machina arcana manual v1.0 english

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 GAME MANUAL  v 1.0

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Rule book for the Machina Arcana board game. Publicly available on the website at http://machinaarcana.com/game-manual/All copyrights and ownership are attributed to the fantastic and talented crew at Machina Arcana. Posting this pdf in no way constitutes a challenge to those copyrights and ownership.

TRANSCRIPT

  • g a m e m a n u a lv 1.0

  • Machina Arcana is a cooperative horror adventure board game for 1-4 players. The most crucial rule is: survive. Players take the role of explorers who are investigating an ancient subterranean complex of unknown origin. They face monsters inspired by the works of H. P. Lovecraft in a steampunk setting. Explorers will collect gear, interact with and utilize their environment, fight with monsters, and immerse themselves into the rich narrative elements.

    The complete story is broken down into different scenarios that represent a self-contained game. Every scenario contains chapters, each with its own narrative and specifics. The goal of the game is to progress through the story and face the endgame as the finale of each scenario.

    The main goal behind Machina Arcana is to provide players with a horror game which can never be played the same way, mechanics that enables different strategies and approaches, and a rich setting that noninvasively combines everything together. The game is scalable by default; there is no need for special conditions based on the player count. As the story progresses, so does the gear.

    But beware! If you are too slow, Horror might very well prevail and devour you whole.

    I can feel the dread that creeps into very fabric of our world. I failed. Decades of research into the occult, expeditions around the

    world that gave me the insight of our collective unconsciousness, but nothing could prepare me from the horrific realization of our fragile existence.

    It started to manifest itself as unrelated acts of madness, murder and ritual sacrifice, but as time progressed I realized the obscured hand of Horror

    scheming behind the facade. We really tried, we were so determined, but considering how it turned out, it clearly wasnt enough. The ritual was not stopped in time

    and later that night an ominous blue meteor travelled across the sky.

    After that event the subtle changes began to emerge in peoples behaviour and perception, changes that promote the psychological archetypes of fear and isolation. The sudden awareness of the plot that threatens our world gave me

    the needed strength to organize the expedition and follow the path of the falling

    meteor, across known lands and into the forlorn and frozen continent.

    We arrived at the predicted destination and the massive mountain ahead of us dominated our view. The giant scar in this enormous icy mountain could be seen from miles. The meteor shattered into one of its sides and there is now a massive

    black rift, exposing its dark insides. Like a one-eyed pyramid it hummed on these chilling winds, ominously. Just like a trap with a hole, this place provided us with

    alluring entrance and defined our spot for descent and base of operation.

  • 12 explorer marker

    8 explorerfigures

    26 monsterfigures

    30 figure stands1 game manual

    15 doors

    1 recharge die

    20 healthtokens

    35 chapter cards

    10 barriers

    6 essencetokens

    6 staminatokens

    1 monster ratingtoken

    1 horror ratingtoken

    3 low attack dice

    8 map tiles1 howling

    mountain tile4 player boards

    6 entry/exit token edge token

    1 game die

    2 monster threat monster level token

    3 high attack dice

    40 explored lighttokens

    25 explorer events 25 horror events 3 endgame tiles 1 starting tile

    90 treasures

    s c e n a r i o i & i i & b o n u s :d i c e :

    t o k e n s :

    c a r d s :

    o t h e r :

    20 horror events

    Components

    8 explorers 26 monsters 20 explorer events

  • 4e x p l o r e r c a r d

    c h a p t e r c a r d e x p l o r e r e v e n t c a r d h o r r o r e v e n t c a r d

    m o n s t e r c a r d i t e m c a r d

    1 2

    3

    1. explorer name2. abilities3. attributes

    1. title2. scenario number3. chapter story4. monster rating5. horror rating6. chapter abilities

    1. title2. scenario number3. event story4. event abilities

    1. level and monster name2. abilities3. Flavor text4. attributes

    1. level and item name2. abilities3. item type4. Upgrade slot5. augment slot6. attribute bonus when equipped7. Upgrade slot

    1

    4

    2

    3

    1

    2

    3

    4

    5

    67

    1 2

    3

    4 56

    1 12 2

    3 3

    4 4

    Component Overview

  • 5m a p t i l e

    1. map tile edge with direction symbol2. map tile edge

    h o w l i n g m o U n t a i n t i l e

    1. monster threat2. monster level 3. locations

    1. explorer card slot2. marker symbol3. essence slider4. health slider5. stamina slider

    p l a y e r b o a r d

    1

    2 2

    2

    5

    3

    4

    1

    2

    4. monster rating5. horror rating

    1

    2

    3 4 5

  • 612

    16

    17

    15

    10

    11

    7 8

    9

    18

    20

    1

    2

    5

    6

    3 4

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    21

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    2426

    14

    2325

    19

  • 7Setup Diagram

    22

    1. howling mountain tile2. chapter cards 3. monster rating4. horror rating5. monster threat6. monster level7. explorer event deck8. horror event deck9. destroyed events cards10. treasure deck11. destroyed treasure cards12. explorer card13. explorers essence token14. explorers health token15. explorers stamina token16. unequipped items17. equipped items18. dropped items19. explorers markers20. monster deck21. destroyed monsters22. monster queue23. health tokens24. monster figures25. explore light tokens26. barrier tokens27. door tokens28. map tile29. entry exit token30. explorer figure31. monster figure32. dice33. player board

    32

    30

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    2829

  • 8Game Setup1 . s e t U p h o w l i n g m o U n t a i n t i l e 2 . c h o o s e a s c e n a r i o

    3 . c h o o s e e x p l o r e r

    4 . s e t U p t r e a s U r e d e c k

    5 . s e t U p m o n s t e r d e c k

    6 . s e t U p m a p t i l e d e c k

    7 . p l a y F i r s t c h a p t e r

    Take the monster threat and the monster level tokens and place them on the Howling Mountain tile, on their starting positions.

    Choose one of the available scenarios.

    If available, set aside its endgame map tile.

    Shuffle the scenarios horror and explorer event cards in the core event decks.

    Arrange the scenarios chapters in as-cending order, and put the chapter deck on the appropriate location inside the Howling Mountain tile.

    Draw the first chapter card and place it face up beside the chapter deck.

    Each player chooses their explorer card and player board.

    Observe your explorers attributes and your player board sliders. Set the explorer at full health and stamina, and essence to 0.

    Take the explorers figure and place it on top of the explorer card.

    Take and shuffle the treasure level 1 cards (set aside the other treasure cards).

    Take and shuffle the monster level 1 cards (set aside the other monster cards).

    Take and shuffle the non-scenario map tiles face down.

    If available, take the starting map tile and place it in the playing area, face up; otherwise take the first map tile from the map tile deck and place it in the playing area, face up.

    Observe the effects from the first chapter card and resolve its effects.

    This manual will first show you how to play the game in the easy mode. Some of the concepts and mechanics will be simplified, and only when you feel ready enough, you might challenge yourself to explore the normal mode and face the game in the way its intended to be played.

  • 9Playing the Games p aw n i n g a m o n s t e r

    Draw a card from the monster deck. If there are no available cards in the deck, shuffle the destroyed monster cards to create a new one. If there are still no monster cards avail-able, increase the monster threat by 1 and skip further steps.

    Place the monster card in the last position in the monster queue.

    Place the correct number of health tokens on the monster card.

    Place the monster figure on the nearest monster spawn. If the monster spawn is occu-pied, the explorer chooses the nearest unoccu-pied space from the monster spawn.

    1 . e x p l o r e r p h a s e

    3 . h o r r o r p h a s e

    4 . m o n s t e r a c t i o n

    2 . m o n s t e r s s p a w n

    Players (explorers) play in whatever order they choose. Each explorer must finish the turn before another explorer can take their turn. On their turn, explorers can move, attack, play abilities, and interact with map tile spaces.

    At the start of your turn, reset stamina to its default value.

    Only one player rolls the game die. If the roll is equal to or greater than the horror event value in the current chapter:

    Increase the monster threat by 1.

    Draw a card from the horror event deck.

    Resolve its rule text and place the card face up on top of the horror event destroyed deck.

    When you roll the game die, treat a 0 roll as a 10.

    Every game round is divided into different phases:

    m o n s t e r q U e U e

    For each explorer being con-trolled, the player rolls the game die. If the roll is equal to or greater than the monster spawn value in the current chapter, spawn a mon-ster at the nearest unexplored monster spawn on the same map tile with the explorer.

    To determine the nearest monster spawn, count the spaces directly, ignoring walls, rubble, and obstacles (units, action spaces, and monster spawn spaces with the explored token on top count as an obstacle).

    If there are no unexplored monster spawns on the explorers map tile, that explorer ignores the monster spawn phase.

    Unless the monster is summoned, if there are already 4 monsters on the explorers map tile, and a new monster should be spawned, do not spawn a new monster, but increase the monster threat by 1 instead.

    When you roll the game die, treat a 0 roll as a 10.

    Monsters play in a specific order, based on the monster queue that forms when new monsters are spawned. Monsters can move and play active abilities. Playing abilities has a higher priority than movement. Unless stated differently, mon-sters only target and move toward the nearest explorer.

    If monsters cannot play active abilities and have remaining stamina, they move toward the nearest explorer (even on another map tile).

    End a monsters turn if another unit is block-ing the path and the monster cannot sidestep. After moving 1 space, the monster tries to play active abilities again before continuing its move-ment.

  • 10

    Monster BehaviorWhen a monster has to choose between sev-

    eral explorers, it will always be, in order, the one: with the lowest remaining health,

    who is easiest to hit (based on monsters first attack and explorers blocking attribute),

    who is determined by players choice.

    w e a k e s t e x p l o r e r

    p l a y i n ga c t i v e a b i l i t i e s

    m o v e m e n t

    A monster always tries to play its active abili-ties in the order they are specified on the unit card. Unless stated differently, it will only target explorers.

    A monster always moves toward the near-est explorer. To determine the nearest explorer, count the steps to the targetable explorer, ignor-ing barriers, closed doors and units. Treat immo-bile units as rubble.

    1

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    3

    3

    4

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    1

    1

    If there is more than one shortest path, choose the one with less units; otherwise its determined by players choice.

    In the example above monster will ignore the distant explorer, and choose the top path because of less units in the way.

    2

    3 1

  • 11

    A monster prefers a space with less obstacles in the line of sight and if possible facing the explorer in a straight direction.

    When blocked by other units, a monster will use its remaining stamina to move as close as possible to an explorer, even if this movement deviates from the shortest path.

    m o n s t e r m o v e m e n t e x a m p l e s

    1

    2

    3

    1

    Monster would need to have 3 remaining stamina to move to final position.

    With no obstacles in line of sight, the space facing the explorer in straight direction has priority.

    Unless they are in range of active abilities, non-nearest explorers will be ignored by monsters.

    Monsters remaining stamina: 1 - move to 2 - move to(no change in distance if moving to )3 - move to

    2

    2

    3

    1

    1

    2

    23

    3

    1

    11

    1 3

    1 2 3

  • 12

    Progressing Through the Game

    If an adjacent chapter space is unlit (no token on top), an ex-plorer can activate it for a cost of 3 stamina and 3 essence.

    If the adjacent chapter space is lit (light token placed on top), an explorer can activate it for 3 stamina, without losing essence.

    After activating a chapter space, place an ex-plored token on top of it, or if the chapter was lit, flip the light token.

    When a chapter space is activated, and the

    c h a p t e r s p a c e

    i n c r e a s i n gm o n s t e r t h r e a t c h a p t e r a b i l i t e s

    c o n t r i b u t i n g e x p l o r e r s

    l i g h t c h a p t e r

    If the monster level is 5 (last position), instead of increasing the monster threat, each explorer must destroy 1 equipped item or be destroyed.

    If the monster threat is 10 (last position), re-set the monster threat and increase the monster level, otherwise increase the monster threat by 1.

    When the monster level increases, shuffle the monster cards with the corresponding level into the monster deck together with the destroyed monster cards.

    Progress is directly linked with the develop-ing of the story and its chapters. With each new chapter, the explorers are one step closer to their fleeting salvation. They must progress through all the chapters and if the scenario demands, face an endgame.

    a c t i va t i n gc h a p t e r s p a c e

    o n g o i n g

    current chapter cards effects do not include quests, place exit token or enter endgame, flip the current chapter, exposing the new chapter card, and resolve its effects.

    Explorers can light chapter by: Sealing a monster spawn.

    Resolving a light chapter effect (through a few rare items and quests).

    When light chapter is resolved: Determine the activating explorer and

    their map tile.

    If there is an unlit chapter space on that map tile, place a light token on top of it.

    While an explorer is activating an unlit chap-ter space, other explorers can assist by contribut-ing their essence.

    Contributing explorers must be adjacent to the chapter space, activating explorers, or other contributing explorers.

    Whenever a new chapter is played, its chap-ter abilities are resolved. They can be of standard type - ones that can be found on items, events, and monsters. Most of the abilities are played when the next chapter card is flipped, but there are others that can be ongoing and even quest abilities.

    Hank activates and others contribute with 3 essence.

    Some chapter abilities are ongoing, which means they remain active as long as they are on the current chapter card. Ongoing chapter effects will affect units on all map tiles.

  • 13

    c o l l e c t h e a l t h o r e s s e n c e

    p l a c e e n t r y t o k e n

    p l a c e e x i t t o k e n

    e n t e r b a s e

    a d d t r e a s u r e l e v e l

    e n t e r e n d g a m eU s e a s p e c i f i c s p a c e

    q U e s t s p e c i F i c c h a p t e r a b i l i t i e s

    Some chapter abilities are creating a mandato-ry condition that must be carried out, in order to resolve its reward effect. Explorers cant progress to the next chapter by activating a chapter space.

    Sometimes explorers will need to achieve a quests condition multiple times. If that is the case with the current chapter, place a specific number of health tokens (face down) on top of the chapter card and flip them face up every time the quests condition is met. When the last health token is flipped, the quest is completed.

    An explorer can at any time lose health or es-sence in order to meet a quests condition with the Collect effect.

    To achieve a quests condition, explorers must use an adjacent, specific space for 3 stamina. When a quests condition is achieved, if it is a standard space, place an explored token on top of it (ignore if it an endgame space).

    Besides abilities that can be found on other types of cards as well, there are some reserved abilities for the chapter cards.

    Place a new map tile from the map tile deck in the playing area (ignore this if you are in Game Set up ).

    Place an entry token on the map tiles direction symbol, facing inwards (ignore this if the map tile is a scenario starting tile).

    Place the explorers on unoccupied spaces adjacent to or on top of the entry token.

    When a new chapter is played with a Place exit token effect, the activating explorer decides on which edge of any map tile an exit token is placed (pointing outwards). An exit token cannot be placed on top of an existing entry token.

    When the last surviving explorer exits the map tile, flip the current chapter and resolve the next chapters effects.

    EXIT MAP TILE - When standing on top of an exit token, an explorer can exit a map tile for 2 stamina. Place its figure on top of their unit card, skip their turn, and ignore effects on them (mon-ster spawn roll is also ignored).

    When an Enter base chapter effect is resolved, all surviving explorers have escaped the horrors and returned to the base. When that happens:

    All monsters are banished from the game and the monster deck is shuffled together with the destroyed monster cards.

    All explorer figures are placed on top of their corresponding explorer cards.

    All map tiles are placed at the bottom of the map tile deck, face up.

    While the explorers are back at the base, they can use their inventory, trade with one another, or use one of the three possible Howling Mountain locations before they are returning back into the horror.

    When a chapter effect adds a specified treas-ure level, take all treasure cards of that level and shuffle them into the remaining treasure deck (ig-nore the destroyed treasure deck).

    Place the scenario endgame map tile.

    Place the explorers on unoccupied spaces adjacent to or on top of the illustrated entry token.

    Take the scenario endgame card and re-solve its set up phase.

    Observe the victory and defeat conditions, along with any additional specifications.

    Explorers share victory and defeat. The team achieves the victory condition even if some of the explorers are destroyed. If the defeat condition is reached, everything is lost and only Horror re-mains.

  • 14

    UnitsThe main area of play in Machina Arcana is

    inside the layout of the map tiles through which units move and interact with spaces and other units. A unit counts as an obstacle. There are two type of units in the game: explorers and monsters. Every unit has a card that contains all rule details and a figure which represents a unit inside a map tile.

    Every unit has a set of attributes that define how good they are at blocking different types of attacks, how much damage they can take before dying, how well they can perform their abilities, and the size of the pool for playing special pow-ers. Every attribute represents a value within a 0-9 range, with 0 representing the lowest and 9 the highest possible value.

    Armor is the proficiency in deflecting physi-cal attacks. The higher the value, the higher the chance for deflecting incoming physical attacks. Armor can be increased by equipping items that give an armor bonus or by specific abilities.

    Stamina is used during a units turn to move and perform abilities. Explorers have stamina tokens to help them organize their turns, while monsters need no stamina tokens due to their straightforward nature.

    Essence is the amount of arcane energy an ex-plorer can obtain. Every explorer starts the game without essence (0). Explorers can gain essence through activating events and treasure spaces, or by destroying monsters on their turn.

    There are several ways to use essence: Losing 1 essence instead of losing 1 health.

    After your attack roll, or any other attack roll on your turn, you can spend essence to increase that roll (increase attack roll by 1 per 1 essence lost).

    Playing abilities activated with essence.

    Sealing a monster spawn.

    Activating an unlit chapter space.

    Will is the proficiency in deflecting arcane at-tacks. The higher the value, the higher the chance for deflecting incoming arcane attacks. Will can be increased by equipping items that give a will bonus or by specific abilities.

    Health is the amount of damage a unit can sustain before dying. If the unit is hit, it takes 1 health loss. When the last health is lost, the unit is destroyed. Health can be restored only through specific abilities.

    e x p l o r e r s & m o n s t e r s

    a t t r i b u t e s

    a r m o rs t a m i n a

    e s s e n c ew i l l

    h e a l t h

    Players are represented by explorers, and they control their characters decisions and actions throughout the game. Explorers have an inven-tory: a set of cards that can be used to supply the unit with additional abilities.

    Monsters are hostile characters whose pur-pose is to hinder and destroy the explorers. They dont have inventories, and their movement and play is defined by a set of simple rules. Monster actions are deterministic and are played by any player. When it comes to moving, attacking, and playing abilities, monsters and explorers are gov-erned by the same set of rules.

  • 15

    AbilitiesEverything that a unit does is an ability. At-

    tacking, interacting with map tile spaces, and using equipped items are all considered abilities. Abilities can be found on items and unit cards. There are other types of innate abilities linked to interacting with a map tile and the inventory.

    Monsters are limited to innate abilities used for destroying barriers and doors, and their cor-responding card abilities. Unless stated differ-ently, abilities can only affect targeted units and spaces, or units and spaces inside the map tile of the activating unit.

    There are two types of abilities in the game: passive and active.

    p a s s i v e a b i l i t i e s

    a c t i v e a b i l i t i e s

    If an item contains a passive ability, its effect is present only if the item is equipped.

    Passive abilities on unit cards are always present.

    Active abilities need some type of activation through losing stamina, essence, or by destruc-tion of the card. If an ability needs stamina to be lost, it can be played only on its units turn.

    Between each units action (movement or playing an ability), someone can play an active ability if it does not need stamina for activation. Active abilities can only be played one at a time, resolving all the effects from the played ability be-fore another can be played.

    Most active abilities have a target component that specifies the unit or space where the ability effects will be resolved. For a few active abilities, you must specify two targets (the same target can be used both times).

    Even interacting with map tile spaces is con-sidered a special type of innate ability with its tar-get component.

    For ranged targeting, the concept of line of sight is used to determine the validity of the tar-get. The line of sight is an imaginary line through the centers of source and target space. If that line crosses through a wall, rubble, closed door, or barrier, the target is out of line of sight.

    From the position of one map tile space, there are 8 possible directions. With 4 directions in a straight direction (facing frontally), and the other 4 diagonal directions.

    t a r g e t i n g

    Active ability - activation through stamina

    After resolving an ability, destroy the item if it has the icon in its activation cost.

    After resolving an ability, drop the item on the target space if it has the icon in its activation cost.

    Anything that is next to, and in line of sight, is considered adjacent to the unit.

    For melee, the target must be adjacent.

    There are two types of ranged targeting:

    Target must be a unit inside range x, with no obstacles in line of sight.

    Target must be a unit inside range x, ignore obstacles in line of sight.

    Range represents the steps you would need to reach the map tiles space, moving through the line of sight but ignoring units and obstacles.

    a d j a c e n t

    m e l e e t a r g e t i n g

    r a n g e d t a r g e t i n g

    l i n e o F s i g h t

    d i r e c t i o n

    x

    x

    Targeting can be melee or ranged.

    3

    3

  • 16

    m u l t i e f f e c t

    a b i l i t y r o l l

    c o n d i t i o n a l a b i l i t yThe main component of an ability is its effect, which resolves when the ability is played. In most cases, the target is the unit on which an effect is resolved. Some of the effects include attacking, pushing, pulling, reducing a units armor, switch-ing positions with the target, and becoming ethe-real. An effect can be resolved in two different ways: instant and lasting.

    An ability can have multiple resolving effects. If that is the case, resolve them in the order they are presented inside the ability text.

    Sometimes when an ability is played, a unit must roll the game die, and based on the abil-ity roll, a different effect will be resolved. If the otherwise clause is present, then the other effect will be resolved if the ability roll is lower than the specified number.

    Roll the game die, and if the ability roll is equal to or greater than x, resolve the ability.

    If there is a condition in the ability, it needs to be satisfied in order for the effect to be resolved. If it is not, the ability is played but with no resolved effect.

    e f f e c t s

    s p e c i a l e f f e c t s

    Instant effects are resolved at the moment they are played.

    There is the possibility that many effects can be resolved at the same time. If that is the case, the players specify the order in which the abilities are resolved.

    If a unit is ethereal, it cannot be targeted by other units unless they specifically have a present effect that enables them to target ethereal units.

    Monsters ignore all explorers that are not targetable and do not move toward them. Mov-ing, playing abilities, and even attacking do not remove the ethereal effect.

    Ethereal units can be attacked indirectly us-ing traps, exploding barrels, or other abilities that do not need to target the ethereal unit.

    When you resolve this effect, switch positions (figures on the map tile) between the activating and the target unit.

    When it is that monsters turn to play, the acti-vating explorer controls its movement, attacking (even other monsters) and playing the abilities of the controlled monster.

    When a unit teleports to a passable space within some distance, ignore all walls, obstacles, rubble and closed doors to reach the destination space. If the space is occupied, choose the nearest passable, unoccupied space from the destination space.

    When a unit teleports to a specific map tile space, always use the nearest, unexplored map tile space of that type on the map tile of the unit in question. If the map tile space is occupied, the explorer chooses the nearest unoccupied space from the map tile space. To determine the nearest map tile space, count the spaces directly, ignoring walls, rubble, units, or obstacles.

    Lasting effects played by the activating unit continue to be present on the target unit, even after they are resolved. They last through the re-mainder of the round and into the next, until the activating units next turn. They have this round at the end of their ability text. Some lasting effects have a number that determines the maximum number of possible stacked effects.

    i n s t a n t e F F e c t s

    s t a c k e d a b i l i t i e s

    e t h e r e a l

    s w i t c h p o s i t i o n s

    c o n t r o l m o n s t e r

    t e l e p o r t

    l a s t i n g e F F e c t s

    x

  • 17

    A unit can be pushed backward, away from the activating space. When there is no specified map tile space, the activating units position is considered the activating space for the push ef-fect.

    If the unit is frontally positioned toward the activating space, the target unit teleports straight backward, otherwise it teleports diagonally away from the activating space.

    Activate a trap space when a unit would be pushed or pulled into a trap space.

    When a unit would be pushed or pulled into an exploding barrel space, treat it as though the exploding barrel is hit.

    If the destination space is out of line of sight from the target, occupied, or unpassable, the tar-get does not teleport.

    Immobile units cannot be pushed or pulled.

    If the destination space is a pit and inside line of sight from the target, the unit is teleported to the pit space and destroyed.

    If teleported unit changes position, it is con-sidered a movement.

    The game mechanic of pull is the same as push, except that the target is pulled toward the activating space.

    p U s h

    p U l l U n i t

    If the frontally positioned monster is pushed, it would not move, but it would activate exploding barrel.

    In the other example, unit is pushed diagonally to speci-fied position.

    Units can spend 1 stamina to move to an ad-jacent, unoccupied, and passable space. Units can move straight and diagonally. Units cannot move through obstacles, walls, barriers or closed doors.

    Besides units, any map tile space which can be interacted with (except monster spawn) is an ob-stacle. Obstacles do not obstruct line of sight, but units are unable to use them for movement.

    If a unit moves diagonally, at least one of the linked spaces must be unoccupied, passable, and without walls or barriers between. For diagonal movement, although just using 1 stamina, a unit assumes 2 straight movements when verifying a valid diagonal move.

    m o v e m e n t

  • 1818

    The attacker rolls a specified number of at-tack dice and adds their values. The attacker then immediately adds the specified number to their attack roll, based on the present effects that in-crease its outgoing attack roll.

    If the attack roll is equal to or greater than the blockers blocking attribute, the attacker scores a hit and the blocker is hit and loses 1 health point.

    There are two types of attacks: normal and ar-cane attacks.

    For normal attacks, the blocking attribute is armor.

    For arcane attacks, the blocking attribute is will.

    Note that if an effect increases arcane attack rolls, normal attacks are considered arcane.

    If attack would affect more than one unit (such as a trap or exploding barrel), only one attack roll is needed that is then applied to all blockers.

    If a monsters health points are reduced to 0, that monster is destroyed.

    Place its monster card on top of the de-stroyed monster deck.

    Set aside its monster figure.

    If the monster was destroyed during an ex-plorers turn, restore 1 essence to that explorer.

    If an explorers health points are reduced to 0, that explorer is destroyed.

    Remove its figure and card from the game.

    Destroy half of the explorers items (rounding up).

    The player can now choose another explorer.

    An attack is simply a type of instant effect. It enables the attacker to roll the attack dice and de-pending on the blockers defense, it may score a hit. When a unit is hit, the blocker loses 1 health point, and if that loss reduces health to 0, the unit is destroyed.

    Every attack specifies the number of low and high attack dice used in the attack roll (both are custom d6).

    Choose one of the remaining undestroyed explorers.

    If there are no remaining explorer cards left, the player cannot continue the game.

    The player chooses the new explorers card and figure, and can equip the remaining items.

    Set up the explorers attribute tokens.

    On subsequent rounds, the player can place the new explorer figure on a passable and unoccupied space adjacent to, or on top of, an existing entry token.

    Place its monster card on top of the de-stroyed monster deck.

    Set aside its monster figure.

    Low attack dice ( ) has values:0 1 1 1 2 2

    High attack dice ( ) has values:0 1 1 2 2 3

    a t t a c k e x a m p l e

    To better demonstrate the attack mechanism in the game lets setup the arena. Our explorer will battle a horrific and deadly monster : Sarall.

    Lets assume our hero has an item with following ability:

    As we can see, to resolve attack we will need 2 dice; 1 high attack and 1 low attack dice. Lets suppose this is our attack roll:

    Considering Saralls armor of 3, we just barely hit it and it lost 1 health point. If this is the first time Sarall was damaged, it is still alive, but if it was already hit, Sarall is destroyed and attacks all adjacent units.

    d e a t h

    a t t a c k i n g

    c h o o s e a n o t h e r e x p l o r e r

    b a n i s h m o n s t e r

  • 19

    TreasureExplorers can obtain items in the game and

    equip, upgrade, or augment them. Additionally, items can be traded with adjacent explorers.

    t r e a s u r e t y p e s

    Apparel represents items for torso, legs, or head. They must be equipped or present as an upgrade before use. All apparel items increase ar-mor or will in some way when equipped. Items for torso have an augment symbol that can be used to additionally improve your explorer.

    Explorers can use weapons to attack units. They must be equipped or present as an up-grade before use. Some weapons increase armor or will when equipped.

    Artifacts represent items with special arcane powers that can give explorers an addi-tional edge in the game. Artifact items gener-ally increase will when equipped. They must be equipped before use.

    Consumables do not need to be equipped before use.

    Augments are a special type of treasure that can be equipped on apparel or weapon items with a matching augment symbol. They must augment the existing equipped or upgraded item before use.

    w e a p o n

    a r t i F a c t

    c o n s U m a b l e

    a U g m e n t

    a p p a r e l

    i n v e n t o r y e x a m p l e

    e q u i p p e d w e a p o n s e x a m p l e

    e x a m p l e s o fw r o n g

    c o m b i n a t i o n s

    consumableweapon -equipped-

    weapon -unequipped-

    apparel -upgrade-

    weapon -upgrade-

    apparel -equipped-

    artifact -equipped-

    augment

    augment

    x xx

  • 20

    An explorer can equip only one item per type of treasure, with the exception of weapons that enable explorers to equip 2 weapons (each of the weapon items must have a one-hand symbol).

    When an explorer obtains items, unless they are consumables, they must be equipped, or be present as an upgrade or augment, before their ef-fects and abilities can be used. An explorer can spend 3 stamina in order to use their inventory for equipping/unequipping, upgrading or aug-menting any number of items.

    g a i n t r e a s u r e

    t r a d e w i t h e x p l o r e r

    If you choose while using your inventory, or an ability forces you, to unequip an item, place that item and its upgrade and augment items in your inventory, unequipped. Unequipped items are rotated to indicate unequipped status.

    e q U i p i t e m

    U n e q U i p i t e m

    u s e i n v e n t o r y

    d r o p i t e m

    When an item is dropped, it is destroyed. If that item was equipped, unequip it before drop-ping.

    When you gain treasure: If it was through activating a treasure

    space, restore 1 essence.

    Draw the 2 top treasure cards.

    Choose and take 1 card or give it to an adjacent explorer.

    You may destroy the other card or place it on top of the treasure deck.

    For 2 stamina, you can initiate a trade with an adjacent explorer. You can give and receive any number of items (if equipped, the item is un-equipped before changing control).

    Augmentation enables additional merging of items (horizontal joining). Only items with the matching augment symbols can be augmented.

    Some items can be upgraded with items of the same type and with a matching upgrade symbol (top or bottom). Apparel items with augment symbols cannot be upgraded with another ap-parel item with an augment symbol. You cant upgrade an item that is already an upgrade.

    a U g m e n t i t e m

    U p g r a d e i t e m

    EventsAlong with monsters and items, there is an-

    other type of card that can greatly influence the game. These cards are events, and they enable ex-plorers, and the forces of Horror also, to invoke different representations of things that happen.

    There are two types of events: explorer and horror. Explorer events are played by explorers by activating an event space, and horror events are played during the Horror phase.

  • 21

    o n g o i n g

    Some events are ongoing, which means they remain active as long as they are the topmost destroyed event card. Ongoing events will affect units on all map tiles.

    Only explorers can play ex-plorer events, and they do this by activating an adjacent event space for 3 stamina. Non-ongoing explorer events, unless stated dif-ferently, can only affect units and spaces within the same map tile of the activating explorer.

    When you activate an event space: Restore 1 essence.

    Place an explored token on top of the event space.

    Draw a card from the explorer event deck.

    Resolve its rule text.

    Destroy the event card.

    q U e s t s

    e x p l o r e r e v e n t

    Some events give the explorers a chance to complete the cards condition in order to resolve its reward effect. The explorer takes the quest card and places it next to their explorer card. When the explorer carries out the cards condition and resolves its reward effects, the event card is de-stroyed.

    Sometimes explorers will need to achieve a quests condition multiple times. If that is the case with the drawn event, place a specific num-ber of health tokens (face down) on top of the event card and flip them face up every time the quests condition is met. When the last health to-ken is flipped, the quest is completed.

    c o l l e c t h e a l t h o r e s s e n c e

    U s e a s p e c i f i c s p a c e

    An explorer can at any time lose health or es-sence in order to meet a quests condition with the Collect effect.

    To achieve a quests condition, explorers must use an adjacent, specific space for 3 stamina. When a quests condition is achieved, place an explored token on top of it.

    Ongoing explorer event Quest explorer eventDefault explorer event Scenario explorer event

    Every turn, one explorer rolls the game die during the Hor-ror phase. If the roll is equal to or greater than the horror event value on the current chapter card, a horror event is played.

    When a horror event is played: Increase the monster threat by 1.

    Draw a card from the horror event deck.

    Resolve its rule text and place the card face up on top of the horror event destroyed deck.

    h o r r o r e v e n t

    Default horror event Ongoing horror event

  • 22

    Map Tile

    When an explorer is on the edge of a map tile that does not contain an entry or exit token, it is possible to explore further for 2 stamina. In that case, draw a map tile and join it with the explor-ing map tile edge in a position where its direction symbol is adjacent to the activating explorer.

    If the top map tile is face up, shuffle the map tile deck before taking a new map tile.

    While additional map tiles are explored, they can represent a playing area of maximum 2x2 map tiles. It is possible to explore even further with the concept of scrolling map tiles.

    The playing area (2x2) can be scrolled by de-stroying some of the placed map tiles while a new map tile is explored. The only requirement is that there are no explorers on destroyed map tiles.

    If there are monsters on the destroyed map tiles, they are banished.

    When you destroy map tiles, place them face up at the bottom of the map tile deck.

    e x p l o r i n g m a p t i l e s

    s c r o l l i n g m a p t i l e s

    Map scrolling example - step 1 Map scrolling example - step 2

    Map joining example - step 1 Map joining example - step 2

    C A

    EA

    D

    B

    B

    Units are moving and activating their abilities within map tiles. Every map tile is a 10x10 grid with 4 possible edges on each side. On one of the edges there is a direction symbol that is used when a new map tile is explored and joined to the exploring tile edge. Map tiles contain a layout of different types of map tile spaces and walls.

    Treat the unexplored edge of a map tile as a wall.

  • 23

    Map Tile Spacesp a s s a b l e s p a c e

    a c t i o n s p a c e

    r u b b l e

    p i t

    wa l l

    b a r r i e r

    Barrier tokens can be placed between any two adjacent spac-es. A barrier then acts as a wall (space border) and it can only be destroyed by an adjacent unit for 4 stamina. Barriers cannot be placed on top of a door space border.

    A monster will try and destroy the barrier if the barrier is blocking the shortest path to near-est explorer.

    Space border is a special type of border between spaces. It can be a wall, barrier or door.

    A space through which units can move and drop items. Pass-able spaces do not obstruct the line of sight.

    A door is a type of space bor-der, and is a connection between two adjacent wall spaces. By de-fault, units can normally pass

    An action space is any space that can be interacted with, ex-cept monster spawn spaces. Every action space counts as an obstacle.

    Rubble space is an unpass-able space that obstructs the line of sight.

    A pit is special type of pass-able space. A unit that moves, is pushed or pulled into a pit is destroyed. Monsters will never move by themselves into a pit.

    d o o r

    through it and the line of sight is not obstructed.

    If doors are open (door token is not placed), an adjacent explorer can use 2 stamina to place a closed door token.

    Walls are used to separate spaces and obstruct line of sight.

    If doors are closed (door to-ken with closed symbol), they act as a wall and an adjacent explor-er can use 2 stamina to remove the closed door token.

    All units can destroy an adjacent, closed door for 4 stamina. When a unit destroys a closed door, flip the closed door token to show a destroyed door token. Explorers cannot activate a door with a destroyed door token on top of it.

    t r a p p e d s p a c e

    A trapped space is a specific type of passable space. When a trap is triggered on a specific map tile, every unit on top of its trapped spaces will be attacked by the activating unit for 3

    Explorers can activate an ad-jacent trap space to trigger traps for 2 stamina. When an explorer triggers traps:

    Attack each unit on top of trapped spaces inside the activating explorers map tile for

    Place an explored token on top of the trap space.

    If the traps are triggered through a Horror event, do not place an explored token on top of the trap spaces after resolving the attack.

    Activate a trap space when a unit would be pushed or pulled into a trap space.

    3

    t r a p

    An exploding barrel is a specific type of space that can be attacked. The attack roll on an exploding barrel must be at least 1 to score a hit. When an exploding barrel is hit:

    Attack each unit adjacent to the exploding barrel space for

    e x p l o d i n g b a r r e l

    3

  • 24

    From event spaces, explorers restore essence and have an op-portunity to resolve one of many beneficial events, each with its own story and effects. Explorers can activate an adjacent event space for 3 stam-ina. When an explorer activates an event space:

    Restore 1 essence.

    Place an explored token on top of the event space.

    Draw, resolve, and destroy the top explorer event card. If the event is a quest, the acti-vating explorer takes the quest card.

    An explorer can activate an adjacent recharge space for 1 stamina. When an explorer re-solves a recharge space:

    Roll the recharge die.

    Possible results of the roll: restore 1 health, restore stamina, or nothing happens.

    Place an explored token on top of the recharge space.

    r e c h a r g e s p a c e

    e v e n t s p a c e

    Explorers can activate an ad-jacent workbench for 3 stamina. When an explorer activates a workbench:

    Draw the 4 top treasure cards.

    You can swap any of those cards with the ones from your inventory or equipped items.

    Choose and take 1 card or give it to an adjacent explorer.

    Destroy any number of those cards, then place the remaining ones on top of the treasure deck in any order.

    Use your inventory.

    Place an explored token on top of the workbench space.

    w o r k b e n c h

    The main source for explor-ers to gain gear is through acti-vating a treasure space. Besides gaining items through treasure spaces, explorers also restore es-sence. Explorers can activate an adjacent treasure space for 3 stamina. When an explorer activates a treasure space:

    Restore 1 essence.

    Draw the 2 top treasure cards.

    Choose and take 1 card or give it to an adjacent explorer.

    You may destroy the other card or put it on top of the treasure deck.

    Place an explored token on top of the treasure space.

    t r e a s u r e

    Place an explored token on top of the ex-ploding barrel space.

    When a unit would be pushed or pulled into an exploding barrel space, or the exploding barrel space is attacked with abilities that affect units, treat it as though the exploding barrel is hit.

    There are a few mechanics in the game that enable chapter spaces to be lit (even if no unit is adjacent to them). If a chapter space is lit, place a light token on top of it (explored token face down). Any adja-cent explorer can activate a lit chapter space for 3 stamina to progress to the next chapter and flip the light token to an explored token.

    No tokens are placed. From this state, the chapter space can go to lit or explored state. Any adjacent explorer can activate a chapter space for 3 stamina and by losing 3 essence. If a chapter spaces is activated, flip the current chapter and place an explored token on the chapter space.

    Chapter spaces are used to progress through the scenario chapters. The most standard way is to lose stamina and essence by activating an adjacent chapter space to advance into the next chapter. Other possibilities are to seal a monster spawn or to complete quest events to light chap-ter which enables you to activate a chapter space without losing essence.

    While an explorer is activating an unlit chap-ter space, other adjacent explorers can assist by contributing their essence. Contributing explor-ers must be adjacent to the chapter space, activat-ing explorers, or other contributing explorers.

    Represents a chapter space with an explored token on top of it. An explored chapter space can-not change its state to lit state.

    U n l i t c h a p t e r

    e x p l o r e d c h a p t e r

    l i t c h a p t e r

    c h a p t e r s p a c e

  • 25

    When you roll a success dur-ing a monster spawn phase, place the monsters figure on the near-est monster spawn.

    An explorer can seal an ad-jacent monster spawn for 3 stamina and by los-ing 4 essence. When the explorer seals a monster spawn:

    Decrease the monster threat by 1 (to a minimum of 1).

    If there is a monster on top of the monster spawn, destroy it.

    Place an explored token on top of the mon-ster spawn.

    Light chapter (place a light token on top of the unlit chapter space that is on the same map tile as the sealed monster spawn).

    While an explorer is sealing a monster spawn, other adjacent explorers can assist by contribut-ing their essence. Contributing explorers must be adjacent to the monster spawn, activating ex-plorer, or other contributing explorers.

    A monster spawn with the explored token on top counts as an obstacle.

    m o n s t e r s p a w n Howling Mountain

    The Howling Mountain area is separated into two parts: the locations that can be used while ex-plorers are back at the base, and the sliders which represent the current monster threat and monster level. Ignore two sliders beside current chapter when playing in easy mode.

    While the explorers are back at the base there are no more game rounds and the explorers can:

    Use the Howling Mountain locations.

    Trade items with one another.

    Use their inventories.

    Players of destroyed explorers can choose another explorer.

    When you decide to return into the fray, draw and place a new map tile together with an entry token, place the explorers, and begin with a new game round (place entry token).

    l o c a t i o n s

    This location ensures that all explorers are healthy before venturing back into the horror.

    Through the derelict camp, explorers are able to reduce the monster threat if it isnt already on the starting position. It can be a useful tactic, es-pecially if the monster threat is very high and big-ger monsters are waiting just around the corner.

    Only once as a group, each time the explor-ers are returned back to the base, they can use the camps armory. You can treat the armory like resolving a workbench, but as the whole team is back at the base, everyone can use their invento-ries while the effect is played.

    i n F i r m a r y

    d e r e l i c t c a m p

    a r m o r y

  • 26

    So, weary explorer, you managed to grasp the game, and you learned how to play in a way that gives you at least a chance at victory?

    If that is the case, then its time to introduce the normal mode and to play as the game is intended to be played. This mode will use a few additional concepts and tokens, but the beneficial impact of luck through monster and horror rolls will be negated.

    The normal mode will introduce markers, edge tokens, the monster rating token, and the horror rating token.

    Besides a card and figure, explorers have markers to represent locations of dropped items or active lasting effects (3 markers for each ex-plorer).

    When an explorer explores a new map tile, put an edge token on the edge of the activat-ing explorers map tile.

    On the Howling Mountain tile, next to the current chapter, there are two sliders on each side: the monster and horror rating sliders. Whenev-er a new chapter is flipped, put the monster and horror rating tokens on

    e x p l o r e r m a r k e r s e d g e t o k e n s

    r a t i n g t o k e n s

    You may take 1 adjacent marker for 1 stamina (or if you are standing on one).

    Take the top item from the corresponding ex-plorers drop pile and place the ground marker on top of that explorers player board.

    For 1 stamina, you can drop 1 item. If that item was equipped, unequip it before dropping.

    p i c k U p i t e m

    d r o p i t e m

    w h e n y o U r e s o l v e a l a s t i n g e F F e c t

    w h e n y o u d r o p i t e mIf you have no available markers or if you

    choose not to place a marker, destroy that item.Otherwise:

    Take a marker and place it adjacent or below your figure, on a passable space without markers, entry, exit or edge token.

    Place the item on top of your drop pile, face down.

    Units can pass through spaces with markers.

    At the start of your turn, place all markers which have been placed on cards on top of your player board (all your lasting effects are over).

    You may take any number of your markers from the ground, and for each one, destroy the bottom item from your drop pile.

    If you have no available markers, the effect is not resolved.

    If you target yourself, place a marker on top of the activating treasure card.

    If you target a unit, place a marker on top of the unit card.

    If there is already an edge token on that map tile edge, the exploring effect cannot be resolved.

    You cant put an exit token on top of an exist-ing edge token.

    the position indicated by the monster and horror values which are indicated on the chapter card.

    In the monster spawn phase, use the monsters rating slider as a value against your roll. When you roll an equal or greater value, reset the mon-sters rating slider to the value that is indicated on the chapter card, otherwise, lower the monsters rating slider by 1.

    In the horror phase, use the horrors rating slider as a value against your roll. When you roll an equal or greater value, reset the horrors rating slider to the value that is indicated on the chapter card, otherwise, lower the horrors rating slider by 1.

    When choosing your explorer, notice the symbol on your player board and take 3 explorer markers with the same symbol, and place them on top of your player board.

  • 27

    Tips&Tricks

    If the game is too hard

    Teleporting

    Splitting the group

    After your turn

    Use inventory

    Map tiles

    If the game takes too long

    You can make the game easier with a simple ruling concerning the game die. When you roll the game die, treat a 0 roll as a 0. With this simple rule, the game is 10% easier.

    When an ability enables you to teleport to an adjacent or another map tile space, ignore walls, barriers, doors, and other obstacles that are in the way.

    Splitting explorers into 2 groups is a viable and often-recommended strategy. The second group loses a round for movement, but explores and utilizes another map tile.

    At the end of your turn, flip your explorer card to indicate that youve played this round. At the start of a new round, all explorers unflip their cards at the same time.

    It is advisable to first gain a few items before spending the 3 stamina to be able to equip more of them at the same time. A workbench does wonders for gaining the first good gear.

    Some map tiles are better as starting positions. Dont hesitate exploring new map tiles if the situation demands it.

    Sometimes you want a faster game, either for trying different strategies or for learning purposes.

    E x t r a f a s t g a m e ( l e s s t h a n 1 h o u r )Play Scenario I using only chapters: 1, 2 and 4. When the last surviving

    explorer exits the 4th chapter, the game is won.

    F a s t e r g a m e ( l e s s t h a n 2 h o u r s )Play Scenario I but remove chapters 2 and 7. The game is won when the

    endgame condition is fulfilled.

  • 28

    Puppeteer IntricacyReinforcementsYou can play with an additional player - the

    game master - dedicated to destroying the explor-ers. He controls the monster queue, the monster movement, and activating the monster abilities. Still, monsters will not use traps and cannot attack exploding barrels.

    When resolving a horror event, the Puppeteer draws two horror event cards - first destroys one and then resolves the other one (an event which shuffles the horror event deck has priority and must be the event that gets resolved).

    Explorers may use abilities that require stam-ina even during other explorers turns. That also includes movement and interacting with map tile spaces.

    At the start of the game, when all explorers have been placed on the map tile, each of them will gain a bonus.

    Mystic: Resolve an explorer event.

    Crafter: Restore 1 essence to any explorer.

    Bruiser: Move up to 3 spaces.

    Gunman: Gain treasure.

    Variants

  • 29

    g a m e d e s i g n & w r i t i n gJuraj Bili

    g r a p h i c d e s i g nAleksandra Bili

    i l l u s t r a t i o nDamir Podhraki

    Kristian Pavlin Hrvoje Sili

    Karin BogdaniElwira Pawlikowska

    t e x t e d i t i n gSofia PavlinMike Malley

    v i d e o & s o u n dMladen Konecky Danko Bundalo

    a d d i t i o n a l w r i t i n gPaul Barrett Sansperf

    Daniel MonanKristian Pavlin

    t e s t i n gUlrich ThomasIsabel Kbrich

    s p e c i a l t h a n k s t oTimo i Josipa

    James F. TerwilligerKevin DusiMike Spahn

    Game Credits

  • 30

    t h a n k y o u !Michael Peceny, Goran Banina, Marko

    Jurjevi, Domagoj Rapak, Predrag Krian, Dragan Barii - mijena.comand fellow deviantartists: allison712,

    AustriaAngloAlliance, brenbren, deadenddoll-stock, deathofsphinx, eveyd, ftourini, gothicbohemianstock, neubie, Nieblastocks, otherunicorn-stock, panopticon-

    stock, paulosanlazaro, rustymermaid-stock, sci-fi-stock, sceptre63, shapes4free, steppelandstock,

    stocked, titelgestalten, YBsilon-Stock, yellow-fever

    k i c k s t a r t e r c r e wEvil Avi Zacherman, -, -, 3rd Reality, A.D., Aaron Dawkins, Aaron Lyona, Aaron M Pope, Aaron P, Aaron Ping, Aaron Roe, Aaron Seymour, Aaron Thailer, Aaron UM3, Adam Danger Marqueen, Adam & Moushka Arias, Adam Cero Ludwig, Adam Fortney, Adam Hennings, Adam Kazimierczak, Adam Loves Meagan, Adam Malacina, Adam Nordin, Adis, Adorabilly, Adrian Boddice, Adrian Calin, Adrian Sanoguel, Adrian Zollinger, Aitch Three, Alain Villars, Alan Gagnon, Alan How, Alan John Swinburn, Alan Stephen, Albert C. Ho, Aleggs Rippl, Alethia Leong, Alex B., Alex Bunch, Alex C.J., Alex Cabal, Alex Coley, Alex Dingle, Alex Donks, Alex G. Barszap, Alex Haus, Alex Hidalgo, Alex Manduley, Alex McDonald, Alex Werbos, Alexander Skakovsky, Alexander Thrn, Alexandr Suslov, Alexis Perron, Alfonso Prieto Torralbo, Alfred Lindsey, Alie D, Allan Cheung, Allison, Allon, Allzweck, Alvin Gale Gener, Alyssa Lange, Amos Black, Ana B. & Yago G., Anders Alling Pedersen, Andre Bellarin, Andre Scharf, Andreas Flierl, Andreas Giese, Andreas Kotschote, Andreas Schettler, Andres Cervantes, Andrew Barrett, Andrew C., Andrew Coleman, Andrew Davies, Andrew Dunks, Andrew Gilbert, Andrew Hartis, Andrew J. Hayford, Andrew Jagdat, Andrew Lockwood, Andrew Parent, Andrew S Keen, Andrew Sekela, Andrew Shimomura, Andrew Umbel, Andrew Van Velzer, Andrew Vincent Hill, Andrey Rudkov, Andr the Dutchie, Andy Greter, Andy Jackson, Andy Jenkinson, Andy May, Andy S. Hawk, Andy Schachow, Angela Sanchez, Angello, Anna and Brian Waismeyer, Anne Pogoda, Anne Sigrid Aarstad, Annimus the Abhorrent, Anonymous, Anonymous, AntHover, Antal Kninger, Anthony Howell, Anthony Lapointe, Anthony Ngo, Anthony Nijssen, Anthony Richards, Antoni Iuliu, Antonio E. Diaz, Antonio Luna, Ares Wyler, Aric Thompson, Arkwin, Armando Vega, Arnaldo Kurono Lefebre, Arnika, Aubrey Hodges, Augusto Andrade, Axnozum, Aymar AZAIZIA, AzureXignus, B. Kowalski, BAKER, BC, Barry Welton, Bart, Bas Smeets, Beltog, Ben England, Ben Ihms, Ben Knuchel, Ben Pharn, Ben Warmuth, Benjamin Marty, Benjamin Taylor Mitchell, Bentley Burnham, Beowulf Bolt, Bernard MacNaught, Bernd Lindenberger, Bert Fox, Bevan Sly, Biffy Brack, Bill Desmarais, Bill Norris, Bill P. & Lisa K., Bingo, Binh Vu, Bjarne Kristiansen, Bjrn Madsen, Bob Greenshields, Bobby Tannert, Bojan Sinkovi, BoredInTheBasement.Com, Boris Stealth Matein, Boris Kostenko, Boris Poletaev, Brad D. Kane, Brad Scanlan, Brad Stark, Brad Walter, Brad Zepecki, Braden Gordon, Bradford Cone, Bradford Hurst, Bradley Hubbard, Bradley R. Nilsen, Brady T. Chin, Brandon Kanechika, Brandon Krouse, Brandon Long, Brandon Withrow, Brecht Dhondt, Brent Hull, Brenton Horrillo, Brett D., Brett Hertzberger, Brewe, Brian Allred, Brian E. Lubkeman, Brian Fantanna, Brian Floyd, Brian Harpole, Brian K. Stratta, Brian Kleinke, Brian Mages, Brian Rasmussen, Brian Rygaard, Brian Spinetti, Bruce, Bruce Bernard, Bruce Powell, Bruno Laze, Bryan Elliott, Bryan Yoch, Bulldozers, Burton Wright, C Skender, C.H. Philips, CE & DeltaG, CJK, Cabel Dawson, Cadillac Price, Cairns, Cal Davidson, Calum Freeman, Calum Michael Petersen, Cameron & Kara MacVean, Cameron Mackereth, Cameron Myers, Captain Anthony LaGrange, Captain Repro, Cardiackangaroo, Carlos Big-F Macera, Carlos Bruno Alves, Carlos Carvajal Gmez, Carlos E. Salcedo Sosa, Carlton Solle, Carn1fex_, Carsten Hensel, Caton Davis, Cedric De Wree, Cedric Kirsch, Chad Keeling, Chad Lagace, Chad Robertson, Charleen Geske, Charles The Ace Station Moon, Charles Harris III, Charles Myers, Charles Pearson, Charlie Evett, Charlotte Mack, Chelsea D Scheiber, Chng Chin Joo, Chris Wooberman Woodward, Chris Aldersey, Chris Alexander Skeie, Chris Allison, Chris Anusich, Chris Atwood, Chris Avery, Chris CJHacker Ebens, Chris Goodrich, Chris Gunderson, Chris H Hansen, Chris Hall, Chris Hladik, Chris Hoisington, Chris Kopp, Chris Little, Chris Marsili, Chris McCleary, Chris Mibus, Chris Niewiarowski, Chris Smith, Chris Snyder, Chris Vaillancourt, Chris Vorhoff, ChrisP, Chrissy & Malte, Christian Melson, Christian Panten, Christian Stoevelbaek, Christian Troebinger, Christie Syphrit, Christina Clapp, Christine Biancheria, Christophe Hazemann, Christophe Van Rossom, Christopher A Sprunger, Christopher Anderson, Christopher Castro, Christopher Clinton, Christopher Katalinas, Christopher Mace, Christopher Murdock, Christopher Nelson, Christopher Wiley, Christos Petropoulos, Chuck D Yager, Cid Sugioka, Cinedevil, Claudio Reininghaus, Claus B. Nielsen, Claus Thorn Ekstrm, Clemens

    Zeilinger, Clifford Layne, Clint Conner, Cody Bridges, Cody Butler, Coffee, Cole Griffis, Cole Nedzlek, Colin Faulkner, Collin Chachi Hubbard, Connie Chinn, Corbin Da Goblin, Corey Alvey, Cornelius Schumacher, Cory Seguin, Craig Gaddis, Craig Johnston, Craig Koszewski, Craig Long, Craig Morgan, Craig ONeil, Craig Wills, Craig Wright, Crane Laws, Crispy T, Cristian van Loenen, Crosley, Crystal Skeer, D&D, D. Poginator, D. Santos Rodriguez, D. de Maat, Dag Erik Haugen, Daisy and Chris Swaffer, Damian VanHart, Damon Richard, Dan, Dan & Emily Alban, Dan Derby, Dan Devine, Dan Fairs, Dan Huggins, Dana Freiberg, Dani Haun, Daniel & Sue Taber, Daniel Antunovi, Daniel Cassidy, Daniel Chen, Daniel Cohen, Daniel Collins, Daniel Hutchings, Daniel Koehl, Daniel Koenig-Schieber, Daniel Krmberg, Daniel Loughmiller, Daniel Marcus, Daniel Ripley, Daniel Sandoval, Daniel U. Thibault, Daniel Verzobias, Daniel Voelkel, Daniel Wandrei / Garon, Daniel Wirtz, Danijel Starman, Danilo Brozovic, Dannondorf, Danny Bartel, Danowka, Dante Gagne, Darblo, DarcyC, Dario Giovannini, Darius Ezell, Darrel Laumann, Darren Rubber Fong, Darren Austin, Darryl Jam, Darryl Warcup, Dascarecrow, Dave Thomas, David Bernier, David Chervanik, David Doering, David Hinojosa, David Hoffman, David Hughart, David Hummel, David Morgan, David Nguyen, David Parr, David Paulli Juul Andersen, David S and Shelley B, David Ting, David Zurek, Davide Pessach, Davin Hatsengate, Deadboyinflames, Dean Crossman, DeathFather, Debra Meister, Denis Fischer, Dennis Bollyn, Dennis Matthias, Dennis Watson, Deon Beswick, Derek Swoyer, Derek Watkins, Desmond Larsen-Rosner, Devin Lee Gay, DiceHeroes, Dino Vidakovic, Diogo Alcobia, Do not include, Doc Cowie, Doc Thomsen, Doctor Gonzo, Dominic RocK_M Ferrer, Dominic R G Corner, Don Le Quach, Don Ray, Don Rhodes, Donald Gardner, Donald Poynter, Dotan Dvir, Dr J P Watts, Dr. Andreas Schmitz, Dr. NAKAGAWA Kozi, Dr. Robert Laird Judson, Dr. Sam Revis, Drackenfelts, Drea Paulsen, Duane Crago, Dubravko Bogovi, DustClaw, Dustin Dirth, Dustin Knie, Dyami Chiasson, Dylan A. Sanchez, Dylan Enloe, Dystocia, E. Justin Mast, E.Dimopoulos, EMAIN, EUK, Eamon Sh4d0wsW0rd Linger, Ed, Ed Kowalczewski, Ed Ryan T. Tanyag, Edgar Kieu, Edward Linder, Edward Munsell, Edward Springer, Efimov Boris, Efren Holguin, Einkyu, Eleanor Findlay, Elena Petrou, Eliran Teller, Elisa Porcile, Elizabeth Creason, Ellen Wobrak, Elpenguino135, Emery Shier, Emily J W, Emmalee Clark, Enoal LE MOIGNE, Enrico Rod Sernesi, Enrique Giron, Eoin Burke, Ephraim Mallery, Eric Baker, Eric Charlton, Eric Evilsizor, Eric J Cheng, Eric J Smitg, Eric L. Bodenstab, Eric Liu, Eric Peets, Eric Plante, Eric Sanderson, Eric Thayer, Eric Whitlow, Erik Extrell, Erik Fischer, Erik Norman Berglund, Esbjrn Rundberg, Esther Benjert, Esther Posada Montes, Evan Rattner, Evan Roth, Evan Weis, Evans Family, Everything Epic Games, Fabrice Gatille, Fadzlan Rodzali, Felipe Ricardo Machado, Felipe Teixeira Holzmann, Felix Schweiger, Fernando Barrocal, Fernando Melro Dos Santos, Final_Tal, Fizgot, Flamedraker, Florent BAQUE, Flying Spaghetti Monster, Francesco Neri, Francisco de la Guardia, Frank Burdine, Frank Harter, Frank Landry III, Frank Precissi, Frank78, Franklin Rodeheaver, Franklin S. Lee III, Franz Georg Rsel, Fraser Coleman, Frederik Vanmolkot, Fredric kerman, Fredrik Warnberg, Fridgeton, Frost Holliman, Frdric Utzi, Funcrushed, G.O.A.T. e. V., Gabe S., Gabriel Philippe Lachance, Gabriel Vasquez, Gabriele Radaelli, Gabrielle Meester, GalaxyRuler, Garrett E., Gary Alton Gilliam, Gary Bratzel, Gav Thorpe, Gene DeMan, Gene Haas, Gene Yu, Gensen Gisborne, Geo. & Brenda Anderson, Geoffrey Briggs, Geoffrey Ford, George Johnston, Georges Claude, Gerard Mooney, Giannis Sifniadis, Gigi Maletti, Giles Buchanan, Giovani Olrin, Glauco Batista Pereira, Glen Shakespeare, GoTerps, Goran Banina, Goran Grzinic, Gordana Podvezanec, Gordon Hills, Gordon L., Gordon Leisering, Gottardo Zancani, Grace Fairfax, Graf, Graham Lewis, Greg Betchart, Greg DAlesandre, Greg Krywusha, Greg Swartz, Greg Watters, Gregory Amershadian, Gregory Morse, Grgoire Thillay, GuiOhm, Guido Lafleur, Guillaume Bernard, Gustav Wedholm, Guy Jossels, H. Dorger, HC Nenseth, HIROAKI KAMIDATE, Haegemon, Haggis Lord, HaiKulture, Hans Olav Elsebo, Harri Kokkonen, Hasse Borg Mogensen, Hector M. Lopez, Hel Baldoc-Zande Esq, Henrik Augustsson, Herb Campbell, HeresyBrush, Hermi, Herr Flik, Holger Presch, Holgrim Imnotago, Holland Mills, Holmes!, Hugh Laird, HypnoticSheep, Iain Smedley, Ian D. Johnson, Ian King, Ian McFarlin, Ian Ross, Ian Williams, Ickypoopy, Ines kerschitz, Ingo Arendt, Ira Mayers, Irene Adler, Isabel Kbrich, Issara Twiltermsup, Ivan Arzhakov, Ivan Cesar, Ivana T. & Zex, Ivn de Neymet Franco, J, J. Andrew Hartman, J. Bidault des Chaumes, J. Gilland, J. Molloy, J. Patrick Walker, J. Welch & M. Adams, J.A. Lauritzen, J.D., JRobb, JacLyn S. Jones, Jack Gulick, Jack Murphy, Jack Walther, Jacob Adin Noah Moore, Jacob Cork, Jacob Pauli, Jacob Raihle, Jacob T. Firman, Jacob Talley, Jake Elfabet Scheirer, Jake Lasky, Jakob Kramer, James Berry, James Borrego Resner, James Cha, James Cline, James Conolly, James Dale, James Dalton, James Duggan, James Farmer, James Jones, James Kolb, James Legrone, James Lofshult ((Solav)), James Miller, James White, James Z. Candalino, Jamie K Hill, Jan Grilanc, Jan Hermann, Jan Paul and Miwa, Jan Sahlin, Jared Rupprecht, Jared Voshall, Jaret R. Morgan, Jarid & Kristin Knorr, Jarlei Sassi, Jason & Sonja Hancock, Jason Bales, Jason Connerley, Jason E Petrea, Jason Evans, Jason Latko, Jason Murdoch, Jason Terry, Jay Littlefield, Jazel Tesouro, Jean-Dominique Quinet, Jean-Pierre Ollivier, Jeff, Jeff Dreher, Jeff Heaney, Jeff Jessee, Jeff Johnson, Jeff Leggett, Jeff Meyer, Jeff Niles, Jeff Williamson, Jeffery P Gilbert, Jeffrey Connolly, Jeffrey

    Dorsey, Jeffrey Jones, Jeffrey Purser, Jenn & Harv Collins,

  • 31

    ContentsMiroslav uvak, Mitch Albala, Moneypenny, Morgenstond, Moritz Bhm, Mr & Mrs Liavaag, Mr. Van Garen, Mr. and Mrs. Veeraraghavan, Mullins McDougal, Munty, Murray Quarmby, N J Higgins, N/A, N/A, N/A, Nadav Abramovitz, Namit Kaura, Nancy Durgin, Nancy Hutchins, Naor Tabiv, Natascha Helbling, Nate Khan Baumbach, Nate Miller, Nate and Katie, Nate and Lydia Thorn, Nathalie Elfyr Zema, Nathan Christian, Nathan Cox, Nathan J, Nathan Ramm, Nathan Rogers, Nathan Scott, Nathan Sosa, Nathaniel D. Butler, Nathaniel Edward Bruce, Nathaniel Moore, NatherGein, Nazerim, Neil Menne, Neill Price, Niccolo G. Grando, Nicholas Ciuffreda, Nick Clift, Nick Farris, Nick Hanchick + Amanda, Nick Harbour, Nick Hart, Nick Irvine, Nick Newhard, Nick Walton, NickB_RenJie, Nickolai Watson, Nico Koenig, Nicolaj Cloversong Klitbo, Nicole R AKA Apples, Nikazzio, Nike Altdrfer, Nikita Kuznetsov, Niklaus Pegler, Nikolay Nikiforov, NimrodD, Nix & Nael, Nojh, None, Norberto Badano, Northwest Tree Octopus, Obsidian Entertainment, Olav Schwartz, Oliver Andrich, Oliver Mayer, Olna Jenn Smith, Olog-hai, Omar Yunus, Orbie Harris, Ornstein, Osito Fenryr, Owens, P Mandry, P Squared, P.Sebti, Pajk, Pamela Shaw, Paolo Ceccarelli, Parch E. Fresh, Pasatorn Stieniti, Pascal Marquardt, Pat Carr, PatomaS, Patrick Picklesimer, Patrick Schiller, Patrick Stangier, Patrick Walter, Paul Barrett, Paul Cadman, Paul Clark, Paul Edward Walker, Paul Elton, Paul Harmaty, Paul Kelly, Paul Krobert, Paul MacDonald, Paul Round, Paul Soukup, Paulo M Djordjevic, Paultagoras, Pauwel Goethals, Pavel Strybuk, Pedro Cortez Pinto, Peiblit, Pete Duchak, Peter Adil-Smith, Peter Andersson, Peter Chapman, Peter Hofland, Peter Horoszowski, Peter Hrlin, Peter Li, Peter Macedo, Peter Nguyen, Peter Vandorffy, Philbirt, Philip Kerridge, Philip Scopa, Philip Thompson, Phillip Pierce-Savoie, Pierre Rivard, Pierre Therrien, Pierre To, Pieter Bruwer, Pieter Gybels, Piotr K., Preston Ward, Prickles & Meepers, Primewave, Priyank Sheth, PunkLobster, Pter Csontos, Quasimodo7, Quentin P. Antrim, Quentin Turner, Quible, Cross & Micha (Kiel), RPardoe, RaZe, Rachel Sky, Radek Adamek, Radi Hamidjaja, Raechel Coon, Rafe Moran, Raffaele Negrin, Raimund Ruppel, Rainmakermaster, Rainy Day Kitty, RaistlinCaramon Macjere, Ralph Kelleners, Randy Olivett, Randy Sallwasser, Ray Regular, Raymond Beckmann, Raymond Lee, Razide17, Rebecca Brandt, Remi Ouellette, Rene Hamannt, Rene Poyyayil, Requeim, Rev. Dr. Jackson Keddell, Rhoslyn, Rich & Andrea Anderson, Rich Satyre Browitt, Richard B. Perry Jr., Richard Cheng, Richard Griffith, Richard Heath, Richard Hensman, Richard Hynes, Richard Jenkin, Richard Vanraes, Richard Young, Rick & Kathy Vinyard, Rick Blanco, Rick Noetzel, Rick Smith, Riley Crowder, Rob Boeck, Rob D., Rob Duman, Rob McKeagney, Rob N, Rob Nadeau, Rob Scott, Rob Winters, Rob Wright, Rob Yan, Robert Davis, Robert DiChiara, Robert Dickerson, Robert Etharion Serti, Robert Farmer, Robert Freeborn, Robert L. Wilson, Robert Neaves, Robert Sheets, Robert T. Arn, Robert T. Bradley, Roberto Tosco, Rodney Cockrell, Rodney Leach, Rodrigo de Salazar Len, Roel Vankriekinge, Roelants Wim, Rolf Laun, Roman, Roman Bublik, Ron Gamehorder Musial, Ron Wood, Ropya, Roy & Thomas Morgan, Roy Laurier, Roy Tan, Ruben LZ Tan, Rudi Pankratz Nielsen, Rufcaw, Rupert Oldcorn, Russell Lau, Ryan Brown, Ryan Comer, Ryan Espin, Ryan Frederick, Ryan Gray, Ryan Jenkinson, Ryan Mohr, Ryan Quinn, Rytoto, SJ McMahon, SKMeyer, Sam Ash, Sam C, Sam David, Sam Kenkel, Sam Smit, Samartsev Pavel, Samuel Professeur ! TISSIER, Samuel J Rudland, Sandro,Vladan,Aldo,Robi, Sarah Brennick, Sarah M. Adams, Sarah Toledo, Sascha H., Saul R., Sawyer Lee Earwood, Schel Straw II, Schmigz, Scott Aldie Alden, Scott Aoki, Scott Bauer, Scott Betts, Scott Culver, Scott E. Robinson, Scott Isensee, Scott Jamieson, Scott Kendrick, Scott Laughlin, Scott McIntosh, Scott Michaelsen, Scott Slonaker, Scribelife, Sean Bodwell, Sean J. Casey, Sean Rice, Sean Russell, Sean Sicher, Sean Stockton, Sean Upchurch, Sean Wolfe, Sebastian Beck, Sebastian Nawrocki, Sebastian Trier, Sento Bellver Chinesta, Sepp Van Cauwenbergh, Seth Mahoney, Sham Suri, Shane ODea, Shannon Lynch, Shannon Maclean, Shannon Wade, Shawn Marier, Sheila Davis, Shendie Dragon, Sherry B, Shiver, Silvercloud, Simon, Simon Grin-Lajoie, Simon Plain, Simone Consolazione, Simone Donnini, Skunkoon, Some Guy, Sophie Kneller, Soren Haurberg, Sorin Ionescu, SpeakingDemon, Spellforger, Spellgoth, Spilfair, Spyke & Majack, Srdan Crnic, Stacie Winters, Stare.at.the.sun, Stefan aruwen Ebner, Stefan Breuker, Stefan Buntenbach, Stefan Peterson, Stefan Schneider, Stephan Szabo, Stephane Schitter, Stephen Airey, Stephen G Stanton, Stephen Lemelin, Stephen Sing, Stephen W Farquhar, Sterling Whipple, Steve ManBear W, Steve ToRN Ducasse, Steve & Mia Townsend, Steve The Batman Boom, Steve Abrams, Steve Billups, Steve Hamm, Steve Sartain, Steve Walker, Steven Dolan aka-biggles, Steven Ickman, Steven J Crook, Steven J. West, Steven Morris, Steven Paddy OBrien, Steven Robinson, Steven Tudor, Steven Weller, Stone Wold, Storm Blade, Stuart Dean, Stuart Wrightman, Su Liu, Suji Fu, Sune Bach, Sven DOC Berglowe, Swegles Family, Swords of Shaundakul, T Kimbrough, T. Maline, T.Nissen, Table Forged, LLC, Tahd Inskepp, Takenaka, Tancredi Tealdi, Tanya Tee-boon, Tariq Hack, Tasha Lem, Taylor & Justin W., Team Kazam, Ted Ralph, Ted Swalwell, Telegraph_rd, Teppo Pennanen, Terry Chang, Thanasis Kaltsoudas, Tharos, The Apiary, The Bishop, TheSolarGarlic, Thebinmann, Theo V. do Amaral Bueno, Theodore McCarthy, Thibaut de Balmain, Thmeia Lynx, Thom C., Thomas Lynnvander Gofton, Thomas & Katharina, Thomas C. Felch, Thomas Covert, Thomas Shydler, Thomas W. Li, Thomas138, Thorsten Todi Reiber, Thorsten Jungblut, Tim Cupp, Tim Downing, Tim Fads, Tim Felts, Tim Garder, Tim Hall, Tim Rinehart, Tim Smart-Dumouchel, Tim White, Tim Wyatt, Timmothy Clarke, Timo Honold, Timothy McGowan, Timothy Young, Tobias Wilker, Todd C Adams, Todd Estabrook, Todd Wagner, Tom Kilom Miles, Tom Hoefle, Tomas Juhlin, Tomo Ferega, Tony Brown, Tony Harding, Tony Hodge, Tony Loquercio, Tony Wren-Rodriguez, Toshiaki Azumi, ToxicityLevel, Tracey Neville, Tracie Miller, Trath Davrol, Travis Quezon, Trent Heimbuch, Trent Lindt, Trevin Beattie, Trevor D. Reilly (Wing), Trevor Devries, Trey Mercer, Triplash, Troels Larsen, Troy A. Willson, Troy Adlington, Tuan Vo, Tuska, Ty Garibay, Tyler Menzer, Tyler Royal, Tyler Smith, Tyler Wiegers, Tyler Yazzie, Tylor Olson, Tyson Underwood, Ulrich Thomas, Urbano Dorta, VT, Valentin Schaffer, Valeria FH, Valerio Mengoli, VampNES, Vanessa & Vincent B., Vedran The Antediluvian Sheep Martic, Velvet Whale, Victor Etherington, Victoria E.S. Pullen, Victoria Elizabeth Francis De Maria, Vikingtunics, Viktor Olsson, Vincent, Vincent Arebalo, Vincent ELLAMA, Vincent Maingot, Vincent Smaers, Vinko Bradvica, Vinson Hum, Vitaly F., Vivienne Dunstan, Vladimir Moshe Bohmer, Volker Jacobsen, Volker Tietjen, Volonious, WarFred, Warner Chaves, Warren Scherich III, Wayne Ellis, Wayne Welgush, Wei Jen, Werewolf, Wes Anslinger, Wes Chamness, Wesley Decloedt, Wesley N Goodwin, Wesley Ware, Wictor Sundstrm, Wilfredo Santos Jr., Will Bailey, Will Ferguson, Willem Moransard, William Gordon, William H. Nelson, William J (B.J.) Altman, William Mayorga, William McCarroll, William Steffen, William Stewart, Wolfgang Knebel, Wollemi Pine, Wook, Wouter Dhondt, Wyngd Lyon Creations, Wynne Beyer, Wyrmy, Yargo Platz, YaterODST, Yenni Brusco, Yiota Elyol Loule, Yip Korhil Ng, Yosu Gomez, Zac, Zach Baumgartner, Zachary Pross, Zack And Bunny K, Zack Littell, Zack Wisti, Zeljko Drascic, Zengras, Zoran Jambor, Zvonimir Juranko, Zvonko Bikup, aleksandar stossitch, antoku, bertholon grgory, bimbosoup, clan [LALA], dujma, eric priehs, [email protected], gabr, gf.nekrodamus, gksdx, hiltsnswords, jack wynn, khatre, mark rodriguez, matthew groom, n/a, n/a, ngeunit1, nihilsacrum, no thanks, none, none, none, omegadeath88, phillip cazalas the4th, phyphor, pkh, the Encaffeinated ONE, wallstop, whoabackoff, yah mos def, yegods, arko Pintar

    C O M P O N E N T S . . . . . 3C O M P O N E N T O V E R V I E W . . . . . 4S E T U P D I A G R A M . . . . . 7G A M E S E T U P . . . . . 8

    P l a y i n g t h e G a m e 9E x p l o r e r p h a s e 9M o n s t e r s s p a w n 9S p a w n i n g a m o n s t e r 9H o r r o r p h a s e 9M o n s t e r a c t i o n 9

    M O N S T E R B E H AV I O R . . . . . 1 0G A M E P R O G R E S S . . . . . 1 2

    C h a p t e r s p a c e 1 2C h a p t e r a b i l i t e s 1 2

    U N I T S . . . . . 1 4A t t r i b u t e s 1 4

    A B I L I T I E S . . . . . 1 5A c t i v e a b i l i t i e s 1 5P a s s i v e a b i l i t i e s 1 5E f f e c t s 1 6T a r g e t i n g 1 5A t t a c k i n g 1 8D e a t h 1 8M o v e m e n t 1 7

    T R E A S U R E . . . . . 1 9T r e a s u r e t y p e s 1 9U s e i n v e n t o r y 2 0

    E V E N T S . . . . . 2 0E x p l o r e r e v e n t 2 1H o r r o r e v e n t 2 1

    M A P T I L E . . . . . 2 2E x p l o r i n g m a p t i l e s 2 2S c r o l l i n g m a p t i l e s 2 2

    M A P T I L E S P A C E S . . . . . 2 3H O W L I N G M O U N T A I N . . . . . 2 5

    L o c a t i o n s 2 5N O R M A L M O D E . . . . . 2 6T I P & T R I C K S . . . . . 2 7VA R I A N T S . . . . . 2 8R E F E R E N C E S H E E T . . . . . 3 2

  • 32

    Reference Sheet

    explorer phase monster spawn horror phase monster action

    All Units

    Explorers OnlyUse inventoryTrade with explorer

    Drop 1 itemPick up itemActivate recharge space

    Activate trap spaceActivate door (open/close)

    Activate workbenchActivate event spaceActivate treasure space

    Seal monster spawnActivate chapter space (unlit)Activate chapter space (lit)

    Destroy closed door or barrier

    Passive effects of unit cards and equipped items apply only to that unit.

    Active effects of abilities with target compo-nent are applied to the target.

    Equipped items and unit cards abilities without a target component can be applied only to units inside the map tile of the activating unit.

    When an effect involves a unit and a map tile space, always use the unexplored, nearest map tile space of that type on the map tile of the unit in question. If the map tile space is occupied, the explorer chooses the nearest unoccupied space from the map tile space. To determine the nearest map tile space, count the spaces directly, ignoring walls, rubble, units, and obstacles.

    Weapon augment abilities apply their effect only to their augmented items.

    On kill and on hit abilities of weapons are resolved only if the item in question was the one that triggered the ability.

    When you shuffle treasure cards, you dont include destroyed treasure cards, but when you shuffle events (explorer or horror), you must shuffle destroyed events as well.

    When the ability text includes explorer count: use the number of explorers at the start of the game.

    If a map tile space is destroyed, place an explored token on top of it. If a map tile space is refreshed and there is an explored token on top of it, remove the token.

    3

    4

    2 2

    2

    3

    3

    3

    3

    3

    1

    1

    1

    4

    3

    3

    ComponentsComponent OverviewSetupDiagramGame SetupPlaying the Game1. Explorer phase2. Monsters spawnSpawning a monster

    3. horror phase4. Monster action

    Monster BehaviorProgressing Through the Gamechapter abilitesUnitsAttributes

    Abilitiesactive abilitiesPassive abilities

    TargetingeffectsmovementdeathattackingTreasuretreasure TypesUse inventory

    EventsExplorer event

    Horror eventMap TileMap Tile SpacesHowling MountainEdge tokens

    Tips&TricksVariantsReference Sheet