the Bonus XP earned at the End of 1 Chapter, when dividing the Treasure XP, and for certain other Actions, 1 Hero Sheet covering several Heroes is considered as 1 Hero.
Only the first Character listed on the Hero Sheet may use 1 Alchemical Restoration.
2. Activation Phase
In this Phase: 1 Hero moves, takes Actions, and draws 1 Feat Card.
Movement. 1 miniature may move between 2 Connected Spaces (see page 7). 1 Hero may take 1 Action before OR after its Movement.
At the start of the Activation Phase, 1 Player chooses 1 of the 3 Types of Movement below.
- Hold. The Character stays in the same Space. If there is no Enemy in this Space, the Character may Aim when making Ranged Attacks, which means its Ranged Attack Rolls will be Boosted.
- Walk. The Character may remain in the same Space OR move 1 Space.
- Charge. The Character moves 1 OR 2 Spaces. A Character that charges may not make a Ranged Attack this Turn and may not target a miniature that was in its Space at the start of the Turn. On its 1st Melee Attack after the Charge, its Damage Roll is Boosted. A Character that has already made 1 Attack OR that has lost its Action may not Charge this Turn.
Rough Terrain. When 1 Character moves into 1 Rough Terrain Space, its Movement ends in that Space. A Character that starts 1 Turn in Rough Terrain may only Hold OR Walk. Rough Terrain Spaces have Closed Corners for Movement.
Space Capacity. 1 miniature may not move into 1 Space already containing 7 miniatures. 1 miniature with a Large Base counts as 2 miniatures for determining the number of miniatures in 1 Space; however, 1 miniature with a Large Base may move into 1 Space containing 6 miniatures.
Friends or Enemies?
All Heroes and the miniatures or Markers they control are friendly to each other, and all Villains are friendly to each other.
All Heroes and the miniatures or Markers they control are Enemies of all Villains. All Villains are Enemies of the Heroes.
Targeting and Range
Free Strikes
A Character that moves out of a Space containing 1 Enemy must make 1 Hazard Roll (see page 11) unless the Enemy is KO'd. The Hazard Roll represents 1 Free Strike, that is, the chance of being struck by the Enemy in the Space being left. When 1 Character leaves 1 Space containing several Enemies, it makes 1 separate Hazard Roll for each Enemy.
If 1 Hero is struck with Incapacitation (see page 16) by the Hazard Roll of 1 Free Strike, it remains in the Space where it started. A Character does not make a Hazard Roll if it leaves 1 Space because it must be Placed instead of moving.
Actions
Each Hero may perform 1 of the following basic Actions during its Activation:
- Attack, with either its Melee Weapon(s) or its Ranged Weapon(s).
- Revive 1 Incapacitated Hero.
- Attempt 1 Stat Challenge.
Certain Abilities or Special Rules may grant some Characters additional options beyond the basic Actions above.
Attack Action
1 Character may make 1 Attack with each of its Melee Weapons OR each of its Ranged Weapons.
Step 1: Declare Weapon and Target. The Attacker declares which Weapon it uses and the Target of the Attack. When checking whether 1 Target is within Range of 1 Weapon, use the Distance Calculation Rules (see page 7). Weapons with Range 0 (RNG) may only target Characters in the Attacker's Space.
When attacking with 1 Ranged Weapon, the Attacker may not choose 1 Target in the same Space as another friendly Character, unless the Target is in the same Space as the Attacker.
1 Weapon with the designation AOE, such as Olo's Flare Gourd Bomb, is an Area-Of-Effect (AOE) Attack. To make 1 AOE Attack, the Attacker targets 1 Space on the Board rather than 1 individual figure. 1 Character making 1 AOE Attack may target 1 Space containing friendly Characters. The Attack automatically Hits each Character in the Space; no Attack Roll is needed.
Villains choose their Targets based on their Tactical Icons and the Rules of each Villain Action Card (see page 18).
Example: Agata's 2 Weapons have RNG 0, so she may only attack 1 Target in her own Space (Bog Trog 1).
Example: Olo cannot make a Melee Attack with his Knife, which has Range 0 (RNG 0), and he has no Target in his Space. However, his Gourd Bomb has Range 2 (RNG 2), and all the Bog Trogs are only 1 Space away from him, so he has enough Range to attack one of them. Normally, 1 Ranged Attack cannot be made against 1 Target in the Space of 1 friendly Character, but one of Olo's Options, Flare (Explosion), is an Area-Of-Effect (AOE) Attack. This Ability lets him target any Space within Range 2 regardless of the miniatures it contains, but it means that if he targets the Space of Bog Trog 1 or Bog Trog 2, he must also make 1 Damage Roll against the Hero located there.
Example: Skarg the Voracious may make 1 Melee or Ranged Attack. If he chooses the Spikes of his Bow (RNG 0), he may attack Bog Trog 2. If he shoots his Tharn Bow (RNG 2), he may only target Bog Trog 2 or Bog Trog 3, unless he chooses to use his Feat: Sniper, which allows him to make 1 Ranged Attack against 1 Enemy in the same Space as 1 friendly miniature. With Sniper, he may target any of the 3 Bog Trogs. He may not Aim during his Ranged Attack, because there is 1 Enemy in his Space.
Weapon Stats
- Weapon Type. Indicates whether it is a Melee Weapon, a Ranged Weapon, a Magic Melee Weapon, or a Magic Ranged Weapon.
- Range (RNG). The maximum number of Spaces from the Attacker to its Target.
- Accuracy (ACC). A measure of a Character's skill with the Weapon. ACC is added to the Character's Attack Roll.
- Power (POW). A measure of the potential Damage of the Attack. POW is added to the Character's Damage Roll.
Knockdown
Certain Attacks and Special Rules may Knock Down 1 Character. When 1 Character is Knocked Down, its miniature is laid on its side. A Knocked Down Character may not Move, take Actions or Attacks, and Attack Rolls against it automatically Hit.
A Hero that is Knocked Down may Stand Up at the start of its Activation, either by discarding 1 Feat Card or by losing its Movement or its Action. If 1 Hero gives up its Action to Stand Up, it may not Charge this Turn.
Villains and Knockdown. When 1 Knocked Down Villain activates, it Stands Up. This Villain may do nothing else this Turn, unless it is 1 Significant Villain. When 1 Knocked Down Significant Villain activates with 1 or more Enemies in the same Space, the Villain loses its Movement to Stand Up, then makes 1 Attack against 1 Enemy in that Space. If there is no Enemy in its Space, the Villain loses its Action to Stand Up, then Walks toward the nearest Target.
Battle-Ready, Incapacitation, and Passing Out
A Character with at least 1 Point of Health (1 Life/Wound Token on its red side) is Battle-Ready.
When the Health of 1 Character is reduced to 0, it becomes Incapacitated. A Character's Health cannot be reduced below 0.
When 1 Hero becomes Incapacitated for the first time, it is Knocked Down but remains on the Board and continues to take its Turns. An Incapacitated Hero may not Move, take Actions, or play Feat Cards.
During the Spawning Phase of 1 Incapacitated Hero, discard 2 black Life/Wound Tokens to the Box. During its Activation Phase, it may be Placed in 1 Connected Space.
When the last Wound Token is discarded, the Hero is Passed Out. Its miniature is removed from the Board, and the Character may no longer take Turns.
When 1 Villain becomes Incapacitated, its miniature is removed from the Board and returned to its Reserve.
Step 2: Roll to Hit
The attacking Character rolls 2D6 and adds the Accuracy of the Weapon (ACC).
Attack Roll = 2D6 + ACC
The Attack Hits if the Attack Roll equals or exceeds the Target's Defense (DEF). If the Attack Roll is lower than the Target's DEF, the Attack Misses. [Remember, no Attack Roll is needed for 1 AOE Attack: the Area Attack automatically Hits each Character in the targeted Space.]
Special Rules and circumstances may modify the Attack Roll by adding or subtracting Dice and by adding or subtracting Values to the final result.
Any Attack targeting 1 Knocked Down Character automatically Hits. 1 Target benefiting from Cover gains +2 DEF against Ranged Attack Rolls.
If 1 Character Holds, it may Aim when making Ranged Attacks if there is no Enemy in its Space. Its Ranged Attack Rolls are Boosted.
Continuous Effects. Some Attacks have 1 Continuous Effect, such as Corrosion (Continuous Effect: Corrosion). 1 Continuous Effect is triggered when the Attack Hits. Place the appropriate Token on the Target's Hero Sheet and follow the specific Rules of that Continuous Effect.
If there is 1 Continuous Effect Token on your Hero Sheet at the start of your Turn, roll 1 Die. If you roll a 1 or 2, discard the Token. 1 Hero may also discard 1 Feat Card to discard 1 Continuous Effect Token from its Hero Sheet.
Step 3: Roll for Damage
If 1 Attack Hits, the Attacker makes 1 Damage Roll against the Target. Roll 2D6 and add the Power (POW) of the Attack. 1 Weapon or 1 Attack without POW inflicts no Damage.
Damage Roll = 2D6 + POW
As with Attack Rolls, Special Rules and circumstances may modify 1 Damage Roll.
Compare the result of the Damage Roll to the Armor (ARM) of the Character that was hit. If the Damage Roll is lower than or equal to the Target's ARM, it suffers no Damage. If the Damage Roll exceeds the Target's ARM by 4 or less, it suffers Normal Damage and flips 1 Life Token to its black side (Wound). If the Damage Roll exceeds the Target's ARM by 5 or more, it suffers Severe Damage and flips 2 Life Tokens to their black sides (Wounds).
If 1 Area-Of-Effect (AOE) Attack has 1 POW, make separate Damage Rolls for each Character in the Space. Each AOE Damage Roll must be Boosted individually.
Experience from Villains. The Group gains XP each time 1 Hero wounds 1 Villain. Add 1 XP to the Treasure for each Point of Health (1 Health) that 1 Villain loses during 1 Attack.
Gaining XP
Various Actions and achievements during a Game may grant Experience Points (XP) to Heroes. Each time the Group gains XP, Tokens are moved from the XP Bank to the Treasure, represented by the Treasure Tile. (For more on gaining and using XP, see pages 6 and 23 of the Campaign Guide.)
Cumulative Effects
Unless otherwise stated, the Effects, benefits and penalties of several instances of the same named Effect on 1 Character do not stack. For example, if Agata has 2 Feat Cards showing Dig In, which grants +1 DEF and +1 ARM for 1 Turn, she cannot gain +2 DEF and +2 ARM by playing both Cards this Turn. Once she gains the Bonuses of 1 Dig In Effect, she cannot gain the Bonuses of another Dig In instance.
The Effects, benefits and penalties of several instances of different named Effects stack with each other, even if they apply the same Modifier (such as +2 DEF) to 1 Character. For example, if Agata has the +1 ARM Bonus of the Ability Hold the Line, she may play 1 Dig In Card to gain +1 ARM more (for a total Bonus of +2 ARM), because the Bonuses come from Effects with different names.
Using Feat Cards
Feat Cards represent a Hero's luck and raw heroic potential, allowing it to Boost its Rolls, Reroll failed Rolls, or use 1 of its many Abilities. Feat Cards are used in 3 ways:
- 1 Hero may play 1 Feat Card to use 1 of the 2 options shown, after which the Card is placed on the Hero's Feat Discard Pile.
- 1 Hero may discard 1 Feat Card to use 1 Ability that is triggered by discarding 1 Feat Card.
- 1 Hero that is Knocked Down may discard 1 Feat Card to Stand Up during its Turn.
You may use as many Feat Cards as you wish during 1 Round, although specific Abilities requiring the discard of 1 Feat Card may have a Rule limiting their use. If your Feat Deck runs out, shuffle its Discard Pile to form 1 new Deck.
Sample Feat Cards from the text:
- Reroll. Play this Card to reroll any number of Dice during 1 of your Attacks or 1 of your Challenges.
- Push Back. Play this Card when you move into 1 Space. Choose 1 Villain in that Space and place it in 1 Connected Space other than your Starting Space. Roll 1 Die. If you roll 4 to 6, the Villain is Knocked Down.
Action: Revive
Incapacitated Heroes may be restored by another Hero using 1 Alchemical Restoration. To restore another Hero, 1 Character must be Battle-Ready, must be in the same Space as the Incapacitated Hero, and must have 1 Alchemical Restoration Token on its Full side. The Battle-Ready Hero uses its Action to flip its Alchemical Restoration Token to its Empty side. The Incapacitated Hero then flips ALL of its remaining Wound Tokens to their red side and becomes Battle-Ready.
Once 1 Hero is Revived, it is still Knocked Down.
Action: Stat Challenge
Even outside of Combat, Heroes will frequently need to succeed at Challenges in order to activate Ability Cards or take Actions, because they face situations that test all of their Skills and Abilities. Such Challenges specify the Stat to use for the Roll and 1 Target Number that must be reached for the Roll to succeed. For example, "1 Hero may activate the control with an INT 10 challenge" means it is an Intellect Challenge with a Target Number of 10.
To attempt 1 Stat Challenge, roll 2D6 and add the Stat used.
Stat Challenge Roll = 2D6 + Stat
If the result of the Roll is equal to or higher than the Target Number, the Challenge succeeds. If the result is lower than the Target Number, the Challenge fails.
Example: Skarg the Voracious has STR 6 and attempts a Strength 12 Challenge to destroy 1 Bone Pile. He rolls 2 Dice and gets 7, which he adds to his Strength (STR) for a total of 13. Since the total is equal to or higher than the Target Number, Skarg succeeds at the Challenge and destroys the Bone Pile.
1 Character may attempt 1 Challenge only if it has the required Stat. For example, 1 Character with the Stats STR and PER but without the Stat INT may attempt Strength and Perception Challenges but not Intellect Challenges.
Drawing 1 Feat Card
At the End of your Activation Phase, draw 1 Feat Card and place it face up next to your other Feat Cards.
Each Hero begins 1 Chapter with 3 Feat Cards face up. 1 Player may never have more than 3 Feat Cards face up at any time. If you ever have more than 3 Feat Cards face up, discard until you have only 3 left.
3. Villain Phase
In its Villain Phase, the Player activates 1 or more Villains on the Board by drawing and resolving 1 Villain Action Card. Each Card specifies the Villains to activate based on Color, proximity, or Type. If the Villain Action Deck runs out, shuffle its Discard Pile to form 1 new Deck.
Some Villain Action Cards ask you to activate Melee Villains or Ranged Villains. A "Melee Villain" is a Villain with 1 Melee Attack Tactical Icon on its Stat Card. A "Ranged Villain" has 1 Ranged Attack Tactical Icon. A Villain with both Icons on its Card belongs to both categories.
A Villain chooses 1 Target for each Tactical Icon it attempts to follow. If the Tactic is not valid, the Villain's Target may change to the next Tactic.
Unless the Chapter has a different Rule for Targeting, Villains target the nearest valid Hero. An Incapacitated Hero is not a valid Target. When 1 Villain makes 1 Ranged Attack, it may target 1 Hero in its own Space, but Heroes in other Spaces with Characters friendly to the attacking Villain are not valid Targets. When 1 Villain follows the Rush Tactic, Heroes in Spaces containing 7 or more miniatures are not valid Targets.
If 2 or more Targets are at the same Distance from the activated Villain, use the Preferred Targeting of the Villain Action Card to determine the Target. If several Targets match the Card's Preference, the Villain attacks the Target with the lowest Initiative.
If a Villain that was not activated by 1 Villain Action Card (such as a Significant Villain) has several valid Targets, use the Preferred Targeting of the Card on top of the Villain Action Card Discard Pile.
When 1 Villain attacks 1 Hero, the Player to the left of the Target rolls the Dice for the Attack.
Some Villain Action Cards activate the Villains that are Closest to or Farthest from the Active Hero. These are the only times the proximity of Villains matters in determining who activates. To determine the closest or farthest Villain, use the Distance of Movement following the Rules of each Villain. For Villain Action Cards that do not specify a proximity, use only the Priority Color and the Priority Number (see page 19). If several Villains match the Priority Color and Priority Number, the Active Player chooses which one to activate, regardless of the location of the miniatures.
Villain Tactics and Targeting
When 1 Villain activates, it follows the Tactical Icons at the bottom of its Stat Card. The Villain attempts to follow the Tactics in order: from left to right. If 1 Tactic is not a valid option, the Villain attempts to follow the next one. The Villain's Activation ends once the first valid Tactic is resolved.
If 1 Villain activated in Rough Terrain attempts to follow 1 Tactic that orders it to Charge, it Walks instead if that satisfies the other requirements of the Tactic.
Villains follow the same Movement and Action Rules as Heroes, except when they begin their Activation Knocked Down. For example, 1 Villain that Charges may not make a Ranged Attack. If there are several ways to move 1 Villain that satisfy its Tactical Icons, the Active Player chooses the Villain's path.
Villain Action Cards
The numbered parts of a Villain Action Card are:
- Title
- Activation Rule
- Preferred Targeting
- Card Number
Example: When a Tatzylwurm Viper activates, it attempts to follow the first Tactical Icon on its Stat Card: Melee Attack. If there is no Hero in its Space, the Tatzylwurm attempts to follow the next Tactical Icon: Set Shot. If it has no Hero in Range (RNG 1), the Viper attempts to follow its next Tactical Icon: Rush. If there is no Hero within 2 Spaces, the Viper follows the Pursue Icon and Walks (or Charges) toward the nearest Hero.
Example: When a Bokor activates, it first attempts to follow the Ranged Attack Icon to attack 1 Hero within Range of its Sunder Spirit Ability. If there is 1 Hero within 2 Spaces, the Bokor targets it. If there is no Hero within 2 Spaces, but there is 1 within 3 Spaces, the Bokor moves toward the Hero to target it. If there is no Hero within 3 Spaces, the Bokor follows the Goad Icon and 1 other Enemy in its Space activates, following its own Tactics. If there is no other Villain in the Bokor's Space, it follows the Regroup Tactic and Charges toward the nearest Villain.
Following Tactics
Villain Tactical Icons.
- Melee Attack. The Villain Holds and attacks the Targeted Hero in its Space with each of its Melee Weapons.
- Rush. The Villain Charges up to 2 Spaces and ends its Movement in the Space of the Targeted Hero. Then the Villain attacks the Hero with each of its Melee Weapons. The Damage Roll of the 1st Attack is Boosted.
- Ranged Attack. If the Targeted Hero is in Range, the Villain attacks the Hero with each of its Ranged Weapons. If the Targeted Hero is out of Range by only 1 Space, the Villain Walks toward it and attacks with each of its Ranged Weapons.
- Set Shot. The Villain Holds and attacks the Targeted Hero with Ranged Attacks benefiting from Aim.
- Set Shot or Rush. If the Priority Color of the Round is Red, the Villain follows the Set Shot Tactic. If the Priority Color is Blue, the Villain follows the Rush Tactic.
- Goad. Activates 1 other Villain in its Space with the highest Priority Number.
- Pursue. If the Targeted Hero is 3 Spaces away, the Villain Walks toward it. Otherwise, the Villain Charges toward it.
- Regroup. If 1 friendly Character is in its Space, the Villain Holds. Otherwise, the Villain Charges toward the nearest friendly Character.
Significant Characters
Most Chapters include Special Non-Player Characters called Significant Characters. The Chapter Rules assign 1 Initiative Number to Significant Characters and describe what they do during their Activations. Significant Characters activate in Initiative Order between Player Turns. If 1 Hero and 1 non-Hero Character have the same Initiative, the Hero takes its Turn before the non-Hero is Activated.
Most Significant Characters are Villains. Significant Villains are not Activated by Villain Action Cards, unless the Chapter Rules specify otherwise.
When 1 Significant Villain activates, it follows the Villain Activation Rules, not those for Hero Turns.
Hostile Tactics and Targeting
If the Chapter has no Rule for the Targeting of Hostile Villains, 1 Villain attacks Heroes before other Villains. If 1 Hostile Villain must choose between several Villains, it targets according to the Priority Color, then the Priority Number.
Villain Activation Priority
The Villain Action Cards and the Rules of the Campaign Guide determine the Type and Number of Villains to activate. If several miniatures on the Board match the description of the Villains to activate, choose which to activate according to the Priority Color, then the Priority Number.
Color Priority. Activate the Villain(s) matching the Priority Color of the Round (see page 12). Then, if necessary, activate the other Color.
Number Priority. After determining the Priority Color of the Villains, use the Priority Number. The Index Tokens on the Stat Cards in the Reserves determine the Priority of each Villain Type. A Villain without an Index Token is treated as 0 for determining the Priority Number.
If several Villains of different Types are activated, the Type whose Stat Card has the lowest Index Token Number activates first. The Type with the next higher Number then activates, and so on.
If necessary, after considering the Priority Color and then the Priority Number, the Active Player chooses which eligible Villains to activate.
Winning and Losing
1 Chapter ends in Defeat for the Group if all the Heroes are Incapacitated or Passed Out at the same time, or if they fail to reach the Objective of the Chapter before time runs out (as determined by the Event Deck). The Group also loses 1 Chapter if, at its end, 1 Hero is Passed Out while no other Hero has an Alchemical Restoration to revive it (see page 23 of the Campaign Guide).
The Heroes win the Campaign if they play all 7 Chapters, reaching the Objectives of each.
Villain Activation and Tactics Examples
Example 1. Dan's Hero is Agata. In his Villain Phase, he draws 1 Villain Action Card that says "Activate a Swamp Gobber." Since the Card does not specify the Color of the Swamp Gobber to activate, Dan checks the Event Card for the Priority Color of the Round: as it is Blue, he activates the Blue Swamp Gobber.
Example 2. Gabe plays Croak, Olo. He draws 1 Villain Action Card that activates the Villain closest to his Hero. The 3 Bog Trogs on the Board are at the same Distance from Olo's miniature. The Color and Priority Number do not come into play, because all the Villains are of the same Color and Type, so Gabe may choose which one to activate. Gabe checks the Preferred Targeting on the Card, which indicates that the activated Bog Trog will attack Vaskis the Knotkeeper instead of Olo, because the Druid has the most Feat Cards. Gabe chooses to activate the Bog Trog in Vaskis's Space, because that Villain cannot Charge and is therefore likely to deal less Damage.
Callouts from the example card: What to Activate; Priority Color of the Round; Preferred Target.
Example 3. The Heroes are playing Chapter 5, and Richard plays Vaskis the Knotkeeper. He draws 1 Villain Action Card that activates the 2 Blue Villains closest to Vaskis. The Card does not specify 1 Villain Type, only 1 Color and Proximity. The Gatorman Club is the closest to Vaskis and will activate, but the other Villain activated by the Card must be determined first. Since the next 2 closest Blue Villains to the Druid are of different Types, the Priority Number will determine which to activate. In this Chapter, Index Token 1 is on the Mist Speaker Stat Card in the Reserves, which therefore has the 1st Priority Number. The Blue Mist Speaker activates instead of the Spear Bog Trog.
The Priority Number also means the Mist Speaker activates BEFORE the Gatorman Club. Following its 1st Tactical Icon, it attempts to make 1 Melee Attack against 1 Target in its Space. Since there is no Target in its Space, it follows the Ranged Attack Tactic. Normally, 1 Ranged Attack could not target Agata, since there is 1 Character friendly to the Mist Speaker in the same Space, which would mean it should target Vaskis. However, the Spray Ability allows the Mist Speaker to target 1 Hero in the same Space as 1 friendly miniature, so Agata is indeed the closest Target. Spray also means that the Attack and Damage Rolls of the Mist Speaker's Venom will also affect the Red Spear Bog Trog, and may wound it as well as the Hero.
Once the Mist Speaker's Activation is resolved, the Gatorman Club activates. Following the Tactical Icons on its Stat Card, the Gatorman Club first attempts to make 1 Melee Attack against 1 Target in its Space. Since there are none, it follows the Rush Tactic. Having 2 Heroes at equal Distance, the Preferred Targeting of the Villain Action Card is used. Vaskis, having the lowest Health, is the Target of the Gatorman Club.
Once the Gatorman Club's Activation is resolved, Richard's Turn is over.
Keywords
- Active Player. The Player currently taking 1 Turn, or the last Player to have taken 1 Turn.
- Aiming. If 1 Character chooses to Hold during its Activation, it may Aim when making Ranged Attacks if there is no Enemy in its Space. Its Ranged Attack Rolls are Boosted.
- Ally. Characters friendly to the Heroes and Enemies of the Villains.
- Amphibious. 1 Amphibious Character treats Water Spaces as Open Spaces when moving and gains Cover when it is in 1 Water Space.
- Aura. To calculate the Distance of 1 Aura Ability, treat ALL Spaces as Open Spaces.
- Battle-Ready. 1 Battle-Ready Character has at least 1 Health (1 Life/Wound Token on its red side).
- Beast Master. Within a 2-Space Aura of 1 Beast Master Character, friendly Beast Characters gain +1 ACC (Accuracy).
- Bite. When 1 Character with Bite follows the Melee Attack Tactic, it makes 2 Attacks with its Melee Weapon.
- Boosting. Certain Rules and Abilities allow a Player to Boost 1 Roll by granting it +1 Die.
- Boss. In most Chapters there is at least 1 Special Villain, called the Boss, often linked to the Objective of a Chapter.
- Camouflage. A miniature with Camouflage gains +1 DEF when it benefits from Cover.