overview and walkthrough v1 rgb (1)

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1 Overview & Walkthrough Game Overview What is Myth? On the surface, Myth is a miniatures game/roleplaying game/board game hybrid. However, its true nature is that of a cooperative storytelling hobby, inspired by roleplaying but grounded in miniatures-based tactics and card-driven gameplay. While Myth can be approached as a traditional board game, its foundation is built on the premise that players should have complete control on how they both create and play in their own fantasy worlds. e rules for Myth are presented to players as more of suggestive guidelines on how to craft their game experiences, as opposed to concrete laws that are rigid and unbreakable. Players are encouraged to modify and add to these rules as they see fit, to provide their gaming group with the challenge and satisfaction that suits their specific playstyles. at being said, it is critical that players learn the complexities of Myth’s fundamental rules before they attempt to tailor the game’s mechanics to their group’s preferences. For that purpose, the following walkthrough is presented to give players a gradual introduction to Myth. TRUTH OR MYTH ? In Myth, players are controlling their heroes (or avatars) through stories of their own creation; meaning they can craft the world around them to intensify or pacify the overall tale they are weaving. Thematically, each player gathered around the game table is taking on the role of their chosen hero as he sits around the campfire with his allies, spinning grand stories of adventure. This theme is echoed in the actual gameplay of Myth, as players make important choices concerning the challenges they face on each tile. Players are encouraged to embrace this theme by assigning one player the role of “storyteller” each time they begin a new tile, act, or story quest. Object of the Game In a strictly technical sense, the goal of each session of Myth is for each player to guide his hero safely through a series of challenging encounters. However, specific objectives change from game to game, namely through Quests and (in future content) Myths. Overall, the object of Myth is to create memorable adventures with your companions, and if everyone is having fun, then you are playing the game correctly. The Golden Rule ere is one rule in Myth that supercedes all others. If for any reason, players encounter a confusing or ambiguous rules situation that would call for excessive cross-referencing or research, do not get hung up on it. Myth encourages cooperation on all levels, including rules arbitration. If a game situation arises that is hard to interpret, players should agree on how they think the rules apply—more than likely, the rule will be interpreted correctly, and the focus can remain on the game and not the rulebook.

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Myth Board Game Intro

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Page 1: Overview and Walkthrough v1 Rgb (1)

1

Overview &Walkthrough

Game OverviewWhat is Myth?On the surface, Myth is a miniatures game/roleplaying game/board game hybrid. However, its true nature is that of a cooperative storytelling hobby, inspired by roleplaying but grounded in miniatures-based tactics and card-driven gameplay. While Myth can be approached as a traditional board game, its foundation is built on the premise that players should have complete control on how they both create and play in their own fantasy worlds.

The rules for Myth are presented to players as more of suggestive guidelines on how to craft their game experiences, as opposed to concrete laws that are rigid and unbreakable. Players are encouraged to modify and add to these rules as they see fit, to provide their gaming group with the challenge and satisfaction that suits their specific playstyles.

That being said, it is critical that players learn the complexities of Myth’s fundamental rules before they attempt to tailor the game’s mechanics to their group’s preferences. For that purpose, the following walkthrough is presented to give players a gradual introduction to Myth.

TruTh or MyTh?In Myth, players are controlling their heroes (or avatars)

through stories of their own creation; meaning they can

craft the world around them to intensify or pacify the

overall tale they are weaving. Thematically, each player

gathered around the game table is taking on the role of

their chosen hero as he sits around the campfire with his

allies, spinning grand stories of adventure. This theme is

echoed in the actual gameplay of Myth, as players make

important choices concerning the challenges they face on

each tile. Players are encouraged to embrace this theme

by assigning one player the role of “storyteller” each time

they begin a new tile, act, or story quest.

Object of the GameIn a strictly technical sense, the goal of each session of Myth is for each player to guide his hero safely through a series of challenging encounters. However, specific objectives change from game to game, namely through Quests and (in future content) Myths.

Overall, the object of Myth is to create memorable adventures with your companions, and if everyone is having fun, then you are playing the game correctly.

The Golden RuleThere is one rule in Myth that supercedes all others. If for any reason, players encounter a confusing or ambiguous rules situation that would call for excessive cross-referencing or research, do not get hung up on it. Myth encourages cooperation on all levels, including rules arbitration. If a game situation arises that is hard to interpret, players should agree on how they think the rules apply—more than likely, the rule will be interpreted correctly, and the focus can remain on the game and not the rulebook.

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Beginner Decks

Acolyte Starting Hand: Stand

Fast, Last Rites, Smite, Blessings

of the Dawn, and Hustle

Acolyte Reserve Cards: Blood

of an Overcomer, Pray, Righteous

Fury, and Armor of Faith

Soldier Starting Hand: Attack,

Harvest of Bones, Riding the Edge,

Hustle, and This Yoke is Heavy

Soldier Reserve Cards: I’ll Take

That, Battle Roar, Disengage, and

The Hidden Blade

sTarTing gearAcolyte:

Wooden Plank, Worn Prayer Book, Adventurer’s Gear

Soldier:

Fireplace Poker, Pot Lid, Adventurer’s Gear

2

WalkthroughDiving headfirst into Myth can be overwhelming. Each hero functions very differently and there are intricate rules that govern the Darkness. Having a strong grasp of the basic fundamentals of the game will better equip players to learn (and sometimes tailor) the rest of the Myth rules. This walkthrough is designed to give two players the chance to learn as they play. Many rules are either left out or not fully explained in order to keep the focus on the basic mechanics of Myth.

SetupThis walkthrough is intended for two players: one taking on the role of the Soldier and the other the Acolyte. Prepare for the walkthrough by performing the following setup steps:

1. Hero SetupEach player places a Hero Board in front of them and collects his hero’s Hero Deck, Hero token, and Starting Gear, as well as a Threat counter and a Vitality counter. Finally, each player should find his hero’s miniature and keep it within reach. Return all other unused hero components to the box (including unused Starting Gear). To prepare the Beginner Decks:

a. Each player should refer to the “Beginner Decks” sidebar to find the indi-cated cards in their respective Hero Decks. These nine cards will make up the hero’s Beginner Deck for this walkthrough.

b. Shuffle all non-Beginner Deck cards and place them facedown to the left of the Hero Board to create the draw pile.

c. Each player takes his starting hand cards into his hand, and places the reserve cards facedown on top of his draw pile.

2. Darkness SetupPlace the Darkness Board to the side of the play area, within reach and view of the players. Search “The Terror with 1000 Legs” Darkness deck for the pictured Darkness Card and set it aside. Shuffle the rest of the Darkness Deck and place it facedown on the “Draw” space on the Darkness Board. Then place the removed card facedown on top of the Darkness Deck. Place a Threat counter next to (but not on) the “1” space of the AP track (referred to as the Darkness Meter) on the Darkness Board. Place the Monster cards and corresponding miniatures near the Darkness Board.

3. Create Treasure Bag and Shuffle Item CardsPlace all white and green treasure tokens in an opaque container (referred to as the treasure bag). Set the blue treasure tokens off to the side. Separate the Item Cards into decks by color (white, green, and blue) and then shuffle each deck and place it face down near the play area.

4. Create Token PoolsWhile not all tokens will be used in this walkthrough, organizing them into common pools will help players familiarize themselves with the different token types. For the purpose of this guide, simply arrange the tokens into pools based on size (and type, if desired).

5. Create Quest DeckFrom the Quest Deck, remove all cards with the c and c icons. These cards will form the Quest Deck for this walkthrough. Return all other Quest cards to the box. Then, search the Quest Deck for “The Weaver’s Need” quest. Shuffle the remainder of the Quest Deck, place “The Weaver’s Need” on top (so it will be the first card drawn), and then place the Quest Deck near the general play area.

THE DARKNESS

Event

Activation

Normal Spawn

For this Activation only, treat the Threat Penalty event as Threat level 8.

Minions

Captain

Mini-boss

Boss

See Minion card.

The Terror with 1000 Legs

Threat PenaltyA Mini-Boss appears at the tile edge

closest to the Hero with the highest Threat.

The Darkness Arachnid Deck R3.indd 3 9/4/13 3:46 PM

SPECIAL

Wooden Plank

Range 1- -

-1 Threat.

+1 a

Brown Items Deck FINAL 090413.indd 3 9/4/2013 10:03:33 PM

SPECIAL

Worn Prayer Book

Range -- -

-1 Threat.

+1 a

Brown Items Deck FINAL 090413.indd 13 9/4/2013 10:03:38 PM

SPECIAL

Adventurer’s Gear

Range -- -

+1 Vitality

Brown Items Deck FINAL 090413.indd 8 9/4/2013 10:03:36 PM

SPECIAL

- -Range 1

Fireplace Poker

+1 a

-1 Threat.

Brown Items Deck FINAL 090413.indd 1 9/4/2013 10:03:32 PM

SPECIAL

Pot Lid

Range 1- -

+1 Threat.

+1 a

Brown Items Deck FINAL 090413.indd 14 9/4/2013 10:03:38 PM

SPECIAL

Adventurer’s Gear

Range -- -

+1 Vitality

Brown Items Deck FINAL 090413.indd 8 9/4/2013 10:03:36 PM

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Your First TilePlace the pictured Realm Tile in the center of the play area and place your hero miniatures on the indicated spaces (unless playing a Story Quest, players choose which side of the Realm Tile they enter). Normally players would refer to the Realm Tile legend to populate the tile based on their collective choices. For this walkthrough, these choices have already been made. However, to simulate the Realm Tile setup process, refer to the Realm Tile legend and follow these steps:

Now you’re ready to begin your first round!

Quest: This symbol means that

players must draw a card from the

Quest Deck (unless they are currently

playing a Story Quest). Draw the top

card of the Quest Deck now (“The

Weaver’s Need”). This quest calls for

a specific Crawler lair and instructs

the players to gather six web tokens.

Set this Quest card aside for now and

place the web tokens on it.

Lair: This symbol indicates that there might be one or more lairs on the tile. A means the players can choose to add a lair to the tile if they

wish, but do not have to. A number on the lair icon means players must add at least one lair to the tile, but may add any number of lairs up to the

number indicated by the icon (in the case of the 12x12 Realm Tile, two). Since “The Weaver’s Need” calls for a Crawler lair, place one as indicated

on the pictured Realm Tile. This fulfills the minimum requirement for the tile. While you could place another lair, this walkthrough does not require it.

Refer to page 9 of the rulebook for specific rules on how to place lairs.

Initial Lair Spawn: Lair spawns are based off the number of players and monster type. For two players, a Crawler lair will spawn seven

Crawlers. Players can normally choose how many melee or ranged minions are spawned. All minions used for this walkthrough are melee.

Quest Setup: Refer back to “The Weaver’s Need” Chapter Quest to complete the quest setup. Place the six web tokens adjacent to the lair as

indicated.

Hunting Pack: Similar to lairs, the variable quantity of hunting packs on a tile is dictated by the number or question mark on the icon. Since the 12x12

has a question mark, a hunting pack is not mandatory, but add one hunting pack of grubbers...just for fun! A hunting pack must contain a minimum of

three members, but can have up to eight. Place six grubbers as indicated to make up this hunting pack.

Treasure Limit: Unlike the lair and hunting pack icons, the Treasure limit icon displays a fixed value that indicates how much treasure can be

found on a particular tile. Place six treasure tracking tokens on the Darkness Board. Any popped treasure on this tile will be pulled from this

Treasure limit supply.

so Many PaThs...Story Quests indicate which Realm Tiles players set up and play through. However, when not playing a Story Quest, players may freely choose which

Realm Tiles they wish to journey through. Realm Tiles can even be combined. However, when combining Realm Tiles, the printed legends on each

combined tile is ignored and players should instead reference the “Combing Realm Tiles” section on page 7 in the rulebook to populate the combined

tiles as if they were one Realm Tile.

Figure 1

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Cycle PhaseIn Myth, players are not confined to acting in a specific order. The Hero Cycle (which takes place in the Cycle Phase) is where the players get to act, and they can do so in any order they choose. Typically, the main things a hero can do during the Hero Cycle is:

• Play up to 1 action card and/or any number of action cards (if you have available Action Spaces on your Hero Board)

• Move (base movement + any move cards played)

Hero CycleSoldier (refer to Figure 2)Ready for a fight, the Soldier plays a “Hustle” card to gain 2 movement points.

Adding that to his base movement of 2, he runs up 4 spaces to stand below the column of Grubbers. This advances the Darkness Meter by one, so he moves the tracking token to the “1” space on the Darkness Board.

Next, play “This Yoke is Heavy” on the next free Action Space on the Soldier’s Hero Board. This card is a reaction and gains a bonus if a Shield Item card is equipped. On a successful attack, this card will not do damage but instead knock Captains and Minions prone. Since the Soldier moved aggressively (by playing the “Hustle” card), the movement modifiers grant this reaction -2TN and +2 a. Target the adjacent Grubber for this attack.

To build the dice pool for “This Yoke is Heavy,” gather 1 a and 1 b (gained by default from the Soldier’s Hero token), as well as 1 a for his “Pot Lid” shield (because “This Yoke is Heavy” indicates Shield) and 2 additional a because he moved aggressively this Hero Cycle. Roll these dice for fun (wee!) and then arrange them to show the following results: 2, 3, 5, and 9 on the a, and a on the fate die.

MoveMenT resTricTions anD MoDifiersDue to the movement modifiers on Hero cards, moving before playing

cards can sometimes limit your choices during the Hero Cycle. Make

sure you know your hand and plan on the order in which you will play

your cards. Additionally, moving a certain way will often provide a card

with additional bonuses (or penalties), and once you apply the bonuses

of a particular movement type you will be locked into that movement

type for the rest of the Hero Cycle.

Action Reaction Action or Reaction Interrupt

The Grubber’s defense is 3 (base 5 - 2 for moving aggressively), so this attack easily hits. The Soldier’s b result of did not match any of his items’ Fate recipes, so it is ignored. This attack knocks the Grubber prone—tip the miniature over on his side or place a prone token next to it to indicate it is prone, meaning he will only stand up and remove the prone status on its next activation.

This attack did no damage, so it does not generate Threat and the Soldier does not advance his Threat Meter. It also does not generate any AP and the Darkness Meter is not advanced either.

Figure 2

The “Hustle” card has a cost of 1 AP

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5

Acolyte (refer to Figure 3)“I can’t do much right now, make some room!” The Acolyte waits for a clearing.

Soldier“You got it.” To clear some room for the Acolyte, play “Riding the Edge” on the next available Action Space.

This is an attack action that allows the Soldier to run through enemies, attacking them in the process. To get the most out of this movement, the Soldier can make use of his Rage mechanic.

Normally, the Soldier would play the top card of his draw deck (without revealing it) facedown onto the next available Action Space on his Hero Board. For this walkthrough, draw this card from the bottom of his deck and play it facedown (without revealing it) onto the next available Action Space. This counts as a Rage, bringing the Soldier’s Rage total up to 2 (1 for the previously played “This Yoke is Heavy” card). Rage increases the Soldier’s movement when resolving “Riding the Edge” by 1 square for each Rage played.

For this attack, the Soldier receives a total of 3 a (1 base + 1 for the “Pot Lid” + 1 for aggressive movement) and 1 b. Roll the dice pool and arrange the results as: 1, 5, and 7 and a result for the b.

The Grubbers’ defense is 5. The Soldier scored 2 hits, of which he only needs 1 to hit the Grubbers. Also, he rolled a result on the b which increases the attack’s Threat by 1 due to the “Pot Lid” Fate recipe. Each Grubber takes 1 damage, which defeats all 4 of them. Then, move the Soldier 5 squares, through the line of defeated Grubbers and the Soldier raises his Threat by 5 (1 per damage done to the Darkness + 1 for the Fate recipe).

Remove the Grubbers from the Realm Tile in the order they were defeated. After removing the third Grubber, move a treasure tracker from the Darkness Board to that Grubber’s square (every time a third Minion is defeated during a single attack, a treasure pops in its square).

Finally, advance the Darkness Meter by 2 for playing “Riding the Edge,” bringing the Darkness Meter to the “3” space.

Acolyte (refer to Figure 4)Play “Hustle” onto the first empty Action Space on the Acolyte’s Hero Board. Move the Acolyte forward 4 spaces (2 base movement + 2 for

“Hustle”). The red line will help protect him from getting surrounded during the Darkness Cycle.

After fully resolving the “Hustle” card, advance the Darkness Meter by 1. This will move the tracking token on the Darkness Meter to the “4” space.

Since he moved aggressively already this Hero Cycle (by playing the “Hustle” card), the Acolyte now only has 2 cards in his hand that are playable (“Smite” and “Last Rites”). Play “Smite” into the next available Action Space and target the Grubber diagonally adjacent to him. Notice that since the Acolyte moved aggressively this turn, “Smite” adds a +1TN to the attack (raising the Grubber’s defense).

Build the dice pool for “Smite” by gathering 1 a and 1 b (gained by default from the Acolyte’s Hero token), as well as 1 a for his “Wooden Plank” weapon. Roll these dice for fun (wee!) and then arrange them to show the following results: 5 and 7 on the a, and a on the fate die.

Since the Grubber’s defense is 6 (a base of 5 +1 from the movement modifier on “Smite”), the 7 result will hit, dealing damage as indicated by “Smite” (which is 1). This is enough to defeat the Crawler, whose vitality is 1 as well. The Acolyte also rolled a on his b, which can be used to complete the Fate recipe on the “Wooden Plank,” reducing “Smite” by 1 Threat.

Figure 3

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Remove the Grubber from the Realm Tile. Since the Acolyte dealt 1 damage to the Darkness this turn, his Threat would usually advance, but his “Smite” gained -1 Threat through his Fate recipe, so do not advance his Threat.

Finally, raise the Darkness Meter by 1, which brings it up to the “5” space.

Now, both the Acolyte and the Soldier will pass. Once all heroes have passed—either because they have filled their Action Spaces or because they want to draw new cards—the current Cycle Phase ends and the Hero Deck Phase begins.

The Refresh PhaseThere are six steps of the Refresh Phase that are carried out in a specific order. First, the players will adjust the Darkness Meter based on activated enemies—that is, Monster types that have either been attacked or alerted to the Heroes’ presence.

To adjust the Darkness Meter, refer to each Monster type in play—both their positions on the Realm Tile and their corresponding Monster cards. In our current situation, both the remaining Grubber and all the Crawlers are considered activated (because the Grubbers as a Monster type have been attacked, and the Heroes are within the Threat Range of the Crawlers).

The Darkness Meter advances by one for each activated Monster type on the Realm Tile, of which there are currently two. This will advance the Darkness Meter by a total of two: one to the “6” space (at which point the Darkness Cycle is triggered and the Darkness Meter resets), and then it will advance again to the “1” space.

Now, the Darkness Cycle immediately begins, interrupting the current Phase.

1 Darkness Meter

a Darkness Cycle

2 Allies Activate

3 Quest Results

4 Status Effects

5 Trap Results

6 Cleanup

Action 1( -1 Threat if Empty)

Action 2( -1 Threat if Empty)

Action 3( -1 Threat if Empty)

Action 4( -1 Threat if Empty)

3 4 5 6 7 8 9 101 2

VITALITY 10 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

THREAT

Remove

STATUS

INVENTORY

HE

RO

PRIMARY SECONDARY HELM ACCESSORYARMOR

Hero Board 8 FINAL.indd 1 9/11/13 1:46 PM

Action 1( -1 Threat if Empty)

Action 2( -1 Threat if Empty)

Action 3( -1 Threat if Empty)

Action 4( -1 Threat if Empty)

3 4 5 6 7 8 9 101 2

VITALITY 10 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

THREAT

Remove

STATUS

INVENTORY

HE

RO

PRIMARY SECONDARY HELM ACCESSORYARMOR

Hero Board 8 FINAL.indd 1 9/11/13 1:46 PM

Hero Deck PhaseDuring the Hero Deck Phase, each player will have a chance to reduce his Threat based on how many empty Action Spaces remain on his Hero Board.

The Soldier, having filled up all four of his Action Spaces, is unable to reduce his Threat. It remains at 5.

The Acolyte has two empty Action Spaces, but he has yet to generate any Threat. If he did have Threat, it would now be reduced by 2.

After reducing threat, discard all cards on each player’s Hero Board and move them to the discard pile. Each player now has the option to save one card from his hand, discarding the rest of his hand.

The Soldier keeps “Harvest of Bones,” and discards the rest of his hand. Then, draws four cards from his Hero Deck to bring his hand back up to five cards.

The Acolyte keeps “Last Rites” and discards the rest of his hand. Then, he draws four cards from his Hero Deck to bring his hand back up to five cards.

The Hero Deck Phase is now complete, and it is time for the Refresh Phase.

Figure 4

regular sized card back REV6 final.indd 1 12/17/13 10:39 AM

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When the Darkness Cycle is triggered (whether during the Cycle Phase or the Refresh Phase), it interrupts the current Phase (after completing the activation that caused the AP to advance). The Darkness Cycle begins by drawing a card from the Darkness Deck. The steps of the Darkness Cycle are outlined in order on this card.

First, an Event occurs. In this case, the Event will not affect the Heroes, as neither of them have 8 Threat. This also means that they can ignore the Threat Penalty, which would normally trigger if any Hero has 10 Threat (or in this case, 8).

The Activation step is the meat of the Darkness Cycle. Here each activated Monster type will move and/or attack the Heroes. There are very specific rules that govern Monster activation which can be found in Chapter 7 “The Darkness” of the rulebook, beginning on page 32. For this walkthrough, however, simply refer to Figue 5 and Figure 6 to move each Monster figure into position.

After all monsters have moved, they will each attack. Monsters act in an order specified by their classification (Instinct acts first, then Intellect, and finally Undead). Crawlers are Instinct, so they attack before the Grubber, who is Intellect.

1 Event

2 Threat Penalty

3 Activation

4 Spawn

Darkness CycleThe Acolyte is within attack range of two Crawlers, which will both attack now. The Crawlers attack with Venom, which indicates that each Crawler figure performs 1 attack on 1 target, causing 1 damage per hit. These attacks are rolled together, so roll 2 a now for fun (wee!) and arrange the dice with the following results: 2 and 8.

The Crawlers’ TN for their Venom attack is 7, so the 8 will hit. Since this is a successful attack, roll 1 b and set it to the result. This means the Crawlers’ Special effect will trigger for this attack, causing Poison. The Acolyte suffers 1 damage and gains the Poison status. Move his Vitality tracker down 1 (to the “6” space) and place a Poison status token on the Status area of his Hero Board.

The remaining three Crawlers that are in attack range will now attack the Soldier. Roll 3 a for this attack and arrange the dice with the following results: 3, 5, and 9. Since the Crawlers’ TN for their attack is 7, the 9 is a hit. However, the Soldier has a couple interrupt cards. Play “I’ll Take That” on the first free Action Space on the Soldier’s Hero Board. This card cancels the attack, meaning the Soldier will not suffer any damage. There is no need to roll the Crawlers’ b, since the attack will not hit a Hero.

The Darkness Cycle

inTerruPTsInterrupt cards allow Heroes to respond during the Darkness Cycle.

These cards are unique as they can be played in the Darkness Cycle,

but not during the Hero Cycle. A Hero can play any number of interrupt

cards during the Darkness Cycle as long as they have Action Spaces

free on their Hero Board.

Figure 5 Figure 6

Instinct, Minion

Crawlers1

Normal: 2 Crawlers (Melee), 2 Crawlers (Range)Heavy: 1 Crawler (Melee), 1 Crawler (Range), 1 Stalker

Spawns

4

3

4

PriorityProximity

Threat

Guile

4

Special

Poison target.

Venom: 1 attack on 1 target. Range: 1(M) / 3(R),1 damage per hit

Attack 71 1 1

Type: Insect

Monster Cards REV2.indd 6 8/27/13 3:42 PM

Intellect, Armored, Minion

Grubbers1

Normal: 3 GrubbersHeavy: 2 Grubbers, 1 Mucker

Spawns

5

4

3

PriorityThreat

Proximity

Rage

7

SpecialStrength in Numbers: All Grubbers gain -2 TN to Courage tests when there are 4+ Grubbers on a Realm Tile.

Crude Weapons: 1 attack on 1 target. Range: 1(M), 1 damage per hit

71 1Attack

Type: Tribal

Monster Cards REV2.indd 2 8/27/13 3:41 PM

Instinct, Minion

Crawlers1

Normal: 2 Crawlers (Melee), 2 Crawlers (Range)Heavy: 1 Crawler (Melee), 1 Crawler (Range), 1 Stalker

Spawns

4

3

4

PriorityProximity

Threat

Guile

4

Special

Poison target.

Venom: 1 attack on 1 target. Range: 1(M) / 3(R),1 damage per hit

Attack 71 1 1

Type: Insect

Monster Cards REV2.indd 6 8/27/13 3:42 PM

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8

Now that all the Crawlers have activated, the Grubber will also attack the Soldier. Before the Grubber attacks, play the “Disengage” interrupt card on the next available Action Space on the Soldier’s Hero Board. This card allows the Soldier to move and avoid the Grubber’s attack. Move the Soldier as indicated and ignore the attack. (Figure 7)

Now, all the Monsters that could attack have been activated. The final step to perform in the Darkness Cycle is the Spawn step. Our Darkness Card indicates that a Normal Spawn occurs at each active lair on the current Realm Tile. Since our lair is a Crawler lair, refer to the bottom of the Crawler’s Monster Card to see what minions spawn (in this case, 2 melee and 2 ranged Crawlers). Place the spawned monsters as indicated (melee minions spawn first, then ranged). (Figure 8)

The Darkness Cycle has now ended, and the Refresh Phase resumes at step 2.

The Refresh Phase, cont.Step 2 of the Refresh Phase allows Heroes to activate their Allies. This step can be skipped, since no Allies have been earned yet.

During the Quest Results step, players determine the status of their current quest and resolve appropriate Quest effects (such as advancing a Quest timer). Since “The Weaver’s Need” requires the Heroes to collect all six web tokens, and none have been acquired yet, the Quest is not complete and no action is required this round.

Status effects on Heroes and enemies are resolved during the Status Phase. Reduce the Acolyte’s Vitality by 1 since he currently has Poison (a Damage-over-Time status). Move his Vitality tracker down from “6” to “5.”

There are no traps on the current Realm Tile, so the Trap Results step is skipped.

The Cleanup Step—when dead Heroes would be removed from the Realm Tile—is also skipped, as the Acolyte and Soldier are still standing. This is also the time when Heroes could exchange their equipped Items with Items in their Inventory.

The Refresh Phase now ends and play proceeds to the next Cycle Phase, starting with the Hero Cycle.

Figure 7 Figure 8

The Weaver’s Need

Walking through the woods, you come across a very stressed woman pacing back and forth across the path.

She introduces herself as Areva. She is a weaver. “I have been commissioned to make the princess, Lady Katherine’s, wedding gown. But it must be perfect.” On the verge of tears, she continues, “I need six pieces of Crawler silk to complete the gown. You see, Crawler silk shines in the dusk and when it is interwoven within the dress, she will glow. It will be breathtaking!”

Areva is overjoyed. “Oh, thank you! I am off to finish the dress. Come find me at the princess’s wedding; everyone

is said to be invited. If I have any extra silk, I will make you something worthy of this deed you have done for me.”

Crawler. Spawn 6 Web Tokens adjacent to the Lair. Heroes must collect the webs by spending 1 MP on a web. Roll 4 b

when on a web. Each Darkness rolled Spawns 1 Crawler.

Resolution

Remove 2 . Add the Clear the Road quest chain.1

1

C

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Acolyte (refer to Figure 9)

To get rid of his Poison, the Acolyte plays the “Blood of an Overcomer” (a reaction). There is no AP cost on this card, but

it does cost 1 Threat. Advance the Acolyte’s Threat tracker to the “1” space.

“Last Rites” is a tempting 2nd choice for the Acolyte, since the enemies are in a great position for it. He spends 1 MP to move back one space to prepare for the attack. However, before “Last Rites,” play the “Pray” card to gain additional Faith. Shuffle the Acolyte’s discard pile and reveal the following cards: “Stand Fast,” “Smite,” and “Blessings of the Dawn.” Since “Stand Fast” and “Blessings of the Dawn” are Faith cards, they are placed on top of the “Pray” card, and “Smite” is returned to the discard pile.

Next, play “Righteous Fury” (another Faith card) on the next available Action Space on the Acolyte’s Hero Board. This brings his total Faith to 5. This costs 1 AP, so advance the Darkness Meter by 1 (moving it to the “2” space).

SoldierBefore the Acolyte unleashes his Faith, play “Battle Roar” on the next available Action Space on the Soldier’s Hero Board.

This reaction lowers the TN for the Acolyte’s “Last Rites,” giving him a better chance to hit.

Acolyte

Play “Last Rites” on the next available Action Space on the Acolyte’s Hero Board. Since he has only moved cautiously so

far this turn, he can take the cautious movement modifier on “Last Rites” to add 1 a to the attack.

This attack will target the Grubber (since Heroes do not block line of sight for each other), and expand in a cross shape as indicated on the Hero card to hit the adjacent Crawlers. Roll the Acolyte’s dice pool for this attack (3 a and 1 b) and arrange the dice to show the following results: 1, 4, and 5 and a result on the b.

The 4 result is sufficient to hit the Grubber (base TN of 5 - 1 for “Battle Roar”) for 2 damage (1 base damage + 1 damage for “Righteous Fury”). This defeats the Grubber. Since the Crawlers are a different Monster type, a different a result is needed to hit them (since the 4 was spent on the Grubber). The 5 is enough to hit the Crawlers (base TN of 4 - 1 for “Battle Roar”) for 2 damage each. The Acolyte did not complete a Fate recipe with his b, so it is discarded without effect.

Remove all defeated Minions. After removing the third and sixth Minions, move a treasure tracker from the Darkness Board to each of those Minions’ squares, because every third minion defeated in a single attack pops treasure. Raise the Acolyte’s Threat by 6 (moving it from the “1” space to the “7” space). Finally, advance the Darkness Meter by 2 AP (ending on the “4” space).

Cycle Phase: 2nd Hero Phase

Figure 9

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Soldier (refer to Figure 10)

Move the Soldier 2 squares toward the lair (normal movement). Play “Harvest of Bones” on the last available

Action Space of the Soldier’s Hero Board. This action will let him attack in a 90 degree arc, starting at the Crawler and ending at the lair. Roll his dice pool of 2 a and 1 b and arrange the dice to display the following results: 2 and 8, with a result on the b.

Since “Battle Roar” reduces the TN for all attack actions, the 2 is sufficient to hit the lair (base TN of 3 - 1 TN for “Battle Roar”) and the 8 is more than enough to hit the Crawlers (base TN of 4 - 1 for “Battle Roar”). This attack will do 2 damage to all targets hit (base damage of 1 + 1 for “Righteous Fury”), defeating the Crawlers and reducing the lair’s vitality to 3 (base of 5).

This attack raises the Soldier’s Threat by 4 (1 damage to each Crawler and 2 to the lair). Advance his Threat tracker to the “9” space. Finally, advance the Darkness Meter by 2 AP for “Harvest of Bones.” The Darkness Meter is now at 6, meaning the Darkness Cycle will now trigger.

Face the DarknessNow that you’ve played through a couple Hero Cycles, try to finish the remainder of this Realm Tile on your own. Stop when one of the following events occurs for instructions on how to proceed.

• A Treasure Tracker is Picked Up: A Hero may spend 1 MP to pick up a treasure tracker in his square. The Hero may immediately draw 1 token from the treasure bag, draw 1 item card from the item deck that matches the color of the token drawn from the treasure bag, and then return the token to the treasure bag. If the item card drawn is currency or a potion, the Hero takes the cor-responding token, places it in his inventory, and shuffles the item card back into the appropriate deck. Otherwise, the item card drawn is placed in the Hero’s inventory. The treasure tracker picked up from the Realm Tile is then discarded.

• The First Web Token is Picked Up: A Hero may spend 1 MP to pick up a web token in his square. Place a picked up web token on the Quest Card as a reminder. Then, roll 4 b. If at least 1 is rolled, spawn 1 Crawler adjacent to the Hero that picked up the web. Normally, monsters cannot spawn without an active lair on the Realm Tile, but Quest effects can supercede this rule.

• The Final Web Token is Picked Up: After the sixth web token is picked up, the Quest will be resolved during the next Refresh Phase. Completing this Quest awards the Heroes 1 serendipity. Additionally, they can remove 2 white treasure tokens from the treasure bag and shuffle the “Clear the Road” Quest Card into the Quest Deck.

• The Lair and all Monsters Have Been Defeated: The Realm Tile is now clear. Immediately reduce each Hero’s Threat to 0 and discard all treasure trackers from the Darkness board. If there are any treasure trackers on the Realm Tile, they are immediately discarded and the Heroes gain 1 gold for each tracker discarded from the Realm Tile (the Heroes share this gold in a common pool). When a Hero begins a round on a cleared tile, his base movement value is doubled. If players wish, they can travel to a new tile and continue playing by moving off the opposite edge of the current Realm Tile from which they entered.

• A Hero Dies: If during the Cleanup step of the Refresh Phase a Hero dies, players may resurrect that Hero following the same rules as the “Resurrect” Serendipity event (described on page 47 of the rulebook).

Figure 11

Figure 10