descent2ndedition_v1

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Another boardgame player aid by Game: DESCENT 2nd EDITION Pub: Fantasy Flight Games (2012) Page 1: Rules summary ront Page 2: Rules summary back Page 3: Quests, Variants & Campaigns summary v1 Aug 2012 Download a huge range o popular boardgame rules summaries, reerence sheets and player aids at www.headlesshollow.com Universal Head  Design That Works   www.universalhead.com These sheets are intended only or the personal use o existing owners o the game or additional reerence. Universal Head makes no claim whatsoever to the rights o the publisher and copyright holder, and does not benet nancially rom these player aids. Artwork rom the original game is copyrighted by the publisher and used without permission. This PDF may not be re-posted online, sold or used in any way except or personal use. Print on card (ensure you are printing at 100% scale) laminate and trim to size.

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7/28/2019 Descent2ndEdition_v1

http://slidepdf.com/reader/full/descent2ndeditionv1 1/4

Another boardgame player aid by

Game: DESCENT 2nd EDITIONPub: Fantasy Flight Games (2012)

Page 1: Rules summary ront Page 2: Rules summary back

Page 3: Quests, Variants & Campaignssummary

v1Aug 2012

Download a huge range o popular boardgame rules summaries,re erence sheets and player aids at www.headlesshollow.com

Universal Head • Design That Works • www.universalhead.com

These sheets are intended only or the personal use o existing owners o the game oradditional re erence. Universal Head makes no claim whatsoever to the rights o the publisherand copyright holder, and does not bene t nancially rom these player aids. Artwork rom theoriginal game is copyrighted by the publisher and used without permission. This PDF may notbe re-posted online, sold or used in any way except or personal use.

Print on card (ensure you are printing at 100% scale) laminate and trim to size.

7/28/2019 Descent2ndEdition_v1

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SetupChoose a quest rom the Quest Guide , and assemble the mapas shown in the quest’s Encounter 1 diagram, including anydoors. Choose a player to be the overlord .

Sort all damage, atigue, hero, and condition tokens into pilesby type.

Shu fe the Search cards into a acedown deck. Sort theCondition cards into piles by type.

Dice in the game: attack dice (blue), power dice (red andyellow), and defense dice (brown, grey and black).

Rolls are not limited by the number o dice in the game andplayers are not limited by the number o tokens in the game.When more than one player wishes to use an ability with thesame triggering condition, the current player decides the orderin which they are resolved.

When you exhaust a card, rotate it sideways to indicate thatyou have used its a bility. You cannot use an exhausted carduntil it is refreshed .

1. Hero SetupEach hero player chooses 1 Activation card and takes herotokens o the corresponding color. All hero players decide whocontrols which hero, then each chooses 1 Hero sheet andtakes the corresponding gure.

Each hero player chooses 1 Class deck matching his chosenhero’s archetype icon (on his Hero sheet). This deck includesthe hero’s starting equipment, as well as all o the skillsassociated with that class. You may not select a class that hasbeen chosen by another player. Any Class deck belonging to aclass not chosen is returned to the box.

Every hero begins the game with the basic skill (the skill cardwith no experience icon) and starting equipment rom hisClass deck. In the basic game, return all other skills to thebox (they are only used i playing a campaign or in Epic Play).

Each player places his hero gure on the map in the areaindicated by the quest rules or hero setup.

2. Overlord SetupThe chosen quest lists the monster group options to theoverlord. Take the Act I Monster cards and gures or the chosenmonster groups. I a speci c lieutenant is eatured, take theappropriate Act I Lieutenant card and token.

Follow the setup instructions or the chosen quest.

Shu fe the 15 basic Overlord cards to create the Overlord deck.In the basic game, return all other Overlord cards to the box(they are only used i playing a campaign or in Epic Play).

Draw a number o Overlord cards equal to the number o heroesinto your hand.

Order Of playA game round consists o each player taking one turn, in anorder chosen each round by the players as a group. I playerscannot all agree on an order, proceed clockwise, startingwith the player seated to the le t o the overlord. Each player

completes his entire turn be ore the next player.A ter all heroes have completed their turns, the overlord’s turnbegins. A ter the overlord player nishes his turn, the roundends and a new round begins.

HerO turnDuring each hero turn , the active hero player per orms the

ollowing steps in order:

1. Start of Turn: Any e ects a ecting your hero that last “until the start of your next turn” end.

You may then use any abilities that trigger “at the start of your turn”.

Then refresh your exhausted cards (turn them back uprightrom their sideways positions).

2. Equip Items: I you wish to equip di erent items, you mustdo so during this step. Any excess items are fipped acedownand may not be used until they are equipped.

3. Perform Actions: You receives two actions during your turnwhich you may per orm in any order you choose; you are notrequired to per orm both actions. An action must usually beresolved completely be ore you per orm your next action.

You may per orm any o these actions, and may per orm thesame action twice:

Move Stand UpAttack SearchRest Open/Close a Door Revive a Hero SpecialUse a Skill

4. Flip Activation Card: Flips your Activation card acedown toindicate that your turn is over. Another hero then begins histurn. A ter all heroes’ Activation cards are acedown, proceed

to the overlord turn.

OverlOrd turnDuring each overlord turn , the overlord player per orms the

ollowing steps in order:

1. Start of Turn: Any e ects a ecting the overlord that last“until the start of your next turn” end.

Then draw 1 Overlord card , and play any number o Overlordcards that state they may be played “at the start of your turn”.

Then refresh your exhausted cards.

2. Activate Monsters: Activate each o your monster groups,one at a time, once each, in any order you choose. You mustactivate all monster groups during your turn, even i theactivated monsters per orm no actions.

You may per orm up to 2 actions with each monster youactivate. Each monster may only per orm one attack actionper activation (i a special action allows the monster to attack,this counts as its one attack or that activation).

Move AttackMonster ActionOpen/Close a Door Special

3. End of Round: Each hero fips his Activation card aceup.The next game round then begins.

Overlord CardsThere is no cost to play an Overlord card and no limit to howmany cards the overlord player can play during his turn. Eachcard speci es when it may be played. Two Overlord cardswith the same name cannot be played on the same target in

response to the same triggering condition.A ter resolving an Overlord card, place it aceup in the discardpile. When the the last card is drawn rom the Overlord deck,shu fe the discard pile to create a new deck.

HerO turn actiOnS

MOveMentA hero per orming a move action receives a number omovement points (MPs) equal to his Speed .

Moving into an adjacent space (any space that shares anedge or corner) usually costs 1 MP. You may choose to move

ewer spaces than your Speed. I you per orm 2 move actionsconsecutively, you receive MPs equal to twice your Speed.

You cannot move into or through spaces containing guresor obstacles ( blocked spaces). You may move diagonally(including around corners and between blocked spaces) andthrough riendly gures (a hero treats all other heroes as

riendly gures), but you cannot end your movement in thesame space as another gure.

You may interrupt your movement to per orm another action,and then continue the rest o your movement.

You may su er fatigue to receive additional MPs during yourturn: or each ati gue su ered, you recei ve 1 MP. You may notdo this i you already have atigue equal to your Stamina. Youdo not have to per orm a move action in order to su er atigueto move. During your turn, be ore or a ter resolving an actionor during a move action, you may su er atigue to gain MPs.

Monsters ollow the same rules as heroes when movingexcept they cannot su er atigue to receive additional MPs.A monster treats all other monsters as riendly gures.

Normally gures cannot move through the walls along theedge o a tile, but some quests allow movement o the mapby moving to an e dge space and spending 1 MP.

Trading ItemsYour hero may trade any number o Shop Item cards, Reliccards, and Search cards with an adjacent hero at any pointduring a move action. You do not have to receive a card inreturn. You can still only equip any cards you receive at thestart o your next turn. You cannot trade Class cards (includingstarting equipment).

attacKA hero per orming an attack action may use one o hisequipped weapons to attack a space containing a monster.

A weapon with the Melee icon may only target a spaceadjacent to the attacker. A weapon with the Ranged icon maytarget any space in line o sight (LOS) o the attacker.

Monsters ollow the same rules, except that the type o attackis listed on its card (along with the dice used).

Per orm combat by resolving the ollowing steps in order:

1. Declare Weapon and Target

2. Roll Dice

3. Check Range4. Spend Surges

5. Deal Damage .

uSe a SKillA hero per orming a use a skill action may use a skill thathas a listed on his Class card. I the skill allows you toper orm an attack, the normal rules or per orming an attackaction apply.

I a skill shows a fatigue cost , su er this amount o atiguein order to per orm the listed or trigger an ability thatrequires the player to “exhaust this card”, or “use this card’.

You cannot su er atigue that would exceed your Stamina.I the skill would cause you to do so, or i you have alreadysu ered atigue equal to your Stamina, you cannot use theskill until you recover enough atigue.

reStA hero per orming a rest action recovers all atigue at theend o his turn.

As a reminder, place a hero token on your Activation card.At the end o your turn, a ter you fip your Activation card,discard the hero token and all atigue rom your Hero sheet.

SearcHA hero adjacent to or in a space that contains a search token may per orm a search action to search that space. Flip thetoken aceup and discard it. I the token is not unique, drawa Search card .

Some quests use the unique search token to represent itemsunique to that quest. Do not draw a Search card i the uniquesearch token is revealed: instead, re er to the Quest Guide.

Some Search cards may be used or a one-time e ect. A terusing a Search card, fip the card acedown and keep it inyour play area.

Stand upA knocked out hero can only per orm a stand up action . Thisaction may only be per ormed by a hero that is knocked out.

To stand up, roll 2 red power dice , recover damage equal tothe rolled, recover atigue equal to the rolled, replaceyour hero token with your hero gure, and fip your Activationcard acedown to indicate your turn is over (you may notper orm an additional action).

I another gure occupies the space with the hero token, thestanding hero gure is placed in the closest empty space to

his hero token o that hero player’s choice.

revive a HerOA hero per orming a revive a hero action may revive a knockedout hero whose hero token is in an adjacent space. Theknocked out hero rolls 2 red power dice , recovers damageequal to the rolled, recovers atigue equal to the rolled,and replaces his hero token with his gure.

I another gure occupies the space with the hero token, heplaces his gure in the closest empty space to his hero tokeno that hero player’s choice.

Open Or clOSe a dOOrA hero or monster who per orm an open or close a door action may open or close one adjacent door. Some doors are lockedor sealed: re er to the Quest Guide or instructions.

When a door is opened, remove it rom the map and set itnearby. I it is later closed, return the door to its originallocation. Figures cannot move or trace LOS through doors.Spaces separated by a door are not considered adjacent.

SpecialDuring quests and campaigns, heroes may acquire Searchcards , Shop Item cards , or Relic cards that contain actionsdenoted with a . These actions may be per ormed in thesame way as using a skill on a Class card. Some heroic feats are also denoted with a and require an action to per orm.

Certain quest rules also provide quest-speci c actions thatmay be per ormed by the heroes.

HerOic featSEach hero player has a heroic feat listed on his Hero sheet.Those marked with a require an action to per orm. A heroic

eat can only be per ormed once per encounter; fip the Herosheet acedown to indicate it has been used. At the start othe next encounter, fip the sheet so that the heroic eat isavailable again.

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attribute teStSHeroes and lieutenants have 4 attributes:

Might ,Knowledge Willpower Awareness

To pass an attribute test, roll 1 gray defense die and 1 blackdefense die and roll a number o equal to or less than yourhero’s attribute. Otherwise, you ail the test.

A minion or master monster required to make an attribute testautomatically ails. Cards or abilities that re erence de ensedice do not apply to attribute tests unless noted.

equipMentA hero can carry any number o Shop Item, Class, and Searchcards, but cannot equip more than 2 hand icons in total, oneitem with an armor icon, and up to 2 items with other icons.

Items not equipped are fipped acedown or placed under yourHero sheet. Shop Item or Class cards can only be used whenequipped.

Cards without at least one o these icons can be equippedwithout restriction, and remain aceup near your Hero sheet tobe used as speci ed on the card.

cOMbat

1. declare WeapOn and targetThe attacker declares which space in his LOS he is attacking;this space must contain one enemy gure as the target. Melee attacks can only target an adjacent space. Ranged attacksmay target any gure in LOS (including adjacent spaces).

The attacker then declares which equipped weapon he isusing—either 1 equipped weapon or his bare hands. A barehands attack can only target an adjacent space and only theblue attack die is rolled .

Only abilities on the chosen weapon may be used; ignoreabilities on another e quipped weapon. To make a Ranged attack, you must choose an equipped Ranged weapon.

Monsters cannot equip weapons; dice rolled or the monster’sattack, and the attack type, are listed on its card.

Line of Sight (LOS) To have LOS to a space, you must tracean uninterrupted, straight line rom any corner o your gure’sspace to any corner o the target space. I the line passesthrough the edge o a map tile, a door, or a blocked space (aspace containing a gure or obstacle), the target space is notin LOS.

I the line passes along the edge o a blocked space, the targetspace is not in LOS. I the line only touches the corner o ablocked space (without passing through the space itsel ), thetarget space is in LOS. A space adjacent to a gure is in LOS.

2. rOll diceCreates your attack pool by gathering all the dice listed onyour equipped weapon or monster card, and rolling them oryour attack roll . I an ability allows you to add dice to thispool, do so be ore the roll.

An X rolled on the blue attack die means the attack is a missand all other results are ignored. Otherwise add up allresults to determine the attack’s damage.

I you control a gure a ected by the attack, create yourdefense pool by gathering all the de ense dice listed on yourHero sheet (plus any provided by equipment and card e ects)or monster card and rolling them or your defense roll . I anability allows you to add dice to this pool, do so be ore the roll.

Add up all o the results to determine how much damage iscanceled on this attack. I multiple gures are a ected, eacha ected gure rolls its de ense pool separately.

A ter all attack and de ense dice have been rolled, playersmay use any abilities that allow them to reroll dice. Cardsand abilities that speci cally re er to de ense dice apply onlyto de ense dice rolled as part o an attack (unless statedotherwise).

3. cHecK rangeOn a Ranged attack, count the spaces to the target space,starting with an adjacent space o your choice. The numbersrolled on the dice are the maximum range o the attack. Ithe total range rom the attack roll does not equal or exceed the distance, the attack is a miss unless the range can beincreased.

When counting spaces or attacks and abilities, ignore anynon-obstacle terrain in those spaces. I an ability a ects

gures within a speci ed number o spaces, LOS is notneeded unless noted. When counting spaces or an ability, youcannot count spaces through a door because the spaces arenot considered adjacent.

4. Spend SurgeSAny surge results ( ) obtained during the attack roll maybe spent by the attacker on surge abilities. Weapons, skills,hero abilities, and items may all have surge abilities, and anattacking monster can spend surges to trigger certain abilitieslisted on its monster card.

Each individual rolled may be spent once, and each surge

ability may only be triggered once per attack. I the attackerhas access to 2 di erent surge abilities with identical e ects,he can trigger both e ects i has enough results.

Up to 1 unused may be used by an attacking hero torecover 1 fatigue . Monsters cannot do this.

Surge abilities may only be triggered during attacks unlessotherwise speci ed.

5. deal daMageThe de ender adds up all the results in his de ense pool.Each result cancels one damage ( ) rom the attack(ignore any excess ). Any damage not canceled by a issu ered by the de ender.

Tracks damage by placing damage tokens on the Hero sheet(heroes) or near the monster gure (overlord). I damage everequals or exceeds the gure’s Health, the gure is de eated.

De ense dice are used to cancel damage only during anattack, not damage caused by an ability.

attacK KeyWOrdSBlastAll spaces adjacent to the targeted space are also a ected bythe attack. Roll the attack pool once and apply the result toeach a ected gure; each rolls its de ense pool separately.

Only the target space needs to be in range and in LOS o theattacker. Blast attacks a ect both enemy and riendly gures,and a gure can only be a ected by Blast once per attack.

PierceThe attack ignores a number o results generated by thede ending player ( rom their de ense roll or other abilities)equal to the rating o Pierce. Pierce rom multiple sources areadded together.

ReachAllows the gure to use a melee attack to target a gure up to2 spaces away, rather than only adjacent spaces. The targetstill needs to be in LOS.

daMage and HealtHWhen a hero su ers damage, take the cost in damagetokens and place them on his Hero sheet. When a hero ormonster su ers damage ( ) equa l to i ts Health , that gureis immediately defeated . When a monster is de eated, it isremoved rom the map and is no longer in play. When a herois de eated, he is knocked out .

Knocked OutWhen your hero is defeated, he immediately suffers fatigue upto his Stamina, and damage up to his Health (i de eated bysome other e ect).

Remove his gure rom the map and replace it with one oyour hero tokens. Discard any Condition cards you have. Theoverlord player may immediately draw 1 Overlord card .

A hero cannot use skills or abilities while knocked out, unlessan e ect allows it. He cannot receive any Condition cards andis immune to all attacks and most hero abilities.

Heroes cannot su er atigue past their Stamina value, nordamage past their Health value—even when knocked out.

A knocked out hero may still recover damage rom otherheroes through the use o skills, potions, and being revived. Ihe recovers at least one damage, he immediately replaces hishero token with his gure and may per orm actions as normalon his next turn.

A space containing a hero token is considered empty to othergures or the purposes o movement, and knocked out heroes

do not block LOS.

Unless revived by another hero, a knocked out hero may only

per orm one action on his next turn—to stand up .While monster attacks cannot target or a ect a knocked outhero, hero players may only target a knocked out hero withan ability that would allow the knocked out hero to recoverany amount o damage. For this exception, the hero token istreated as a hero even i another gure occupies the spacecontaining the hero token.

fatigue and StaMinaYour hero may voluntarily su er atigue ( ) to use skills ormove additional spaces, but only up to an amount equal toyour Stamina . Place the cost in atigue tokens on your Herosheet. A hero orced to su er atigue in excess o his Staminainstead su ers damage equal to the excess atigue.

I a monster su ers any amount o atigue, it su ers thatamount o damage instead.

cOnditiOnSSome abilities and e ects may infict conditions, and someattacks have a ability eaturing a condition. I the attackdeals at least 1 (a ter rolling de ense dice), the targetsu ers the listed condition.

A hero a ected by a condition places the correspondingcard near his sheet. A monster a ected by a condition has acondition token placed next to it. A gure cannot be a ectedby the same condition more than once at any given time.

Objective tOKenSFigures may pick up objective tokens by per orming a specialaction adjacent to or in the same space as the token. Thetoken is then placed on either the Hero sheet or on themonster gure’s base. While a gure is carrying an objectivetoken, no other gure can pick it up.

A gure can drop an objective token in an adjacent space byper orming an action. When a gure carrying an objective isde eated, place the token in that gure’s space; it may now bepicked up by another gure.

MOnSterSMonsters are placed and activated in groups o a sizedetermined by the number o heroes in the game. All those oa given type are part o the same monster group, which cancontain minion and master varieties. An e ect that a ects amonster group a ects each monster within it. Unless playinga campaign or Epic Play, always use Act I Monster cards.

Large monsters occupy more than one space on the map.When they move, choose one o the spaces the monsteroccupies and count movement rom that space as i the gureoccupied one space. When the monster ends/interrupts itsmovement, place it so one o the spaces its base occupiesincludes the space where it ended its movement. You may

change its base’s orientation, but i the monster cannot t itsentire base on the map, it cannot end/interrupt its movementin that space. It is only considered to have entered the onespace in which it ended its movement.

Large monsters entering a space containing terrain area ected just like any gure. When they end their movementwith their bases on terrain that they did not move through,check or terrain e ects.

Lieutenants are controlled by the overlord player. They arerepresented by lieutenant tokens, but are treated as monster

gures or all purposes, unless speci ed otherwise. Eachlieutenant is treated as its own monster group.

faMiliarSFamiliars are represented by a token and cannot be targetedor a ected by any attack, unless otherwise noted. Your hero

may activate each amiliar he controls once during your turn(be ore or a ter resolving all o your actions). This does notrequire an action, but it may not interrupt any other action.

An activated amiliar may per orm a move action. Familiarstreat any special terrain (other than obstacles) as water duringtheir movement, and may per orm additional actions duringits activation, i noted on its card. These may usually beper ormed in addition to the move action and may interrupt it.

A amiliar does not normally block LOS or movement, unlessotherwise noted. Any gure may end its movement in itsspace, and it may end its movement in a space with a gure.

Some amiliars block LOS and movement, and are treatedas riendly gures or hero movement. They may be targetedand a ected by monster attacks, hero abilities, and Overlordcards that target a hero. I they need to make an attributetest, they automatically ail. These amiliars are susceptible

to the e ects o terrain and may be a ected by conditions.

terrainObstacles (red line) block movement and LOS.

Water (blue line) costs 2 MPs to enter. A large monster endingits movement adjacent to a water space may place its base inthe water spaces without su ering any movement penalty.

Pit A gure entering a pit space (green line) su ers 2 damageand ends its move action. The gure only has LOS to adjacent

gures, and vice versa, and the only action it can per orm is aspecial action to climb out. A ter per orming this one action,place the gure in the closest available empty adjacent spaceo the controlling player’s choice. Figures cannot jump over apit space. Large monsters are only a ected by pits i they endtheir movement and all spaces they occupy are pit spaces.

Lava A gure entering a lava space (yellow line) su ers1 damage. Any gure that ends its turn in a lava space isimmediately defeated . De eated heroes place their hero tokenin the nearest empty space that does not contain lava. A largemonster is de eated only i all spaces it occupies are lava.

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queStSRules in the Quest Guide take precedence over the mainrules, and cards and abilities take precedence over both theQuest Guide and the main rules.

Sixteen o the quests in the Quest Guide may be played

individually, each in a single game session. The Interlude andFinale quests can only be played as part o the campaign.

Each encounter within a quest has its own map layout,rules, and objectives. When one side completes its objective,the quest immediately ends i it is the last encounter, ortransitions to the next encounter by ollowing these steps:

Heroes keep all damage and conditions they had at theend o Encounter 1, and recover all atigue they su ered.

Each hero player fips his Hero sheet aceup and keepsall his search cards; any fipped cards remain fipped. Anyknocked out heroes may per orm a ree stand up action.

The overlord keeps his current hand o Overlord cards.Disassemble the Encounter 1 map and se t up theEncounter 2 map.

The last encounter o a quest ends when one side meets thevictory condition.

tWO-player gaMeIn a 2 player game, the hero player controls 2 heroes, each owhich takes his turn independently and is treated as i he isan individual hero controlled by a di erent player.

epic playAll players agree upon a power level a ter choosing a quest.When choosing Shop Item cards, heroes may share gold.

Basic Level: Follow normal setup.

Advanced Level: Each hero receives 3 XPs worth o Classcards and 150 gold worth o Act I Shop Item cards o theirchoice. The overlord receives 4 XPs worth o Overlord cards.

Expert Level: Each hero receives 6 XPs worth o Class cards

and 250 gold worth o Act I or Act II Shop Item cards o theirchoice. The overlord receives 8 XPs worth o Overlord cards.The overlord uses his Act II Monster and Lieutenant cards.

caMpaign ruleS

Starting a neW caMpaignDetermining which player is the overlord and the otherplayers’ heroes (and their hero classes) is only per ormedat the start o the campaign and is permanent or thatcampaign.

New campaigns begin at Basic Level . The heroes have onlythe basic skill and starting equipment or their class, andthe overlord has only his basic Overlord deck. Heroes do notreturn their Class deck to the box a ter choosing their skills,but keep their Class deck acedown in their play area.

Separate the Shop Item deck into Act I and Act II piles,and the Monster and Lieutenant cards into Act I and Act IIpiles. Act II cards are not used until the campaign movesinto Act II.

tHe caMpaign pHaSeMost quests have 2 encounters, and the Campaign phasedoes not take place until the entire quest is nished. Per ormthe ollowing steps during each Campaign phase:

1. Receive Gold from Search Cards: Record the total goldvalue o every Search card acquired during the quest on theCampaign sheet (even i the card was used during the quest).Then return all Search cards to the deck (even i the heroesdidn’t use their abilities).

2. Cleanup: All heroes recover all damage and all atigue.The overlord combines his draw and discard pile into onedeck. All Condition cards are discarded, all e ects end, themap is disassembled, and the quest is generally cleaned up.

3. Receive Rewards: The overlord player and hero playerseach receive 1 experience point (XP), regardless o who wonthe quest. Record this on the Campaign sheet. The winner othe quest receives additional rewards as noted in the quest.

4. Spend Experience Points: Players may spend any XPsthey have earned at this time. XPs are spent on new skills orheroes and new Overlord cards or the overlord.

5. Shopping: Hero players may spend any gold they haveacquired to purchase new Shop Item cards.

6. Choose Next Quest: The winner o the quest chooseswhich quest will be played next rom those available.

7. Set Up Quest: Set up the next quest ollowing thestandard rules. The overlord player shu fes his Overlord deck,including any new cards just purchased, to create a new deckbe ore drawing his starting hand.

8. Travel: Heroes travel to the next quest location and thenplay the next quest.

Spend experience pOintSYour hero may spend XPs to purchase new hero skills romyour Class deck (they are not trans erable between players).

Your rst skill rom the deck, your basic class skill, is alwaysree. Other skills have their XP cost listed on the experience

icon in the upper right. Purchase a new skill by deductingthe XPs rom your total, record it on the Campaign sheet, andplace the Class card near your Hero sheet. You can then usethat skill in all uture quests during the campaign.

XPs may be saved to purchase more expensive skills duringa uture Campaign phase. You may purchase any number oskills during this phase, as long as you have enough XPs.

The overlord may spend XPs to purchase new cards for hisOverlord deck . Add the purchased card to your deck andrecord the XPs spent on the Campaign sheet. Return cardsnot purchased to the game box.

Upgraded Overlord cards come in Warlord , Saboteur , andMagus classes, each with 3 levels: level 1 cards cost 1 XP,level 2 cards cost 2 XPs, and level 3 cards cost 3 XPs.

Level 1 cards are always available to purchase. To purchasea level 2 card, you must already have 2 level 1 cards o thatclass in your deck. To purchase a level 3 card, you mustalready have 3 level 1 or level 2 cards o that class in yourdeck. You may purchase cards rom multiple classes, anduniversal cards are always available or purchase.

XPs may be saved to purchase Overlord cards during a utureCampaign phase. You may purchase any number o Over lordcards during this phase, as long as you have enough XPs.

Be ore each quest (but not each encounter), the overlordplayer may choose to set aside, in secret, a number o cards

rom his deck to optimize his strategy or the quest. He mustkeep a deck o at least 15 Overlord cards or each quest.A ter the quest ends, return any removed cards to his deck.

SHOppingHeroes share their gold in a collective pool, and maydistribute purchased equipment however they wish. Gold maybe saved to purchase items during a uture Campaign phase.

A ter each quest, shu fe the Shop Item cards and reveal onecard per hero, plus one additional card . Use Act I or Act IIcards, depending on the current Act.

Hero players may purchase as many o these items as desiredand can a ord (or none at all). Purchased Shop Item cardsare removed rom the common play area and added to thecards carried by one o the heroes. Then subtract the goldspent rom the Campaign sheet. A ter shopping, shu fe theunpurchased Shop Item cards back into the Shop Item deck.

Selling Back to the ShopHeroes may sell Shop Item cards back to the shop whenshopping, receiving hal the value in gold, rounding down tothe closest multiple o 25 gold. Starting equipment may besold back or the price o 25 gold each.

Shu fe a sold back Shop Item card into its correspondingShop Item card deck. Sold Starting equipment is returned tothe box. Relics cannot be sold back to the shop.

TradingDuring the Campaign phase, any time until the next questbegins (except during travel), heroes may reely exchangetheir Shop Item cards among themselves. Heroes cannottrade starting equipment.

cHOOSe next queStQuests are divided into Act I and Act II quests, and theplayers must choose a quest rom the current Act. A singlecampaign consists o 9 quests as ollows:

Introduction 3 Act I quests Interlude 3 Act II quests Finale

A ter choosing the quest, set it up and play through it asdescribed in the Quest Guide. This is ollowed by anotherCampaign phase, a ter which the players choose the nextquest. Any Act I quest that the heroes did not attempt isassumed to have ended in an overlord victory.

As players complete quests, mark who won each quest onthe quest log side o the Campaign sheet. The Interlude andFinale quests are determined by how many quests the heroesand overlord win during Act I and Act II.

Between sessions, players should use bags to keepcomponents organized and separated.

travelHeroes must travel to new locations to undertake quests.Re erence the campaign map on the back page o the QuestGuide. A ter choosing and setting up the next quest, playersper orm the travel step .

Heroes always begin the travel step at Arhynn and mustollow a continuous path to the chosen quest location shown

on the map. A ter completing a quest, the heroes travel backto Arhynn, but no travel step is necessary.

Be ore travel begins, the overlord player may customize hisdeck. He then draws his starting hand o Overlord cards—onecard per hero. These cards are not played during the travelstep, but may be a ected by certain events.

These Overlord cards are the overlord player’s starting handor the upcoming quest, so he does not draw any additional

cards at the beginning o the quest.

Heroes must stop at each travel icon along the pathsconnecting quest locations. Each time they stop at an iconon their way to a location, the overlord player draws 1 TravelEvent card and checks the matching event icon.

I the matching event icon has no event the card isdiscarded, and the heroes continue. I an event is listed, theheroes must resolve the event be ore continuing. All heroplayers must agree when making any choices listed on thecard. Any damage, atigue, or condition the heroes su er

rom events is carried over to the quest.

relicSRelics ollow the normal rules or items, but they are notShop Items and may never be purchased or sold.

I the heroes have a relic, it is placed with its hero sideaceup and unctions just like a Shop Item card.

I the overlord has the relic, it is placed with its overlord sideaceup, and may be wielded by any lieutenant (this is the

only way the relic’s abilities can be used by the overlord).Each lieutenant can wield only one relic.

During the setup step o each quest, the overlord chooseswhich relic (i any) each o his lieutenants wields during thequest. Place the chosen Relic next to the Lieutenant card.

I the relic is not wielded by a lieutenant, the overlord keepsthe card near his Overlord deck and its abilities are ignoredduring this quest. I a lieutenant wielding a relic is de eatedduring a quest, the relic’s abilities are ignored or theremainder o the quest but the overlord keeps it.

interludeThe Interlude is a quest that marks the transition rom Act Ito Act II o the campaign, and is considered an Act I quest.

A ter completing 3 Act I quests, the Interlude must bechosen as the next quest. Some Interludes have only oneencounter, rather than the typical 2 encounters.

act iiA ter completing the Interlude , players choose quests romamong the Act II options. Follow these steps:

1. Return Act I Monster and Lieutenant cards to the box;rom now on, use only Act II Monster and Lieutenant cards.

2. Hero players now have a chance to visit the shop andpurchase any number o Act I Shop Item cards they cana ord. Reveal all remaining Act I Shop Item cards.

3. Return all unpurchased Act I Shop Item cards to the box;

rom now on, use only the Act II Shop Item cards. AnyAct I Shop Item card sold by the heroes during Act II isreturned to the box. .

A ter completing 3 Act II quests, players resolve oneCampaign phase as normal and then the heroes travel to theFinale quest to determine the winner o the campaign.

finaleThe Finale is played a ter completing three Act II quests.Pay special attention to the setup instructions as they mayre er to previous quests and various game states that are anextension o the overall campaign.

Any Act II quest that the heroes did not attempt is assumedto have ended in an overlord victory or the purposes odetermining the setup o the Finale quest.

Heroes and overlord alike should spend as much gold and

as many XPs as they can during the Campaign phase be orethe Finale .

Whoever wins the Finale wins the whole campaign.