battle for grey port print and play lores

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How to Asse mble the Print and Play 1) Cut out the locations and bosses (the page with the Mages’ Collegium and the Goblin King), as well as the 9 scenario cards (the page that says “Hey, stop escaping!” in the upper left). Leave these cards aside. They will not be shuffled into any deck. 2) Cut out the coins from their page. The squares at the bottom of this page should be cut out and taped together back- to-back, so that they create a double-sided turn marker. 3) Cut out the oversize character hero cards. 4) Cut out each of the 9-card starting decks. Y ou can tell these cards by the fact that they ha ve a character’s face in the  bottom right instead of a coin. 5) Cut out and assemble the 50-card hero deck and the 46-card item deck (the cards whose art looks down at objects on a table are the item ca rds). 6) Cut out the skull-and-bones curse cards and set them aside. 7) Cut out the 62 monster cards and separate them by the symbol in the bottom right. There are 20 goblin cards, 20 humanoid cards, 20 dragon cards, and 2 tokens with no symbol. The token cards should be set aside, and should never  be shuffled into any deck. 8) Y ou will need to either make yourself some custom d6s or use other dice. We recommend at least two of each :  : 1, 2, 2, 3, 3, 4 : 4, 5, 6, 6, 7, 8 The white cubes on the cards represent regular d6s with sides 1, 2, 3, 4, 5, 6. NOTE: if you don’t want to make cus- tom dice, then you can replace yellow dice with d4s and green dice with d8s. The game will be a little harder for you,  but the overall play experience will be very similar . 9) Y ou will also need a way to track damage on monsters and players. Small beads or dice work great for this. A means of keeping track of Shield effects is also useful. If you have any questions, please contact us! [email protected] Thanks for trying The Battle for Greyport!

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How to Assemble the Print and Play

) Cut out the locations and bosses (the page with the Mages’ Collegium and the Goblin King), as well as the 9 scen

ards (the page that says “Hey, stop escaping!” in the upper left). Leave these cards aside. They will not be shuffled

ny deck.

2) Cut out the coins from their page. The squares at the bottom of this page should be cut out and taped together bac

o-back, so that they create a double-sided turn marker.

) Cut out the oversize character hero cards.

4) Cut out each of the 9-card starting decks. You can tell these cards by the fact that they have a character’s face in t

bottom right instead of a coin.

) Cut out and assemble the 50-card hero deck and the 46-card item deck (the cards whose art looks down at objects

table are the item cards).

6) Cut out the skull-and-bones curse cards and set them aside.

7) Cut out the 62 monster cards and separate them by the symbol in the bottom right. There are 20 goblin cards, 20humanoid cards, 20 dragon cards, and 2 tokens with no symbol. The token cards should be set aside, and should nev

be shuffled into any deck.

) You will need to either make yourself some custom d6s or use other dice. We recommend at least two of each:

 : 1, 2, 2, 3, 3, 4 : 4, 5, 6, 6, 7, 8

The white cubes on the cards represent regular d6s with sides 1, 2, 3, 4, 5, 6. NOTE: if you don’t want to make cus

om dice, then you can replace yellow dice with d4s and green dice with d8s. The game will be a little harder for you

but the overall play experience will be very similar.

9) You will also need a way to track damage on monsters and players. Small beads or dice work great for this. A me

of keeping track of Shield effects is also useful.

If you have any questions, please contact us

[email protected]

Thanks for trying The Battle for Greyport!

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Rules

Another day, another dungeon. You and your adventuring companions are heading to the Red Dragon Inn for a well

erved pint when you are rudely interrupted by monsters attacking the city! The tavern will have to wait...

A game of Battle for Greyport consists of a single scenario made up of several encounters. In each encounter, you

be fighting bad guys at some location in the city. Will you be victorious, or will the city burn?

Components

2 oversize character cards

location cards (Mages’ Collegium, The Garrison and The Red Dragon Inn)

9 encounter cards

4 9-card starting decks

0-card hero deck 

46-card item deck 

Coin tokens - copper , silver and gold

Turn marker

60 monster cards (20 goblins , 20 humanoids , 20 dragons )

2 Dragonspawn monster tokens

Goblin King boss token

Drog, Troll General boss token

27 curse cards

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Heroes

Townsfolk 

: Draw a card

: +Hero

1 Fire Mage

: Splash 3

Physical Hero Magic Hero

Damage (number

or die to roll)

Recruitment Cost

(Copper, Silver or

Gold)

Items

Mace5 Scepter of Majesty4+

Physical Item Magic Item

Damage (number

or die to roll)

Recruitment Cost

(Copper, Silver or

Gold)

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SetupEach player chooses a character and takes the corresponding 9-card starting deck and 3 character heroes. Each pl

huffles their starting deck, draws a 5-card hand from it, then puts their Level 1 character hero into their hand, for a t

of 6 cards. Leave your Level 2 and Level 3 character heroes to the side - you will use them later.

Choose a scenario. For the print-and-play version, there is only one scenario - The Goblin King’s Escape:

1) Hey, stop escaping!

2) Where did he go?

3) Save the Collegium!

Take the encounter cards that correspond to the number of players in the game (as indicated by the meeple in the up

eft) and place them in a pile in the above order.

Create the hero reinforcement deck by shuffling the hero cards together (both physical and magic), then reveal the

our cards of that deck. Then, create an item reinforcement deck by shuffling the item cards together (again, both ph

al and magic). Then reveal the top four cards of that deck. The 8 revealed cards (4 heroes and 4 items) are called

einforcement rows. Items and heroes should never be shuffled into the same reinforcement deck.

Put the curse cards and the reinforcement tokens nearby.

Pick a player to go first and give that player the turn marker. They should keep the marker in front of them with the c

ide up (the side that says “Taunt”).

Proceed to Encounter Setup for your first encounter!

Encounter Setup

Take the location card indicated on the encounter card and place it and the encounter card in the center of the play af the encounter card indicates one or more bosses, add those cards to the center of the play area, as well.

Create or add to the monster deck by shuffling together the indicated monster subdecks. So, for example, in the “Hey,

scaping!” encounter, you create your starting monster deck by shuffling together the 20 goblin monster cards, and in

Where did he go?” encounter, you shuffle the 20 humanoid monster cards into the remainder of your existing mon

deck. (For an extra challenge in the “Where did he go?” encounter, try the dragon cards instead of the humanoid car

Deal out monster cards to the location until their total threat level meets or exceeds the threat number next to “loca

monsters” on the encounter card. Then deal out monster cards to each player until the total threat level of that play

monsters meets or exceeds the threat number next to “player monsters”. Each of these groups of monsters will be refe

o later in the rules as a Monster Group. If you run out of monster cards during this process, reshuffle the discar

monsters and use them as a new monster deck.

Give each player the recruitment tokens indicated on the encounter card under “recruitment”.

f there are other instructions on the encounter card, such as dealing damage to the location, follow them.

f any of the revealed monsters have an “Ambush” ability, resolve them now in the order of the party’s choice.

At the bottom of each encounter card is the penalty if the current location burns down. Be sure that each player read

s well as the ability and reward on the location card. They are all very important!

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After setting up the encounter, you’re ready to fight some monsters!

Turns

On the active player’s turn, each player may fight monsters in the active player’s Monster Group (these are called

Active Monsters). If there are no Active Monsters, players may instead fight Location Monsters as though they w

ctive.

n any order, players may take any of the following actions:

- Play a hero (limit one hero per player per turn)

- Play one item on one of their heroes of matching type (red = physical, blue = magic - limit one item per her

- A played hero may fight an Active Monster (or a Location Monster if there are no Active Monsters)

- Taunt a monster with the turn marker (may be used once per turn by the active player)

Card abilities are described below, but one should be explained here: Taunt. Taunt means “you may take any monster

n your Monster Group and move it to your Monster Group.”

Playing Cards

When you play a card with an ability that is marked with the icon, resolve that effect before taking any other g

ctions.

Some abilities are marked with the icon. This icon indicates an ability that you can use anytime this turn. If

play a card with a Shield ability, you may wish to use shield tokens to help remind you that you can still use the abil

Combat abilities marked with the icon resolve when the hero those abilities are on fights a monster.

You may not play an item on a hero after that hero has fought.

You may not play an item on another player’s hero.

Fighting Monsters

When a hero fights a monster, turn it sideways, but leave it in front of you. This is to remind you that you have alre

cted this turn, and that the hero has already fought. It’s also useful for remembering Shield effects during the Dam

tep (see below).

When a hero fights, you first declare the monster you are fighting (or monsters, in the case of Cleave). You then roll

ppropriate dice. Your attack does the indicated damage to each targeted monster, in the order of your choice. Use dam

markers to mark the damage dealt to the monster(s). If the total damage dealt to a monster is greater than or equal t

hit points, the monster is defeated - discard it.

f all monsters are defeated, proceed to “Ending an Encounter” below.

Action Order

Players may intersperse their actions however they like.

Example: on Gerki’s turn, he plays a Rogue and immediately Taunts one of the Location Monsters to himself. Dei

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hen plays a Clergyman to make Fiona draw a card. Fiona then plays her character hero card

which counts as her hero for the turn), then plays a Mace on it and uses it to fight two of Ger-

ki’s monsters. Then Gerki plays a Buckler on his Rogue, places a shield token in front of him

o help remember the effect, then fights a monster. Gerki then uses the turn marker to Taunt a

monster away from Deirdre by flipping over the turn marker and moving the monster. Finally,

Deirdre gives her Clergyman a Freezing Staff and uses him to fight one of Gerki’s monsters.

Since each character has now taken all of the actions they are allowed, Gerki ends his turn.

End of TurnMonster Damage

First, the active player takes damage from each Active Monster equal to the damage number in the upper left of the m

ter card. You may use Shield effects to prevent some or all of this damage. If you are using Shield tokens, discard t

when used.

f any player has 10 or more damage, the players lose immediately (unless the scenario or encounter says otherwise)

Next, the location takes damage from each Location Monster. Shield effects may not prevent this damage.

f the location’s total damage meets or exceeds the location’s hit points, the location is destroyed. Players suffer the

ounter card’s penalty immediately, then, starting with the active player and proceeding clockwise, each player choos

Location Monster and puts it in front of them. Players continue this process until there are no remaining Location M

ters.

Cleanup

f any played card has the icon, resolve that ability now.

Then, each player discards any cards they used during the turn. If you discard your character hero card in this way, s

side near your discard pile. You will get it back during the Reset Hand phase of your own turn.

f there are any unused shield tokens still in play, discard them.

Recruiting

The active player must discard one recruitment token and recruit one hero or item from the reinforcement rows. A

ruitment card’s cost is indicated in its bottom right. Tokens may be used to “buy down,” so a silver token can be use

ecruit a copper or silver card, and a gold token can be used to recruit anything. Tokens may not be combined to get m

powerful cards, nor can they be exchanged between players.

n the unlikely event that you cannot afford anything in any of the reinforcement rows, you may temporarily treat y

opper tokens as though they were silver. If you still cannot afford anything, you may temporarily treat all of your rec

ment tokens as though they were gold.

When you recruit a card, it goes straight to your hand. When a card is recruited, immediately replace it in the reinfo

ment rows from the appropriate deck.

Reset Hand

The active player discards down to 5 cards or fewer, then refills her hand to 5, then takes her character hero card back

Rogue

: Taunt

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her hand. She then passes the turn marker to the player on her left.

f you need to draw a card but have no cards left in your deck, shuffle your discard pile to create your new deck.

Players continue taking turns until either no monsters remain, or until a win or lose condition is met.

Winning and Losing

Unless otherwise specified, the players win if they defeat all bosses, even if other monsters remain. The players lose ifplayer has 10 or more damage. Scenarios and encounters may have additional or alternate win or lose conditions.

f you’d like an extra challenge, try lowering player hit points to 9 or 8!

Rewards and Penalties

f a location burns down, each player suffers the encounter penalty immediately, as indicated by the icon. In a

ion, players may no longer use the location’s ability.

f the players remove all monsters from the location, by either taunting them or defeating them, the players immedia

get the location reward.

Ending an Encounter

f you defeat all monsters in the current encounter, the encounter ends.

Regardless of whether you defended the location or not, all players now have an opportunity to spend their remaining

ruitment tokens to recruit cards from the reinforcement rows. Players may recruit in any order, one card at a time. W

card is recruited, immediately replace it in the reinforcement rows from the appropriate deck.

Each player then sets aside their current character hero card and gets the card one level higher, placing it into t

hand.

After all players are finished recruiting, each player resets her hand. Proceed to the next encounter!

Character Heroes and Leveling

As mentioned above, you may “level up” between encounters, gaining new abilitieso help you prepare for the final battle.

Some card effects cause you to retire a hero. If you would retire your character hero,

nstead you “level down”. Set aside your current character hero card and replace

t with the one corresponding to the next level down. The new character hero card

nds up in the same place as your previous character hero card would have ended up

in most cases, this will be your discard pile). If your character hero is Level 1, just

discard it instead. You do not need to level down if you are already at Level 1.

The four playable heroes (Fiona, Gerki, Deirdre and Zot) also appear in the rein-

orcement deck, so that they can be recruited if no player is playing that character.

Fiona the Volatile

Level 3

: Taunt

: Cleave. If Fiona has an

item, she gains +2 .

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f a card appears in the reinforcement rows that corresponds to one of the players in the game, retire that reinforcem

ard and replace it from the appropriate deck.

Bosses

Most scenarios include one or more bosses. Bosses are special monsters with

nasty abilities and more hit points than normal monsters.

Unless otherwise specified in a scenario or encounter, a boss will start out as a

Location Monster. If a boss becomes active for any reason (such as Taunt), it re-mains active on each player’s turn, so it will travel around from player to player

ach turn!

n addition, if any player deals damage to any Location Monster (including a

boss), the boss immediately becomes active. Note that a monster that is taunted

way from the location no longer counts as a Location Monster, so taunting

way a monster and then fighting it doesn’t cause the boss to become active.

f an ability would cause a boss to move to any Monster Group other than the

Active Monster Group, it instead moves to the Active Monster Group.

Abilities

Ambush: after dealing out monsters to the location and to players, resolve all revealed Ambush effects in the orde

your choice.

Armor: some monsters have a shield icon on the right edge of their card. Armor X means “each time damage wo

be dealt to this monster, reduce that damage by X”. Note that fights from multiple heroes count as multiple instance

damage. In addition, non-fight damage such as Splash and Snipe are each individual instances of damage, so armor

pply to them all individually.

Cleave: this hero may fight two monsters (it deals full damage to both). Note that a hero may never fight two mons

n different Monster Groups. If a hero somehow gets multiple instances of Cleave, they still fight only two monsters

hree or more. You must declare both fight targets before rolling your fight dice. After rolling the dice, you may cho

he order in which monsters take damage. Example: The Active Monsters are Drog, Troll General, who has 5 HP left,

he Goblin King, which has 5 armor while Drog is in play. Fiona has Cleave and decides to fight both of them. She r

6 damage. She may choose to deal 6 damage to Drog first, defeating him. This causes the Goblin King to no longer h

armor, so Fiona then deals a full 6 damage to the Goblin King.

Cursed: when this monster deals damage to a player, that player gains a curse card, putting it in their discard pile. If

monster deals more than one damage to a player, the player only gains one curse.

Dual Wield: this hero may use two items. If a hero somehow gets multiple instances of Dual Wield, they still may o

use two items, not three or more.

+Hero: you may play another hero this turn.

mmune to Splash: this monster takes no damage from Splash effects.

mmune to Taunt: this monster can’t be moved with Taunt effects.

10x1   Drog, Troll

General

1

 Tank. When Drog damages the

active player, he also damages

each other player. If Goblin King is

in play, Drog and Goblin King stay

together at all times. (Moving one

automatically moves the other.)

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Ranged: a hero may not fight a Ranged monster in a Monster Group unless that hero is also fighting all non-Ran

monsters in that Monster Group.  Example: Fiona has Cleave. The Active Monster Group consists of a Goblin Ar

Ranged) and a Frenzy Goblin. She may fight both monsters. If there were a second Frenzy Goblin, Fiona would no

allowed to fight the Goblin Archer, since she would then not be fighting all non-Ranged monsters in the group.

Retire: to retire a card, remove it from the game. If a game effect would cause your character hero card to be reti

evel it down instead.

Shield X: prevent up to X damage that would be dealt to players this turn. If multiple players would be damaged,

players choose how to divide their Shield effects. Shields do not carry over to later turns. Shields do not protect the lion from taking damage.

Snipe X: deal X damage to any monster in play. Note that the hero with Snipe may also fight as normal!

Splash X: when this hero fights, it deals X damage to each creature that it isn’t fighting in that same Monster Gro

Example: Fiona has Cleave, and there are four Active Monsters. She uses Throwing Stars as her item, so she gains Sp

3. She fights two of the Active Monsters, rolling a total of 6 damage. She deals 6 damage to each of the Active Mons

he is fighting, then she deals 3 damage to each of the two Active Monsters that she isn’t fighting. She does NOT deal

Splash damage to either of the monsters she fought, nor does she cause Splash damage to happen twice.

Tank: a hero may not fight a non-Tank monster in a Monster Group unless that hero is also fighting all Tanks in

Monster Group.

Taunt: you may take any monster not in your Monster Group and move it to your Monster Group.

The Red Dragon Inn: Battle for Greyport

Playtest version 20160301

Designed by Nate Heiss, Jeff Morrow and Sam Waller 

Art by Erin Wong

All contents copyright 2016 SlugFest Games West, LLC. All rights reserved.

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    D   e    i   r    d   r   e    t    h   e    P   r    i   e   s    t   e   s   s

    L   e   v   e    l    1

   :    A

   p    l   a   y   e   r   o    f   y   o   u   r   c    h   o    i   c   e

    d   r   a   w   s   a   c   a   r    d .

    D   e    i   r    d   r   e    t    h   e    P   r    i   e   s    t   e   s   s

    L   e   v   e    l    2

   :    A

   p    l   a   y   e   r   o    f   y   o   u   r   c    h   o    i   c   e

    d   r   a   w   s   a   c   a   r    d .

   :    S    h    i   e    l    d    1

    D   e    i   r    d   r   e    t    h   e    P   r    i   e   s    t   e   s   s

    L   e   v

   e    l    3

   :    A

   p    l   a   y   e   r   o    f   y   o   u   r   c    h   o    i   c   e

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 .

   :    S    h    i   e    l    d    1 ,    D   u   a    l    W    i   e    l    d

    Z   o    t    t    h   e    W    i   z   a   r    d

    L   e   v   e    l    1

   :    S   p    l   a   s    h    2

    Z   o    t    t    h   e    W    i   z   a   r

    d

    L   e   v   e    l    2

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   t    i   r   e   a

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    f   r   o   m

   t    h   e    i   r    h   a   n    d

   o   r

    d    i   s   c   a   r    d   p    i    l   e .

  -    O    R  -

   :    S   p    l   a   s    h    3

   :    C    h   o   o   s   e   o   n   e   :

    Z   o    t    t    h   e    W    i   z   a   r    d

    L   e   v

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   :    S   p    l   a   s    h    3

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    D   e    i   r    d   r   e    t    h   e    P   r    i   e   s    t   e   s   s

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   :    A

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   :    S    h    i   e    l    d    1 ,    D   u   a    l    W    i   e    l    d

    Z   o    t    t    h   e    W    i   z   a   r    d

    L   e   v   e    l    1

   :    S   p    l   a   s    h    2

    Z   o    t    t    h   e    W    i   z   a   r

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   t    i   r   e   a

   c   a   r    d

    f   r   o   m

   t    h   e    i   r    h   a   n    d

   o   r

    d    i   s   c   a   r    d   p    i    l   e .

  -    O    R  -

   :    S   p    l   a   s    h    3

   :    C    h   o   o   s   e   o   n   e   :

    Z   o    t    t    h   e    W    i   z   a   r    d

    L   e   v

   e    l    3

   :    E   a   c    h   p    l   a   y   e   r   m   a   y   r   e   t    i   r   e   a   c   a   r    d

    f   r   o   m   t    h   e    i   r    h   a   n    d   o   r    d    i   s   c   a   r    d   p    i    l   e .

   :    S   p    l   a   s    h    3

    F    i   o   n   a    t    h   e    V   o    l   a    t    i    l   e

    L   e   v   e    l    1

   :    C    l   e   a   v   e

    F    i   o   n   a    t    h   e    V   o    l   a    t

    i    l   e

    L   e   v   e    l    2

   :    T   a   u   n   t

   :    C    l   e   a   v   e

    F    i   o   n   a    t    h

   e    V   o    l   a    t    i    l   e

    L   e   v

   e    l    3

   :    T   a   u   n   t

   :    C    l   e   a   v   e .    I    f

    F    i   o   n   a    h   a   s   a   n

    i   t   e   m ,   s

    h   e   g   a    i   n   s   +    2

 .

    G   e   r    k    i    t    h   e    S   n   e   a    k

    L   e   v   e    l    1

   :    S   n    i   p   e    2

    G   e   r    k    i    t    h   e    S   n   e   a

    k

    L   e   v   e    l    2

   :    S   n    i   p   e    2

   :    G   e   r    k    i   m   a   y

    f    i   g    h   t

   a   n   y

   m   o   n   s   t   e   r .

    G   e   r    k    i    t    h   e    S   n   e   a    k

    L   e   v

   e    l    3

   :    S   n    i   p   e    3

   :    G   e   r    k    i   m

   a   y

    f    i   g    h   t

   a   n   y

   m   o   n   s   t   e   r .    I    f

    G   e   r    k    i    h   a   s   a   n

    i   t   e   m ,    h   e   g   a    i   n   s   +    2

 .

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Acolyte1   Acolyte1   Acolyte1

Acolyte1   Soldier1   Soldier1

Soldier1   Holy Symbol0

: Shield 1

Sword1

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Soldier1 Soldier1 Soldier1

Soldier1 Acolyte1 Acolyte1

Acolyte1 Wand of Magic Missile1 Sword and Board1

: Taunt

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Soldier1 Soldier1 Soldier1

Soldier1 Acolyte1 Acolyte1

Acolyte1 Wand of Magic Missile1 Cloak and Dagger1

: +1 if you are not the

active player.

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Acolyte1   Acolyte1   Acolyte1

Acolyte1   Soldier1   Soldier1

Soldier1   Sword1   Amulet of Inspiration0

: Draw a card

: +Hero

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Brother Bastian

: Each player may retire a

card from their hand

or discard pile.

Chronos the Time Mage

: You may declare Chronos’s

fight target(s) after rolling his

dice. (The fight targets

must still be legal.)

Collegium Elder

: Taunt

Cormac the Mighty

: If you have 7 or moredamage tokens, Cormac

gets +6 .

Deirdre the Priestess

: Shield 2

: Each player draws a card

Eve the Illusionist

: +Hero

: Taunt

Fiona the Volatile

: Cleave

: Each player draws 2 cards,

then discards a card.

Fleck the Bard

: Snipe 2

Gerki the Sneak 

: Gerki may fight any

monster.

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4+Gog the Half-Ogre

: Choose one:

: Dual Wield

Kaylin the Renegade

: Cleave - OR - : Play a hero from your

discard pile.

Ohava, Grand Cleric

Brewmaster Phrenk 

: Each player draws a card,

then may retire a card fromtheir hand or discard pile.

Pooky can’t use items.

Pooky Sera the Fleetfooted

: Cleave

: +Hero

2+Serena the Pious

Serena may use magic

items.

Wulfric can’t use items.

Wulfric

: A player of your

choice gets +Hero.

: Choose one:

Zot the Wizard

: Each player may retire a

card from their hand or

discard pile. - OR -

: Splash 3

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Apprentice1

: Draw a card

: +Hero

Apprentice1

: Draw a card

: +Hero

Apprentice1

: Draw a card

: +Hero

Townsfolk 

: Draw a card

: +Hero

1   Townsfolk 

: Draw a card

: +Hero

1   Townsfolk 

: Draw a card

: +Hero

1

Assassin

: Ignores Tank, Ranged

and monster armor.

2+Assassin

: Ignores Tank, Ranged

and monster armor.

2+Barbarian

: Cleave

1+

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Barbarian

: Cleave

1+Berserker

: +1 for each 2 damage

tokens you have, rounded

up.

Berserker

: +1 for each 2 damage

tokens you have, rounded

up.

: A player of your choice

draws a card.

Clergyman

: A player of your choice

draws a card.

Clergyman Covert Operative

: You may retire a card from

your hand or discard pile.

: Shield 1

Covert Operative

: You may retire a card from

your hand or discard pile.

: Shield 1

Eagle Eye Sniper

: You may discard 2 cards

from your hand. If you do,

Snipe 8.

0 Eagle Eye Sniper

: You may discard 2 cards

from your hand. If you do,

Snipe 8.

0

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Fire Mage

: Splash 3

Fire Mage

: Splash 3

Holy Templar

Holy Templar Juggernaut

: Shield 1

 Juggernaut

: Shield 1

Rogue

: Taunt

Rogue

: Taunt : Splash 2

Sorcerer

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: Splash 2

Sorcerer Temple Archivist1

: Draw a card, then you may

retire a card from your hand.

: Dual Wield

Temple Archivist1

: Draw a card, then you may

retire a card from your hand.

: Dual Wield

Water Mage

: +Hero

Water Mage

: +Hero

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Amulet of Protection

: Shield 1, Dual Wield

Amulet of Protection

: Shield 1, Dual Wield

2 Attenuating Ring

: +Hero

2 Attenuating Ring

: +Hero

Buckler

: Shield 1

1 Buckler

: Shield 1

1

Circlet of Focus

: You may retire a card from

your hand or discard

pile.

1 Circlet of Focus

: You may retire a card from

your hand or discard

pile.

1 Dagger

: Dual Wield

: Cleave

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Dagger

: Dual Wield

: Cleave

Elven Bow0

: Snipe 6

Elven Bow0

: Snipe 6

Freezing Staff Freezing Staff   Greataxe4

: Taunt

Greataxe4

: Taunt

Heavy Shield

: Shield 2

Heavy Shield

: Shield 2

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Holy Relic

: Shield 1

1 Holy Relic

: Shield 1

1

: Taunt

: +Hero

Kunai2

: Taunt

: +Hero

Kunai2 Mace5 Mace5

Projecting Ring2

: Taunt

: Cleave

Projecting Ring2

: Taunt

: Cleave

Scepter of Majesty4+

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Scepter of Majesty4+

Scroll of Preservation0

 The active player takes no

damage this turn.

: Retire this card.

Scroll of Preservation0

 The active player takes no

damage this turn.

: Retire this card.

Scythe2

: Draw a card

: +1 per active

monster

Scythe2

: Draw a card

: +1 per active

monster

Shortsword

Shortsword Tainted Blade

: Retire this hero.

Tainted Blade

: Retire this hero.

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Tainted Wand

: Retire this hero.

Tainted Wand

: Retire this hero.

Talisman of Lightning

: Splash 2

: +Hero

Talisman of Lightning

: Splash 2

: +Hero

Throwing Stars

: Splash 3

Throwing Stars

: Splash 3

Wand of Flame

: Splash 3

2+Wand of Flame

: Splash 3

2+

: +Hero

War Horn1

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: +Hero

War Horn1

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1

2

1   Arcane Wyvern 16

Stare too long and 

 you’ll go mad.

Cursed

1

2

1   Arcane Wyvern 16

Stare too long and 

 you’ll go mad.

Cursed

2

1   Broodmother

Ambush: Add a Dragonspawn

token to this monster group.

14

Like mother, like daughter.

2

1   Broodmother

Ambush: Add a Dragonspawn

token to this monster group.

14

Like mother, like daughter.

4

2

102   Diamondscale Drake

“Nothing a good lightning boltcan’t solve!” -Zot 

Magic heroes ignore thismonster’s armor.

4

2

102   Diamondscale Drake

“Nothing a good lightning boltcan’t solve!” -Zot 

Magic heroes ignore thismonster’s armor.

52   Dragonspawn

The apple didn’t fall far from the tree.

52   Dragonspawn

The apple didn’t fall far from the tree.

1

71   Feckless Fighter

“Ouch! What happened?” 

When Feckless Fighter damages a

player, roll . On an even roll,

Feckless Fighter deals 1 damage

to himself.

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1

71   Feckless Fighter

“Ouch! What happened?” 

When Feckless Fighter damages a

player, roll . On an even roll,

Feckless Fighter deals 1 damage

to himself.

2

51   Firespitter

His favorite weapon is booze.

Ranged

1

2

51   Firespitter

His favorite weapon is booze.

Ranged

1

2

62   Frenzy Goblin

By the time you see his spinning

blades, it’s too late.

2

62   Frenzy Goblin

By the time you see his spinning

blades, it’s too late.

3

102   Gargoyle

 Tank, Cursed

3

102   Gargoyle

 Tank, Cursed

1

111   Gnoll

“Who’s afraid of the bigbad wolf?” -Deirdre

1

111   Gnoll

“Who’s afraid of the bigbad wolf?” -Deirdre

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1

71   Goblin Archer

His accuracy is uncanny...

for a goblin.

Ranged

1

71   Goblin Archer

His accuracy is uncanny...

for a goblin.

Ranged

2

52  Goblin Bomber

“Boom!! Ah ha ha ha ha!” 

Ranged

Ambush: 1 damage to the

location.

2

52  Goblin Bomber

“Boom!! Ah ha ha ha ha!” 

Ranged

Ambush: 1 damage to the

location.

2

61   Goblin Witchdoctor

Has no idea how to read entrails.Sacrifices small animals anyway.

Cursed

2

61   Goblin Witchdoctor

Has no idea how to read entrails.Sacrifices small animals anyway.

Cursed

2

122   Gorgon

Ranged

2

122   Gorgon

Ranged

1

71   Grunt

“Whatcha want me to hit?” 

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1

71   Grunt

“Whatcha want me to hit?”  2

2   Harpy

“Who wants a faceful 

of talons?” 

Ambush:  Each player

discards a card.

11

2

2   Harpy

“Who wants a faceful 

of talons?” 

Ambush:  Each player

discards a card.

11

2

1   Hulking Monstrosity

You wouldn’t like him

when he’s angry.

14

2

1   Hulking Monstrosity

You wouldn’t like him

when he’s angry.

14

2

141   Hydra

“C’mon, now that’s just unfair!” -Gerki 

When Hydra damages the

active player, it also damages

each other player.

2

141   Hydra

“C’mon, now that’s just unfair!” -Gerki 

When Hydra damages the

active player, it also damages

each other player.

1

182   Ice Wyvern

Experienced adventurersknow its weakness.

If a hero deals 10 or more

damage to Ice Wyvern in a single

fight, Ice Wyvern is defeated.

1

182   Ice Wyvern

Experienced adventurersknow its weakness.

If a hero deals 10 or more

damage to Ice Wyvern in a single

fight, Ice Wyvern is defeated.

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4

2

152   Iridescent Wyvern

While you watch its shiftingcolors, it disembowels you.

Physical heroes ignore this

monster’s armor.

4

2

152   Iridescent Wyvern

While you watch its shiftingcolors, it disembowels you.

Physical heroes ignore this

monster’s armor.

1

2

2   Ironscale Drake

“Hey, that was my favorite sword!” -Fiona

Ranged. Retire any physical

item used to fight this

monster.

9

1

2

2   Ironscale Drake

“Hey, that was my favorite sword!” -Fiona

Ranged. Retire any physical

item used to fight thismonster.

9

1

2   Magma Drake

“I got this.” -Soldier’s last words

When a hero defeats this

monster, retire that heroand any items it used.

13

1

2   Magma Drake

“I got this.” -Soldier’s last words

When a hero defeats this

monster, retire that heroand any items it used.

13

3

1   Naga

Ambush: Each player draws

a card and gains a curse.

15

3

1   Naga

Ambush: Each player draws

a card and gains a curse.

15

1

3

2   Ogre

She’s a man eater. Literally.

14

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1

3

2 Ogre

She’s a man eater. Literally.

14

 The player this is in front of

can’t draw cards.

1

2

1 Orc Warlord10

 The player this is in front of

can’t draw cards.

1

2

1 Orc Warlord10

1

61 Peon

First to fight, first to die. 1

61 Peon

First to fight, first to die.

RangedImmune to Splash

1

61 Siege Engine

Noisy? Check. Poorly built? Check.

Destructive? Check and mate.

Ranged

Immune to Splash

1

61 Siege Engine

Noisy? Check. Poorly built? Check.

Destructive? Check and mate.

1

1 Spiked Drake

The bigger they are, theharder they impale.

Ranged. When a player’s

hero defeats this monster,

that player takes 1 damage.

14

1

1 Spiked Drake

The bigger they are, theharder they impale.

Ranged. When a player’s

hero defeats this monster,

that player takes 1 damage.

14

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Immune to Splash

1

61   Trickster Mage

His magic isn’t very useful...

It’s just annoying.

Immune to Splash

1

61   Trickster Mage

His magic isn’t very useful...

It’s just annoying.

1

2

1   Troll  11

The smell alone requires

a saving throw.

1

2

1   Troll   11

The smell alone requires

a saving throw. 2

131   Two-Headed Giant

Double your pain.

Cursed

2

131   Two-Headed Giant

Double your pain.

Cursed

2

3   Wandering Wyvern

 This monster is active on

each player’s turn.

11

2

3   Wandering Wyvern

 This monster is active on

each player’s turn.

11

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